Commit Graph

1381 Commits

Author SHA1 Message Date
SkyratBot
98e95fde9b [MIRROR] Rename "Delimber" anomaly to "Bioscrambler" anomaly. [MDB IGNORE] (#14484)
* Rename "Delimber" anomaly to "Bioscrambler" anomaly. (#67886)

Renames all occurrences of "delimber", "delimber_anomaly", "delimbering", etc. to "bioscrambler", "bioscrambler_anomaly", and "bioscrambling", etc.

* Rename "Delimber" anomaly to "Bioscrambler" anomaly.

Co-authored-by: skylord-a52 <skylord-a52@users.noreply.github.com>
2022-06-24 21:01:08 +01:00
Tom
413187da2c fuck you buraurteactic error (#14467) 2022-06-23 22:33:02 +01:00
nevimer
0a4d223870 Preference Based Ninjas + Fixes Ninja Jumpsuit (needs digi version still) (#14319)
* fix ninja jumpsuit + allow ninja to be prefs based

* no switch

* modular overrides file

* lets fix closing behavior

* updates clothing dmi files and removes the overrides
2022-06-20 02:53:22 +01:00
SkyratBot
0a1f06a2d1 [MIRROR] This tail refactor turned into an organ refactor. Funny how that works. [MDB IGNORE] (#14017)
* This tail refactor turned into an organ refactor. Funny how that works.

* Firstly, fixing all the conflicts.

* Fixes all our maps (hopefully)

* Actually, this should fix pod people hair :)

* Almost everything is working, just two major things to fix

* Fixed a certain kind of external organ

* Cleaning up some more stuff

* Turned tail_cat into tail because why the fuck are they separate?

* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file

* Adds relevant_layers to organs to help with rendering

* Makes stored_feature_id also check mutant_bodyparts

* Fixes the icon_state names of ALL the tails (pain)

* Fixes wagging, gotta refactor most mutant bodyparts later on

* I Love Added Failures

* Fixed some organs that slipped through my searches

* This could possibly fix the CI for this?

* It doesn't look like it did fix it

* This will make it pass, even if it's ugly as sin.

* Fixed Felinids having a weird ghost tail

* Fixes instances of snouts and tails not being properly colored

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-06-11 23:20:16 -04:00
SkyratBot
70e0e56f14 [MIRROR] New Event: Gravity Generator Blackout [MDB IGNORE] (#14193)
* New Event: Gravity Generator Blackout

* Update anomaly_grav.dm

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-08 16:54:58 +01:00
SkyratBot
35286f5993 [MIRROR] Improves logging for smoke clouds. [MDB IGNORE] (#14156)
* Improves logging for smoke clouds.

* Update robot_upgrades.dm

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-08 02:15:29 +01:00
SkyratBot
7d84bde9c6 All AI Lawsets are rebalanced, can be researched, appear in config, and random spawners for AI upload. (#14162)
Co-authored-by: Tim <timothymtorres@gmail.com>
2022-06-07 14:39:59 +01:00
SkyratBot
14a38b7097 [MIRROR] Assorted Ordnance Code+Map Quality Pass and QoL [MDB IGNORE] (#14065)
* Assorted Ordnance Code+Map Quality Pass and QoL (#67097)

Three main things I do:

Reinforce the remap that i have made with code changes, making the atmos control devices sane and easy to put if someone else stumbles upon this part of the code again. (a4aea1e - f16e620)

Splits the ordnance areas and renames them, kills ordnance misc and things that have nothing to do with ordnance (anymore?) moves them to exp_lab (useful stuff here) and aux_lab (fluff stuff here like laser range in delta or second circuit lab in tram). (0c99f9f- 3c82a88)

Adds a roundstart program disk containing nt frontier to the ordnance office table. Added a hint to file manager there too to help give players a nudge on how to publish papers. (fd747dc)

First one: Makes mapping these things not require varedit, nicer for other people that dont know how the atmos control stuffs works.

Second one: Misc lab has nothing to do with ordnance jesus christ. Also ord hallway is now irrelevant, our ordnance labs are very far from box now. Will probably make downstreams a bit angry for a while though since they might not be fully up to date on the ordnance maps.

Third one: Pretty much justified it in the about section.

Why is this not atomic: This touches all five maps and needs code backing, so I might as well combine them into one maintenance PR instead of giving my peers merge conflict three times.

