Commit Graph

852 Commits

Author SHA1 Message Date
san7890 014342d271 Photocopier now tells you if it can't charge you successfully. (#71559)
## About The Pull Request

Closes #71466.

Photocopying your ass is fine and works well enough, but the comments to
that report were correct that it provided no user feedback as to why it
wasn't copying. This just adds a small balloon alert to the viewer so
that they realize that they might have to have their card in their hand
for it to run.

I toyed around with a few iterations of the message and I figured that
one got the point across well, but if anyone has any better ideas that
would be welcome as well. Not sure if we should just have it be a longer
"Say" message.
## Why It's Good For The Game

User feedback when something fails is important!
## Changelog
🆑
qol: The photocopier will now tell you when it's not able to find an ID
to charge on your person.
/🆑
2022-11-28 08:53:52 +01:00
necromanceranne 03bc97ade5 Nukies Update 6: Interdyne is here for you! Medical Supplies and Atropine! (#71067)
## About The Pull Request

Quite a few changes overall to the nuclear operatives tactical medkit.
The kit is more of a full suite of equipment for performing field
medical duties as a nukie.

- I've split the medkits between two kinds. Basic and premium. Medical
bundle has the premium kit.
- Basic contains additional amounts of basic c2 chem patches, some spare
atropine autoinjectors, sutures and regen mesh, and some basic medical
equipment for tending wounds. 4 TC (as it was before). That's it.
- The premium kit is a far more useful full suite of advanced medical
equipment, MODsuit modules, medical supplies and cybernetic implants,
including the combat hypospray and the combat defib. 15 TC.

**In the premium kit, there is:**
- It has a box of beakers with powerful healing chems. Omnizine,
salicylic acid, oxandrolone, pentetic acid, atropine, salbutamol and
rezadone.
- The combat injector is empty, so you can load it as necessary.
- There are advanced sutures and regenerative mesh packs. They don't
work through spacesuits, but are invaluable for wound repair. Especially
burns.
- There is a surgery arm toolset so you can do field operations without
lugging tools.
- There is a surgery processor module that comes preloaded with advanced
surgeries, a threadripper module, and the combat defib module. The
module works entirely like a combat defib, but you don't need to lose
your belt slot to use it.
- The surgeries are revival, the upgrade surgeries (like vein
threading), brainwashing (did you know they didn't get access to
brainwashing, I think this is a shame) and the better tend wounds
option.
- The nightvision medical hud doubles as a pair of science goggles.

**Atropine changes:**
- Atropine now stops bomb implants from autoexploding. This does **NOT**
stop you from manually detonating the bomb. (This is possible even when
you're dead and haven't left your body)
- As a result, nukies get atropine medipens so that they can potentially
stop themselves detonating prematurely, or stop their allies detonating
prematurely. They have a little pamphlet to help explain how their
microbomb works.

## Why It's Good For The Game

Straight up: The medkit is ass.

The meds in the injector sucks, just getting c2 meds in patches is kind
of insulting for something granted to you from an uplink item (and also
you get those for free with your ~~xbox~~ infiltrator medical room so
lol), and operatives just got the kit for one reason and one reason
only. That combat defib as a _weapon_.

Fuck that. So the kits now much better as a way to both support yourself
AND your team through providing a range of improvements you can provide
the squad, while also not undermining the reason why people may have
wanted the kit (that defib). I would really like to see more nukies
attempt to support one another in combat, and a medic operative is a
role that needs love to make that a reality.

**Edit here**: I reintroduced a low end kit with more c2 medical
supplies _if you want them_. I can see how someone might pinch all of
the medical supplies like a cunt, so maybe we should have a failsafe for
that.

A huge culprit of the lack of value of support meds was usually that
ops...explode when they die. If a medic can pop atropine into an op
before they die, they might be able to save them, or an op could pop
themselves with atropine prematurely to maybe stave off death.

