Commit Graph

1444 Commits

Author SHA1 Message Date
SkyratBot
40918f6045 [MIRROR] Fixes gunshot sound runtime [MDB IGNORE] (#14490)
* Fixes gunshot sound runtime (#67943)

* Fixes the bug

* Updates comment

* Fixes gunshot sound runtime

Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
2022-06-24 12:53:41 +01:00
SkyratBot
73e54c3433 [MIRROR] Energy gunfire sound pitch now varies based on how much ammo is left. Ballistic guns now have bolt sounds for low ammo. [MDB IGNORE] (#14341)
* Energy gunfire sound pitch now varies based on how much ammo is left. Ballistic guns now have bolt sounds for low ammo. (#67549)

About The Pull Request
u0aw4DulWt.mp4
Why It's Good For The Game

Breaks up the monotony of firearm sounds, makes them actually useful in a gameplay context. Energy gun effects inspired by Cruelty Squad.
Changelog

cl
soundadd: Energy and Magic gunfire sound pitch now varies based on how much ammo is left.
soundadd: Ballistic gunfire now has a low-ammo click sound.
/cl

* Energy gunfire sound pitch now varies based on how much ammo is left. Ballistic guns now have bolt sounds for low ammo.

* mirror

* Update gun.dm

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-19 22:40:40 +01:00
SkyratBot
f44ab4155e [MIRROR] Ports Tau Ceti's welding animation! [MDB IGNORE] (#14311)
* Ports Tau Ceti's welding animation! (#67725)

add: welding now has an animation!

* Ports Tau Ceti's welding animation!

* wew

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-19 22:32:21 +01:00
SkyratBot
86a0c7ba74 [MIRROR] unrestricted wizard healing staff no longer tells you you are weak [MDB IGNORE] (#14326)
* unrestricted wizard healing staff no longer tells you you are weak (#67726)

* unrestricted wizard healing staff no longer tells you you are weak

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-06-15 12:15:59 +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
d2e1be321f [MIRROR] Refactors Gunlight / Helmetlight to be a component [MDB IGNORE] (#14226)
* Refactors Gunlight / Helmetlight to be a component

* wew

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-10 20:49:38 +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
8f9c0a2ede [MIRROR] Add Russian Roulette memories and moods events [MDB IGNORE] (#14163)
* Add Russian Roulette memories and moods events (#66051)

About The Pull Request

This adds memories to a nearby audience if someone is playing Russian Roulette with a loaded gun. The person who wins or loses also gains a positive or negative mood event that is long lasting. All of these events only trigger if the person playing is targeting a lethal area.
Why It's Good For The Game

Being able to add Russian Roulette to engravings would be pretty cool.
Changelog

cl
qol: Playing Russian Roulette with lethal intent now creates a mood event for the user and is engrained in any nearby peoples memories. The more bullets the better the memory and mood boost.
/cl

* Add Russian Roulette memories and moods events

Co-authored-by: Tim <timothymtorres@gmail.com>
2022-06-07 14:41:52 +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
Zonespace
28e63e056e Adds a new contractor module, the SCORPION (#13748)
* woo

* no comment

* CI

* hhhhh

* Update modular_skyrat/modules/contractor/code/items/hook.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* refactors this too

* the hook can go, too

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2022-05-24 14:57:30 +01:00
SkyratBot
133b753507 [MIRROR] Converts jittering to status effect, striking yet another mob level status value [MDB IGNORE] (#13534)
* Converts jittering to status effect, striking yet another mob level status value

* mmkay

* weh

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-11 21:59:42 +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
b38f603224 [MIRROR] Steal objective can now be cashed out early for less reward as soon as you place the bug on. Adds a new 'Destroy Machinery' objective [MDB IGNORE] (#13445)
* Steal objective can now be cashed out early for less reward as soon as you place the bug on. Removes smuggling objective and adds a new 'Destroy Machinery' objective (#66771)

Steal objective can now be cashed out early for less reward, but completing the time in its entirety will give extra TC and reputation.
The smuggling objective has been removed and replaced with the 'Destroy Machinery' objective, which focuses on disrupting workflow by destroying stuff like protolathes, telecomms and research servers.
Made the easier steal objectives worth slightly less TC

* Steal objective can now be cashed out early for less reward as soon as you place the bug on. Removes smuggling objective and adds a new 'Destroy Machinery' objective

* eeeee

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-05-08 19:13:04 -07:00
SkyratBot
cdd1f9179d [MIRROR] Refactors the Charge wizard spell [MDB IGNORE] (#13424)
* Refactors the Charge wizard spell (#66599)

This PR refactors the "charge" spell to be signal based instead of looping over held items + istype checks.
This was atomized out of my proc holder removal PR. Figured it was small enough to handle on its own.

