Commit Graph

477 Commits

Author SHA1 Message Date
Gandalf
7b7b7af9e6 fix ci(partly) (#14333)
* Update mecha_equipment.dm

* Update human_update_icons.dm

* Update human_update_icons.dm

* e
2022-06-15 18:23:27 +01:00
Useroth
81b8f962b7 Mirror 66967 & 67411 (#14279)
* 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>
2022-06-12 21:03:17 +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
5c04666b4b [MIRROR] Re-adds the Concealed Weapon Bay [MDB IGNORE] (#14175)
* Re-adds the Concealed Weapon Bay

* Update job.dm

* Update job.dm

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-08 02:17:11 +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
6b9df639fd [MIRROR] Durand shield now shows correctly on top of the mech. [MDB IGNORE] (#14093)
* Durand shield now shows correctly on top of the mech. (#67437)

  -  Fixes the shield being on the wrong plane.

   - Fixes the shield undeploy animation being hidden due to invisibility being set too early.

   - Fixes the shield having the wrong glide_size and having its movement desync from the Durand.

   - Removes unused currentuser var.

* Durand shield now shows correctly on top of the mech.

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2022-06-06 00:02:43 +01:00
SkyratBot
cd7673aae0 [MIRROR] Adds Cargorilla [MDB IGNORE] (#14044)
* Adds Cargorilla (#67003)

* Adds cargorilla

* working cargorilla

* Tweaks to control + jobs and stuff

* Sleep

* Probably don't leave in debug

* el sanity

* el change them to use globals, el refactor

* Does this fix it?

* Ah, okay

* el copypaste

* el mapload vars

* ready to ship

* Adds Cargorilla

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-06-02 03:28:23 +01:00
SkyratBot
abe774fb90 [MIRROR] Fixes 217-D Plasma Cutter and Exosuit PKA being uninstallable on ripley/clarke [MDB IGNORE] (#13772)
* Fixes 217-D Plasma Cutter and Exosuit PKA being uninstallable on ripley/clarke (#67099)

* Fixes 217-D Plasma Cutter and Exosuit PKA being uninstallable on ripley/clarke

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2022-05-21 04:37:52 +01:00
SkyratBot
e416c5b573 [MIRROR] [NO GBP] Jetpack and spacedrift: Fixes and niceties [MDB IGNORE] (#13754)
* [NO GBP] Jetpack and spacedrift: Fixes and niceties (#66628)

* Jetpack and spacedrift: Fixes and niceties

Ok so when I ported spacemovement onto movement loop,
I neglected to port this behavior that existed to support jetpacks.

Basically, if something that lets you move while spacedrifing
completes a move while you're spacedrifting, the
drift should "disable" to let it complete, and then later restart.

I neglected to add support for that, so that's what this does.

There's some other stuff going on here, mostly things to let jetpacks
ignore some of drift's extra behavior, since when a jetpack is not on
stablized, we want both to coexist.

It's a bit of a mess, I'm sorry about that.

Oh and at temporal's suggestion I've moved the visual_delay set from
newtonian move to an istype on the drift component, that was a good
idea, thanks quiet

* Makes dropping a pull while drifting carry the momentum into the pulled thing\

* Adds some extra context to Process_Spacemove, fixes a bunch of stupid
space bugs

It used to be, if you called Process_Spacemove with a direction, it
assumed you were an "action", so a client or mob trying to move in a
direction.

Unfortuantely for it, I needed to be able to use direction to make mob
pull drifting work. So we now actually pass in a second variable
called continuous_move, which tracks if this Process_Spacemove is on
behalf of a continuous move or not

In addition to this, I've added logic to bumping "off" someone to
prevent backbumping if that makes sense, since the bump is in the form
of a newtonian move that's run before the thing that's bumping actually
moves, we need some way to exclude it from holding the other object in
place.