## Changelog
🆑
balance: Splits the nuclear operative combat medical kit into two
versions: basic and premium.
balance: Basic contains additional amounts of basic c2 chem patches,
some spare atropine autoinjectors, sutures and regen mesh, and some
basic medical equipment for tending wounds. 4 TC (as it was before).
balance: The premium kit is a far more useful full suite of advanced
medical equipment, MODsuit modules, medical supplies and cybernetic
implants, including the combat hypospray and the combat defib. 15 TC.
balance: Atropine stops bomb implants from automatically detonating on
death. You can still manually activate your bomb implant (even when you
are dead).
balance: Operatives start with an atropine pen to stop themselves and
their allies from detonating so they can hopefully be saved by a medical
operative.
add: There is a pamphlet to explain this in the nuclear operative's
survival box.
add: I'm not telling you to read the pamphlet, but you should probably
read the pamphlet.
/🆑

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-11-27 16:20:24 +01:00
LemonInTheDark 24d795b354 Adds a preference that disables intensive rendering on different multiz layers (#71218)
## About The Pull Request

It's kinda hacky, but it is nearly the same as just rendering one z
layer.
We allow people to ENTIRELY REMOVE most plane masters from their screen.
This has the side effect of disabling most visual effects (AO is a big
one) which saves a LOT of gpu.

We rely on planes being essentially layers to ensure things render in
the proper order. (outside of some hackyness required to make parallax
work)

I've kept parallax and lighting enabled, so visuals will still look
better then multiz pre plane cube.
It does also mean that things like FOV don't work, but honestly they
didn't work PRE plane cube, and FOV's implementation makes me mad so I
have a hard time caring.

Reduces gpu usage on my machine on tram from 47% to 32%, just above the
27% I get on meta.

I'm happy with this.

Oh also turns out the parallaxing had almost no cost. Need to remove it
as a side effect of what I'm doing but if I could keep it I would.

There's still room for in between performance options, like disabling
things like AO on lower z layers, but I didn't expect it to make a huge
impact, so I left things as is

Also fixes a bug with paper bins not respecting z layer. It came up in
testing and annoyed me

## Why It's Good For The Game

Ensures we can make multiz maps without running into client performance
issues, allows users to customize performance and visual quality.

## Changelog
🆑
add: Adds a new rendering option to the gameplay preferences. You can
now limit the rendering intensity of multiz levels. This will make
things look a bit worse, but run a LOT better. Try it out if your
machine chokes on icebox or somethin.
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-24 20:31:36 -08:00
CocaColaTastesGood 5445de1838 Fixes negative payment in NTpay & Encodes name param sent to admins in fax (#71491)
## About The Pull Request
NTpay wasn't validating negative input serverside, allowing for negative
payment to users(Negative - Negative = Positive, so it adds money to the
senders account.) Also encodes a parameter that was sent unsanitized to
admins.
## Why It's Good For The Game
## Changelog
🆑
fix: Fixes a NTPay exploit.
/🆑
2022-11-24 11:48:32 -08:00
Sol N 85ab2797b1 Refactor of pizza crate code and various other small pizza related code changes (#71202)
## About The Pull Request

The first and biggest thing that is in this pull request is changing the
old pizza crate code from something that is hard to parse and full of
blahblach = C stuff into things that I believe are more in line with
modern standards, which adds the potential for expansion or additions to
pizza crates with more ease if, for example, someone wanted to make a
flatbread crate or something.

I've also changed all of the lizard flatbreads from just /food/pizza/
into being /food/pizza/flatbread so that I could fax them, along with
sliced bread.

Then I went in on pizzabox code adding various screentips and balloon
alerts so that holding stacks of pizza and manipulating them doesnt fill
your chat with stuff and finally to pizza code to add screentips.

![dreamseeker_SF20VOXlNJ](https://user-images.githubusercontent.com/116288367/201151348-379393da-e807-45fd-9643-a2582ecd27a3.png)

![dreamseeker_wtROqx0gEc](https://user-images.githubusercontent.com/116288367/201151349-b84e031f-c94f-4265-962b-9151fa573b1e.png)

![dreamseeker_2dfG6QkV4R](https://user-images.githubusercontent.com/116288367/201155518-aba1ccf2-1fa2-4289-b766-ddae15e8bf1c.png)

EDIT: I've changed the code so that instead of using the tool context
screentips add element, it adds screentips via the processable add
element which means all processable food now has a default screentip of
"process" as a result of this PR

## Why It's Good For The Game

Old pizza crate code was unclear and now is clear so it should be easier
to know what to mess with if someone wants to change them further or add
or expand them.
We all like screentips!
Old pizzaboxes had way too many unnecessary messages getting printed to
chat.
You can fax root flatbread but not flatbread with toppings on them and
while that can make a kind of sense you can fax pizza slices with
toppings on them! Bread slices just also makes sense to add while I'm at
it.

