Commit Graph
5663 Commits
Author SHA1 Message Date
f1a62daa61 [MIRROR] Fixes the Ice Hermit Ruin (#857)
* Fix the Ice Hermit Ruin (#53769)

Incorrect type paths cause issues, there is no ice hermit ruin in the
lavaland folder.

* Fixes the Ice Hermit Ruin

Co-authored-by: Whoneedspacee <yougotreallyowned@gmail.com>
2020-09-18 05:14:49 +02:00
160c64b485 [MIRROR] Remove bad reference from atmos (#852)
* Remove bad reference from atmos (#53781)

Change the name from Cyrion B to Zauker due to the easy connection the bad groups in the past

Not getting a repo ban is good

* Remove bad reference from atmos

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2020-09-18 00:36:50 +01:00
ca85f2fb4e [MIRROR] Makes GHOST_SIGHT not show messages from mobs that dont have a client to reduce chatspam (#849)
* Makes GHOST_SIGHT not show messages from mobs that dont have a client to reduce chatspam (#53707)

* Makes GHOST_SIGHT not show messages from mobs that dont have a client to reduce chatspam

Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-17 15:05:22 +02:00
c728a702c6 [MIRROR] Adds a keybind for resting (#848)
* Adds a keybind for resting (#53709)

Adds a keybind for resting, it's odd that there's bind for all the UI buttons such as Resist, Throw, Drop but there isn't one for resting. The default key is now U

* Adds a keybind for resting

Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-17 15:04:34 +02:00
303f712ae1 [MIRROR] Silicon deletion cleanup (#846)
* Silicon deletion cleanup (#53680)

Law datums were referencing owner
Law datums were not being delled
Some MMI code was organized strangely

* Silicon deletion cleanup

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2020-09-17 06:11:37 +02:00
762531f407 [MIRROR] makes it possible for admins to edit under siege cqc valid areas (#827)
* makes it possible for admins to edit under siege cqc valid areas (#53471)

* makes it possible for admins to edit under siege cqc valid areas

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-09-17 02:04:48 +01:00
7847364fc2 [MIRROR] s-s-s-spaghetti to newfood (#818)
* s-s-s-spaghetti to newfood (#53574)

🆑 Qustinnus
code: Moves spaghetti to new food
fix: Fixes some more size problems on food
fix: Fixes organs having wrong params
/🆑

fixes #53482 fixes #53572

* s-s-s-spaghetti to newfood

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-09-16 03:41:02 +01:00
fb6720c7f9 [SEMI-MODULAR] Customization (#675)
* 1

* a

* aaa

* aa

* aint got no pancake mix

* hhh

* aa

* hhh

* taurssss

* aaa

* organ partss

* genitals wip

* aaaaa

* h

* a

* mutation dna

* fixed limbs rendering

* mammols

* and thats wings and snouts

* a

* markings except they dont render yet oooooh

* woo lots of markingas

* Body marking sets!

* loadout part 1

* marking re-write. part 1 of loadout

* Loadouts, fully functional, but no customization

* Loadouts readyy

* Default features + savefiles

* Examines

* Fixes genital visibility

* Fixes husking colors

* Fixes very custom loadouts

* Fixed organ colors and bepis icon states

* Fixes genitals save/load

* Species part 1

* Just markings

* Voxes!

* Vox fixes, more validation, better randomisation

* markings refactor, languages

* Some fixes

* Missing accessories, some fixes

* Fixes, underwear toggles, examine for kinky bits

* updates code to master

* travis travis travis

* does this help???

* traaaavis

* Update species.dm

* Inches

* missing whitelines

* small fix

* more small fixes

* Preview preference bug fix

* commentomodularization

* Update tails.dm

* hoo boy

* Update preferences_savefile.dm

* Update species.dm

* Lizard fix!