* Adds a jetpack component, uses it to unify all three versions of
jetpacking

I hate you fikou
There were three copies of the same behavior, which made it hard to fix
stuff. Let's just componentize it

* Fixes jetpacks stabalizing even without fuel

This is mildly hacky. The real fix is to do this with events, but I
really don't wanna bend my brain like that. This'll do

* Ensures turn_off always has a user)

* Shut pu

* Bulky drags no longer effect your movespeed in space, fixing a consistency issue between them and all other forms of drags

* Removes some redundant code, cleans up some messy stuff

* Removes redundant safety checking from jetpack code

* see above

* Removes redundant signals

* [NO GBP] Jetpack and spacedrift: Fixes and niceties

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-05-20 14:41:47 +01:00
SkyratBot
6e8c9ec7ba [MIRROR] Split up mecha.dm properly [MDB IGNORE] (#13629)
* Split up mecha.dm properly (#66986)

Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>

* Split up mecha.dm properly

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>
2022-05-15 19:26:44 -07:00
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
90021b5203 [MIRROR] Fix erroneous 'the' in some clown car messages [MDB IGNORE] (#13531)
* Fix erroneous 'the' in some clown car messages (#66842)

* Fix erroneous 'the' in some clown car messages

Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
2022-05-11 16:01:44 +01:00
SkyratBot
07aa3a9ae3 [MIRROR] Ripley mechs (and other mechs that are missing an air tank) can no longer toggle the air source. [MDB IGNORE] (#13494)
* Ripley mechs (and other mechs that are missing an air tank) can no longer toggle the air source. (#66107)

Disables the button on the UI if the mech has no internal tank. Also early returns on procs if the UI somehow lets the click through.

Fixes #66005

* Ripley mechs (and other mechs that are missing an air tank) can no longer toggle the air source.

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2022-05-09 21:48:10 -07:00
SkyratBot
c30725d957 [MIRROR] Mechs now use equipment flags to check if they can attach [MDB IGNORE] (#13428)
* Mechs now use equipment flags to check if they can attach (#65813)

* Mechs now use equipment flags to check if they can attach

* Apply suggestions from code review

Co-authored-by: Tim <timothymtorres@ gmail.com>

* Fixes suggestion code

Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>
Co-authored-by: Tim <timothymtorres@ gmail.com>

* Mechs now use equipment flags to check if they can attach

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>
Co-authored-by: Tim <timothymtorres@ gmail.com>
2022-05-08 12:20:15 -07:00
SkyratBot
ec18aca45e [MIRROR] Splits up _mecha.dm, sorting procs into more specific files [MDB IGNORE] (#13431)
* Splits up `_mecha.dm`, sorting procs into more specific files (#66662)

This file sucks. It's big and full of specific stuff that could be contained elsewhere. I think I split off the procs into appropriate files, I'm sure it could be shortened even further but I couldn't think of where the remaining procs could go, so I left them where they were.

* Splits up `_mecha.dm`, sorting procs into more specific files

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
2022-05-08 12:04:40 -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
7e1faa82aa More generic mech construction messages & balloon alerts (#66445) (#13346)
The mech construction code was really bad. So much copy paste code. I came in to make them into balloon alerts and then ended up by torturing coders by showing them the hot garbage that was within. The messages will be mostly the same, but now the mech construction steps all use the same code to display user feedback.

The HONK mech's is still not great, but it doesn't really fit into the same mold as the other mechs' construction.

More balloon alerts for construction tasks, less copy/paste code.

Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-05-06 12:46:55 +01:00
SkyratBot
4c46268492 Middle Mouse Button now toggles equipment safety on mechs. (#66185) (#13292)
- Mechs now have a weapons_safety toggle. If set to true, clicking does not use equipment. This is mostly intended to allow users to keep from accidentally firing. Weapon safety defaults to off, but will keep the same state it was in between pilot exit/entry events.
- All mechs now use the green reticle mouse icon. If weapons_safety is enabled, the mouse is reverted to normal. The reticle (if shown) still turns red during an EMP-related weapons fault.
- AIs can use mech weapons if the safety is off, and use AI clicks if the safety is on.

