* Fixes navigation computers giving too many port jumping actions (#64054)
* Fixes navigation computers giving too many port jumping actions
I'm adding a vestigial proc here, remove_jumpable_port
I prefer this over not fully implementing the behavior, hopefully it'll be of use to someone
* Fixes navigation computers giving too many port jumping actions
* Fixes navigation computers giving too many port jumping actions
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Adds Modular Ruins (#64077)
Adds a new system to allow mappers to randomly load modular map segments.
For implementation details and a tutorial check the included README.md.
* Adds Modular Ruins
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
* MOD update: Modular Cores
* Fixing all dem conflicts
* Okay now it's going to compile too
* Fixing some Trigger() (they triggered me)
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* [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>
* 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>
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* restore dynamic lighting to some areas that lost them
* Update centcom.dm
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* 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>
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>
* Fixes charlie station supermatter fluff paper and makes it's code not terrible (#60176)
Yes apparently you can code fluff paper badly. Whoever updated it to the supermatter version did the update in the map file for some reason. Fixes#60171.
A Charlie station fluff paper about the Supermatter is no longer misnamed "singularity generator". THERE WAS NEVER SUCH A THING AS A SINGULARITY GENERATOR. OCEANIA HAD ALWAYS BEEN AT WAR WITH EASTASIA.
* Fixes charlie station supermatter fluff paper and makes it's code not terrible
Co-authored-by: interestingusernam3 <51925758+interestingusernam3@users.noreply.github.com>
* Reverts Entered() passing dir instead of old loc (#59910)
* Reverts Entered() passing dir instead of old loc
Co-authored-by: Rohesie <rohesie@gmail.com>
* use SIGNAL_HANDLER REEEEEE (#59242)
makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
* USE SIGNAL_HANDLER REEEEEE
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* you can no longer sentience potion human mobs (#57761)
* You can no longer sentience potion humanoid simplemobs
Co-authored-by: Fikou <piotrbryla@onet.pl>
* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs (#57263)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Standardizes attack chain signal returns and fixes a tk bug (#54475)
The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.
In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.
Additionally, fixed a tk bug reported by @ Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack
Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.
Also cleaned some code here and there.
* Standardizes attack chain signal returns and fixes a tk bug
Co-authored-by: Rohesie <rohesie@gmail.com>
* Hilbert's Hotel orb now has a bunch of checks to prevent users pulling shenanigans (#54229)
Hilbert's Hotel now does some basic level of sanity checking after the input to cut down on a number of shenanigans.
The following are all the new changes:
Hilbert's cannot be activated via telekinesis. It must be activated by direct player attack.
If the item isn't adjacent to the target after their input, it aborts.
If the player attempting to enter the hotel is incapacitated after their input, it aborts.
If the user no longer has the item in their possession after their input, it aborts even if there is a different target.
If the user is also the target, it will attempt to drop the item normally. If the item fails to drop, it may be teleported to the hotel with the user. The item can fail to drop when it is in the user's possession but not in their hands, or when it has TRAIT_NODROP.
When the item enters a hotel room created by itself, it will now recursively check for the first mob in its loc stack. It will gib this mob before teleporting away.
This prevents the warp-whistle effect where a user could put the item in their backpack at INCREDIBLY low risk to themselves (0.135685% chance of anything bad happening) to enter a hotel room and have the orb warped away at random. They could then immediately leave for a free warp whistle effect.
* Hilbert's Hotel orb now has a bunch of checks to prevent users pulling shenanigans
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
* Converts all A && A.B into A?.B
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
* Completely FIX Hilbert's Hotel and its associated ruin to the game. (#53830)
Reverts the removal in #53790.
Broken in #53586.
Because turfNumber++ must be incremented on turf, not on every ATOM it
EVERY TURF, and anyway it don't trigger since first turfs don't have
atoms in it.
Fix#53794, Hilbert's Hotel peephole runtime.
Fix#53795, hhmysteryRoomNumber generates only once.
* Completely FIX Hilbert's Hotel and its associated ruin to the game.
Co-authored-by: Dennok <Deneles@yandex.ru>
* Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
* Enforce preserving parent proc return values across ui_act call stacks
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Rebalances space loot and space exploration (#53916)
* Rebalances space loot and space exploration
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Completely removes Hilbert's Hotel and its associated ruin from the game. (#53790)
The Hotel is a runtime machine. When it swaps rooms, its turfs runtime. When people are actively using it, things in it constantly runtime. It's half broken, half buggy. Turfs don't remember contents. Sometimes blank rooms spawn. Sometimes nothing at all.
It's not worth the time and effort to fix or maintain it.
I'm opening this PR to completely remove it.
* Completely removes Hilbert's Hotel and its associated ruin from the game.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305)
* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Fix sleep lint and use tabs in hilberthotel.dm (#53586)
* Fixes master lint and makes hilberthotel.dm use tabs instead of spaces
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>