* Refactors the Charge wizard spell

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-05-07 22:11:12 -07:00
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
Useroth
cca7f8ee4c Some missed mirrors (#13415)
* Refactors firestacks into status effects (#66573)

This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.

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

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

This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing

* Hud Image Culling By Z Level: Theft edition (#65189)

* makes hud images only apply by z level

* makes some of the atom_hud procs have better names

* fixes warning with the hud_user list and adds better documentation

* better docs for hud_images

* removes TODOs

* docs for hud_list

* adds support for linked z levels so mobs can see lower ones

* fixes merge conflict and shittily makes only shocked airlocks get added

* adds support for setting images in the hud as active and inactive

* gets rid of unatomic spatial grid change

* maybe i should actually try COMPILING my changes

* fixes merge skew and makes it compile again

* fixes huds refusing to remove from users who changed z level

* improves z level and registration logic

* fixes antag huds not appearing

* Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me

* Ensures that hiding a basic appearance also hides the atom's active list too

* Fixes antag huds going poof

Ensures that remove_atom_from_hud will return false if the passed atom
isn't managed by it

This fixes antag huds disappearing randomly, since they assumed that if
the parent call of remove_atom_from_hud returned true, we should delete
ourselves. This is a safe assumption for them to make, since they should
only ever have one atom.

Does kinda bork if we call remove_atom_from_hud in a way that is unsure
if the passed atom is actually in that list. We were forced into doing
this by how atom huds use the qdeleting signal.

* makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list

* fixes mistake with hud_users list being set non associatively (bad)

* as anything in bot path loops

* Fixes merge skew problems

* Makes bot paths non global

This way they can show themselves to only the bot that "owns" them, ya
feel me?

* Fixes huds not showing up sometimes, cleans up some code

Post Kapu's limb refactor, we were calling prepare_huds twice in a human
init call chain. What was happening was this:

call prepare_huds() // Human
I gained a new hud image
I set active hud icons to mirror it
call prepare_huds() // Living
I overwrote the new hud image
I attempted to set active hud icons, which failed because it assumes
this can never happen

*cries*

* Renames add_hud_to_atom to show_to

My hope is this will make understanding hud code a bit easier, by tying
the behavior to a "verb" more closely. Also renamed a few vars

* remove_hud_from_mob -> hide_from

* Nitpicks a few comments

* Whoops/fuck/shit/damn it all/hhhhhhhhhhhh

* Moves check down, improves stack trace a bit

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

* small touch-up

* this should do it

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
2022-05-08 03:59:40 +01:00
SkyratBot
de055bf941 Confiscates the bounty hunter flamethrower, gives them a fire cycler shotgun + fire pistol (#65984) (#13272)
Some lovely person who will go unnamed decided 3 years ago that the flamethrowers would be a good weapon for some bounty hunters to use to hunt their quarry. This turned out to be a massive liability and cause lots of innocent people to get toasted, so this PR aims to give them a different fire-based arsenal that isn't so indiscriminate.

The armored bounty hunter role is now issued a cycler dual-tube shotgun that comes with one tube of rubbershot, and one tube of a new incendiary shotgun slug that leaves no fire trail, but still lights up their target. They also receive a 9mm Makarov loaded with fire bullets and one spare mag (these ones do leave a trail).

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2022-05-02 12:17:05 +01:00
SkyratBot
f5e5c368fa [MIRROR] Adds a scope component, removes old zooming and adds sniper marksman ammo. [MDB IGNORE] (#13110)
* Adds a scope component, removes old zooming and adds sniper marksman ammo. (#66218)

Removes the old sniper rifle zoom, replaces it with a scope component. the scope activates on right click and lets your camera follow your mouse.
https://streamable.com/2c63u4 (due to byond rounding some shots were weirdly missed in that video, its fixed now)
Also adds sniper marksman ammo to the nukie uplink. It does slightly less damage, but it is hitscan and has one guaranteed ricochet shot, so you can shoot a wall and it could still hit someone.

* Adds a scope component, removes old zooming and adds sniper marksman ammo.

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-04-25 17:38:49 -07:00
Zonespace
b003886ee2 weh (#13097) 2022-04-25 14:37:56 +01:00
Zonespace
349a3325ec Adds Gun Cargo (#12632)
* mega-commit

* js fix 1

* js fix 2

* documentation1

* balance?

