Commit Graph

6615 Commits

Author SHA1 Message Date
SkyratBot
2183c415ab [MIRROR] Nerfs bone wounds to make them less miserable (#8245)
* Nerfs bone wounds to make them less miserable (#61196)

So I've always kinda known that bone wounds are unpleasant to receive, but since paying some closer attention to how they affect peoples rounds in the last few months, I've realized that they need to be reigned in some more. So, let's break down the big changes...
General bone wound nerfs

Limping on a busted leg is now a chance with each step of that leg, instead of always happening: No matter how small the delay added to your move time after each step (like if it was just a dislocation), and even with slings, bone wounds on your leg crippled you with the constant slowdown, because they happened every time you stepped on that leg. Now, the chance to limp on any given step with that leg is higher with worse wounds, and applying a sling to that leg further lowers that chance, as well as lowering the delay from that limp. A dislocated leg, for example, only limps 30% of the time, while a compound fracture limps 70% of the time.

Skeletons and plasmamen (aka carbons with no flesh) can now use bone gel directly on cracked limbs to fix them, in 1/4th the time it takes the normal bone gel + surgical tape improvised fix to heal them, and with none of the damage. I felt bad that the ability for skeletons to stick dismembered limbs back into their slots was destroyed because the limbs would be critically wounded already, and still useless. Now, skeletons and plasmamen can be treated with just bone gel and some time. At some point after this is merged, someone should give the pirate ship some free bone gel.

The speed of the improvised bone gel + surgical fix for broken bones is even further improved by laying down and by sleeping than it was before, meaning the improvised fixes can be cut down further by laying down for a bit while it works.

Makes bone wounds less obnoxious, reducing their ability to single-handedly ruin your round when you suffer one. I want to go further in the future and add an easier improvised fix for hairline fractures soon, but those changes can come later after these are merged.

* Nerfs bone wounds to make them less miserable

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-09-18 15:05:19 +01:00
SkyratBot
24d68e7f9e [MIRROR] Station alert bugfixes (#8221)
* alert bugfixes (#61475)

* Station alert bugfixes

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
2021-09-17 21:18:42 +01:00
SkyratBot
95ac28a6b0 [MIRROR] GAGS fix + debug improvements I needed to find it (#8219)
* GAGS fix + debug improvements I needed to find it

* Feex

Co-authored-by: Emmett Gaines <ninjanomnom@protonmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-09-17 21:02:48 +01:00
SkyratBot
530f2f43e9 [MIRROR] Small fix - Updates paths to stickmen (#8208)
* Update memory.dm (#61489)

#61272 just got merged and idk what happened, these were never changed.
a9a73541c5 broke master
Likely skewed with with #60302

* Small fix - Updates paths to stickmen

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-09-15 23:02:28 +01:00
SkyratBot
376663876b [MIRROR] turns stickmen into basic mobs (#8204)
* turns stickmen into basic mobs (#61272)

* turns stickmen into basic mobs

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2021-09-15 22:49:32 +01:00
SkyratBot
a7b71ebfb6 [MIRROR] the negative moodlet from being held at gunpoint will no longer last indefinitely under certain conditions (#8175)
* the negative moodlet from being held at gunpoint will no longer last indefinitely under certain conditions (#61395)

* the negative moodlet from being held at gunpoint will no longer last indefinitely under certain conditions

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2021-09-15 03:32:38 +01:00
SkyratBot
ec7bb984af [MIRROR] Fix lingering alpha issues when the Chameleon mutation is removed. (#8155)
* Fix lingering alpha issues when the Chameleon mutation is removed. (#61444)

The Chameleon mutation registers COMSIG_HUMAN_EARLY_UNARMED_ATTACK when it is gained, but never unregisters it when it is lost.

Mutation datums aren't necessarily deleted and can sit in the DNA dormant until activated, as a result there's no nice qdel() handler to clean up the mess.

An example of this is a changeling with Chameleon skin, that adds/activates/deactivates the Chameleon mutation as required.

Honestly, this could probably be refactored into a component since the behaviour is pretty generic and can mostly be applied to any atom. That is a bit more work for another day and a good first PR for someone to learn how to make components.