## Changelog

🆑
add: you can fax flatbreads and slices of bread now, changed all
flatbreads into children of pizza/flatbread to allow for this
qol: adds screentips to various pizzabox action (stacking, when you can
take pizzas out, pizza box bomb stuff)
qol: adds a way to add screentips directly into processable food via the
add element processable proc
refactor: pizza crates work the same but more clearly and more variable
/🆑

Co-authored-by: san7890 <the@san7890.com>
2022-11-21 21:26:58 -08:00
Yaroslav Nurkov ec1115efff Add a few networks to fax, which send papers to request manager, and staff can answer on them from fax panel. (#71129)
## About The Pull Request

This PR adds the ability to send faxes to a central command or
syndicate, which will be delivered to the admins in request format. And
also, a fax panel for admins has been added, which will allow them to
conveniently send a fax already back (including stamps)

![image](https://user-images.githubusercontent.com/78199449/200159547-4e5f1759-2879-459c-b84f-e6dedd5f1ccb.png)

![image](https://user-images.githubusercontent.com/78199449/200159551-951e235f-e2ac-4f92-a96f-72cba643e634.png)

![image](https://user-images.githubusercontent.com/78199449/200159552-57f3dcf6-5875-4b11-af58-22c0b0fb4ae2.png)

![image](https://user-images.githubusercontent.com/78199449/200159553-57fbf90c-f141-4c12-8879-81a842afe30f.png)


## Why It's Good For The Game

More bureacracy gaming.

## Changelog

🆑 Vishenka0704
add: A way to send faxes to CentCom/Syndicate
admin: New fax panel(with stamps!!!)
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-21 07:44:29 +00:00
AnturK 4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
tattle ad5debaaa1 Add investigate_deaths (#71112)
## About The Pull Request
Adds INVESTIGATE_DEATHS, an investigate category intended to better show
causes of death.


![image](https://user-images.githubusercontent.com/66640614/200142461-c17b5e51-1116-4eef-bbfb-49bc024c0953.png)


![image](https://user-images.githubusercontent.com/66640614/200147306-09bef76e-68c6-4f0a-bdf9-0211eb274e66.png)

Also makes suicide_act take a `mob/living` as an argument instead of a
`mob`, and some minor style improvements since apparently I hate
atomicity.

## Why It's Good For The Game
Inspired by a mysterious death and dusting. More logging and leads for
admins investigating deaths.

Also fixes #59028

## Changelog
🆑 Tattle
admin: added investigate deaths to shed some more light on unusual
demises, dustings, and gibbings
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2022-11-07 16:22:37 -08:00
MrMelbert a1ab0201ff Fix halloweens races (#70874)
* Fixes halloween races.
- Fixes a race condition involve checking for holidays befores SSevents is instantiated. Now, holiday checking is done through a helper, which will ensure the holidays list is created and filled before checked.
2022-10-31 16:01:31 +01:00
ShizCalev 9890581427 fixes screwdriver pen runtiming when extending / retracting (#70747) 2022-10-27 13:20:50 -04:00
ArcaneMusic c1b65b9100 Fixes paper hats by giving them a worn_icon path (#70752)
About The Pull Request

Wearing paper hats is tradition, or a chronic problem when you just auto-store it with the keybind. However, it appears that they lost their worn_icon with #70060. Easy mistake, easy fix. Sets worn_icon for obj/item/paper to the costume helmet .dmi file.
2022-10-23 23:39:58 -07:00
texan-down-under e056997093 Screwdriver Pen (#70467)
* base

* bam

* icon and element fix

* terminate

* Update code/modules/paperwork/pen.dm

* Update code/modules/paperwork/pen.dm

* sigh

* Update code/_globalvars/lists/maintenance_loot.dm

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Update code/modules/paperwork/pen.dm