* Update sprite_accessories.dm

* Update code/modules/mob/living/carbon/human/emote.dm

Co-authored-by: Gandalf <jzo123@hotmail.com>

* Update code/modules/mob/living/carbon/human/human_update_icons.dm

Co-authored-by: Gandalf <jzo123@hotmail.com>

* Update code/modules/mob/living/carbon/human/emote.dm

Co-authored-by: Gandalf <jzo123@hotmail.com>

* Update code/modules/mob/living/carbon/human/species.dm

Co-authored-by: Gandalf <jzo123@hotmail.com>

Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-09-16 03:40:00 +02:00
496811ef6c [MIRROR] Optimize stat panel and fix guardian verbs (#804)
* Optimize stat panel and fix guardian verbs (#53463)

Optimizes stat panel code for better performance, including icon caching and removing some unnecessary processing
Also fixes #53432
fix #53381
fix #53724
Changelog

add: icons are back on alt clicks
fix: horrible performance from alt clicking turfs with multiple objects
tweak:browser should notify the SS when it's ready to receive data

* Update statbrowser.html

* Apply suggestions from code review

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* hidden = TRUE

* almost ready

* Browser should notify when ready to receive data

* Apply MSO's suggestions

* reset cache if something in it gets deleted

* Fix runtime

* fix my stupid code

* send href_token when adding admin tabs

* fix an issue with cyborg suit topic

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* Optimize stat panel and fix guardian verbs

Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
2020-09-15 09:17:31 +02:00
a1cbb903f9 [MIRROR] Fix some missing Initialize hints (#790)
* Fix some missing Initialize hints (#53566)

* Fix some missing initialize hints

* Whitelist /mob/dview not calling /atom/Initialize()

* Better idea

* Fix some missing Initialize hints

Co-authored-by: Tad Hardesty <tad@platymuus.com>
2020-09-14 00:20:08 +02:00
14d7b89b5f [MIRROR] Fix edible component overriding grind_results (#788)
* Fix edible component overriding grind_results (#53650)

Anything with both grind_results and /datum/component/edible currently does not give its grind_results when grinding it because the edible component is overriding it. This fixes that, I only found livers but there may be other items which are affected.

* Fix edible component overriding grind_results

Co-authored-by: msgerbs <msgerbs@users.noreply.github.com>
2020-09-13 13:18:41 +02:00
2595f10911 [MIRROR] Fixes some issues with sign language & makes some things more clear (#783)
* Fixes some issues with sign language & makes some things more clear (#53610)

Changes the name of the recipe for the gloves to make them more clear
Adds a note in the tongue file to make sure it's clear you SHOULDN'T SEE THAT TONGUE.
Adds a unique chat message for mimes who use sign language, to make it clearer you can't cheese as a mime
Adds a unique slurring verb for drunkards
Removes the ability for sign languagers to use megaphones, which I forgot existed in the game. 
Punctuation removal now replaces all punctuation used with periods rather than with blank space, to reduce run-on sentences.

* Fixes some issues with sign language & makes some things more clear

Co-authored-by: Wallemations <66052067+Wallemations@users.noreply.github.com>
2020-09-13 04:39:19 +02:00
4620c55562 [MIRROR] [READY] Overhauls Pubby Cargo (#765)
* [READY] Overhauls Pubby Cargo (#53614)

This PR completely redoes the layout for PubbyStation's Cargo department, adding plenty of quality of life improvements and significantly changing cargo gameplay compared to every other map through the addition of a cargo docking arm instead of direct docking.

The primary features are thus:
1.The QM gets a corner office that allows him to act as a foreman.
2.The Cargo Bay's layout is drastically changed, repurposing the warehouse as a loading bay and making the main bay as the primary storage area.
3. The docking arm allows for maintenance to run through a small portion of cargo for sabotage opportunities and creates diverse scenarios for unloading and loading cargo.
4.The cargo bay has a way to directly distribute ordered crates to the delivery office.
5.The disposal room (taken from Delta) now shoots trash away from the station and potentially loops around to arrivals.

* [READY] Overhauls Pubby Cargo

Co-authored-by: Cartographer-D <63861499+Cartographer-D@users.noreply.github.com>
2020-09-12 03:08:51 +02:00
7c4b7cdb9a [MIRROR] limb disabled refactor (#757)
* limb disabled refactor (#53374)

    Fixes #53219
    Nukes is_disabled()
    Turns several variable value changes into events.
    bodypart_disabled turned into a boolean value.
    BODYPART_DISABLED_WOUND turned into TRAIT_DISABLED_BY_WOUND. Not the cleanest thing out there, but it works.
    Cleans some code and reduces number of updates, as only the extremities have a disabled effect.