This at least fixes the underlying issue.

* Fix lingering alpha issues when the Chameleon mutation is removed.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2021-09-15 03:28:44 +01:00
Gandalf
b2870e568b 0 2021-09-14 00:23:15 +01:00
SkyratBot
b28038ccd2 [MIRROR] Fixes some problems with the stargazer slime link and an oversight shared with the mansus link. (#7970)
* Fixes some problems with the stargazer slime link and an oversight shared with the mansus link. (#60966)

See #60870. For consistency, I also fixed a small oversight with mindshield implants not retroactively working against slime or mansus links. Furthermore, I renamed some variables accordingly to the guidelines. On top of that, another issue with being mindshield, protected against magic and/or dead as stargazer has been fixed (see cl).

EDIT: Somehow I haven't notice until now, but someone else seems to have already made a PR (#60960) to fix the aforementioned issue report (but not the rest). Feel free to merge it first, I'll resolve the conflicts and the cl later.

This also changes the var/obj/target variable on innate actions to be var/datum/target instead.

* Fixes some problems with the stargazer slime link and an oversight shared with the mansus link.

* Update polychromic.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-13 23:43:31 +01:00
SkyratBot
e510e35167 [MIRROR] [READY] Adds memory system, and engraving walls with chisels (#8066)
* [READY] Adds memory system, and engraving walls with chisels

* EEE

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-13 23:36:51 +01:00
SkyratBot
26f934c258 [MIRROR] Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton) (#8076)
* Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton)

* EEEE

* E

* follow the fucking guidelines

* E

* Update CentCom_skyrat.dmm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-13 23:27:01 +01:00
Seris02
cb532b5ab6 [SEMI-MODULAR] fixes bloody soles on digitigrade legs again (#8127)
* yes

* woops don't need that
2021-09-12 15:35:36 +01:00
SkyratBot
73010c500b [MIRROR] Fixes GetComponents() returning a list with a null entry when there's no component of a given type (#8094)
* Fixes GetComponents() returning a list with a null entry when there's no component of a given type (#61267)

Fixes GetComponents() returning a list with a null entry when there's no component of a given type

This can cause runtimes. The lists should only contains instances of a specific component type.

* Fixes GetComponents() returning a list with a null entry when there's no component of a given type

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-09-11 16:28:40 +01:00
SkyratBot
57f732eea3 [MIRROR] Re-balances ant damage values & lets you pour ants on the floor (#7999)
* Re-balances ant damage values & lets you pour ants on the floor

* Update others.dm

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-11 16:23:08 +01:00
Iamgoofball
6304847ed3 initial port of species shit (#8115)
* initial port of species shit

* dumb

Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-11 16:06:17 +01:00
SkyratBot
62a3dc9abd [MIRROR] multiplies the chance to start dreaming each sleep tick by 5 (#8108)
* multiplies the chance to start dreaming each sleep tick by 5 (#61348)

Fixes #61214.

The chance for snoring looks a bit low as well, but changing that wouldn't be a direct fix to an issue.

* multiplies the chance to start dreaming each sleep tick by 5

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2021-09-11 12:15:23 +01:00
Gandalf
8eb1a428f3 Revert "Revert "[MIRROR] Refactor area and turf lighting"" (#8063)
* Revert "Revert "[MIRROR] Refactor area and turf lighting (#7775)" (#7902)"

This reverts commit 64c4c52d12.

* This should probably fix it

* I love linters

Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-09-10 19:01:18 -04:00
SkyratBot
04302a770a [MIRROR] moves obj_integrity and associated procs to the atom level (#8016)
* moves obj_integrity and associated procs to the atom level

* Feex good

* Whoops forgot the maps

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-10 16:47:01 +01:00
SkyratBot
c2aa827484 [MIRROR] Fix wormhole jaunter behavior with chasms and EMP (#8067)
* Fix wormhole jaunter behavior with chasms and EMP (#61055)

Wormhole jaunters will now save the user from a chasm if they fall in and it's on their belt. Wormhole jaunters also are affected by EMP correctly. Before it would only be affected by an EMP if it was in the belt storage area which made no sense.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>

(Lots of good work here, thank you tim)

* Fix wormhole jaunter behavior with chasms and EMP

Co-authored-by: Tim <timothymtorres@gmail.com>
2021-09-09 04:17:46 +01:00
SkyratBot
e7e3ed1fd2 [MIRROR] "You step on the floor!" caltrop fixes (#8064)
* "You step on the floor!" caltrop fixes (#61279)

The chat feedback for stepping on an object with a caltrop component still erroneously reads out the turf instead of the object.

