Commit Graph

15162 Commits

Author SHA1 Message Date
cacogen b62d6fef3e Renamed areas rename fire alarm panels too (#64554) 2022-01-31 19:24:13 -05:00
CRITAWAKETS 6924849609 Turns the gas analyzer's environment scanning into a component. (#64264)
Componentizes the gas analyzer's environmental scanning behavior into a component registered on to COMSIG_ITEM_ATTACK_SELF.
2022-01-31 17:21:35 -06:00
Ryll Ryll bca608e879 Walls built on metal foam instead of girders revert to metal foam when decon'd (#64553)
* raises cost of metal from foam

* goes with fikou's idea for metal foam girder_type
2022-01-31 16:49:40 -06:00
Watermelon914 78d620051e Rebalances some things about progression traitors and adds some uplink items. (#64132)
About The Pull Request

Lowers TC rewards for assassination objectives, steal and destroy item objectives.
Makes it so that when you take the battlecruiser final objective, you become a battlecruiser ally and can assist with nuking the station.
Moves the elite syndicate modsuit from the nukie uplink to the traitor uplink at a high cost and high progression cost.
Adds new uplink items that cause station-wide blackout and telecommunication disruption temporarily.
Why It's Good For The Game

People can get an enormous amount of TC by completing these infinitely available objectives, and because of an oversight with the 'steal item' objective in regards to how much TC it rewards, they were worth a lot more TC than they should've been.
The battlecruiser objective changes have been made so that the traitor feels more involved with the battlecruiser they've summoned and can assist them with the nuke.
The new uplink items have been added so that there is more lategame gear that a traitor is able to purchase, as lategame traitor items are lacking right now. The elite syndicate modsuit gives traitors the opportunity to protect themselves during lategame engagements with security or other forces which could prove to be a threat when performing anything deeply antagonistic, like blowing up parts of the station in space.
Changelog

cl
expansion: Final objective battlecruiser will now make you a battlecruiser ally, giving you the nuke codes and making it obvious to other battlecruiser members that you are one of them.
expansion: Added telecom disruption and blackout purchases for traitors to purchase, and moved the elite syndicate hardsuit from the nukie uplink to the traitor uplink as a high progression cost item.
balance: Rebalanced TC rewards from assassinations to be less, and lowered TC rewards for plentiful objectives.
balance: Lowers the progression reward of assassination objectives.
/cl
2022-02-01 09:48:08 +13:00
Jeremiah cdfd5df7be Refactors pay stands + custom vendors (#63889)
I am disgruntled by the way pay stations work. They're not intuitive, they're a pain to build and have no interface. Basically: They don't get made, and the potential is lost.

Pay stands => Holopay

    Summoned by right clicking your ID
    Disappears if the card is out of range.
    New TGUI window that offers more customization

Other bundled fixes:

    Custom vendors become more user friendly
    Code improvement
    Lots of documentation + refactoring
    New bundled number input will likely take place of animated number in tgui input number

Why It's Good For The Game

More RP opportunity for players, plus bug fixes. It's now much easier for players to start their own in game business selling substances clown shoes.
Changelog

cl
code: Created a new input component that accepts only integers. More usage to come.
refactor: Pay stands are now holographic. It's 2562! Create one by right-clicking your ID.
del: Circuit boards for pay stands.
refactor: Pay stands now have their own TGUI.
fix: Custom vendors now alert you when someone makes a purchase.
fix: Custom vendors now place items in your hand when you make a purchase.
/cl
2022-02-01 09:47:28 +13:00
jjpark-kb 312fe1b439 xeno weed changes (#64477)
lowered the grow time limit from 15-20 seconds to 5-10 seconds
weeds can't grow in water now
documented the variables and procs
use the cooldown system
children weeds of the parent node will be destroyed on parent destroyed
2022-01-31 00:38:18 -08:00
Tim be355edab5 Refactor incapacitated optional arguments (#63771) 2022-01-31 00:04:07 -08:00
John Willard 6a1ae92145 Re-adds species uplink items (and some minor fixes) (#64460) 2022-01-30 23:01:36 -08:00
MrMelbert a7934f724d toy talking is an audible message instead of a visible message (i blind pr) (#64544) 2022-01-30 15:32:05 -08:00
Ghom b84ad2dde8 Removes useless status effect path defines. (#64490) 2022-01-30 01:26:04 -08:00
Ghom 9dfba9bb7c Removes useless defines for mutation paths (#64512) 2022-01-30 01:19:23 -08:00
GuillaumePrata 93a2174f8e Metalfoam structures can now be used as girders to finish building walls. (#64386)
* Foam structures can be used as girders for walls.