* limb disabled refactor

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-09-11 23:21:46 +02:00
d09940bcac [MIRROR] Adds rollerskates, wheely can do tricks (#751)
* Adds rollerskates, wheely can do tricks (#53497)

This turns wheelys into a skateboard subtype so they are no longer a copy paste of old skateboard code. They have lower stability compared to skateboards.
I've also made a whole bunch of small adjustments in the process to make skateboard code cleaner and more modular, such as turning the improvised skateboard to its own subtype so that construction steps don't need to be overwritten for all subtypes

Adds two subtypes of wheelys:
-Rollerskates: more stable than wheelys but slow you down when the wheels are retracted
-Skishoes: For skiing! Only work on snow, obviously

I wanted to add some fun alternatives to skateboards with their own drawbacks, and the ski shoes were an opportunity to do something fun for icemoon maps

* Adds rollerskates, wheely can do tricks

Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
2020-09-11 23:18:39 +02:00
357c8f0fd4 [MIRROR] Fixes monkey shuttle path (#746)
* Fixes monkey shuttle path #53589

* Fixes monkey shuttle path

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2020-09-11 23:16:08 +02:00
5504cc9b36 [MIRROR] Add 5 new gases, related interactions/items/content, changes parts of fusion (#736)
* Merge pull request #53013 from Ghilker/reactions-go-BRRRR

The scope of this PR is to add new and interesting stuff to the atmos crew and to bring more people to it both old and new.
This PR adds 5 new gases, a bunch of reactions (i'm still working on this but suggestions are useful), new recipes and items to the atmosians arsenal. These gases have high utility for everyone, atmosians will find them useful to do their job both as firefighters and air maintenance.
FINAL GAS NAMES (will change only if a maintainer ask about it)

Healium
Proto Nitrate
Cyrion B
Halon
Hexane

reactions avaiable in this PR: https://drive.google.com/file/d/1e6DZlBaKSCNdCADKnrH3F3aDWvl0iZr4/view

What the PR add:
-Healium: a red gas, stronger than n2o if breathed, with healing properties
-Proto Nitrate: a green inert gas if breathed but with different reactions with various gases at high temperatures
-Cyrion B: a black deadly gas if breathed that decompones very fast if exposed to N2 even at minimal amounts
-Halon: a light blue gas that when used in a fire it will suck up the O2 and will help cool the room, helping fighting the fire
-Hexane: a purple gas that has the ability to filter from the air plasma and n2o, useful to clean distro from the harmful gases quickly
-Healium Crystal: a reddish crystal that when broken will explode cooling the room and removing the plasma from the air (act like a grenade)
-Proto Nitrate Crystal: a greenish crystal that when broken will explode refilling a space with O2 and N2
-Cyrion B Crystal: a blackish crystal that when broken will explode dealing damage around it
-Metallic hydrogen recipe addition (atmosian armor and fireaxe)
-Statue of an elder atmosian (for bragging rights)
-Supermatter Interactions
-More gas interactions (Roinnel have multiple and different interactions)
-New RPD device: the pressure valve, a device that allow gas flow in a pipenet if the input pressure is higher than the set pressure it's getting atomized
-Fusion is a bit "easier" to start (minor changes to the math so that the instability is more reasonable)
-pluox can be also made without using rads
-cyrion-b bounty
-all 5 gases can be sold to cargo

More stuff needs to be added (like the SM interactions(added) and probably more reactions and breathe reactions)
Please leave suggestions and feedbacks as it helps improve the PR

Atmos desperately need more content and need to be proactive in the making of its tools, with this PR is a start to more atmos content

🆑
add: hydrogen + rads = trit
add: 5 new gases
add: Healium : made from Bz + Freon + cold, it knocks people down but have healing properties
add: Proto Nitrate : made from pluox and H2 + heat, it has different reaction with a bunch of other gases
add: Cyrion B : made from hypernoblium + stimulum around 0°C, it has heavy damage if breathed but is decomposed rapidly by N2
add: Halon : made from bz + trit + cold, it reacts with O2 at high temperature removing it and cooling the air, helping putting out fires
add: Hexane : made from bz + H2 + cold, it reacts with plasma and n2o and removes them from the air mix, filtering them.
tweak: stimulum no longer require plasma
add: canister sprites, gas sprites
add: crystal from gases formation and reaction
add: new metallic hydrogen recipes
add: elder atmosian statue
add: supermatter interactions
tweak: minor changes to fusion math to make it "easier" to start
add : pluoxium can be also made without using rads (not removing the rad production one) (this also produces a minimal amount of h2)
tweak: lowered hypernoblium min temperature of reaction
tweak: metallic hydrogen production more common
add: cyrion-b bounty
add: all 5 gases are up to selling
/🆑