* Assorted Ordnance Code+Map Quality Pass and QoL

* set 1

* revert

* Update CentCom_skyrat.dmm

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-06 15:30:10 +01:00
SkyratBot
834909eb8e [MIRROR] Move more silicon-relevant logs to silicon logs [MDB IGNORE] (#14087)
* Move more silicon-relevant logs to silicon logs (#67340)

Moves a bunch of logs that were silicon-related but logged to game.log to silicon.log.

* Move more silicon-relevant logs to silicon logs

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
2022-06-05 04:26:40 +01:00
SkyratBot
99bdd9c71b [MIRROR] Adds the Ninja MODsuit [MDB IGNORE] (#14025)
* Adds the Ninja MODsuit

* fixes (#14034)

Co-authored-by: nevimer <foxmail@protonmail.com>

* Fixed the empty contractor outfit breaking CI

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: nevimer <77420409+nevimer@users.noreply.github.com>
Co-authored-by: nevimer <foxmail@protonmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-06-02 03:32:51 +01:00
SkyratBot
1b0ca6cc10 [MIRROR] When AI rolls "Unique AI" station trait, upload modules won't be available until research, and research requires more points. [MDB IGNORE] (#14002)
* When AI rolls "Unique AI" station trait, upload modules won't be available until research, and research requires more points. (#66633)

Rolling unique AI station traits removes boards from map and changes research costs of other lawsets.

* When AI rolls "Unique AI" station trait, upload modules won't be available until research, and research requires more points.

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2022-05-31 10:16:10 +01:00
SkyratBot
f05091ccc9 [MIRROR] Aurora Caelus is now localized entirely within your station's kitchen. [MDB IGNORE] (#13999)
* Aurora Caelus is now localized entirely within your station's kitchen. (#67051)

Aurora Caelus is now localized entirely within your station's kitchen. It still affects space as well, for obvious reasons.

* Aurora Caelus is now localized entirely within your station's kitchen.

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2022-05-30 17:26:05 +01:00
SkyratBot
5c8a0f02f2 [MIRROR] Anomalies in the recreation area are no longer in the recreation area area [MDB IGNORE] (#13951)
* Scrubber clog event no longer happens in the recreation area area (#67304)

* Fixes scrubber clog event from saying 'area' twice.

* Anomalies in the recreation area are no longer in the recreation area area

Co-authored-by: Josh <Josh.Powell@softwire.com>
2022-05-27 17:56:53 +01:00
SkyratBot
a61b1ea07f [MIRROR] [MDB IGNORE] More /area/ typepath organization and cleanup [MDB IGNORE] (#13832)
* [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)

This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game

* [MDB IGNORE] More /area/ typepath organization and cleanup

* wew

* e

* Update CentCom_skyrat.dmm

* wew

* ews

Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-24 16:47:55 +01:00
SkyratBot
9aca883902 [MIRROR] Scrubber Clog Random Event Spiritual Successor -- New janitor content! [MDB IGNORE] (#13817)
* Scrubber Clog Random Event Spiritual Successor -- New janitor content! (#67023)

Adds a brand new random event as a spiritual successor to the long-lost scrubber overflow event! Scrubbers (that is, a single one on the station) may now randomly become clogged with mobs, and after an alert, will begin pumping out mobs at a steady rate. The infestation can be fixed by either welding the scrubber shut and waiting for the infestation to clear, or you can use a plunger on the scrubber to clear it manually.

* Scrubber Clog Random Event Spiritual Successor -- New janitor content!

Co-authored-by: Rhials <Datguy33456@gmail.com>
2022-05-22 12:41:07 -07:00
SkyratBot
6bf0de98e0 Refactors and sorts Nuclear Bombs and Cinematics. Fixes and unit tests nuke cinematics, and re-adds a missing malf ai cinematic. (#13802)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-05-22 09:03:09 -07:00
SkyratBot
e416c5b573 [MIRROR] [NO GBP] Jetpack and spacedrift: Fixes and niceties [MDB IGNORE] (#13754)
* [NO GBP] Jetpack and spacedrift: Fixes and niceties (#66628)

* Jetpack and spacedrift: Fixes and niceties

Ok so when I ported spacemovement onto movement loop,
I neglected to port this behavior that existed to support jetpacks.

Basically, if something that lets you move while spacedrifing
completes a move while you're spacedrifting, the
drift should "disable" to let it complete, and then later restart.

I neglected to add support for that, so that's what this does.

