* BCIs are now stored in the manipulation chamber's contents, instead of nullspace (#70350)
Fixes a bug where MMIs would be sent into the nullspace room when in an MMI component inside of a BCI that is inserted into a BCI manipulation chamber.
Stores the BCI in the chamber's contents, instead of nullspace, allowing the MMI to talk, the BCI to still act as it would normally and overall just solves the issue and maybe some others alongside it.
Fixes#70349
* BCIs are now stored in the manipulation chamber's contents, instead of nullspace
Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com>
* Upgrades the Modsuit Adapter Shell (#70286)
Code improvements are much appreciated as some things may be rather hacky.
Adds more options to the currently very limited modsuit adapter shell. Right now you can only select a module and activate (not deploy) the suit.
This has some major problems as you literally can't even deploy the suit to activate it so that's rendered useless and selecting a module is like... kind of a weird input anyways but I won't judge so I left it in. Please comment down below if you'd like for me to add an "Activate Selected Module" input and "On Module Activated" output as those are certainly possible to do. I was just a little torn on how balanced that would be.
Changes:
"Module to Select" input is now an option. You can still use a string input, but simply inserting it into the suit and activating it, then accessing the circuit that way will give you a list of all modules that the modsuit has.
Modsuit quick deploy (RMB) no longer tries to deploy the rest of the pieces when used while the suit is only partially deployed. It will now instead retract the extended pieces. This makes the "Toggle Deployment" input less prone to errors. (Why was it like this in the first place? Having to manually retract the already extended pieces sucks ass.)
Added Inputs:
"Toggle Deployment" is a new signal input that does exactly what it says it does. It simply tries to extend or retract all pieces of the modsuit depending on it's current state.
Added Outputs:
"Activated" is a new number output that outputs 1 if the suit is activated and 0 if it's not.
"Deployed" is a new number output that outputs 1 if all parts of the suit are extended and 0 if they aren't.
"Deployed Parts" is a new string list output that outputs a list of the names of all currently deployed parts.
"On Deploy" is a new signal output that outputs a signal whenever all parts of the suit are deployed or retracted, regardless of the method used.
"Finished Toggling" is a new signal output that outputs a signal whenever the suit has finished activating or deactivating, regardless of the method used.
* Upgrades the Modsuit Adapter Shell
Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com>
* Fix xeno hivemind talk causing hissing sound (#69844)
* Fix xeno hivemind talk causing hissing sound
* Fix dullahan speech arg
Add message_range and saymode to say arguments
Add new say args to other say procs
Add new say args to other say procs
* Revert "Fix dullahan speech arg"
This reverts commit abff2bec1a03c1270b2896faa547c465e046ad78.
* Fix speech_args to be list
* Refactor hulk speech signal handler
* Revert "Revert "Fix dullahan speech arg""
This reverts commit 58997930096ef6b7fa8a1c79395595e61db954c6.
* Change filterproof to be null like other say procs
* Remove unused COMSIG_MOB_SAY defines
* Readd defines for COMSIGH_MOB_SAY
* Fix xeno hivemind talk causing hissing sound
* Updates the arguments of the say and whisper procs for the borers
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixed airlock shells made from airlock electronics not triggering AAE circuit component (#69992)
Airlock shells made from airlock electronic and door assemblies would not trigger the 'Airlock Access Event' circuit component because the registered signals did not include the signals called by regular airlocks. This fixes that.
* Fixed airlock shells made from airlock electronics not triggering AAE circuit component
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Adds support for "realistic" public elevators (elevator doors, elevator panel, etc) (#68888)
* Elevators are a bit more friendly part 1
- Emaggable elevator buttons / support for emaggable device assemblies
- Delayed travel between floors
- Elevators can now show a warning sign to areas below while travelling
- Elevators can now optionally wound heavily instead of gibbing
* Adds supoprt for "lift doors"
* Comment tweak
* Splitting these variables
* Functional prototype
* multiz debug
* Elevator button framework
* Unifies these behaviors
* Emergency doors
* Lift button framework
* UI closes on floor change
* Testing changes
* Fix
* UI Tweaks
* Panel works pretty swell
* Minor tweaks
* Move to static
* Bonus tram change
* User experience
* Slight tweak to mapload stuff
* This is silly
* Some UI tweaks, need to update css
* CSS and ui overhaul
* Documentation updates.