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>

* Update code/modules/paperwork/pen.dm

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

* factoring

* escapism

* balloon notif

* bottom vars

* Update code/modules/paperwork/pen.dm

* Update code/modules/paperwork/pen.dm

* Apply suggestions from code review

* updates the sprite to be based on new pen icon

* pushes the comsig call to an attack_self

* Update code/modules/paperwork/pen.dm

* Update code/modules/paperwork/pen.dm

* imagos icon

Co-authored-by: etherware-novice <candy@notarealaddr.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Candycaneannihalator <candycane@thisisnotarealaddr.com>
2022-10-21 02:41:58 -04:00
san7890 2878345ebb Swaps sleep() to use SECONDS define, changes some sleep(1) to sleep(1 TICKS) (#70452) 2022-10-18 21:25:23 -07:00
ShizCalev 1a32f60cf4 [ready] adds unit test for missing inhand icons. fixes a bunch of missing inhand icons (#70037)
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
2022-10-04 10:20:24 -07:00
John Willard 91f02f2a6b canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE (#69790)
* canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE

The most idiotic thing I've seen is canUseTopic's defines, they literally just define TRUE, you can use it however you want, it doesn't matter, it just means TRUE. You can mix and match the args and it will set that arg to true, despite the name.

It's so idiotic I decided to remove it, so now I can reclaim a little bit of my sanity.
2022-10-01 09:47:52 -07:00
John Willard 243231eb48 Properly checks flags with & instead of == (#70130)
* Makes flags properly check themselves

Byond ref: https://www.byond.com/docs/ref/#/operator/&
Basically, flags should use & instead of ==
We can have more than 1 slot on any item, so it's preferred that we do this instead. Even if it doesn't immediately fix any problems, it's something that should be the standard anyways to prevent it from ever being a problem.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-09-27 21:51:45 +00:00
John Willard 7c990173e0 Removes network cards and printers from tablets (#70110) 2022-09-26 11:18:58 -07:00
Jacquerel ba11bcadf8 Faxing of unusual objects (#69651)
* Fax machines have a wire panel.
Fax machines can be hacked to allow unusual input, throw their contents on receipt, and be invisible to the network.
Fax machines will accept some additional paper-like items by default.
Fax icons moved to their own file.

* Unpunctuates screentips.
You can send cash now also.

* Removes unnecessary "var".
Adds salami to food list.
2022-09-04 15:53:22 -04:00
Mothblocks c5ba0db5b1 Paper bins now create paper dynamically, rather than creating thousands of pieces of paper on init every round (#69586)
* Paper bins now create paper dynamically, rather than creating thousands of pieces of paper on init every round

* Fix hard del, fix static initialization

* Fix fire_act not using paper_stack
2022-09-04 09:34:34 +12:00
tattle bec80d4856 Bureaucracy logging (#69554)
Sent fax messages' contents and printing out books is now logged to paper.log.
Renaming fax machines is logged to game.log (and to individual players' logs).

Mostly because I was annoyed earlier looking for who printed out books. And then faxes seemed like a logical continuation.
Plus it seems like an interesting way to see how often certain books are printed out!
2022-09-02 13:30:51 +01:00
tattle fd9f50c552 [IDB IGNORE] Renames the inhand/misc folder to inhand/items (#69573)
Also adds balloons to inhand/items
2022-09-01 03:29:10 +02:00
distributivgesetz 2f9716d4e9 [MDB IGNORE] Fix ticket machines behaving unexpectedly and causing runtimes (#69406)
* Adds a unique ID to the ticket machine in an icebox ruin, preventing it from getting mixed up with the HoP's.
* Adds more text on examining ticket machines and the tickets from them, allowing people to know what position in queue they are.
* Tickets now properly display their number, and is named after their position in queue.
* Adds more user alerts to certain actions around the ticket machine, such as when there are no more people in queue.
2022-08-25 07:18:15 -04:00
san7890 ab1d99dc56 Adjusts Charcoal Stylus Crafting Time to use SECONDS (#69414)
Hey there,

I was code-diving looking, and apparently we have these nifty pencil analogues. However, they used a decisecond time define instead of the nice SECONDS macro, which is not nifty. Let's fix that real fast.
2022-08-24 17:27:48 -04:00
Imaginos16 1d8e10b536 New Fax Resprite by Imaginos! (#69397)
imageadd: Resprites fax machines!
2022-08-24 08:36:17 -04:00
Seth Scherer f1a363c825 Converts a shitload of istypes to their more concise macros (#69260)
* Converts a lot of istypes() to use their istype macro helpers.
2022-08-18 22:08:44 -04:00
ShizCalev 847a162406 Fixes runtime when someone removes a printer's toner cartridge while it's printing (#69198) 2022-08-16 12:37:58 -04:00
twilightwanderer 625da3e6ea Fax Machine (#69083)
* Adds the Fax machine, which allows you to send and receive faxes from around the station.