There's some other stuff going on here, mostly things to let jetpacks
ignore some of drift's extra behavior, since when a jetpack is not on
stablized, we want both to coexist.

It's a bit of a mess, I'm sorry about that.

Oh and at temporal's suggestion I've moved the visual_delay set from
newtonian move to an istype on the drift component, that was a good
idea, thanks quiet

* Makes dropping a pull while drifting carry the momentum into the pulled thing\

* Adds some extra context to Process_Spacemove, fixes a bunch of stupid
space bugs

It used to be, if you called Process_Spacemove with a direction, it
assumed you were an "action", so a client or mob trying to move in a
direction.

Unfortuantely for it, I needed to be able to use direction to make mob
pull drifting work. So we now actually pass in a second variable
called continuous_move, which tracks if this Process_Spacemove is on
behalf of a continuous move or not

In addition to this, I've added logic to bumping "off" someone to
prevent backbumping if that makes sense, since the bump is in the form
of a newtonian move that's run before the thing that's bumping actually
moves, we need some way to exclude it from holding the other object in
place.

* Adds a jetpack component, uses it to unify all three versions of
jetpacking

I hate you fikou
There were three copies of the same behavior, which made it hard to fix
stuff. Let's just componentize it

* Fixes jetpacks stabalizing even without fuel

This is mildly hacky. The real fix is to do this with events, but I
really don't wanna bend my brain like that. This'll do

* Ensures turn_off always has a user)

* Shut pu

* Bulky drags no longer effect your movespeed in space, fixing a consistency issue between them and all other forms of drags

* Removes some redundant code, cleans up some messy stuff

* Removes redundant safety checking from jetpack code

* see above

* Removes redundant signals

* [NO GBP] Jetpack and spacedrift: Fixes and niceties

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-05-20 14:41:47 +01:00
SkyratBot
2878b0b005 [MIRROR] Removes AOE hit detection from fireball [MDB IGNORE] (#13526)
* Removes AOE hit detection from fireball

* Update staff.dm

Co-authored-by: GoblinBackwards <22856555+GoblinBackwards@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-11 02:13:25 +01:00
SkyratBot
12bc542f4b [MIRROR] Anomaly expansion - part 2 - Delimber anomaly [MDB IGNORE] (#13459)
* Anomaly expansion - part 2 - Delimber anomaly (#66420)

A new anomaly is here! the Delimber anomaly!
contrary to its name, this anomaly doesn't do you dirty by removing all your limbs.
It will instead improve your body by randomizing your limbs with every species known! Isn't that amazing?!
Incredibly enough it can also change your organs, improving them and expanding them! (we think this is amazing!)
Now you can also harness that power by constructing a reactive armor with its core, but be aware to not get hit by an EM pulse, our insurance doesn't cover that.
A note on safety, this anomaly doesn't stop, will keep on pulsating until eliminated.

* Anomaly expansion - part 2 - Delimber anomaly

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-09 01:33:03 +01:00
SkyratBot
e05c8b4d1e [MIRROR] Kudzu Rebalances v2 [MDB IGNORE] (#13447)
* Kudzu Rebalances v2

* wew

Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-09 01:27:43 +01:00
SkyratBot
84e4e378bc [MIRROR] Card Shark DLC - GIMMIE MY MONEY OR I BREAK YOUR KNEECAPS [MDB IGNORE] (#13287)
* Card Shark DLC - GIMMIE MY MONEY OR I BREAK YOUR KNEECAPS (#64200)

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* Update piratefort.dmm

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-09 00:37:35 +01:00
SkyratBot
ef2016732d [MIRROR] Makes smoke and foam attempt to fill the available space. [MDB IGNORE] (#13407)
* Makes smoke and foam attempt to fill the available space.

* wew

* reset

* Revert "reset"

This reverts commit 75be4f934504793ceb5c9bf2f3774dc24517df5a.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-08 04:01:32 +01:00
Zonespace
2a3d60a2a6 Mirror of tgstation/tgstation#66726 (#13383)
* [MDB IGNORE] You can have your cake and eat it too. Remake of #66406 (Splitting up areas.dmi + code related stuff) (#66726)

Areas.dmi right now houses all of our mapped turfs icons (which is roughly 400 icons). Not an issue, but it's incredibly large and clunky to navigate right now. This isn't an issue for the average coder and/or player code diving, but it is for mappers wanting to add new turfs. Currently, the file has some organization, but its still an overall mess. This PR aims to slice the behemoth with multiple .dmi files corresponding to specific areas.

