* Abusing Generosity - Unrestricted Airlock Access Flip (#68096)
* Abusing Generosity - Unrestricted Airlock Access Flip
Hey there,
We now have a lot of unrestricted access helpers on airlocks, which are neato. However, while spitballing ideas in regards to this a few months ago, someone suggested to make it such that you can use the airlock wires to "flip" the directional way. I decided to sit down and code it in today.
The high details are this: You can only do it if the airlock has a directional Request-to-Exit sensor (which is just a thing I made up, you can't get this in-game outside of mapping it in via a directional helper). You can tell if a door has it the same way you can tell if any door is a directional door, or you can simply just check to see if the Unrestricted Access Display is "on" in any capcity (the airlock will not have the sensor if the display is off).
It's effectively a dud without the "sensor". However, if it does have it, you can either pulse it (to switch the direction by 180 degrees) or cut the wire (to disable the direction entirely). When you mend the wire though, it'll activate to a random direction (could even be inside a wall). You can keep cutting and mending until you get what you want, though. If it gets stuck in a wall though... shouldn't have cut it.
While in the area, I alphabetized a bunch of lists, added a new color of airlock wire, and probably some other stuff.
* Adds this behavior to building new airlocks
I also renamed it to "sensor" so it's a bit clearer across all the potential contexts.
It does seem to handle setting multiple directions on creating a new mapload, cutting/pulsing will condense the nice multi-directional stuff into one direction (i am okay with this).
Co-authored-by: spookydonut <github@ spooksoftware.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Abusing Generosity - Unrestricted Airlock Access Flip
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code
* Delete storage.dm
* yippee
* shit
* holy shit i am stupid
* more fixes
* fuck
* woops
* Most compoennts/elements that register COMSIG_PROJECTILE_ON_HIT can now be applied to turrets and projectile spells (#68238)
expands elements that register COMSIG_PROJECTILE_ON_HIT
* Most compoennts/elements that register COMSIG_PROJECTILE_ON_HIT can now be applied to turrets and projectile spells
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Revisiting The Goliath: Or, that time I dripped out the SBC Starfury just because (#68126)
Drips the SHIT out of the SBC Starfury while not completely overhauling it. Touches everything NOT in engineering or southward (because I love how scuffed that part is and refuse to touch it on principle) - Also converts one map varedit into a real boy subtype, and moves tiny fans to their own file.
Mandatory disclosure on the gameplay changes:
Fighters 1 and 3 are now NOT in the hangar, and are now attached to the formerly unused gunnery rooms.
Cryo now works. Yeah. I know.
You can actually open the anesthetic closet now.
Everyone now shares three spawners. This doesn't reduce the amount of people who can play when this rolls, as I've adjusted var/uses in accordance: it just reduces clutter.
A few of the horizontal double airlocks have been compacted into glass_large airlocks.
The bar windows now actually have grilles like they were meant to.
Four turbines have shown up. They aren't functional*, they just look like gunnery and conveniently fit in the spots. I'm sure this is space OSHA compliant.
The map is ever so slightly smaller, vertically. This should distance us from an edge case where somehow all space levels are too cluttered for this to spawn properly, for the time being.
*Technically there's nothing stopping you from using them besides the amount of time it'd take for the operatives to kick your ass
This map was originally designed wayyy back before we even had the computer sprites we have now, (#27760 if you want to see SOUL) and it shows. While it will never have it's SM again, we can at least make the thing much nicer to look at.
* Revisiting The Goliath: Or, that time I dripped out the SBC Starfury just because
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
* Roller beds and bodybags are folded with right click now (#67893)
* Makes Right-click fold up roller beds and bodybags, entirely replacing MouseDrop.
* Roller beds and bodybags are folded with right click now
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* 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>
* Patches Rad_Area Directional Sign Helpers (#67945)
Patches Rad_Area Directional Sign
Hey there,
I was trying to do something much more ambitious, but that completely fell through. I did catch this little mistake that caused this to occur though:
This PR just makes it the correct pathing for the directional helpers.
* Patches Rad_Area Directional Sign Helpers
Co-authored-by: san7890 <the@san7890.com>
* (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>
* Fishing, Version 1 (#67691)
Adds fishing and fishing minigame.
You use fishing rod to fish.
Equipping specific bait/hook/reels will affect your success chances.
You can fish out fish,items and other things.
Fishing Equipment
Fishing rods have three slots: Bait, Reel and Hook.
Any food can be used as bait but dedicated bait makes fishing easier.
You can buy hook and line sets
New bait types:
Worms : Buy can of them at cargo (alternative acquirement method pending)
Doughballs : Use knife on flat piece of dough to get five of them.
Fishing rod types:
Basic : Print these at the lathe, nothing fancy here.
Tech: Experimental tech. Provides infinite bait
Fishing rods can also hook and reel normal items.
Equipment screen and reeling video
Fishing spots
Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then.
Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in.
Maintenance moisture traps.
Beach away mission water.
Fishing portal available for purchase from cargo - This is stopgap until we fill more spots.
Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations.
All fish types can have specific traits, most common ones being favourite and disliked bait types/categories.