* "You step on the floor!" caltrop fixes

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-09-09 08:18:18 +12:00
Gandalf
64c4c52d12 Revert "[MIRROR] Refactor area and turf lighting (#7775)" (#7902)
This reverts commit 1219e433be.
2021-09-08 18:48:29 +01:00
SkyratBot
2dc34b171e [MIRROR] Componentizes/Elementalizes Pride Struck Hammer Behavior + Carp'Sie Plushie Behavior (#8032)
* Componentizes/Elementalizes Pride Struck Hammer Behavior + Carp'Sie Plushie Behavior (#60728)

Title, please say hello to the element "chemical_transfer" and the component "faction_granter"

Componentized behavior is easier for admins to make events out of, more modular for code maintainability, lowers the possibility of future copy and paste, set me up with my wife, and more

One of the things I personally like the most about it is the ability for each behavior to properly be described on examine, which I loooooove!

Also, these should be fantasy affixes after the freeze is done

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>

* Componentizes/Elementalizes Pride Struck Hammer Behavior + Carp'Sie Plushie Behavior

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
2021-09-08 16:17:06 +01:00
SkyratBot
1d86f54aad [MIRROR] Disables wrenching on money bot and scanner gate shells when they are locked (#8048)
* Disables wrenching on money bot and scanner gate shells when they are locked (#61274)

* Tweaks to wrenching

* Addresses comments

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>

* Disables wrenching on money bot and scanner gate shells when they are locked

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
2021-09-07 18:29:03 -04:00
SkyratBot
bedea746a6 [MIRROR] Robot tourists now know what mercy is again (#8049)
* Robot tourists now know what mercy is again (#61270)

* Robot tourists now know what mercy is again

Co-authored-by: AMonkeyThatCodes <20987591+AMonkeyThatCodes@users.noreply.github.com>
2021-09-07 18:06:41 -04:00
SkyratBot
be7cf34436 [MIRROR] Adds Custom Milj Option to Udders (#8050)
* Adds Custom Milj Option to Udders (#61224)

* Adds Custom Milj Option to Udders

Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2021-09-07 18:06:26 -04:00
SkyratBot
6e34600cd5 [MIRROR] restore removed individual logs and place them under LOG_VICTIM category (#8043)
* restore removed individual logs and place them under LOG_VICTIM category (#61256)

it turns out that admins use the removed information in #61179 for faster live in-round logging, I've restored that information under a LOG_VICTIM category that should not interfere with mind-reading and ling absorb text

* restore removed individual logs and place them under LOG_VICTIM category

Co-authored-by: Couls <coul422@gmail.com>
2021-09-07 19:54:33 +01:00
SkyratBot
5feca8a1be [MIRROR] Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS. (#7966)
* Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS. (#61166)

* Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS.

* build warning and codermonky's advice.

* Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS.

* skyrat fixes

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2021-09-06 08:30:35 -04:00
SkyratBot
3585818703 [MIRROR] Pig Latin Mutation (#8012)
* Pig Latin Mutation (#61184)

* Pig Latin Mutation

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-09-06 07:55:13 -04:00
SkyratBot
17fafd4e81 [MIRROR] Fixes moths infinitely eating most clothing (#7914)
* Fixes moths infinitely eating most clothing

* Fixing merge conflict

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-09-06 07:45:34 -04:00
SkyratBot
71396c11b7 [MIRROR] Rebalances watchers, making them able to actually damage you (#8007)
* Rebalances watchers, base damage and status effect (#61223)

fixes #49999
Gives them a bit of base damage that's burn for carbons and brute for borgs so they can still self-repair
Gives them a slowdown on par with hardsuits that lasts just long enough to wear off if you dodge one more shot while under its effects