I also plan to repath /area/* -> /area/station/* for station turf only. This is to clean it up, as most other turfs follow this format (that being /area/turf_zone/*).

I'm also writing an update paths file as I go along.

* fixbatch 1

* fug

Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-07 22:41:23 +01:00
SkyratBot
b54ac43cea Fixes departmental revolts (#66700) (#13348)
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-05-06 12:47:18 +01:00
Gandalf
f29b48987e Event voting system, prelude to event planner (#11270)
* wooo

* Update event_vote.dm

* fixes

* Update event_vote.dm

* wrrr

* allows admins to host a player vote.

* weeee

* Update event_vote.dm

* href

* Update event_vote.dm

* EEE

* finishing touches

* Update event_vote.dm

* R_SERVER > R_PERMISSIONS, ties, reschedule

* Update event_vote.dm

* fun > events category

* redundant code removal

* Update tgstation.dme

* Update events.dm

* publik event vote

* llogging

* llogging

* Update configuration.dm

* Update event_vote.dm

* code review and votable

* round two review

* one little thing kills the world

* Update event_vote.dm

* woop

* Update event_vote.dm

* Better event weighting system

* Even chaos system

* EEE

* Update event_chaos_system.dm

* Update event_vote.dm

* Update event_vote.dm

* wweeee

* fixes

* low chaos event system,

* Update event_vote.dm

* Update event_chaos_system.dm

* vote button QOL

* www

* stop overlapping

* Update event_vote.dm

* Update EventPanel.js

* Update EventPanel.js

* e

* e

* Update event_vote.dm

* data

* Update event_vote.dm

* Update event_vote.dm

* Update event_vote.dm

* Update tgstation.dme

* Update tgstation.dme

* wew

* Update skyrat_config.txt

* No consecutive high chaos events

* Update event_chaos_system.dm

* Update sunbeam.dm

* more config

* no

* vote log

* Update event_vote.dm

* wew

* better handling of low chaos events

* wew

* Update ticker.dm
2022-05-04 10:29:00 +01:00
SkyratBot
3b09548b2f [MIRROR] Anomaly expansion - part 1 - Hallucination anomaly [MDB IGNORE] (#13229)
* Anomaly expansion - part 1 - Hallucination anomaly (#66392)

New anomaly, the hallucination anomaly. It has small bursts of hallucinations while alive followed by a big one in the moment of the end.

More anomalies are fun, i'm planning to add more of these

added the hallucination anomaly, spawnrate similar to the flux one, can spawn from the SM if eer are over 5000, can spawn when the SM delams (higher rate than the grav one), you can make the hallucination reactive armor

* Anomaly expansion - part 1 - Hallucination anomaly

* Update hud.dm

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-04-30 20:15:32 +01:00
SkyratBot
f0d9592385 [MIRROR] Pens require gravity to write [MDB IGNORE] (#13184)
* 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>

* Pens require gravity to write

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
2022-04-27 21:03:45 -07:00
SkyratBot
2f8a26587f [MIRROR] adds christmas tree spawner + christmas cracker documentation [MDB IGNORE] (#13159)
* adds christmas tree spawner + christmas cracker documentation (#66498)

* Merge https://github.com/tgstation/tgstation into new_pda

* boolean changes

* Update code/modules/events/holiday/xmas.dm

Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>

Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>

* adds christmas tree spawner + christmas cracker documentation

Co-authored-by: magatsuchi <88991542+magatsuchi@users.noreply.github.com>
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
2022-04-27 00:06:30 -07:00
SkyratBot
729132a4e0 [MIRROR] Rebalanced Power consumption, increase for machines [MDB IGNORE] (#12930)
* Rebalanced Power consumption, increase for machines

* wew

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-20 17:07:14 +01:00
SkyratBot
408c93810a [MIRROR] Allows wizard rod form to travel between z-levels [MDB IGNORE] (#12787)
* Allows wizard rod form to travel between z-levels (#66176)

* Allows wizard rod form to travel between z-levels

Co-authored-by: GoblinBackwards <22856555+GoblinBackwards@users.noreply.github.com>
2022-04-16 08:20:38 -07:00
SkyratBot
3f1da357fa [MIRROR] Venus fly trap layering fix [MDB IGNORE] (#12607)
* Venus fly trap layering fix (#66019)