Other
Fishing catalog now lists fishing related info
New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this.
Fish now have average weight and size. Make sure to boast if you catch a big one.
Adds tgui mouse passthrough
Screens
Sprites:
Fishing portal sprite by @ ArcaneMusic
Other sprites by @ Mey-Ha-Zah
Bad ones by me. (Could still use better fishing minigame backgrounds)
Sounds:
https://freesound.org/people/soundscalpel.com/sounds/110393/https://freesound.org/people/soundslikewillem/sounds/343748/
* Fishing, Version 1
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* Getting shoved into a closet will now mention that the shover shoved you into the closet instead of yourself. (#67769)
Webedit oh no!
Changed the message the user receives by getting shoved into the closet to mention that the shover shoved them into the closet instead of themselves.
* Getting shoved into a closet will now mention that the shover shoved you into the closet instead of yourself.
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* Fat Armsky no longer deletes people by standing on boxes. (#67300)
* Securitrons no longer runtime error and delete a player getting stunned through a cardboard box.
* Fat Armsky no longer deletes people by standing on boxes.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Implements a Demolition Modifier variable to items, affects damage vs structures and robots. (#66967)
Adds a modifier variable which can be used to increase or decrease a given items damage to structures, machinery, vehicles, and robots (including cyborgs, simple-bots, and anything else with the MOB_ROBOTIC biotype)
* Fixes attacks on mech equipment ignoring armor / melee damage, also fixes mech equipment not being disabled at 0% health, also also unit tests mech armor (#67411)
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.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>
* CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
* wew
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes sinks that don't have water reclaimers (#67462)
* Fixes sinks that don't have water reclaimers
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Demotes the Quartermaster from Head to Normal Staffer(because /tg/ is making the QM a head upstream and we want to avoid conflicts)
* whoops
* a
* fug
* fuck
* Adds steam vents to maintenance, adds some flavor to maintenance. (#66915)
* Steam Vent Challenge (Do not meme)
* Fixes icebox, I think
* Changes to how smoke behaves appears to have removed the need for the opacity setting on the vent. Sounds.
* Mapmerge sama please
* Adds signal system, crafting recipe, and some basic crafting organization.
* Potential fix
* Apply suggestions from code review
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
* makes changes thanks anturk
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
* Adds steam vents to maintenance, adds some flavor to maintenance.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes mid-construction airlocks having paper stuck to them (#67530)
Fixes#67393
* Fixes mid-construction airlocks having paper stuck to them
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* The Great Species Food Rebalance, Part One: Nutriment, Chemical Recipes, Cargo Orders, Baking Times, Oh My! (#67227)
the great rebalance, part one
A comprehensive rebalance of food, including cooking times, nutriment values, crafting recipes, and cargo orders
* The Great Species Food Rebalance, Part One: Nutriment, Chemical Recipes, Cargo Orders, Baking Times, Oh My!
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
* Fixes statue simplemob teleport not working and 3 other spells not appearing (#67105)
* Fixes statue simplemob not being able to teleport, and their 3 spells they're supposed to have.
* Also repaths statues to netherworld mobs, to reduce copy paste code.
* Fixes statue simplemob teleport not working and 3 other spells not appearing
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* reinforced windows no longer runtime when heated up by non welding tools that can weld (#67416)
About The Pull Request
if(tool.tool_behaviour == TOOL_WELDER)
var/obj/item/weldingtool/welder = tool
if(welder.isOn())
cmon bro
Changelog
cl
fix: reinforced windows can be heated up by things that can weld but arent welding tools
/cl
* reinforced windows no longer runtime when heated up by non welding tools that can weld
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Fixes foam spreading through public airlocks and windoors (#67101)
* Fixes foam spreading through public airlocks and windoors
* nova
* Fixes foam spreading through public airlocks and windoors
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* [NO GBP] Fixes Detectives having access to security gear lockers (#67264)
Detectives having access to gear lockers was unintended when originally put in by #66990f3c92c5b6e. Moving gear locker access to ACCESS_BRIG improves consistency in the goal of that PR.
* [NO GBP] Fixes Detectives having access to security gear lockers
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
* [MDB IGNORE] The Grand Airlock Naming Audit (#67235)
I manually audited all 4,710 instances of airlocks across all maps for upper casing
You'll never guess what I found.
UPDATE: We now have a grep to check for mistitled airlocks, and it's in this PR!
* [MDB IGNORE] The Grand Airlock Naming Audit
* TG MAP RESET
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Spinward Smoothies Space Ruin (#67001)
Adds a space ruin called Spinward Smoothies. It's a nature-themed smoothie bar built into an asteroid. Also includes recipes for six smoothies to match the theme.
It's a cute little thing to find in space, enabling space explorers to grab a drink there and relax for a while. More things to explore.
* Spinward Smoothies Space Ruin
* add sugar to pink milk
Co-authored-by: Sylphet <58074918+Sylphet@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Fixes pants altars being spammable (#66911)
The cooldown doesn't start until the pants is finished being made, so while its still making the pants, you can spam the shit out of it
* Fixes pants altars being spammable
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>