Co-authored-by: twilightwanderer <twilightwanderer@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-08-12 12:33:36 -04:00
John Willard 952c3ee0d3 Removes ComponentInitialize() (#69118)
* Removes ComponentInitialize()

Completely removes ComponentInitialize() as a proc, which was called on every single atom in the game, twice in some instances (like new players), over something that can already be done with Initialize().
This is the second attempt at doing this, after the first attempt fell apart for some reason. This time it was way easier though, since storages are no longer a Component.

* update icon blocker added before calling parent

* Update code/game/machinery/porta_turret/portable_turret.dm

Co-authored-by: san7890 <the@san7890.com>

* adds a mapload while I'm here

* moves human mood

* Does some UNRELATED thing to the PR

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-08-11 19:01:32 -04:00
ShizCalev f24d50be33 unifies security record printing (#68926)
* Unifies security record printing for filing cabinet security records, so it no longer just says '/list'.
2022-08-08 18:19:55 -04:00
twilightwanderer d1c56cb27a Photocopier paperforms fix (#69005)
Fixes #65831

In this PR I added a system of pre-prepared paper forms for the printer. This system worked for a while and because of security problems in the papers was completely broken by quick fixes to the holes. I did not try to fix the forms, because at the time because of the broken papers it was pointless, and I decided to wait until the code papers are fully recycled. Waiting for a fix, I rewrote the config and now the system blanks again normally print forms. In addition, this fix allowed to bring the configuration of the forms in a more readable form.

As a bonus, I decided to add a "VOID" stamp. I was going to do it back when the system of forms was introduced, but because the stamps at the time did not work properly I did not do it.
2022-08-08 01:30:59 +01:00
John Willard b4f19a7e0f Greatly increases Pun Pun's abilities and strengths (using desk bells, cross stun immunity) (#68870)
About The Pull Request

Pun Pun has a new AI, with it they received the following:

    Instead of screeching/roaring/scratching/jumping/rolling, Pun Pun will instead sing/dance/bow/clear throat/sign.
    Pun Pun now rings desk bells instead of finding random shit to pick up, and doesn't intentionally seek out weapons.
    Pun Pun has a higher chance of giving people stuff in their hand, so the Bartender can give them a drink and let them go walking around.

Additionally:

    Pun Pun is now immune to being hardstunned by walking into them, giving them a little more bite for greytiders beating them up.
    Monkeys can now use desk bells.

Why It's Good For The Game

I like Pun Pun and when Monkey AIs were originally added, there was a note about giving them a unique AI. Since we're slowly turning the poor monkey into an actual Bartender assistant, I find it thematic that they would ring the bell and give out drinks in their hand, as if the Bartender taught them themselves.

For the hardstun immunity, I mostly did it because I find it annoying for a Bartender to have to carefully navigate around Pun Pun to not knock them over and make them drop an instrument (or anything else) in their hand, but it also works as a buff to people trying to kill them. Pun pun is a unique monkey so I don't believe they should be as easy to kill as any other.

Desk bell addition was necessary for Pun Pun to use it.
Changelog

cl
add: Pun Pun now gives stuff in their hand frequently and rings desk bells.
add: Pun Pun now has gentleman-like emotes, rather than screeching and roaring.
balance: Pun Pun no longer looks for weapons in their off time.
balance: Pun Pun is no longer vulnerable to stuns by being walked into.
qol: Monkeys can now use desk bells.
/cl
2022-08-05 12:38:59 +12:00
Timberpoes 786ac5c855 [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition> (#68612)
Papercode refactor
2022-08-02 19:27:42 +02:00
ShizCalev 941a7678dd Revert "unifies security record printing" (#68925)
This reverts commit 14a0dca7ae.
2022-08-02 01:02:47 +02:00
ShizCalev 14a0dca7ae unifies security record printing 2022-08-01 18:58:41 -04:00
Tastyfish 24aa9bc9d0 Makes result of decal painter and tile sprayer not cleanable like the map-start decals (#68088)
The decals from decal painters and tile sprayers are identical to the ones from roundstart, except they're washable. This is good for if you need to undo or erase mistakes. Or to janicart clown nonsense quickly. But it sucks if you're trying to cement some proper borders and queue arrows and whatnot in.