* Add 5 new gases, related interactions/items/content, changes parts of fusion

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-09-11 23:02:34 +02:00
439207100a Adds Sign Language Quirk (#711)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-09 08:43:01 +02:00
6f0c0fe39b [MIRROR] Allows you to use the ability of vatbeasts when riding them (#714)
* Allows you to use the ability of vatbeasts when riding them (#53266)

* Allows you to use the ability of vatbeasts when riding them

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-09-09 08:22:05 +02:00
2e19e73ee3 [MIRROR] FIXES WEEWOO MAKING SERVER EXPLODE (#710)
* WHY DO I KEEP BREAKING THINGS (#53557)

* FIXES WEEWOO MAKING SERVER EXPLODE

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2020-09-09 08:20:28 +02:00
1e705faa19 [MIRROR] Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#709)
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)

* Process procs now properly use deltatime when implementing rates, timers and probabilities

* Review fixes

* Geiger counters cleanup

Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now

* Moved SS*_DT defines to subsystems.dm

* Rebase fix

* Redefined the SS*_DT defines to use the subsystem wait vars

* Implemented suggested changes by @AnturK

* Commented /datum/proc/process about the deltatime stuff

* Send delta_time as a process parameter instead of the defines

Also DTfied acid_processing

* Dtfied new acid component

* Process procs now properly utilize deltatime when implementing rates, timers and probabilities

Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
2020-09-09 08:19:23 +02:00
1ac316cf9b [MIRROR] Fixes spacemandmm detected for mistakes. (#704)
* Fixes spacemandmm detected for mistakes. (#53503)

* Fixes spacemandmm detected for mistakes.

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2020-09-09 08:16:31 +02:00
f1db1e6668 [MIRROR] Fixes the arena shuttle (#691)
* Fixes the arena shuttle (#53458)

This splits the actual arena of the arena shuttle into its own map file that is loaded onto it's own z-level. The old method of including a non-shuttle area in the shuttle map file doesn't work with the current shuttle loader. It also fixes shuttles being loaded twice when purchased which created problems with landmarks being left behind in the reserved z-level.

* Fixes the arena shuttle

Co-authored-by: YPOQ <30683121+YPOQ@users.noreply.github.com>
2020-09-09 08:11:25 +02:00
39c1a99020 [MIRROR] Moves over cakes to newfood and transfers reagents when crafting (#688)
* Moves over cakes to newfood and transfers reagents when crafting (#53316)

* Moves over cakes to newfood and transfers reagents when crafting

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-09-09 08:09:36 +02:00
9e8d42732f [MIRROR] Makes nanite reduced diagnostic function baseline and adds new increased diagnostics program (#679)
* Nanite Increased Diagnostics Program (#53157)

Makes nanite reduced diagnostic function baseline and adds new increased diagnostics program

* A better way

* Increased Harmonic Nanite research costs by +1000/+1000

* Harmonic nanite passive boost.

* Makes nanite reduced diagnostic function baseline and adds new increased diagnostics program

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-07 04:13:55 +02:00
0d8de2c13d [MIRROR] Fixes internal martyrdom (#677)
* Fixes internal martyrdom (#53460)

* Fixes internal martyrdom

Co-authored-by: YPOQ <30683121+YPOQ@users.noreply.github.com>
2020-09-07 04:13:26 +02:00
f56e32ab97 [MIRROR] Zombies can be decapped again, un-nerfs esword/armblade/etc wounding power, improvised cauterization tweaks (#676)
* Zombies can be decapped again, un-nerfs esword/armblade/etc wounding power, improvised cauterization tweaks (#53349)

#53117 introduced a few minor bugs with the health system, in this case, zombies being un-decappable due to an oversight in the head/chest dismember requiring full death rather than either full crit or death. As zombies (or anything with TRAIT_NODEATH) can only reach hard crit and not death, this meant they couldn't be decapped/disemboweled. This fixes that. It also fixes krokodil addict zombies being unwoundable due to not having flesh or bone traits.