* test

* test

* Revert "Hypernob trit consumption will now be reduced with Bz"

* Fix layering issue

* Venus fly trap layering fix

Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com>
2022-04-08 15:56:32 +01:00
SkyratBot
98ce1fa7b4 [MIRROR] Increases Sentient Disease's minimum playercount from 10 to 25 [MDB IGNORE] (#12289)
* begone lowpop disease (#65619)

* Increases Sentient Disease's minimum playercount from 10 to 25

Co-authored-by: nianjiilical <nianjiilical@gmail.com>
2022-03-25 22:02:33 -07:00
SkyratBot
1f27c74a4b [MIRROR] Refactors and fixes summon events/guns/magic [MDB IGNORE] (#11768)
* Refactors and fixes summon events/guns/magic

* fix

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2022-03-05 10:47:33 -05:00
SkyratBot
ab26d62966 [MIRROR] greentext code improvement [MDB IGNORE] (#11601)
* greentext code improvement (#64941)

* greentext code improvement

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-02-19 06:15:41 -05:00
SkyratBot
94fa88b4ff [MIRROR] Mobs on CentCom will not be selected as valentines. [MDB IGNORE] (#11540)
* Mobs on CentCom will not be selected as valentines. (#64926)

* No love at centcom

* Okay, nuke ops can have a little valentines

* Mobs on CentCom will not be selected as valentines.

Co-authored-by: Josh <Josh.Powell@softwire.com>
2022-02-16 20:25:09 +00:00
SkyratBot
f062adf668 [MIRROR] Kudzu nerfs, Venus human trap changes [MDB IGNORE] (#11483)
* Kudzu nerfs, Venus human trap changes

* Update spacevine.dm

* Update venus_human_trap.dm

* Update spacevine.dm

Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-02-16 17:20:29 +00:00
OrionTheFox
c764fdbd3a [Semi-Modular] Fixes broken HuDs, removes unused Sergeant/CDO jobs, SolGov to SolFed, and other job/hud cleanup (#11461)
* Goodbye SolGov, Hello SolFed (also a few Breach Control tweaks)

* Removes Sergeant/CDO (They were already unused)

* HuD fixes/remove Mindshield from NRI (for HuD purposes)

* oops forgot space police trim

* goodbye map landmarks

* remove the catwalk-over-tile mistake i once made

* PDA overrides

* nvm windows are better

* pre-merge #11484

* updates our unique dmi with new syndie icon :)

* better organization/corrections officer icons
2022-02-14 06:17:26 +00:00
SkyratBot
b2cc74a77e [MIRROR] Fixes layering issues brought by the FoV PR. [MDB IGNORE] (#11411)
* Fixes layering issues brought by the FoV PR.

* Update code/__DEFINES/layers.dm

* Update code/modules/mob/living/living_defines.dm

* Update code/modules/mob/living/simple_animal/hostile/venus_human_trap.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-02-10 02:51:52 +00:00
SkyratBot
cd814c127f [MIRROR] Adds an option to generate typecaches as zebras. [MDB IGNORE] (#11330)
* Adds an option to generate typecaches as zebras.

* Update energy_ball.dm

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-02-08 01:54:04 +00:00
SkyratBot
6aaf6d347b [MIRROR] Fixes a wizard rod form hard-del + cleans up code [MDB IGNORE] (#11222)
* Fixes a wizard rod form hard-del + cleans up code (#64469)

Fixes a hard delete with wizard rod form
Moves the wizard var from the base immovable rod to the wizard subtype
Cleans up the code a bit. Better var names / more modern.
Splits the suplex action into a separate proc for the wizard form of rods.

* Fixes a wizard rod form hard-del + cleans up code

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-02-02 17:00:27 +00:00
SkyratBot
26de81a8c1 [MIRROR] Removes useless status effect path defines. [MDB IGNORE] (#11143)
* Removes useless status effect path defines.