* Cleaner ifs

* RIP non iron walls
2022-01-29 22:26:58 -05:00
SMOSMOSMOSMOSMO 95e2c5ef1d Fixes notice text resulting from someone batoning a cyborg (#64501) 2022-01-29 22:15:54 -05:00
san7890 510ce05992 Re-organizes the files in the root of the icons/ folder into it's substituents #6441
About The Pull Request

Same vein (although a lot larger than) #64118

On the tin. This moves them into their own folders and the paths were updated in the code.
Why It's Good For The Game

It's not exactly good visuals for stuff that can be placed elsewhere to just be sitting in the root. Organization is nice.
Changelog

cl
fix: For those of you into code, some stuff with the icon pathing has been shuffled around so it's no longer in the roots of the icon/ folder. If you aren't into code, that's fine too.
/cl
2022-01-29 20:45:17 +13:00
antropod 8a55d622a8 Bluespace bodybags with dwarves can be folded and put into backpack (#64421) 2022-01-28 19:42:08 -05:00
Fikou 62add6c9a8 Loader Class MODsuit (#64359)
* loader modsuit
2022-01-28 15:10:02 +01:00
Watermelon914 d508546310 Optimized steal item searcher to not search through the entire game world. (#64354)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2022-01-28 02:05:50 -08:00
LemonInTheDark 934a5ea498 Actually fixes strange mob delays: BEEPSKY IS TOO FAST edition (#64351)
* Revert " Properly speeds up a lot of things, mostly mobs (#64270)"

This reverts commit a836574388.
THE BYOND REF WAS A LIE, THE PLAYERS ARE FOOLS, HELP, HELPPPPPPP

It turns out that despite what the byond ref says, the walk proc's delays were not in fact in ticks, but in deciseconds.
This means when I "fixed" mob movement by doubling all walk delays, what I actually did was double the speed of anything that used walk()

I have a feeling that the actual issue players were seeing was just move_to having fucked up distance logic, and the movement of slow mobs being smoothed out. I've changed that, so hopefully this puts a seal on the whole problem

I've had a request put in to make beepsky faster, but I think that's best done in a seperate pr

* Adds a flag to disable smooth moveloop movement
Applies it to hostile mob's Goto()
Backports the fixes to move_to and move_away from the previous pr
2022-01-27 19:50:08 -06:00
Wallem f591124538 Changes mail bag sprite & lets you put them on cargo coats (#64436) 2022-01-27 02:50:43 -08:00
jjpark-kb 4bcf967ad5 make the safe use balloon alerts (#64446) 2022-01-27 02:49:14 -08:00
san7890 21830b1f90 The Lizard's Gas (Station) Update (#64304) 2022-01-26 18:10:12 -07:00
Wallem 543e999a23 Monkeys can pop balloons with darts. (#64389) 2022-01-25 16:28:21 -08:00
ErdinyoBarboza 1533cdbe6f Boritos: Now with different flavors and available at vendors + Ready Donkmeal Trash Sprite uplift (#64238)
Boritos finally decided to start supplying the station with their cornchips. This PR comes with 4 flavors of boritos that can be bought from vendors as well as a slight uplift for the sprite of Ready Donkmeal's trash variant, making it actually look like trash rather then a pristine box.

Also hey if you walk on boritos packages they pop! Thats cool right?
2022-01-25 15:41:17 +00:00
Luc 4fd16bcbdb Make more use of <tool>_act (#64375)
Replaces a bunch of tool behavior checks in attackby to instead use the respective procs.
For instance, the behavior under a if(I.tool_behaviour == TOOL_SCREWDRIVER) check in attackby() will instead be found under that same object's screwdriver_act() proc. This is the first of a few PRs that I'd like to make to address this, since there's going to be a lot of code shuffled around.