Next up, I originally set really high negative wound bonuses for high damage weapons like eswords and armblades since they already had high damage and dismember power by themselves. Now that dismembering is tied to wounding power (and I have a better sense of balance values), these harsh nerfs are no longer needed or wanted, and you can actually dismember people worth a damn with an esword again. I also punched up the wounding power of a few other weapons like saws and scalpels to less awful (but still not optimal) against armor.

Attacks currently have an 80% chance to hit the limb you're aiming at, which can make destroying a limb a complete pain even if the target is already down and out. As such, attacks against prone targets now have a 90% chance to hit the targeted limb, cutting the miss rate in half.

Lastly, trying to cauterize bleeding wounds with improvised tools (anything hot that isn't a cautery) is now slightly less efficient than a real cautery and requires an aggro grab on the patient to apply. No more trying to cauterize the person you just attacked with an esword because you were on help intent!

* Zombies can be decapped again, un-nerfs esword/armblade/etc wounding power, improvised cauterization tweaks

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-09-07 04:12:52 +02:00
c6007727cd Many issue fixes for stomachs and chem interactions (#53440) (#671)
This changes the has_reagent check to work with stomachs.
Several supporting procs have been added to fully support this behavior.
end_metabolization will work as expected again
expose is working with INGEST items again
on_mob_add working as intended
on_mob_life has been reviewed and worked over.

Health Analyzers now show stomach contents, same with the medical kiosk.

Included the unit test to validate reagent checks.
Unit tests for the new procs on mob

Co-authored-by: NightRed <nightred@gmail.com>
2020-09-07 04:10:16 +02:00
3a0bbe9498 Acid Component (#53273) (#661)
Makes acid levels a component.
    Merges the acid effect object into the component.
    Reworks acids decay rates slightly.
    Rebalances xenos acid spit so that they can still melt through walls.

Misc. associated changes:

    Adds defines for a lot of the acid associated constants.
    Documents clean types and adds CLEAN_TYPE_ACID
    Adds and implements a return bitflag for COMSIG_COMPONENT_CLEAN_ACT
    Adds a looping sound for acid.
    Makes /atom/proc/acid_act return a boolean.
    Fixes waterclosets creating a new reagent holder datum every time they are used.
    Removes waterclosets regenerating reagents on-use and restricts their reaction volume to 5 units.
    Adds and implements a couple reagent signals.
    Renames a few vars so Rohesie can stop telling me to rename more vars.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-09-07 03:52:59 +02:00
caa6b81048 Cleans up extinguish_mob and prevents perpetual fire (#53252) (#685)
Co-authored-by: NightRed <nightred@gmail.com>
2020-09-07 03:40:42 +02:00
0698a8bd61 [MIRROR] Rename orbiters list of orbiting orbiters var to something sane (#660)
* Rename orbiters.orbiters list to something sane (#53416)

* Rename orbiters list of orbiting orbiters var to something sane

Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
2020-09-06 05:56:05 +02:00
24502daba9 [MIRROR] Reenables SHOULD_NOT_SLEEP on initialize (#650)
* Reenables SHOULD_NOT_SLEEP on initialize (#53378)

* Reenables SHOULD_NOT_SLEEP on initialize

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2020-09-06 05:15:19 +02:00
418156f632 [MIRROR] merges the sunglasses from detective's office with his spy glasses, makes spy glasses use action button instead of verb (#639)
* merges the sunglasses from detective's office with his spy glasses, makes spy glasses use action button instead of verb (#53355)

* merges the sunglasses from detective's office with his spy glasses, makes spy glasses use action button instead of verb

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-09-04 00:14:57 +01:00
6f655cb5b6 [MIRROR] Makes the stomach important part of eating (#633)
* Makes the stomach important part of eating (#53228)

This puts food you eat in to the stomach.
If you do not have a stomach you can not eat, if you try to swallow anything you will spew it out.