* balance pass

* 2 -> 20 mins

* m90 increase

* thanks prophet (balance and stuff)

* more touchups

* mini correction

* cmg update

* tgui fix

* this took me too long

* permit pin removal (testing)

* price bump

* accidental commit

* ammo cheapening

* weh

* this is incredibly embarassing

* woo

* woo

* pepperballs

* permit-pins are lame anyway

* dep guards get permits

* CI fix

* model75 increase

* fix lint

* model75 removal

* Update cargo_stuff.dm

* ZONESPACE REEEEE

* not the bluie's anymore

* interdyne company fixes and stuff

* fix

* fix2

* nagant revolver removal

* threshold changes

* undo

* techshell to dynamics

* mag cost 3.5 -> 3

* dynamics 10mm auto

* ammo gens manifest

* ladon/osprey price changes

* if ixed it for you sir

* assault rifle rebalancing

* review

* Update modular_skyrat/modules/gun_cargo/code/datums/cargo_pack.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Dragonfruits <51841793+Spc-Dragonfruits@users.noreply.github.com>

* Update modular_skyrat/modules/sec_haul/code/guns/guns.dm

Co-authored-by: Dragonfruits <51841793+Spc-Dragonfruits@users.noreply.github.com>

* weh

* add disabler crates back

Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Dragonfruits <51841793+Spc-Dragonfruits@users.noreply.github.com>
2022-04-23 17:34:08 +01:00
SkyratBot
82c37a6d74 [MIRROR] [MDB IGNORE] makes ebows and kinetic accelerators share a parent [MDB IGNORE] (#12902)
* [MDB IGNORE] makes ebows and kinetic accelerators share a parent

* wew

* wew

* Update blackmesa.dmm

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-19 19:58:49 +01:00
Zonespace
0f4d2ab74f fix (#12828) 2022-04-18 00:58:40 +01:00
SkyratBot
18d96a632b [MIRROR] Fixes russian revolver [MDB IGNORE] (#12844)
* Fixes russian revolver (#66154)

* Fixes russian revolver

* Readbility improvement

Co-authored-by: robbertapir <robbertapir@ airmail.cc>

* Fixes russian revolver

Co-authored-by: robbertapir <102324362+robbertapir@users.noreply.github.com>
Co-authored-by: robbertapir <robbertapir@ airmail.cc>
2022-04-17 08:49:23 -07:00
SkyratBot
07e6768659 [MIRROR] Refactor and improve antimagic to be more robust [MDB IGNORE] (#12619)
* Refactor and improve antimagic to be more robust (#64124)

This refactors the antimagic component to use and have bitflags, documentation, defines, code comments, named arguments, and renames variable names for clarity.

- /obj/effect/proc_holder/spell/aoe_turf/conjure/creature/cult is not used anywhere and has been removed
- /obj/effect/proc_holder/spell/targeted/turf_teleport/blink/cult is not used anywhere and has been removed

- New sound effects are played when magic is blocked. Depending on the type of magic being used it will be either:

- Equipping antimagic now properly updates the magic buttons
- Any magic being blocked or restricting casting now displays a message
- MAGIC_RESISTANCE_MIND now properly blocks telepathy effects
- Removes blood splatter when fireball is blocked
- Magic projectiles for staff of locker no longer spawn lockers when blocked by antimagic
- Fire breath is no longer blocked by antimagic
- Spellcards are now blocked by antimagic

Any antimagic on a mob blocks that magic type from being casted. (certain spells such as mime abilities completely ignore antimagic)

- Foilhats prevent someone from casting mind magic (telepathy, mindswap, etc.)
- Bibles, ritual Totems, nullrods, holymelons, and TRAIT_HOLY prevent someone from casting unholy magic (cult spells, etc.)
- Nullrods, ritual totem, and holymelons prevent someone from casting wizard magic (fireball, magic missile, etc.)
- Immorality talismans, berserker suits, and TRAIT_ANTIMAGIC prevents all types of magic (except stuff like mime abilities)
- Touch of Madness and Mindswap is now blocked with MAGIC_RESISTANCE and MAGIC_RESISTANCE_MIND
- Voice of god is now blocked with MAGIC_RESISTANCE_HOLY and MAGIC_RESISTANCE_MIND

* Refactor and improve antimagic to be more robust

* Update tiedshoes.dm

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-11 00:54:16 +01:00
SkyratBot
cec72761ac [MIRROR] Action button refactor/rework: Enhanced Dragging [MDB IGNORE] (#12423)
* Action button refactor/rework: Enhanced Dragging

* PHEW

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-01 01:38:57 +01:00
Pinta
0c66c10298 [SEMI-MODULAR] Medical Smartdarts (#11836)
* adds the base dart in

* the gun

* the gun ammo

* injection mechaincs

* adds to chem-master

* fixes smartdarts on syringe guns

god, I hate having to make non-modular changes like this....