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2022-05-03 16:05:31 +01:00
SkyratBot
c5f0ea76e0 [MIRROR] Vim mecha changes [MDB IGNORE] (#12981)
* Vim mecha changes (#66153)

This PR changes the following:

    fixes a bug with Vim overlays, making it always appear as if there was a pilot inside, even after leaving it
    adds a balloon alert when a mob fails to enter the mech due to its size
    adds a crafting recipe for Vim in the "robots" category
    allows using Vim as a circuit shell
    allows small mobs to use the mech as well

My reasoning behind the changes:

    fixing the overlay bug - bugfixes good, bugs bad
    balloon alert - it should help reduce confusion among players who can't figure why on earth they cannot enter the mech
    crafting recipe - I think a crafting recipe will make it a lot more accessible to players, especially because there is no way to learn about its existence in-game
    circuit shell - non-standard circuit shells can be pretty fun and people seemed to enjoy the ability to use circuits inside their piano synths or cameras, so I figured we could expand on this, while giving players more ways to interact with sentient pets
    maximum mob size increase - Vim has never really been built too often, most likely because even if people got their hands on a sentient pet, it wouldn't probably fit in the tiny mecha anyway. Currently pretty much only butterflies, rats and cockroaches can use Vim and they pretty much never become sentient.

* Vim mecha changes

Co-authored-by: B4CKU <50628162+B4CKU@users.noreply.github.com>
2022-04-22 00:03:19 +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
dcd88dedfa [MIRROR] Reworks Mech Extinguisher to be utility equipment, related balance changes. [MDB IGNORE] (#12929)
* Reworks Mech Extinguisher to be utility equipment, related balance changes. (#66058)

The extinguisher is now utility rather than an active equipment mount. This means it no longer takes up one of a mech's limited hardpoint slots.
Mech extinguishers now extinguish in a 3x3 grid around (and including) themselves.
Mech extinguishers now use 80u of water, and store a maximum of 400u. This adds up to five uses before needing a refil.

* Reworks Mech Extinguisher to be utility equipment, related balance changes.

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2022-04-20 16:57:42 +01:00
SkyratBot
62ddd77870 [MIRROR] Refactors speech impeding effects (drunken slurring / suttering) into status effects. Adds heretic slurring in addition to the existing cult slurring. Removes 4 vars from /living in return, which slightly optimizes Life() (wink) [MDB IGNORE] (#12770)
* Refactors speech impeding effects (drunken slurring / suttering) into status effects. Adds heretic slurring in addition to the existing cult slurring. Removes 4 vars from /living in return, which slightly optimizes Life() (wink)

* fex

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-19 18:54:12 +01:00
SkyratBot
41c17cf608 [MIRROR] Ripley MK2 mechs no longer have a duplicate cargo utility item. [MDB IGNORE] (#12842)
* bug status: ejected (#66109)

* Ripley MK2 mechs no longer have a duplicate cargo utility item.

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2022-04-17 08:49:04 -07:00
SkyratBot
6469bc919a [MIRROR] It is no longer possible to end maint procedures on a mech if the parts panel is still open. [MDB IGNORE] (#12697)
* It is no longer possible to end maint procedures on a mech if the parts panel is still open. (#66105)

Attempting to end maintenance procedures on a mech will now throw an error You must end Maintenance Procedures first! if you haven't disabled the parts replacement mode. This would cause the mech to enter a maintenance purgatory where the panel assumed the maintenance procedures was ended but the mech itself thought it was still in progress.

The button to start and end parts replacement mode is now labeled "Toggle part replacement", and has been colored red to signify the importance of the button. Ideally the button would tell you if part replacement is still enabled, but the TGUI window doesn't update, so that's a wash.

Fixes #66004

* It is no longer possible to end maint procedures on a mech if the parts panel is still open.