So, they now are not washable, but instead you crowbar the floor tiles up, just like with map-start decals.

    Also added ink level meter for toner cartridges.
    Also, replaced my previous half-effort "white" and "black" tile sprayer colors with neutral and dark. Makes neutral and bar burgundy use the correct unusual alpha values as with the real ones.

Why It's Good For The Game

So that these aesthetic improvements aren't accidentally wiped by the janitor cleaning up.

As well, the extremely common neutral tile overlays can now be painted.
Changelog

cl
add: The results of the tile sprayer and decal painter can now only be removed by crowbarring the tile, just like map-start.
fix: Tile sprayer's "white" replaced with "neutral", the most common tile overlay color.
/cl
2022-07-29 12:24:06 +12:00
Salex08 8a8fa9c99c Replaces GetComponent in Mining items with Signalers (#68575)
* Replaces many instances of GetComponents in mining items with signals and better uses overall of Components, in drills and the GPS handcuffs.
* To do this, also added 3 new signals to mechs when you are adding/removing mech equipment onto one.
2022-07-27 14:30:04 -04:00
LemonInTheDark 22d57da140 Readds Alien Vore (#68312)
* Readds Alien Vore

Aliens can now eat people again. Behavior was removed by #43991 (b6c41e3b32)
because nasku thought it was weird, and the code was really bad.

I think it's funny, and I've made the code not trashtier.

Basically, an alien can agressive grab any living mob. If they stay next
to the mob, facing them for 13 seconds, they will "eat" the mob,
IE:insert them into a list on their custom stomach.

The xeno can then hit an action button to spit out the mob, alongside
some acid.

If the mob is alive enough to pull out a weapon inside the xeno/has one
on it, they can attack the xeno from inside, dealing damage to the
creature and its stomach. If the stomach drops below a threshold, the
mob gibs the xeno and escapes.

I've done my best to steer things away from horny and into gross, though
I'm aware you fucks do your best to blur that line.

Anyway something something balance change something something lets xenos
abduct people more easily, I'm mostly doing this cause I think it has
soul.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-07-17 01:55:12 -07:00
Fikou 71835a7c1c Nukie Rework Part 2: Nuclear Operative starting gear rework (#68401)
Replaces the nuke op Makarov with the Ansem, a clandestine pistol firing 10mm rounds which do more damage. Ammo costs more.
Replaces the nuke op survival knife with the energy dagger, as well as giving it a soft light, light armor penetration and a light wound bonus.
Replaces the diamond drill in their closet with an entrenching tool, which swaps between crowbar, pickaxe and shovel modes.
Gives the nuke op survival box the syndie box design, as well as a crowbar, screwdriver and mini welder.
Removes the nuke op leader's Krav Maga gloves.
Updates the esword and edagger sprites with ones i had lying around from 2019, they are more consistent.
Moves pistol sprites a bit up to center them.
2022-07-16 19:25:52 -04:00
magatsuchi 7d0f393f5d Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code (#67478)
Currently, storage works as a subtype of /datum/component, utilizing GetComponent() and signals to operate. While this is a pretty good idea in theory, the execution was pretty trash, and we end up with alot of GetComponent() snowflake code (something that shouldn't even need to be used frankly), and a heaping load of scattered procs that lead into one another, and procs that don't get utilized properly.

Instead, this PR adds atom_storage and proc/create_storage(. . .) to every atom, allowing for the possibility of storage on quite frankly anything. Not only does this entirely remove the need for signals, but it heavily squashes down the number of needed procs in total (removing snowflake signal procs that just lead to one another), reducing overall proc overhead and improving performance.
2022-07-08 18:13:18 -07:00
SMOSMOSMOSMOSMO 76e2a9c292 You can attach a bell to your wheelchair (#67821)
* Bells can now be attached to wheelchairs.