* Removes useless status effect path defines.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-01-30 15:56:13 +00:00
SkyratBot
39545aadea [MIRROR] adds a vine spawning animation [MDB IGNORE] (#10983)
* adds a vine spawning animation (#64363)

adds a cool little animation for spacevines spawning
https://gyazo.com/25fc2cf02a741e7e73df694fbb7c4f25

* adds a vine spawning animation

Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2022-01-25 12:29:15 -05:00
SkyratBot
5e43dd5099 [MIRROR] Fixes kudzu not spreading much [MDB IGNORE] (#10911)
* Fixes kudzu not spreading much (#64306)

When I touched kudzu code in my harddel pr f8aad14ae8 (#63877) I was trying to
prevent the queue_end list holding onto a ref of something that was deleted from the growth_queue list mid
process

To achive this, I made queue_end a var on the vine controller itself. In my hubris however I neglected to
**clear** it when the process was completed. So it would just keep slowly ballooning in size. This caused the
kudzu to not spread at all, and also lead to harddels, kinda defeating the point of the change.

This rectifies that issue

* Fixes kudzu not spreading much

* fixes vines a little

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2022-01-23 05:29:49 -05:00
SkyratBot
77cf4285f4 Spacevine text + colors (#10568)
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-01-20 03:41:23 +00:00
SkyratBot
0acc853c91 [MIRROR] Adds a movement looping system, replaces inbuild procs and spacedrift with it [MDB IGNORE] (#10749)
* Adds a movement looping system, replaces inbuild procs and spacedrift with it (#62567)

* Adds a subsystem to handle automated directional movement, replaces all instances of walk_towards with it. Makes meteors and immovable rods not drift in space, and makes immovable rods more destructive. Note, I've opted not to use byond's method of moving towards something, which is effectively Move(src, get_step(src, get_dir(src, target))) as it's cringe and doesn't make a smooth line. I've replaced it with a autoupdating rise over run setup, read the code for more details

* woop forgot the subsystem

* Documentation, contributing.md entry, and some cleanup

* Makes the moveloop datum more oop friendly, sets us up for a lot of conversions

* Converts the curseblob and walk_away() to the subsystem

* Changes the default for override from FALSE to TRUE

* converts walk() over, still need to add a replacement proc for it, but we didn't actually have anything that used the raw proc

* converts the rest of walk_to() over, nearing the end now

* cleans up some errors

* Fully documents everything, fills in some missing movement types, uses the power of oop to make things cleaner, and typepaths longer

* Finishes the contributing.md stuff

* Done

* Fefaults -> Defaults, can you tell I wrote this at 1AM?

* resolves bubblegum issues

* Roh's suggestions

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Cleanup

* Hey lemon, did you know that Destroy() lives on datums? ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

* Converts over the discrepencies created in my absense

* HAHA FUCK YOU I PAY MY DUES

* Whoops lost some stuff in the merge

* Converts the system from seconds to deciseconds to make dealing with the api more sane

* Some stuff I missed

* Makes movement an inheritable subsystem type, splits the moveloop file into two, one for the subsystem, and one for the datums

* Makes a subsystem that handles directing movers out to other subsystems. It's a bit bad right now, but it's a
good first step. I think I'll move the move loop datum to a lazy var on mobs instead of an assoc list, don't
like lists.

Also makes the movement procs global, I'll move em to the /movement subsystem at some point or something like
that

* Converts the existing uses of the procs over to the new format

* Adds support for subsystem precedence, so a type of A can override type B.
General cleanup, still kinda in debug mode but it's getting better

* I'll admit I'm not too familiar with this, but I think it will work

* Adds starting logic so movement types "pausing" makes any sense
Redoes how waiting is handled to make it based on world.time directly. I don't remember why. I think it's better
this way.

Adds a drifting movement type, moves space drift over to it.
Needs severe work before it's ready, too much info stored and modified on the moving object, see comment
Starts work on making drifting smooth

* Moves almost all space drifting vars over to signals on the movement datum
Properly implements glide size stuff for both the subsystem and the loops. Space drift will be smoother now.
It's not perfect, but it'll work just fine for now

Adds a way to override a client'd mob's glide size mid move, uses it to make entering a spacedrift look right
Adds a way to delay a client move outside of just move_delay, meant to be used for long periods, and setup such
that it doesn't make inputs persist

Adds flags to movement loops, alongside MOVELOOP_OVERRIDE_CLIENT_CONTROL, which blocks client movements while
the loop is firing, and for it's visual delay after

This means you can't exit a space drift until you hit the actual wall. This feels a lot better

Some general logic stuff, move() will return true/false if it succeeded or failed
Adds a stop_loop() proc that's called when a move loop is no longer active

Suck my nuts

* Moves precedence to the loop instead of the subsystem

* Moves drifting into a component, this lets me explictly block input after the move loop ends, so people can't
move the moment they functionally move onto a new tile
This is a bit underdeveloped currently, but that's a problem for another day

Cleans up some uses of move procs, fixes runtimes in metoer and curseblob code
Adds signals for stopping/starting a move loop, sending one for destroy is redundant.
Moves existing event signals from the movable being acted on to the loop itself, makes more sense this way
Makes the move handler return the created loop up the chain so we can register to it
Fixes a logic error in loop contesting code that lead to loops never actually being removed from subsystems
because they didn't know they should be.
Properly changes lifetime from a time to stop, to functionally an amount of moves to complete before stopping
Adds some new signals for pre/post loop process. This is to better tie into components.