This shouldn't have any impact on players, though some super observant folks might notice that they don't bash some items with tools when they meant to interact with them. I've tested all of these in game and they seem to still have the same behavior as before.
2022-01-25 15:17:30 +00:00
Imaginos16 25bd0e545b Some Command Resprites (#64377)
Resprites captain, centcom, and HoS outfits
2022-01-25 00:03:54 -05:00
magatsuchi 00c9ee3fab Fixes bamboo spear not using ComponentInitialize 2022-01-24 08:48:04 -05:00
LemonInTheDark 8f32cbe38d Reworks janitor cyborg cleaning, focus on the slipping (#64131)
Alt of #64105 and #64126 (I'm sorry Novva, I should have said something earlier)
I main janitor. As a janitor main, my greatest joy in life is slipping people who ignore my signs

I've seen some people complain about janitor borgs, so I decided to look into em

Unfortunately, not only is the janitor borg just a straight upgrade to janitors, it has absolutely no reason to use most of its kit
We give it standard cleaning supplies, and hell even bespoke tools to deal with leaving slippery tiles everywhere, but we also just let them clean anything they can walk over

This seems a bit too much to me, even for borgs. Also it's like, really boring

So what if we made their movement based cleaning cost something? How about we make it suck water from their bucket. Use the same pattern as mop code, make it twice as expensive though. Give it a slowdown, some sound cues, and an action button to trigger it all
2022-01-24 11:59:02 +00:00
ErdinyoBarboza ab9aea7412 Semkis and Pistachios! Come get your snacks + Snack Items Name Fixes (#64276)
Snack time
2022-01-24 01:28:07 -05:00
Tim 14deaa41ed Remove code/__DEFINES/misc.dm (#63879)
This removes code/__DEFINES/misc.dm and moves all the defines to either:

another existing define file
new define file
local .dm file if the define was only used in one file
I also deleted defines that were not being used and added documentation to all of the ones that were moved out of misc.dm

Why was this needed? People were basically using the misc.dm file as a dumpster to toss all their defines into that was creating one giant mess. The defines have been organized into their proper groups and files now.
2022-01-23 14:30:27 -08:00
MrMelbert 72d1fd030c nerf da crowbar (#64317) 2022-01-23 11:26:24 -07:00
ErdinyoBarboza 979870a552 Tech Storage Service Gets Updated (#64278) 2022-01-23 00:01:15 -08:00
LemonInTheDark 5ee5efbcd8 Hopefully fixes another source of long timer singlecaps (#64316)
* Hopefully fixes another source of long timer singlecaps

Very similar to 87fbe4c205 (#62415)

Got a ping from mothblocks complaining about "Mass bombing" and "Unplayable rounds" on sybil, caused by long timer singlecaps.
I'm like 90% sure they're using bz's slow heating to achieve this. So I'm just gonna cap bz production at 20 degress above room temp. It's not like you're going to be doing fabrication at this temperature anyway, so this isn't horribly impactful.

For the curious among you, bz scales its temperature increase inversely to its pressure, among other factors.
This scaling is VERY harsh, so at high pressures it barely creates any heat at all.

Insert discussion of single caps, cursed problems, and salt prs here.

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-01-22 23:46:15 -08:00
Blevruz 59eefab93b Adds circuit USB for reflectors (#64037)
Reflectors get USB ports. You can put in an angle and, if the reflector is unlocked, it goes to that angle when the component is triggered.

Fun new uses for circuits! Fun new uses for the trig module!! We love lasers!!!
2022-01-22 16:01:22 -08:00
Riggle a7232408cf Resprites toolboxes (#64298)
New sprites. Do I need to say anything more? Goon folder begone.
2022-01-22 13:54:36 -08:00
zxaber 4383df09ae Moves atmos checking from Fire Alarms to Fire Locks, Fire Locks now close on their own rather than area-based, a bunch of related stuff. (#62055)
Moves hot/cold checks to the fire locks
Makes detection due to above only close the affected Fire Lock and its neighbors (via merge code stolen from tanks)
Fire Alarms still can lock an area down if clicked by a user, right clicking is now the reset function. Resetting also resets all Fire Locks closed by their own detection.
Gives Fire Locks an overlay of lights that display the reason it closed (Orange for Hot, Cyan for Cold, White for unknown/Fire Alarm Pulled)
Emagging a Fire Alarm now emags all Fire Locks in the area, which accomplishes the same effect as before (disables atmos monitoring). Pulling a Fire Alarm will make emagged Fire Locks in the area display a corrupted warning light pattern, making finding and replacing emagged Fire Locks somewhat easier.
Silicons can disable atmos sensors in an area by CTRL-Clicking a Fire Alarm, much like before. but now the Fire Alarms in the area will change their sprite to hint at this (the normally-green light will turn off).

Makes a breach or fire not cause Fire Lock Hell anymore. Only the Fire Locks facing an issue will tend to close, leaving the rest of the area mostly unaffected.

