Commit Graph

25 Commits

Author SHA1 Message Date
SkyratBot
b58e3cec92 [MIRROR] Fixes ash walker tendrils dropping typeless anomaly cores [MDB IGNORE] (#15480)
* Fixes ash walker tendrils dropping typeless anomaly cores (#68956)

* Fixes ash walker tendrils dropping typeless anomaly cores, as it was just spawning the base parent. It's now been changed it to a `pick` from all their subtypes

* Fixes ash walker tendrils dropping typeless anomaly cores

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
2022-08-08 15:23:39 -07:00
SkyratBot
6016cf97b4 [MIRROR] individual LOG_GAME [MDB IGNORE] (#15401)
* individual LOG_GAME

* e

* Update teleporter.dm

Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-08-08 01:11:55 +01:00
SkyratBot
b1bd40e760 [MIRROR] [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition> [MDB IGNORE] (#15362)
* [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition>

* Fixes merge conflicts and compilation errors, alongside fixing the joker card to make it fully functional again

* Fixed a bunch of info variables in map files

* Alright this is why I wanted this merged yesterday

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-04 15:50:15 +01:00
SkyratBot
c0d6df89e4 [MIRROR] Refactors SM Delaminations to be strategies [MDB IGNORE] (#15370)
* Refactors SM Delaminations to be strategies

* wew

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-08-04 15:48:48 +01:00
SkyratBot
83665417d2 [MIRROR] Replaces GetComponent in Mining items with Signalers [MDB IGNORE] (#15221)
* Replaces GetComponent in Mining items with Signalers (#68575)

* Replaces many instances of GetComponents in mining items with signals and better uses overall of Components, in drills and the GPS handcuffs.
* To do this, also added 3 new signals to mechs when you are adding/removing mech equipment onto one.

* Replaces GetComponent in Mining items with Signalers

Co-authored-by: Salex08 <33989683+Salex08@users.noreply.github.com>
2022-07-28 11:45:29 -07:00
SkyratBot
e8bb36ed27 [MIRROR] Ladders take left/right clicks to go up or down (+ extra balance and QOL) [MDB IGNORE] (#15239)
* Ladders take left/right clicks to go up or down (+ extra balance and QOL) (#67913)

You now left click to climb up and right click to climb down a ladder. A delay of 1 second has also been added, since otherwise it'd take only one click to immediately move vertically and would be much more spammable.
Ghosts still use the old radials, because their right clicks are bound to the default byond popup menu.

* Ladders take left/right clicks to go up or down (+ extra balance and QOL)

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2022-07-28 11:45:12 -07:00
SkyratBot
2c237de5f3 [MIRROR] Autosurgeon code improvement and light overlay [MDB IGNORE] (#14955)
* Autosurgeon code improvement and light overlay

* Update medical.dm

fix a code conflict

* Update medical.dm

* Update maint_loot_oddity.dm

* 10

* wew

* Update mothership_astrum.dmm

Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2022-07-22 03:21:35 +01:00
SkyratBot
413361c920 [MIRROR] [MDB IGNORE] Hydroponics tray, shower, and sink improvements [MDB IGNORE] (#15005)
* [MDB IGNORE] Hydroponics tray, shower, and sink improvements

* wew

Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-07-19 21:52:54 +00:00
SkyratBot
4af0dd0b8f [MIRROR] addresses reviews on the tram pr made after merge, fixes diagonal movement bugs [MDB IGNORE] (#14943)
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033)

* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs

* wew

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-07-19 00:51:33 +00:00
SkyratBot
c68fea7cba [MIRROR] Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. [MDB IGNORE] (#14666)
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.