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-06-24 15:32:15 -04:00
itseasytosee 878e3b8d37 Implements a Demolition Modifier variable to items, affects damage vs structures and robots. (#66967)
Adds a modifier variable which can be used to increase or decrease a given items damage to structures, machinery, vehicles, and robots (including cyborgs, simple-bots, and anything else with the MOB_ROBOTIC biotype)
2022-06-06 15:29:57 -05:00
Wallem 4bcb073413 Adds a new desk bell item, for sadists. (#67199)
It's entirely unrealistic that there isn't a way for customers to annoy the hell out of any workers they desire with the simple press of a button.
Changelog

cl Wallem
add: Adds a desk bell, so you can let the service industry know how much you truly care about their hearing.
/cl
2022-06-01 08:19:36 +12:00
Kapu1178 6d470992cb This tail refactor turned into an organ refactor. Funny how that works. (#67017)
* Fuck you (refactors ur tails)

* Errors

* Wow. Pain.

* Fixes up probably everything

* finish up here

* Fixes hard del maybe

* original owner hard del

* garbage collection runtime

* suck my peen byond

* Mapped tails

* motherfucker.

* motherrfucker. again.

* Whooopppppsie

* yeah bad idea

* Turns out external organs literally just sat in nullspace forever if their parent was deleted, and didnt Remove() themselves, causing harddels.

* So anyways I repathed all organs

* Fixes

* really.

* unit test... test

* unit test-test but it passes linters this time because im a moh-ron

* I've lost track of what im doing at this point

* Hopefully fixes hard del?

* meh

* Update code/datums/dna.dm

* things n stuff

* repath from master pull
2022-05-30 21:18:34 -07:00
Tim 0c5b3ac1fd New illiterate quirk (#66648)
* New illiterate quirk that makes a person unable to read or write. This applies to books, PDAs, paper, computers, and other electronics.
* New brain trauma dyslexia that makes you illiterate until fixed.
* Ashlizards are now illiterate as a default starting trait. The mining shuttle computer has been updated to compensate illiterate mobs randomly smashing buttons that causes a shuttle launch.

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-05-23 20:06:52 -04:00
Tim aaef545968 Revert "Add stamped requisition forms now give bonus credits (#66230)" (#66851)
This reverts commit f021767645.

This reverts commit f021767 from:

    Add stamped requisition forms now give bonus credits #66230

This bug was encountered when we were testing this PR but I thought it got fixed.
Why It's Good For The Game

Cargo crates will now reappear.
2022-05-10 15:28:10 +12:00
Tim f021767645 Add stamped requisition forms now give bonus credits (#66230)
Requisition forms now grant bonus credits when they are stamped by the appropriate stamp listed under "Authorization Required:" on the form. Initially I was just going to have the req forms give the same amount of credits as the manifest but I was convinced to lower both of them so it doesn't unbalance crate returns too much.
2022-05-08 11:28:26 -07:00
Watermelon914 37489698a1 Steal objective can now be cashed out early for less reward as soon as you place the bug on. Removes smuggling objective and adds a new 'Destroy Machinery' objective (#66771)
Steal objective can now be cashed out early for less reward, but completing the time in its entirety will give extra TC and reputation.
The smuggling objective has been removed and replaced with the 'Destroy Machinery' objective, which focuses on disrupting workflow by destroying stuff like protolathes, telecomms and research servers.
Made the easier steal objectives worth slightly less TC
2022-05-08 11:19:22 -07:00
SmArtKar 442ef897bc Refactors firestacks into status effects (#66573)
This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.

Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.

Also changed some related proc names to be snake_case like everything should be.

This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing
2022-05-04 23:52:07 -07:00
Tim d24de64f5f Segregate blindness code out of reading check (#66383) 2022-04-30 17:54:36 -05:00
Tim 0c9002808d Pens require gravity to write (#66310)
* TO BE CONTINUED

* Add zero gravity writing restrictions for pens

* Fix gravity check for writing

* Fix writing instrument var declaration

* Fix pen and crayon can_write proc

* Fix lenting issues with code docs

* Remove deprecated code

* Change code comment

* Add literacy checks and writing checks to items

* Remove deprecated code

* Remove deprecated code

* Remove deprecated code

* Remove duplicate code

* Fix grammar for space pens.

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>

* Trigger Build

* Optimize proc order for pen gravity

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-04-27 17:37:35 -07:00