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2022-04-12 00:32:19 +01:00
SkyratBot
6ea300ae28 [MIRROR] [no GBP] Fixes my improper skateboard fix [MDB IGNORE] (#12649)
* [no GBP] Fixes my improper skateboard fix (#65886)

in #65313 (Fixes ollieing onto empty space tiles making you float forever)
i fixed skateboards being able to fly but i should have coded it differently because its still possible to fly by just spamming ollie and not moving. This does it in a more proper way.

The BLOCK_Z_OUT_DOWN gets removed only after the code that makes the vehicle do the ollie has run. This means it will still be immune to falling while moving with the ollie action button. The changes i made makes it remove the BLOCK_Z_OUT_DOWN flag if it doesn't find something to grind on, so that it won't be immune to falling when moving with ollie. This now gets done before the ollie code runs so that it won't have the flag while moving.

* [no GBP] Fixes my improper skateboard fix

Co-authored-by: Ebb-Real <95765134+Ebb-Real@users.noreply.github.com>
2022-04-10 00:48:13 +00:00
SkyratBot
a9b54ed3d6 [MIRROR] Fix being unable to reload nukie missiles [MDB IGNORE] (#12629)
* Fix being unable to reload nukie missiles (#65966)

Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>

* Fix being unable to reload nukie missiles

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>
2022-04-08 22:43:18 -07:00
SkyratBot
637dfa16f0 [MIRROR] Minor medical mech equipment code improvements [MDB IGNORE] (#12628)
* Minor medical mech equipment code improvements (#65968)

Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>

* Minor medical mech equipment code improvements

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>
2022-04-08 22:43:08 -07:00
SkyratBot
1388d45bc1 [MIRROR] Fixes mech armor [MDB IGNORE] (#12627)
* Fixes mech armor (#65970)

Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>

* Fixes mech armor

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>
2022-04-08 22:42:40 -07:00
SkyratBot
61799156f7 [MIRROR] Fixes a null override [MDB IGNORE] (#12589)
* Fixes a null override (#66013)

* Fixes a null override

Co-authored-by: ike709 <ike709@users.noreply.github.com>
2022-04-08 03:30:54 +01:00
SkyratBot
25178c9747 [MIRROR] Refactors janitor cartridge to a tablet app [MDB IGNORE] (#12563)
* Refactors janitor cartridge to a tablet app

* e

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-07 15:57:08 +01:00
SkyratBot
d346fe5e03 [MIRROR] remove selectable on mech equipment, again [MDB IGNORE] (#12572)
* Remove selectable var on mech equipment, again (#65969)

* remove selectable on mech equipment, again

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2022-04-07 15:50:59 +01:00
Gandalf
ad0b6e4e67 Batch pr pull (#12554)
* https://github.com/tgstation/tgstation/pull/65814

* https://github.com/tgstation/tgstation/pull/65832

* https://github.com/tgstation/tgstation/pull/65850

* https://github.com/tgstation/tgstation/pull/65689

* https://github.com/tgstation/tgstation/pull/65579

* https://github.com/tgstation/tgstation/pull/65760
2022-04-06 19:26:58 +01:00
SkyratBot
1e287a8548 [MIRROR] Remove mecha_set_dir and use setDir instead [MDB IGNORE] (#12486)
* Remove mecha_set_dir and use setDir instead (#65815)

This shouldve been this way and azarak agreed (he was gitblamed)

* Remove mecha_set_dir and use setDir instead

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2022-04-01 19:11:33 +01:00
SkyratBot
2fa908bc01 [MIRROR] Fix mmis seeing wrong mech UI [MDB IGNORE] (#12487)
* Fix mmis seeing wrong mech UI (#65816)

Closes #65796
Disclaimer did not test mmis but tested humans

* Fix mmis seeing wrong mech UI

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2022-04-01 19:04:17 +01:00
SkyratBot
48843f1036 [MIRROR] Fix mech category overrides [MDB IGNORE] (#12443)
* Fix mech category overrides (#65810)

Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>

* Fix mech category overrides

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>
2022-04-01 01:55:19 +01:00
SkyratBot
1c88049063 [MIRROR] Better mech ammo names and new ammo defines [MDB IGNORE] (#12442)
* Better mech ammo names and new ammo defines

* Update mecha.dm

* Update mecha.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-01 01:55:09 +01:00
SkyratBot
ddb79e8b27 [MIRROR] Humans no longer "enter" mechs twice [MDB IGNORE] (#12427)
* Humans no longer "enter" mechs twice

* Update sealed.dm

* Update sealed.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
2022-04-01 01:44:43 +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
Gandalf
b2cf8866ee Upstream merge 65375 (#12455)
* Reworks & TGUIs mecha equipment (#65375)

TLDR
Mech UI now TGUI: https://streamable.com/ahjydy
Mechs now use "slots" for equipment
They can only mount 2 guns(left and right arm, left and right click to use)
Tesla & Concealed bay is removed
Removed mech damage deflection

Full list of changes
Note: weapons in this section refer to all click-using equipment such as guns/hydraulic clamp/etc

Hackmd: https://hackmd.io/lgr-LetfSKyHzPP0zQUXPA
Tesla has been removed (Tesla gives you effectively infinite power on station and off station(where the design direction for mechs is intended) they are useless)
Concealed mech bay has been removed (Concealed mecha bay relied on selection for visibility so it doent make sense to exist when all equips are "selected", the code was bad (instead of flag or something you just used locate() everywhere)
Honker no longer has snowflake UI (I'm sorry but if I have to make a third UI for this im going to go insane)
Mechs now mount 2 arm weapons, and certain amount of "utility", "armor" and "power" module types
The two arm weapons do not share a cooldown anymore UNLESS they are identical weapons
left click to shoot left weapon right click for right weapon, this will shoot the weapon unless you click next to you with a ranged weapon it will then try to melee (This also applies to attaching the weapon to the mech)
It is no longer possible to deflect or have multipliers for damage from innate or armor sources, armor will now just apply a direct armor change
Since plasma generator needed to be selected to use you now need to click on the power generator with a stack of plasma to refill it
Internal damage:
The mech no longer needs to be low health to take internal damage
Internal damage now no longer has several convoluted ways to fix each different type and is now a timed action performed in the UI
Weapons no longer have an RNG chance to be damaged or immediately deleted by damage
Weapons will now take damage aimed at the right and left arms respectively, this can be repaired using the new UI. NOTE: this is intended to be implemented as weapon/module disabling but I left it out of this PR to try resemble some shortness
Both internal and equipment damage have minimum thresholds of damage required in a hit before they attempt to check whether the mech should take internal or equipment damage, teh threshold is lower for equipment damage
You can no longer reload weapons using energy

Demo Video
https://streamable.com/ahjydy

* Reworks & TGUIs mecha equipment

* Update firefighter.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: SkyratBot <skyratcommunity@gmail.com>
2022-04-01 01:18:03 +01:00
Gandalf
81a239cec3 Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg 2022-04-01 00:49:47 +01:00
SkyratBot
21ec6a77b1 [MIRROR] abstract Mech air tank can no longer be removed [MDB IGNORE] (#12426)
* abstract Mech air tank can no longer be removed (#65818)

Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>

* abstract Mech air tank can no longer be removed

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>
2022-04-01 00:28:03 +01:00
SkyratBot
7196a62e13 [MIRROR] Minor mech_equipment/proc/detach code improvements [MDB IGNORE] (#12420)
* Minor mech_equipment/proc/detach code improvements

* e

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-01 00:11:27 +01:00
SkyratBot
e1148d1d45 Trimming The Newscaster Fat - A Lot Of Mapping [MDB IGNORE] (#12419)
Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-01 00:01:56 +01:00
SkyratBot
9fd3feaefd [MIRROR] Reworks & TGUIs mecha equipment [MDB IGNORE] (#12350)
* Reworks & TGUIs mecha equipment (#65375)