* our changes

* yes

* 0

* Update blackmesa.dmm

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-07-01 20:33:30 +01:00
SkyratBot
18a56ffeeb [MIRROR] (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE [MDB IGNORE] (#14477)
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE

* fex

* fex

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-25 01:24:00 +01:00
SkyratBot
d0313e5574 [MIRROR] fixes outfit sanity unit test initial [MDB IGNORE] (#14327)
* fixes outfit sanity unit test initial (#67731)

* fixes outfit sanity unit test initial

* wahoo

* fixes outfit sanity unit test initial

* fixes outfit sanity unit test initial

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-06-15 12:35:46 +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
e958272a86 [MIRROR] An Exploration Into Lame Jobs - Syndicate Listening Post Remap [MDB IGNORE] (#14147)
* An Exploration Into Lame Jobs - Syndicate Listening Post Remap (#67330)

* An Exploration Into Lame Jobs - Syndicate Listening Post Remap

Hey there,

Have you ever been bored at your job? A job where you can't scheme something up to get you up to date? Stranded at your job? Alone at your job? Has the job ever asked you a lot of question? Like I am right now? Should I stop?

Anyways, I decided to think about it, and I remapped the Syndicate's Space Listening Post. How nice!

* An Exploration Into Lame Jobs - Syndicate Listening Post Remap

Co-authored-by: san7890 <the@san7890.com>
2022-06-06 17:38:38 -07:00
SkyratBot
ff76c6a300 [MIRROR] OldStation Biolab and misc changes. [MDB IGNORE] (#13926)
* OldStation Biolab and misc changes. (#67167)

* OldStation Biolab and misc changes.

Co-authored-by: Andrew <mt.forspam@gmail.com>
2022-05-26 23:25:29 +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
303a07e52a [MIRROR] Revival of mapping lore terminals [MDB IGNORE] (#13510)
* Adds lore terminals for mappers (#66589)

This adds the ability to use Fallout-style terminals for maps

* Revival of mapping lore terminals

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
2022-05-10 20:17:36 +01:00
SkyratBot
c1a1683db6 [MIRROR] removes permeability, rolling it into bio armor [MDB IGNORE] (#13435)
* removes permeability, rolling it into bio armor

* e

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-09 01:16:27 +01:00
SkyratBot
694a0740dc [MIRROR] Parallax but better: Smooth movement cleanup [MDB IGNORE] (#13414)
* Parallax but better: Smooth movement cleanup (#66567)

* Alright, so I'm optimizing parallax code so I can justify making it do a
bit more work

To that end, lets make the checks it does each process event based.
There's two. One is for a difference in view, which is an easy fix since
I added a view setter like a year back now.

The second is something planets do when you change your z level.
This gets more complicated, because we're "owned" by a client.
So the only real pattern we can use to hook into the client's mob's
movement is something like connect_loc_behalf.

So, I've made connect_mob_behalf. Fuck you.

This saves a proc call and some redundant logic

* Fixes random parallax stuttering

Ok so this is kinda a weird one but hear me out.

Parallax has this concept of "direction" that some areas use, mostly
the shuttle transit ones. Set when you move into a new area.
So of course it has a setter. If you pass it a direction that it doesn't
already have, it'll start up the movement animation, and disable normal
parallax for a bit to give it some time to get going.

This var is typically set to 0.

The problem is we were setting /area/space's direction to null in
shuttle movement code, because of a forgotten proc arg.

Null is of course different then 0, so this would trigger a halt in
parallax processing.

This causes a lot of strange stutters in parallax, mostly when you're
moving between nearspace and space. It looks really bad, and I'm a bit
suprised none noticed.

I've fixed it, and added a default arg to the setter to prevent this
class of issue in future. Things look a good bit nicer this way

* Adds animation back to parallax

Ok so like, I know this was removed and "none could tell" and whatever,
and in fairness this animation method is a bit crummy.

What we really want to do is eliminate "halts" and "jumps" in the
parallax moveemnt. So it should be smooth.

As it is on live now, this just isn't what happens, you get jumping
between offsets. Looks frankly, horrible. Especially on the station.

Just what I've done won't be enough however, because what we need to do
is match our parallax scroll speed with our current glide speed. I need
to figure out how to do this well, and I have a feeling it will involve
some system of managing glide sources.

Anyway for now the animation looks really nice for ghosts with default
(high) settings, since they share the same delay.

I've done some refactoring to how old animation code worked pre (4b04f9012d). Two major
changes tho.