* Rebalances watchers, making them able to actually damage you

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
2021-09-06 07:34:28 -04:00
SkyratBot
98333f856d [MIRROR] Sets the mouse_opacity of imaginary friend mobs to MOUSE_OPACITY_ICON (#7990)
* Changes the mouse_opacity of  imaginary friend mobs to MOUSE_OPACITY_ICON (#61036)

* Sets the mouse_opacity of  imaginary friend mobs to MOUSE_OPACITY_ICON

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-09-05 22:55:10 +01:00
SkyratBot
701da750f2 [MIRROR] kills 4 object definitions that are inside of proc arguments (#7987)
* kills 4 object definitions that are inside of proc arguments (#61152)

thanks to putnam for reporting this in coderbus
/obj/machinery/smartfridge/drying_rack/load(/obj/item/dried_object)
looks pretty harmless right? youd think that this would make a proc argument called dried_object of type /obj/item but no, this defines a new /obj/item class definition called dried_object with zero changes from /obj/item

you can use this to do weird things, like /obj/machinery/smartfridge/drying_rack/load(/obj/item/var/dried_object = 3)
creates a new var on /obj/item called dried_object and is very cursed
gets rid of 4 of these abominations, they dont seem to have caused any bugs except for maybe behavior that relies on typesof(/some/path)

* kills 4 object definitions that are inside of proc arguments

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-09-05 22:54:54 +01:00
SkyratBot
1a96728006 [MIRROR] Reimagines the imaginary friend as a fancy new smite. (#7995)
* Reimagines the imaginary friend as a fancy new smite. (#61218)

Fixed imaginary friends being unable to turn by movement or holding down ctrl. I assume this was broken when abstract_move was implemented.

Makes some tweaks to the Imaginary Friend mob. It no longer cares about any brain traumas and can exist standalone.

Added the ability to take a set of datum prefs as an argument. It will attempt to create an imaginary friend as per those datum prefs.

This imaginary friend can be a cyborg or an AI core.

Takes this improved behaviour and packages it into a brand new smite that allows admins to inflict anyone with a permanent imaginary friend. This is not tied to a brain trauma. You can probably give imaginary friends imaginary friends. You can probably give the AI eye an imaginary friend. I have not tested this. It is probably a bad idea.

You can give simplemobs imaginary friends. Basic mobs. Silicons.

You choose whether the imaginary friend takes on the preferences of the person you choose to be the imaginary friend or is random

* Reimagines the imaginary friend as a fancy new smite.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2021-09-05 22:52:22 +01:00
SkyratBot
0cb5fc83b0 [MIRROR] fixes bad arguments to /datum/footstep/Attach() (vary to sound_vary) (#7986)
* fixes bad arguments to /datum/footstep/Attach() (vary to sound_vary) (#61231)

#60479 changed the attach argument "vary" into "sound_vary" but didnt change the two associative arguments for vary to sound_vary. this does that. now Attach() wont runtime for the footstep element

* fixes bad arguments to /datum/footstep/Attach() (vary to sound_vary)

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-09-05 17:22:54 +01:00
Snakebittenn
c59ccb1558 [Modular] Chameleon Mutation Fix (#7952)
* karma

* there we go

* modularity

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update code/datums/mutations/chameleon.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* please help me

* One last edit

* ok

* jesus fucking christ

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-09-04 15:57:46 -04:00
SkyratBot
2c366373a2 [MIRROR] fix mind-reading/ling absorb text and remove duplicate logging (#7965)
* fix mind-reading/ling absorb text and remove duplicate logging (#61179)

* fix mind-reading/ling absorb text and remove duplicate logs

* add comments

* fix mind-reading/ling absorb text and remove duplicate logging

Co-authored-by: Couls <coul422@gmail.com>
2021-09-04 08:54:43 -04:00
SkyratBot
d349b495fb [MIRROR] Replaces bees and hivelord MOUSE_OPACITY_OPAQUE with a component. (#7955)
* Replaces bees and hivelord MOUSE_OPACITY_OPAQUE with a component. (#61032)

I have replaced the mouse opacity setting for bees and hivelord, its brood and legion skulls with a component that adds an almost (has to be 1 alpha to catch the click) invisible underlay to its target that doesn't block the entire turf.
The component prevents the underlay from shrinking or expanding above/below certain boundaries when the attached atom transform matrix is vv'd by an admin or if it's a mob being resized.
The component can be added to any atom, though there's no common signal for when objects are resized.