I decided I didn't like the idea of tying all functionality to the loops themselves
The loop decides functionally how to move, components or just tied in signals can decide when/when not to move
and can modify properties of the loop

Making a new loop for things like atmos drift, something I'm interested in tackling in the future, seemed silly

* Moves movement procs directly to the subsystem for better namespacing or whatever

* Moves movement packets onto /atom/movable, no longer need the debugging
I've decided to not just put their contents fully onto atom movable, since it makes debugging on live much
harder, can't sdql for them anymore.

Fixes a runtime in meteor code, properly this time
Fixes a logic error in stop_looping
Makes move manager NO_INIT, because well, it doesn't init

* Commits human sin, makes Recover() work properly for movement subsystems

* Fixes immovable rod orbits not always working, they were returning too early in moved and fucking up the var we use to track move count, and thus not sending a signal properly

* Reworks the curseblob to use signals more, and to not use override

* Missed this in the movement ss commit

* Removes override, makes having a higher or equal precedence take its place

* Updates documentation

* Cleans up some unused defines

* Nukes the unused flags option

* Whoops forgot to qdel check

* Removes an unused var I had for client move prevention before I started using a component

* Let's do this properly

* Modernizes meteor code to better match how explosions actually work currently

* Some more cleanup

* Cleans up effect code a little bit
Nukes the effect system's sleep loop, we use movement loops instead
As a part of that, instead of 1 timer per effect spawned, we react to loop failure and make it 1 timer per
effect system
This should reduce the amoumt of slowdown we see after mass lighting break

It's not everything, we're still making a timer per spark effect, but it cuts things down significantly

* Updates explosions to not sleep

* Adds support for modifying a loops delay post process, makes extinguisher code suck less then it does currently, nukes some more sleeps and timer loops

* Converts water tank resin over to move loops rather then sleeps, minor behavior change mind, the cooldown starts on fire rather then on land, but I think that makes more sense anyway

* compile and runtime fix

* Fixes some runtimes, cleans up some code, ensures feature parity when it comes to logging

* Prevents resin foam from space drifting

* Adds support for flags back into the system, I need it for reasons

* Updates move_towards to fix some bugs and resolve some inconsistent behavior, implements a flag that makes a loop's first move start instantly

* Fixes extinguishers not actually transfering any reagents

* Converts sprays to the new system. This does actually minorly change behavior, in that I've changed the order of spray actions from step -> sleep -> wash to step -> wash -> sleep, but I'm not terribly torn up about it because frankly I think it feels better

* Converts grav catapults over to the new system

* Converts trays over to moveloops

* Converts robot streaking to move loops, the other two coming soon

* Compile you won't. Also fixes a behavior issue with oil streaks

* Does directional step_to properly, cleans up the other two streaking types

* Converts step_trigger over, not that it's actually used anywhere. Changes how stoping a move works, you need to explicitly qdel, other the step is just considered to be ignored. This will make life easier later

* Adds a jps movement loop. It's a bit bloaty, id is stupid, but it'll work just fine

* Makes the system support passing in a datum that's just used as extra context for the move. The hope is this makes signalizing things less of an absolute headache

* Begins the conversion of ai movement datums to movement loops

* These two are reasonably simple, only weird thing I'm doing is A: Not allowing target hotswapping, which I hope none is doing, and B: passing the controller into the move loop as extra context so things work properly

* JPS is a bit more complex, partially because the old implementation was a bit weird. 2 major things. 1: I'm dropping what I think was a redundant behavior minimum distance check from the premove bit of logic, since I'm pretty sure it didn't do anything. 2, instead of just stoping the step in an error state like being pulled, we count it against our max move total

* Audit

* Moves most forced movement to the framework, adds some components to make things nicer

* Implements a flag that makes the loop always operate, regardless of precedence and without impacting any other loops