First, instead of doing all the animate checks each time we loop over a
layer, we only do the layer dependant ones. This saves a good bit of
time.

Second, we animate movement on absolute layers too. They're staying in
the same position, but they still move on the screen, so we do the same
gental leaning. This has a very nice visual effect.

Oh and I cleaned up some of the code slightly.

* Parallax but better: Smooth movement cleanup

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-05-07 23:33:34 +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
52dbce8997 [MIRROR] Improper forced qdel cleanup, some expanded del all verbs [MDB IGNORE] (#13384)
* Improper forced qdel cleanup,  some expanded del all verbs (#66595)

* Removes all supurfolus uses of QDEL_HINT_LETMELIVE

This define exists to allow abstract, sturucturally important things to
opt out of being qdeleted.
It does not exist to be a "Immune to everything" get out of jail free
card.
We have systems for this, and it's not appropriate here.

This change is inherently breaking, because things might be improperly
qdeling these things. Those issues will need to be resolved in future,
as they pop up

* Changes all needless uses of COMSIG_PARENT_PREQDELETED

It exists for things that want to block the qdel. If that's not you,
don't use it

* Adds force and hard del verbs, for chip and break glass cases
respectively

The harddel verb comes with two options before it's run, to let you
tailor it to your level of fucked

* Damn you nova

Adds proper parent returns instead of . = ..()

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

* Ensures immortality talismans cannot delete their human if something goes fuckey. Thanks ath/oro for pointing this out

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

* Improper forced qdel cleanup,  some expanded del all verbs

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
2022-05-07 14:22:06 +01:00
Zonespace
cd48ae15c2 [s] Necropolis tendril destruction is now logged (#13326)
* annoyance

* done

* Update code/modules/mapfluff/ruins/objects_and_mobs/ash_walker_den.dm
2022-05-05 04:21:02 +01:00
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
7818426425 [MIRROR] Fixes the spelling of "colossal" [MDB IGNORE] (#12913)
* Fixes the spelling of colossal (#66259)

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

* Fixes the spelling of "colossal"

Co-authored-by: robbertapir <102324362+robbertapir@users.noreply.github.com>
Co-authored-by: robbertapir <robbertapir@ airmail.cc>
2022-04-19 22:51:50 +01:00
SkyratBot
8d3cddc6a8 [MIRROR] NukeOps Firebase Rework [MDB IGNORE] (#12861)
* NukeOps Firebase Rework (#66149)

Attention Recruit: Welcome to Firebase Balthazord
Here you will lean how to:
-Kill corpo scum
-Kill corpo scum
-Kill corpo scu-

This has been on my docket for months. Ever since gave the Holding Facility a much needed facelift. I have been eyeballing the nukie base, waiting for that stroke of inspiration to hit me. It finally did. Gone are the aging walls of the old encampment. Nukies finally have what well-funded corpo-terrorists always dream of- a home.

It's more than a Home. This is a sweeping rework that is part of a series of reworks to revisit old locations and not only bring them up to date with our current asset roster, but to make them properly belong within the game world. The Nuke-Ops base may ultimately be a tiny chunk of the overall SS13 experience, but I'll be damned if it isn't a defining one. It's also a location that has the capacity to do one thing that I have always wanted to do. Purchase Property. You heard me right, you get to buy rooms now. The newly expanded Nuke-Ops base features, with @ Mothblocks blessing, further expansions that you can purchase from your local Syndicate Uplink. Spend your TC, expand your capabilities, and utilize your expertise in order to create
the most mind-boggling disky heists there are.

Possible expansions to your terrorism suite include:
-Ordinance Lab
-Bio-Terrorism Lab
-Chemical Manufacturing Plant

Definite expansions to your Nuke-Ops Firebase include:
-Crew Bunks
-Lab Wing
-War Table
-Upgraded "Disembarkment" Bay"

* NukeOps Firebase Rework

* Update CentCom_skyrat.dmm

Co-authored-by: Zytolg <33048583+Zytolg@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-19 19:24:27 +01:00