This needs some work done to make it detect based on edges, but it's a decent enough start to live with if we're all killed by meteors (Lemon)
2022-01-22 01:36:03 -08:00
san7890 1a1b8c5326 let's go (#64291)
Apparently, the current sound we know as goon/sounds/effects/spring.ogg is actually this sound, sourced from freesound.org. If you take a look at the licensure screen, you'll see that it's public domain. Creative Commons 0. Wow!
2022-01-21 23:59:07 -08:00
LemonInTheDark a836574388 Properly speeds up a lot of things, mostly mobs (#64270)
When I made my move loop changes (815bb8a) 62567, I converted a few walk() procs to
the new system
What I didn't know when I did that conversion is that walk() operates on ticks, when move loops operate on
deciseconds

So when I converted say, mob movement over, I accidentially halved the attack movespeed of all of our mobs

This resolves that, alongside a few other misteps

Of note: There are old comments implying that walk()'s delay is not actually linear, or simply as the reference says "in ticks"
I don't have a good idea of how fast things actually should be though, which makes this tricky

In light of this, I've decreased the move speed of legion slightly, in hopes that it will feel more "normal"

I've also fixed a bug with move_to and move_away, they were treating their distance parameters as move to this and one more, rather then move to this. This lead to mobs attempting to overlap with your sprite. s cringe, and also fixed
2022-01-21 23:57:36 -08:00
itseasytosee 05f68d106b cannon or not (#64088) 2022-01-21 19:55:33 -08:00
OrionTheFox 16729429ab Bamboo Overhaul (Port of Beestation Hornet #5703) (#64027)
Adds several new bamboo items + sprites
2022-01-21 19:53:36 -06:00
YakumoChen 142b3a08ab Adds a reminder to use magboots to the supermatter sliver extraction guide (#64178) 2022-01-21 13:53:53 -06:00
LemonInTheDark 68ba7388e2 Fixes big melons losing their size sometimes (#64272)
When I added a drop animation, I forgot that things other then item animations can modify transform
In the spirit of this, I've ensured that other animations maintain the proper scale
2022-01-21 13:49:19 -06:00
ArcaneMusic ce2fe57063 Boomerang behavior is now defined as a component. (#63949)
Fully refactors boomerang behavior to work as a component, so that a thrown boomerang will return back to it's thrower if within range. More than anything this modularizes the behavior for the backend,
2022-01-21 02:19:24 -06:00
ErdinyoBarboza 39aaa23064 Donkhiladas Foodtype Fix (#64241) 2022-01-20 19:46:13 -05:00
John Willard 3889c01a56 Fixes Tramstation brigging (#64225) 2022-01-19 23:19:57 -08:00
Tortoise 7dda1fcc47 Suit storage items sprite fix (#64183)
This PR fixes the problem with missing texture when you put headset, spray can, card, crayon, seclite in suit storage.
I also fixes the cigpack suit storage east direction sprite because whoever ported it from belt forgot that sprite has different direction. (me)
2022-01-19 21:50:45 -08:00
Fikou 505e441495 Kinesis Module (#64151)
fixes #64029 (Springlock MOD module kills you even when you have Memento Mori necklace)
fixes #64136 (modsuits cant run out of charge)
fixes #64158 (trying to install a battery into a modsuit with free storage space places the battery into storage)
fixes #64186 (ModSuits : taking out cell doesn't give it back)
fixes #64161 (Modsuit cores disappear in construction)
makes mod jetpacks show particles indoors
gives the prototype suit back their upgraded cell (they literally lose 1% of power per 3 seconds with their current one)
Fully reworks the kinesis module to not be TK but lamer, it is now a gravitational anomaly locked module. 

Unique stuff that can be used in fun scenarios
2022-01-18 16:30:11 -08:00
ShizCalev 7b471582d8 Fixes some mapping errors not using the mapping error log. (#64114)
Should help prevent #64066 from reoccurring.
2022-01-18 12:18:04 -05:00
John Willard 1120a8cce2 fixes typo in exploration drone's computer console (#64101) 2022-01-17 22:42:04 -06:00
Wallem 71162dee9b Sign Language translation glove changes (Plasmamen & MODsuits) (#64090)
Swaps the check for the gloves for people with the tongue-tied trait into a check for a clothing-based trait.
Makes a variant of the radio gloves for plasmamen, so they can be forced to use their hands too.
Makes a MODsuit mod that lets you sign over comms when your modsuit is activated.
2022-01-17 22:37:44 -06:00
san7890 6dca51598a MULTI-Z IceBoxStation Locker Room (Laundromat Diplomat) (#64055) 2022-01-17 18:13:37 -07:00