* Replaces bees and hivelord MOUSE_OPACITY_OPAQUE with a component.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-09-03 22:55:59 +01:00
SkyratBot
cb1bb5c186 [MIRROR] Fixes scanner gates (#7946)
* Fixes scanner gates (#61138)

Scanner gates will now properly function when anchored. This is done by having the signal id be COMSIG_MOVABLE_SET_ANCHORED instead of COMSIG_OBJ_DEFAULT_UNFASTEN_WRENCH.
Shells that require anchoring will now say they require anchoring.

* Fixes scanner gates

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2021-09-03 03:57:29 +01:00
SkyratBot
f3ae87ec36 [MIRROR] Fix dir delay when riding something and turning (#7929)
* Fix dir delay when riding something and turning (#61056)

Fixed invalid arguments being passed into vehicle_moved

* Fix dir delay when riding something and turning

Co-authored-by: BraveMole <bsouchu@gmail.com>
2021-09-02 22:01:43 +01:00
Snakebittenn
e0db118527 [Mostly Nonmodular] Chameleon Mutation Buffs (#7873)
* youcomeandgo

* tabs

* Update code/datums/mutations/chameleon.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-09-01 22:54:52 -04:00
nikothedude
a8be3bf064 Enables sec/med huds to view records on examine, as well as antagonists being able to view exploitables. (#7859)
* R.field

* i hate modularization

* AAAAAAAAAAAAAAAAAAAAAAAA

* agony

* almost done

* h

* Delete admins.txt

* Add files via upload

* Update and rename admins.txt to config/admins.txt

* Update admins.txt

* rwrwawdaw

* fuckfuckfuck

* Apply (safe) suggestions from code review

not committing all of them, gonna test them on my PC first

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* asaaaaaaaaaa dont merge this aaaaaaaaaaa

* i hate gitignores with a passion./

* HATE> HATE GITIGNORE.

* final tweaks

* quite possibly the worst code i have ever written

* i forgot to remove this comment

* prefs

* THE SPAGHETTI CODE IS GONE (also more maintainable)

* Update readme.md

* why was it unticked

* more maintainability

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-09-01 12:18:56 -04:00
GoldenAlpharex
31b3a9331e [MIRROR] Replaced the lobby menu (with actual art) (#60953) (#7748)
* Replaced the lobby menu (with actual art) (#60953)

* a

* a

* Update new_player.dm

* Update new_player.dm

* Update new_player.dm

* a

* a

* Update new_player.dm

Co-authored-by: AMonkeyThatCodes <20987591+AMonkeyThatCodes@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-01 17:07:48 +01:00
SkyratBot
b267e1922b [MIRROR] Fixes being able to spam ghost role notifications. (#7904)
* Fixes being able to spam ghost role notifications. (#61085)

There are methods that let players spam the everloving shit out of ghosts with BONG BONG BONG BONG BONG BONG BONG etc. through being able to constantly poll ghosts for roles with no restriction or cooldown.

Examples are laughter and slaughter demon antag_spawners.

It makes no sense to be able to concurrently poll for the same mob. As a result, I've now added a guard against this. The proc has been given a static list of mobs it's polling for ghost roles for. If it's already polling for ghost roles for a given mob, then it just early returns with an empty list, otherwise it adds the mob to the static list when the poll starts and removes it when the poll ends.

I've also done a little cleanup in var names and the proc name, with a find-and-replace done. There weren't many things calling it and none used named keywords in the args so should be fine.

There is also poll_candidates_for_mobs (also included in my cleanup) - This proc is basically only called by admins via sentience balloons and they have their own guards against spamming (the balloon pops and thus can only be used once)

Also fixes an issue in /mob/living/silicon/robot/proc/replace_banned_cyborg() where incorrect args were used in the proc call to poll for candidates.