TLDR
Mech UI now TGUI: https://streamable.com/ahjydy
Mechs now use "slots" for equipment
They can only mount 2 guns(left and right arm, left and right click to use)
Tesla & Concealed bay is removed
Removed mech damage deflection

Full list of changes
Note: weapons in this section refer to all click-using equipment such as guns/hydraulic clamp/etc

Hackmd: https://hackmd.io/lgr-LetfSKyHzPP0zQUXPA
Tesla has been removed (Tesla gives you effectively infinite power on station and off station(where the design direction for mechs is intended) they are useless)
Concealed mech bay has been removed (Concealed mecha bay relied on selection for visibility so it doent make sense to exist when all equips are "selected", the code was bad (instead of flag or something you just used locate() everywhere)
Honker no longer has snowflake UI (I'm sorry but if I have to make a third UI for this im going to go insane)
Mechs now mount 2 arm weapons, and certain amount of "utility", "armor" and "power" module types
The two arm weapons do not share a cooldown anymore UNLESS they are identical weapons
left click to shoot left weapon right click for right weapon, this will shoot the weapon unless you click next to you with a ranged weapon it will then try to melee (This also applies to attaching the weapon to the mech)
It is no longer possible to deflect or have multipliers for damage from innate or armor sources, armor will now just apply a direct armor change
Since plasma generator needed to be selected to use you now need to click on the power generator with a stack of plasma to refill it
Internal damage:
The mech no longer needs to be low health to take internal damage
Internal damage now no longer has several convoluted ways to fix each different type and is now a timed action performed in the UI
Weapons no longer have an RNG chance to be damaged or immediately deleted by damage
Weapons will now take damage aimed at the right and left arms respectively, this can be repaired using the new UI. NOTE: this is intended to be implemented as weapon/module disabling but I left it out of this PR to try resemble some shortness
Both internal and equipment damage have minimum thresholds of damage required in a hit before they attempt to check whether the mech should take internal or equipment damage, teh threshold is lower for equipment damage
You can no longer reload weapons using energy

Demo Video
https://streamable.com/ahjydy

* Reworks & TGUIs mecha equipment

* Update firefighter.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-03-31 23:45:24 +01:00
SkyratBot
0ddd34d1f5 [MIRROR] Hazardous Area Component | Free Golem Soft-Restriction [MDB IGNORE] (#12345)
* Hazardous Area Component | Free Golem Soft-Restriction (#65720)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Hazardous Area Component | Free Golem Soft-Restriction

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2022-03-28 16:45:32 -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
7b263f25b2 [MIRROR] Low/no power screen alert tooltips tell you where the recharging stations actually are [MDB IGNORE] (#12174)
* Low/no power screen alert tooltips tell you where the recharging stations actually are (#65467)

* Low/no power screen alert tooltips tell you where the recharging stations actually are

Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
2022-03-19 08:35:58 -07:00
SkyratBot
38ad81aac6 [MIRROR] [MDB IGNORE] Moves non floor turfs off /floor. You can put lattices on lavaland edition [MDB IGNORE] (#12119)
* [MDB IGNORE] Moves non floor turfs off /floor. You can put lattices on lavaland edition

* 123

* fixes more typepaths

* typepaths

* Update planet_turfs.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Kat <53862927+KathrinBailey@users.noreply.github.com>
2022-03-18 03:07:00 +00:00
SkyratBot
bdca823634 [MIRROR] Mecha springclean P4: mech equipment fix/cleanup [MDB IGNORE] (#12035)
* mech equipment fix/cleanup (#64921)

mech equipment topic calls parent
autodoc
equip_ready renamed to activated as it is more fitting
removed salvagable as it was with one exception just doing what detachable did anyway
removed some stuff like src.vars

* Mecha springclean P4: mech equipment fix/cleanup

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2022-03-12 06:48:40 -07:00