* Multi-z lift support
* Multitile lift fix
* Adds support for "realistic" public elevators (elevator doors, elevator panel, etc)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds keyboard shell (#69105)
Adds keyboard shell.
Works very similar to the thought listener component for BCIs
It opens up an input panel when you use it (tgui_input_text)
Players with the illiterate quirk cannot use this shell. When they try to use it they get a warning message.
It's printed out as assembled (like compact remote or controller)
It can fit in a bag but not in a box
Has small capacity (SHELL_CAPACITY_SMALL)
Available after researching the Advanced Shells tech node
Can be printed from the component printer or the protolathe
Costs 2000 glass and 10000 iron sheets to print (slightly more than the controller shell)
Has 3 outputs. First one returns the entity who used the shell, second is the text that entity wrote and submitted, third one is triggered after the input window is closed. (by submitting, cancelling or just hitting the X button)
Icons (screenhots from the dream maker)
* Adds keyboard shell
Co-authored-by: YusufEmirKoroglu <67878361+YusufEmirKoroglu@users.noreply.github.com>
* Refactored fundamental circuit components that have varying inputs. Improvements to the integrated circuit UI. Improves and rebalances the drone shell (#68586)
* Refactored fundamental circuit components that have varying inputs. Made the integrated circuit UI slightly better.
* Fixes with UI
* Removes logger
* Ran prettier
* Fixed documentation
* Rebalances drone circuit
* Drones can now charge in chargers
Co-authored-by: Watermelon914 <hidden@ hidden.com>
* Refactored fundamental circuit components that have varying inputs. Improvements to the integrated circuit UI. Improves and rebalances the drone shell
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <hidden@ hidden.com>
* Drastically improved the USB connection for air alarms. Any airlock can now be made into a shell (#68632)
The USB connections for air alarms have been improved and now include scrubber control, vent control and the setting of the air alarm mode. Also fixes a bug where the limits were not being properly set.
The scrubber, vent and limit control can be duplicated in the circuit to allow multiple limits/scrubbers/vents to be controlled by one circuit.
Any airlock can be made into a shell during construction by configuring the airlock electronic before insert.
* Drastically improved the USB connection for air alarms. Any airlock can now be made into a shell
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Fixes circuit dispensers add_item (#68528)
adding items to a dispenser shell would hit the shell with the item first
little to no feedback from the shell as it just eats your held item
bulk adding items could theoretically exceed the weight limit for items or add in nested bags
* Fixes circuit dispensers add_item
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* 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>
* Stops silicons from opening circuit airlocks by bumping them open (#63780)
Prevents silicons from easily opening circuit airlocks by simply bumping them open (This happened as airlock/bumpopen(mob/user) called door/proc/bumpopen(mob/user) which called door/allowed(mob/user) which calls obj/allowed(mob/user) which checks for silicons before it checks for check_access)
* Stops silicons from opening circuit airlocks by bumping them open
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* MODsuit Action Circuit Component (+ MODsuit circuit module fixes) (#63755)
This makes several small changes to the MODsuit circuit module:
Adds the MODsuit Action component. When selected, the circuit module opens a radial menu with which to select an action component to trigger.
Due to its similarity to the BCI Action component, both it and the BCI Action component have been made subtypes of an abstract equipment_action component that implements their shared functionality.
Renames the MOD component to the MOD circuit adapter core component.
Changes the "selected module" port on the MOD circuit adapter core to a string port, for consistency with the corresponding input port.
The circuit in the circuit module can be removed. Consequentually, the circuit module no longer comes with a pre-installed circuit.
The "Toggle Suit" signal port on the MOD circuit adapter core can now activate the modsuit.
Makes the circuit module printable in the component printer, for consistency.
Moves the circuit module's code to modules/wiremod, for consistency.
BCI action component properly typechecks the shell it's inserted in.