* Fixes being able to spam ghost role notifications.

* a

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-01 17:00:32 +01:00
SkyratBot
f1503016c5 [MIRROR] lava and weather immunities refactor (also jump boots fix) (#7893)
* lava and weather immunities refactor (also jump boots fix) (#61003)

In remembrance of all those people who used jump boots to cross lava unaware of an issue c*ders wouldn't fix....

EDIT: This is now a lava and weather immunities refactor:
Weather immunities are now status traits since they have a multitude of sources (especially for lava) which might conflict with one another otherwise.
The lava burn_stuff proc has also been been refactored in different procs, mostly because of that snowdin subtype with inconsistent, old checks.
Weather datums should now use can_weather_act instead of weather_act to check if something can be affected by weather or not, as they should.
All movables can protect contained mobs if they have the relative weather immunity traits. This works at any contents depth.
No more snowflake weather_protection variable for closets.
Removed the weather_immunities list from living mobs (simple animals still have it but it's only for traits assignment on init because way too many child types lack the immunities of their parents).
Removed some unused defines.
Renamed some variables as per guidelines.
It has been tested.
And yea, jump boots fixed because that's the original scope of this PR.

(Initially just made throwing make you fire immune, that was blocked because it breaks perma stuff, instead it ended up be a refactor to make jumpboots usable with weather immumnity stuff

* lava and weather immunities refactor (also jump boots fix)

* Update Ashwalkers.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-01 16:58:10 +01:00
SkyratBot
7c20242e85 [MIRROR] fixes misspellings of "aggressive" in a few areas. (#7869)
* fixes misspellings of "aggressive" in a few areas.

* aa

Co-authored-by: aaaa1023 <74441292+aaaa1023@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-01 16:54:51 +01:00
Useroth
f900b1ec6d [MDB IGNORE] Eliminates Toxins (#60619) (#7911)
Repaths everything referring to "toxins" while actually meaning either the room in science or plasma gas. While this PR might be disrespectful to our forefathers, given this is (I believe) a holdover from as far back as the Exadv1 days, this has constantly irked me since I started working with the code. None of the player-facing stuff has referred to plasma as toxin since before 4407 hit, besides the Toxins Lab, and yet all of the type-paths are still pointing at toxins, making it a nightmare to search for in a map editor, and making the code needlessly easy to confuse with that of toxin damage. So this just fires it into the sun.

Anything relating to Toxins, the science subdepartment, now makes reference to Ordnance instead. This felt fitting enough given the focus of the subdepartment is around the creation of and testing of explosives.
Anything relating to plasma gas has, fittingly, been made to refer to plasma gas.

Edit: Ah yes, I feel I should probably apologise off the bat for the size of this PR- the code touched is mostly atmos machinery and simplemobs, a few sprites here and there, and of course the station maps + a few offstation maps.

Makes the code more legible and makes mapping less painful.

(The payment has been made)

Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-01 16:50:22 +01:00
SkyratBot
02ad59791b Basic Mobs: the cooler simple mobs that run on datum AI. (With reworked cockroach AI as proof of concept) (#7867)
Co-authored-by: AMonkeyThatCodes <20987591+AMonkeyThatCodes@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-01 16:47:39 +01:00
SkyratBot
133633ac90 [MIRROR] Objective-specific equipment will always be given. (#7862)
* Objective-specific equipment will always be given.

* Update datum_traitor.dm

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-01 16:43:53 +01:00
SkyratBot
eedc63bbff [MIRROR] tgui: Silicon Station Alerts (#7847)
* tgui: Silicon Station Alerts

* 0

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-01 16:38:53 +01:00
SkyratBot
1efa5bb148 [MIRROR] Give admins the ability to put a popup notice for players in tickets (#7856)
* Give admins the ability to put a popup notice for players in tickets (#61010)

Admins can now give players a popup if they are not responding to tickets.
Popup is cleared when player replies or ticket is resolved/closed.
As more and more of the chat screen is made irrelevant, new players read it less and less.
This means that a lot of new players are ignoring ahelps, which is something I've encountered myself.

* Give admins the ability to put a popup notice for players in tickets

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-09-01 16:06:09 +01:00