Changes to surgeries:

    Stomach pump can now be done on the living, and pushes out the reagents in the stomach.
    Blood filter is a new tool and cleans the reagents out of the body.

This also makes it so that reagents that do not metabolize can accumulate in the stomach reducing how much food you can eat.

* Makes the stomach important part of eating

Co-authored-by: NightRed <nightred@gmail.com>
2020-09-04 00:12:43 +01:00
549fa16cbc [MIRROR] Skeletons can treat their bone wounds again, improves door crush dislocation fix (#626)
* Skeletons can treat their bone wounds again, improves door crush dislocation fix (#53307)

* Skeletons can treat their bone wounds again, improves door crush dislocation fix

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-09-04 00:10:55 +01:00
540b6dcdc3 [MIRROR] Crystal Event: flavor texts, signaler, balancing and mob differentiation (#623)
* Crystal Event: flavor texts, signaler, balancing and mob differentiation

* Update crystal_event.dm

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-02 03:50:57 +02:00
3d5138261f [MIRROR] The great Spectral Blade permanent ghost trap unGBJing - 10/10 ghosts currently hate this blade (#622)
* The great Spectral Blade permanent ghost trap unGBJing - 10/10 ghosts currently hate this blade (#53324)

Fixes a bug caused by transferring an orbiter component to a parent where one already exists. Causing the old original orbiter to update the added ghosts positions when the parent moves, but not allowing them to ever break orbit and also setting the ref to null for the component on the whole due to old signals it would seem.

Also tweaks the blades use in hand ghost notification message to remove the redundant (Orbit) link.

* The great Spectral Blade permanent ghost trap unGBJing - 10/10 ghosts currently hate this blade

Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
2020-09-02 03:16:39 +02:00
f412521569 [MIRROR] Dying people (and stunned borgies) can gasp and deathgasp again (#606)
* Dying people (and stunned borgies) can gasp and deathgasp again (#53320)

* Dying people (and stunned borgies) can gasp and deathgasp again

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-09-02 03:02:50 +02:00
6fd8d7b21e [MIRROR] Allow heretic flesh ghouls to use ashen eyes and sickly blades (#603)
* Allow heretic flesh ghouls to use ashen eyes and sickly blades #53308

* Allow heretic flesh ghouls to use ashen eyes and sickly blades

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-09-02 03:01:59 +02:00
f844c39ab1 [MIRROR] Add a new achievement (#600)
* Add a new achievement (#53282)

This achievement can be gained by slapping bubblegum with a tongue.

For science!

Sprite by Arcane

* Add a new achievement

Co-authored-by: oranges <email@oranges.net.nz>
2020-09-02 03:01:02 +02:00
53788ced26 [MIRROR] Adds TCG Decks in order to play with them like a TCG. (#594)
* Adds TCG Decks in order to play with them like a TCG. (#53200)

* Card Decks n shuffling.

* the "crackling with sexual energy" update
}
Kept you waiting, hunh?
This adds a new multi-faceted object to the game, the TCG Card Pile. Using any 2 cards together on each other will create a pile, and the first card in the pile will determine if the card pile is face-up, or face-down. Depending on the orientation of the card pile, you'll draw cards out of it in the orientation. So, a "deck" card pile would be flipped face down, and would allow you to draw cards out of it also face down, and vis versa.
Decks can be renamed with a pen, and use a radial menu in order to enable quick action on the Trading Card game battlefield.
image

    Draw allows you to draw a single card from the deck, again based on the orientation of the cards used to build the deck.
    Shuffle calls the shuffle() proc on the deck, and (should) randomize the order of the cards in the deck for use.
    Pick up puts the deck into your hands instead of the nonsense dragging required with regular playing cards.
    Flip flips the orientation of the cards in the deck, turning a face up pile into a facedown pile, and a facedown, faceup. Also, calls reverseRange() on the contents of the deck, which should put the bottom of the deck on top, and vis verse, ALSO enabling you to put cards on the bottom or the top of your deck easily.

Card piles also operate with a custom storage component, so you can search for cards in your deck if need be, but also handle edge cases like when you only have 1 card in a pile left, or when you dump out a deck of cards like you would a bag.