* Apply suggestions from code review

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update smartdarts.dm

* Update smartdarts.dm

* Update chem_master.dm

* code refactoring

* Update chem_master.dm

* Update code/modules/projectiles/guns/special/syringe_gun.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update code/modules/reagents/chemistry/machinery/chem_master.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update smartdarts.dm

* adds a chemical whitelist system

* dart sprites

* dartgun sprites

* adds it to R&D

* Update dartguns.dmi

* Update code/modules/reagents/chemistry/machinery/chem_master.dm

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

* Update smartdarts.dm

* formatting changes

* Update chem_master.dm

* spacing procs

* Update modular_skyrat/modules/medical/code/smartdarts.dm

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

* injection message only shows when trying to inject mobs

* Update smartdarts.dm

* Update smartdarts.dm

* Update chem_master.dm

* Update smartdarts.dm

* Renaming

* Apply suggestions from code review

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

* Update smartdarts.dm

* Update chem_master.dm

* Update code/modules/reagents/chemistry/machinery/chem_master.dm

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

* Update smartdarts.dm

* fixes transfer amounts

* now injects pure chemicals

* OD protection

* Update modular_skyrat/modules/medical/code/smartdarts.dm

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

* Update smartdarts.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-03-30 19:09:18 -04:00
SkyratBot
be78b63740 [MIRROR] Can fire guns and secondary attack (right-click) with TK [MDB IGNORE] (#12288)
* Can secondary attack (right-click) and fire guns with TK (#65473)

* Can fire guns and secondary attack (right-click) with TK

Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
2022-03-25 22:02:55 -07:00
SkyratBot
8477577119 [MIRROR] changes projectile's armor resistance flag to "armor_flag" [MDB IGNORE] (#12234)
* changes projectile's armor resistance flag to "armor_flag" (#65487)

* IHATEVARIABLES

* removes the face

* changes projectile's armor resistance flag to "armor_flag"

* e

Co-authored-by: capsaicinz <84609863+capsaicinz@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-03-23 21:25:41 +00:00
SkyratBot
9bc0b38dc6 [MIRROR] better resonator (spreading) [MDB IGNORE] (#12181)
* better resonator (spreading) (#65297)

adds some documentation to resonators

adds spreading to resonators, where the field has a chance (that lowers each spread) to spawn more fields.
the spreading idea did come from yogstation, but I changed how it decides to spread

* better resonator (spreading)

Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2022-03-19 15:39:02 -07:00
Gandalf
eab83fe486 Combat overhaul - Reloads (#12053)
* Update ballistic_master.dm

* E

* Update ballistic_master.dm
2022-03-18 03:57:45 +00:00
SkyratBot
17e4f6ad76 [MIRROR] Converts SFX keys into DEFINES [MDB IGNORE] (#11990)
* Converts SFX keys into DEFINES

* fixes and updates

Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-03-11 16:43:39 -07:00
Zonespace
85a0fc0161 [NON-MODULAR] Bows/blowguns no longer have safeties (#11971)
* goodbye

* may as well
2022-03-09 20:02:15 -05:00
SkyratBot
68a784ab62 [MIRROR] Buffs the Silverscale pirates (and their species slightly), and tweaks their shuttle [MDB IGNORE] (#11950)
* Buffs the Silverscale pirates (and their species slightly), and tweaks their shuttle (#65079)

* Buffs the Silverscale pirates (and their species slightly), and tweaks their shuttle

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-03-07 22:10:37 -07:00
SkyratBot
f6d81b0142 [MIRROR] Blowguns no longer impede people with a trigger guard [MDB IGNORE] (#11918)
* Asheis get blowgun usage (#65283)

* Blowguns no longer impede people with a trigger guard

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-03-06 11:44:34 -05:00
SkyratBot
2402aabc3b [MIRROR] Resprites power cells, fixes and cleans up power cells and power cell derivatives [MDB IGNORE] (#11642)
* Resprites power cells, fixes and cleans up power cells and power cell derivatives

* part one

* part two

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2022-03-03 08:28:03 -05:00
SkyratBot
0049ed3996 [MIRROR] Fixes beam rifle explosion [MDB IGNORE] (#11680)
* Fixes beam rifle explosion  (#65061)

* Fixes beam rifle explosion

Co-authored-by: GoblinBackwards <kinggreenyoshi@gmail.com>
2022-02-22 22:05:26 -05:00
SkyratBot
ccb0aaea1a [MIRROR] Ballistic to Energy: Autorifles for Thermal Pistols; Adds .38 Crate to Cargo [MDB IGNORE] (#11340)
* Ballistic to Energy: Autorifles for Thermal Pistols; Adds .38 Crate to Cargo

* eeee

* Update new_player.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-02-08 01:59:42 +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
c31820ade7 [MIRROR] Fixes loading C-4/X-4 into grenade launcher and duplicating [MDB IGNORE] (#11067)
* Fixes loading C-4/X-4 into grenade launcher and duplicating (#64318)

* Grenade Launcher C4 Duplicate Fix

The shit code fixes the problem with duplicating C4 if you load it into grenade launcher.