* Moves movement subsystems into the right folder

* Hey potato what if you had two procs that did the same thing and one called the other? Wow it's useless

* Merges slipping and force movement

* Converys conveyors over to the system. It's a bit fragile, but I think it's totally worth it to save the sleep loop

* Precedence -> Priority, cleans up some logic errors, makes priority highest to lowest instead of lowest to highest, straight cleans some code up

* Makes poly and bubbles ignore spacedrift, now that precedence actually functions properly. I'm likely missing cases of this, will deal with it later

* Depression, thy name is linter

* Fixes linter, and hopefully fixes the runtimes in ci too

* Wew

* Sets sprays and extinguishers back to legacy, since people do actually seem to have noticed

* Spelling errors my beloved

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

* More detail, moves return descriptions

* Converts transit tubes to the system?

* Adds the glide size modifier. Not honestly sure that this should be default, considering how crummy it makes things look for normal walking, but it's useful as hell here

* Adds a force move in dir template, actual support for fast initial steps (wtf old me) and a helper proc for setting delay

* Cleans up displosal code a bit, I thought about adding it to the system but it would functionally be just 'disposal loops'. Maybe I'll make a template subtype? not sure how I want to handle stuff like this

* Cleans up mob movement a bit

* Let's use the controller's visual delay

* Makes the resin thrower nicer, cries

* Cleans up some comments, replaces an implicit world.icon_size with an explicit one, fixes up a typecheck

* typecache instead of double istype. Can't do much about the !atom/movable, list would be too big I feel

* hhh

* bro wtf

* Documents the why of SS_TICKER

* Puts SSmovement on SS_TICKER. Lets us support tick steps

* Cleans up the charge action. Makes it use moveloops

* Fixes CI? kinda worried that this just got dropped

* Converts disposal pipes to move loops. They stutter a bit more then usual as of now, hoping that's a me thing, if it's not I'ma look at uping the priority of the base subsystem

* Moves the move subsystems off background, puts some on ssticker

* Prevents some things that shouldn't move in space from moving in space

* Documents the general form and usage of the system

* Virgin one vs chad once

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

* Removes unneeded check

* Moves appropriate movement subsystems into SS_BACKGROUND. Removes redundant SS_KEEP_TIMINGs

I do want the behavior of SS_TICKER, which at this point is tick based waits, and ignoring overtime when
calculating next fire.
Since honestly, these subsystems should ignore overtime in regards to next fire, the cost of moving A may be
nothing compared to the cost of moving B.

* Makes the MODULUS macro use floor. I knew our coders would never let me down, glad this exists, thanks ninja
Fixes teleporting caused by shitty round() behavior, adds a "you hit your target" case to homing loops

* Converts blood splatters to move loops, that'll do it

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

* Adds a movement looping system, replaces inbuild procs and spacedrift with it

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
2022-01-18 00:54:06 +00:00
SkyratBot
8bd1e020a0 [MIRROR] Time Eradication Modsuits [MDB IGNORE] (#10682)
* Time Eradication Modsuits

* I hate having to do this to be able to update

* Fixing the conflicts (and a few more that snuck in)

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-01-16 13:32:31 -05:00
SkyratBot
f42d424b49 [MIRROR] Removes swarmers from the game [MDB IGNORE] (#10645)
* Removes swarmers from the game

* Removes swarmers from the game

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-01-15 17:19:18 +00:00
SkyratBot
418c58a9c3 [MIRROR] Fixes bounty pads not being deconstructable and improves feedback/documentation [MDB IGNORE] (#10708)
* Fixes bounty pads not being deconstructable and improves feedback/documentation (#64022)

* Civ bounty board update

* Fixes bounty pads not being deconstructable and improves feedback/documentation

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2022-01-15 16:31:13 +00:00
SkyratBot
bdf8a01258 [MIRROR] fixes department revolt not working plus name wonkiness [MDB IGNORE] (#10646)
* fixes department revolt not working plus name wonkiness (#63712)

* propah cleanup

* and fix this name

* feedback

* fixes department revolt not working plus name wonkiness

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2022-01-13 04:29:44 +00:00
SkyratBot
65b8082678 [MIRROR] Harddel Fix Pack #42 + Better Live Reftracking Support [MDB IGNORE] (#10639)
* Harddel Fix Pack #42 + Better Live Reftracking Support

* awooga

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-01-12 21:57:49 +00:00