This basically adds in more sane hands, more sane decks and discard piles, and a massive QOL update to the trading card game to make it actually playable (once potato actually puts the card stats and effects on the cards themselves.)

* Adds TCG Decks in order to play with them like a TCG.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-09-02 02:50:47 +02:00
c91ad63b75 [MIRROR] Cyborg Module Reset wire always revealed on hacking interface. (#587)
* Cyborg Module Reset wire always revealed on hacking interface (#53277)

* Cyborg Module Reset wire always revealed on hacking interface.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-02 02:46:53 +02:00
24f7e8fff6 [MIRROR] Converted check_obscured_slots() output to bitfield instead of list (#586)
* Converted check_obscured_slots() output to bitfield instead of list (#53241)

* Converted check_obscured_slots() output to bitfield instead of list

Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
2020-09-02 02:45:57 +02:00
27a8dbb042 [MIRROR] ZK-Lambda-Class Remade (#581)
* ZK-Lambda-Class Remade (#52941)

This PR adds the crystal invasion event, a new event involving the Supermatter and the monsters from within.
When the event starts there will be a message from centcomm announcing it, then the supermatter explode leaving a destabilized crystal that emits radiations and harmful gases; after a bit portals will spawn around the station, that will produce a number of monsters each. there are 4 types of waves and 4 types of portals
The waves are: Small, Medium, Big, Huge (each have different kind of portals that can spawn and different amounts too)
The portals are the same types of the waves, they differ from each other for the number of monsters that can spawn and the kind of monsters that can spawn (bigger portals spawn stronger monsters)
To end the event the players should stabilize the crystal by destroying the portals (for now are indestructible and they are disabled by using an anomaly neutralizer, might change that) and collecting otherworld crystals; then those crystals are to be put in the crystal stabilizer, an item unlockable in the tech tree. After this just inject the destabilized crystal with it and the remaining portals will close on their own (the spawned monsters will still remain tho so you have to slay them)

All the numbers are mostly eyeballed and could change if requested/with feedbacks

* ZK-Lambda-Class Remade

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2020-09-02 02:42:56 +02:00
c4c9dfabf6 [MIRROR] Fix various issues with browser statpanel (#580)
* Fix various issues with browser statpanel

* a

Co-authored-by: Tad Hardesty <tad@platymuus.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-02 02:42:40 +02:00
cd0d700a85 [MIRROR] Mecha refactor 2020 (#579)
* Mecha refactor 2020

* Update effects.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-02 02:16:51 +02:00
0c6796d235 [MIRROR] Implements jungle generation and area map generator datums (#571)
* Implements jungle generation and area map generator datums (#51082)

* Implements jungle generation and area map generator datums

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-08-30 05:25:48 +02:00
8177144397 [MIRROR] Bring back painting arbitrary objects with spray cans (#570)
* Bring back painting arbitrary objects with spray cans (#52936)

Brings back the behavior removed from #52186 with cleaner code.

Differences in the code:

    No more explicit type checks in the spray paint code, other than a broad isobj.
    Checking for dark colors is now based on luminosity, rather than unscientifically summing all the RGB components and checking an arbitrary number.
    Removes the paintable component. This was used on one item, and its behavior is replicated in the spray can.
    Instead of checking for windows specifically and changing opacity through there, atoms can now specify through init flags whether or not they allow dark colors. Windows set this flag.
    Adds a COMSIG_OBJ_PAINTED signal. Windows use this signal to dynamically update opacity, just like how they did before.

This was a fun cosmetic feature that I'm not sure anyone had a problem with. The original reason for removal seemed to be because of code quality, and not because of negatives about the feature.

Makes canvasses unpaintable

* Bring back painting arbitrary objects with spray cans

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-30 05:25:02 +02:00
d247931b07 [MIRROR] Adds a food trash element (#574)
* Adds a food trash element (#53225)

adds a food trash element, for dumping trash when u eat food

unused now, needed for food refactor. spawns trash in your hands (or on the floor) when the food this is attached to is eaten.

* Adds a food trash element

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-08-30 05:18:37 +02:00
656ee54f39 [MIRROR] Refactors burgers to use components & auto-eating (#569)
* Refactors burgers to use components & auto-eating (#53224)

* Refactors burgers to use components & auto-eating

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-08-30 05:13:44 +02:00