* cannot load c4 into grenade launcher

Test. I have no idea how to do second commit.

* Fixes loading C-4/X-4 into grenade launcher and duplicating

Co-authored-by: Tortoise <64306407+OneAsianTortoise@users.noreply.github.com>
2022-01-28 10:25:18 +00:00
SkyratBot
d0ba624096 [MIRROR] Replace Plasma Cutter EMP effect [MDB IGNORE] (#10867)
* Replace Plasma Cutter EMP effect (#64073)

Fixes 43685

* Replace Plasma Cutter EMP effect

Co-authored-by: SkeletalElite <skeletalelite0@gmail.com>
2022-01-22 20:12:14 +00:00
SkyratBot
83a9919f8d [MIRROR] Tweaks the blastcannon range a bit and makes it care about walls. [MDB IGNORE] (#10843)
* Tweaks the blastcannon range a bit and makes it care about walls. (#63866)

* Tweaks blastcannon range and adds explosion block decrement

* Tweaks the blastcannon range a bit and makes it care about walls.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2022-01-20 13:18:11 +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
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
SkyratBot
c33061765b [MIRROR] [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety [MDB IGNORE] (#10620)
* [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety

* updates and fixes

* ffff

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-01-12 03:25:38 +00:00
SkyratBot
7c10f539bd [MIRROR] Makes share() canonical. Saves cpu time, makes the simulation proper [MDB IGNORE] (#10618)
* Makes `share()` canonical. Saves cpu time, makes the simulation proper (#63785)

* Makes `share()` canonical. Saves cpu time, makes the simulation proper

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-01-12 02:24:17 +00:00
SkyratBot
ed3d50871a [MIRROR] Fixes Russian Roulette [MDB IGNORE] (#10396)
* Fixes Russian Roulette (#63636)

* Cheater.

* Fixes Russian Roulette

Co-authored-by: SarmentiCampbell <61919894+SarmentiCampbell@users.noreply.github.com>
2022-01-02 12:59:49 +00:00
SkyratBot
95cba1202a [MIRROR] Miscellaneous projectile phasing fixes/tweaks + fixes a typo in the blastcannon projectile. [MDB IGNORE] (#10365)
* Miscellaneous projectile phasing fixes/tweaks + fixes a typo in the blastcannon projectile. (#63581)

* Fix blastcannon typo. Hopefully fix blastwave phasing.

* Fix projectile phasing on direct target

* Should unspaghetti sniper bullet var definitions

* Makes phasing rounds phase

* Preserve original behavior of sniper rounds

* Miscellaneous projectile phasing fixes/tweaks + fixes a typo in the blastcannon projectile.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-12-31 20:10:56 -05:00
SkyratBot
58f82b5161 [MIRROR] [Ready] MODsuits [MDB IGNORE] (#10244)
* [Ready] MODsuits

* we dont need to add these people as codeowners, goodness gracious

* have to remove this because upstream

* part 1 of these fixes

* EEEE

* Update peacekeeper_clothing.dm

* E

* E

* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"

* E

* Update expeditionary_trooper.dm

* more removal

* nice

* modsuti modstui modusuti

* fixes

* E

* ITS MODsuit not HARDSUIT

* more hardsuit references

* MODSUIT NOT HARSUITEDSA

* Maps

* More ,map

* oop

* e

* oo aa

* 0

* ting tang

* Update modsuit_tailsprites.dm

* hi fikou

* bs tech update

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2021-12-25 13:32:49 +00:00
SkyratBot
647b408d01 [MIRROR] Fixes typos in span, other html elements [MDB IGNORE] (#10222)
* Fixes typos in span, other html elements (#63510)

Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro

* Fixes typos in span, other html elements

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2021-12-23 17:18:43 +00:00
SkyratBot
b894ce42d4 [MIRROR] Super Mega Mob Spawn Refactor [MDB IGNORE] (#10075)
* Super Mega Mob Spawn Refactor

* Super Mega Mob Spawn Refactor

* Update modular changes

* update kilo

* i wish unit tests would work on my machine

* fix kilo...?

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-12-23 02:30:55 +00:00