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* MODsuit Action Circuit Component (+ MODsuit circuit module fixes)
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* 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>
* circuit assemblies can be attached to wires (#63675)
* Circuit assemblies can be attached to wires
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* BCI implanters no longer drop their BCI on the floor when opened (#63204)
Exactly what it says in the title. Implanters used to drop the BCI they contained when opened up. Now they don't. For good measure I made them drop their contained BCIs when deconstructed as well in case they already did that as a consequence of the BCI being located inside the implanter, which was the cause of the issue in the first place.
* BCI implanters no longer drop their BCI on the floor when opened
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Allows shells that requiring anchoring to take power from APCs (#62907)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Allows shells that requiring anchoring to take power from APCs
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Made admin circuits more abstract, they no longer end up in the contents of the shell. (#62630)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Made admin circuits more abstract, they no longer end up in the contents of the shell.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Adds the assembly shell (#62307)
Adds the assembly shell, which can be attached to wires and other assemblies like proximity sensors, timers, etc. Because assemblies already have screwdriver interaction that gets overriden by the shell component, the regular assembly screwdriver interaction can also be performed with right-click. This can be seen on examine.
While currently, circuits can interact with wires and such using remote signalers and the radio component, this has its limits, such as the possibility that someone else uses the same frequency/code combo. With the assembly shell, you can put all your circuit logic into the attached assembly.
* Adds the assembly shell
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Pacifists can now fire wire guns (#62173)
Pacifists can use non-lethal weapons and the circuit gun seems pretty non-lethal.
* Pacifists can now fire circuit guns
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
* Fixed dispenser and new circuit list components not being available (#61960)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixed dispenser and new circuit list components not being available
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Refactors the list datatype to support composite lists. Adapts a lot of circuits to be able to properly use composite lists. Adds the dispenser shell (#61856)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Colovorat <35225170+Colovorat@ users.noreply.github.com>
* Refactors the list datatype to support composite lists. Adapts a lot of circuits to be able to properly use composite lists. Adds the dispenser shell
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Colovorat <35225170+Colovorat@ users.noreply.github.com>
* Adds the interrupt signal to the delay component, reorganises BCI files and circuit code improvements (#61393)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Adds the interrupt signal to the delay component, reorganises BCI files and circuit code improvements
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* BCIs now come with one bci action (#61521)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* BCIs now come with an integrated circuit with a bci action which is also now removable
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Disables wrenching on money bot and scanner gate shells when they are locked (#61274)
* Tweaks to wrenching
* Addresses comments
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Disables wrenching on money bot and scanner gate shells when they are locked
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Refactors how components are triggered and refactors how ports are ordered (#60934)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Refactors how components are triggered and refactors how ports are ordered
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* adds a gun circuit shell (#61156)
adds the circuit gun shell, every projectile it hits with outputs the shot mob, everytime its shot charge from an attached circuit is transferred to it, it deals no damage
increases the range of the to string circuit to 7 tiles from 5, now should get everything in view range
* adds a gun circuit shell
* Update gun.dm
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Input ports now connect to multiple output ports. Remove combiner. (#60494)
* tgui bsod
* debug disconnections
* prelim
* recomment
* set_value -> put ._.
* DAMN IT
* reinsert subsystem
* prepare
* unditch signals
* remove combiner
* remove combiner some more
* how did router.dm get here? deleting.
* These two COMSIGS should be one.
* critical typo
* inline cast
* have your signals
* Have your set_input & set_output.
* make compile
* upgrade save/load to n-to-n-wires
* have your documentation
* have your unsafe proc
* pay no attention to the compile errors
* unlist the ref
* paste my for block back in ._.
* fix manual input
* oops pushed too soon
* Have your !port.connected_to?.length
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* Input ports now connect to multiple output ports. Remove combiner.
Co-authored-by: Gurkenglas <gurkenglas@hotmail.de>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* Refactors port types completely and adds the option type. Refactors options to use this new type (#60571)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Refactors port types completely and adds the option type. Refactors options to use this new type
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Circuit component descriptions and module names are now visible to the naked eye. (#60545)
* Circuit component descriptions and module names are now visible to the naked eye.
Co-authored-by: Gurkenglas <gurkenglas@hotmail.de>
* Give ghosts the ability to examine BCIs (#60500)
Examining a mob with a BCI inside them will now give you the ability to look at it. Helpful for admins, but also keeps in line with every other circuit shell.
* Give ghosts the ability to examine BCIs
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>