Refactors the holodeck to use map templates instead of copy_contents_to, which every maintainer seems to have complaints about.
Fixes#41485 because the matches become part of the spawned list created by ssatoms
Fixes#54789 because the holodeck area no longer has the NO_TELEPORT flag
Fixes#55676 because the map templates cant be changed midround unlike the program copies in the centcom z level
Fixes#49318 because the holodeck no longer creates new areas like the original did
This pr also changes initTemplateBounds to be a /datum/map_template proc instead of a parsed_map proc. This was mainly so I wouldn't have to duplicate vars between map_template and parsed_map. It's also nice because there's no longer a parsed_map proc inside the map_template file, especially when it didn't need to be a parsed_map proc.
The holodeck sims wont take up space in the centcom z level any more (which allows for more possible programs in the future), and map templates are more heavily tested. This is also a chance to future proof the holodeck against bugs. Holodeck also seems more responsive. This should allow for a second custom holodeck in some future ruin as well, although that of course will not be in play for the near future because of the offstation content ban. Also I documented the fuck out of the holodeck
Adds a visual indicator for when you trigger someone's Bad Touch quirk.
Players who have this quirk may not have the time to convey that they do
when hugged, as the hugger may be off-screen by the time the quirk holder
has finished typing a say or emote. This provides a clear indicator that
the quirk holder gets a negative moodlet from hugs.
Co-authored-by: Y0SH1M4S73R <Y0SH1M4S73R@github.com>
Recently a fluke-ops round went down there the nukies armed then immediately disarmed the nuke and no one was sure who disarmed it by accident. When I went to check the logs I realized we don't log who starts or stops a station destroying event?
This PR adds messaging and logging to arming and disarming nuclear devices.
Hydroponics trays have a var, lastuser, that it's supposed to use in logging as the last person who modified a tray's reagents
this variable was only set if you transferred reagents to the tray via composting, so it was null 99% of the time.
The var is now set when any reagents are transferred and the logging for spawning spiders now uses this var.
The var is now a weakref, to prevent hydroponics trays from harddels.
"null last modified a tray's contents that spawned spiderlings." Not very helpful to admins, is it.
If `var/hallucination` was ever set to below 0, it would cause the
hallucination effects to never clear. Changes how hallucination is
decremented in carbons to avoid this from happening.
Co-authored-by: Ranged <nickvanderkroon@gmail.com>
* THE NERF
* fixes a dumb mistake
* Sanity check and second thoughts
* mosin jamming
* adds the cleaning supplies, sprites, slight changes to dmg and jamming and HNNNG ONE LAST BUG
* adds maint kit to russian surplus, second try at fixing
* everything is fixed now :)
* finishing touches
* Last fix?
* fix
* fix var names
* a new sound and few more fixes
* add /brand_new variant to all ert/special spawned mosins, added a check if bolt is locked
* Bolt_locked is true when bolt is open 😂
* added a clamp just in case
Co-authored-by: Sparkezel <1haslo4@gmail.com>
* Adds emissive carpet, adds plane support to decal element
- Adds a basic abstract/debugging emissive carpet
- Makes decals capable of supporting plane
- Adds auto-smoothing decals
* Adds simple neon carpet variations
* Adds neon carpet reagents and recipes
* Refactors emissive blockers to allow multiple layers of emissive / emissive blocking objects
- Splits the emissive and emissive blocker plane masters into several plane masters which handle different layers of emissiveness.
* Makes neon carpet tile stacks emissive
* Rearranges and docs some emissive plane masters
- Folds the overlay lighting plane master into the emissive planes since it is also used to mask the lighting plane
* Fixes null mats_per_unit stack recombining after splitting
- I think I broke this a while ago when I reworked how stacks handle materials. Whoops.
- This basically only effects carpet at the moment. Good thing I did this when I did!
* Adds neon carpets to cargo
- Adds a cargo supply crate containing a _lot_ of neon carpets for 3000 credits
* Fixes neon carpet highlights leaking through vending machines and such
- Turns out vending machines axed their own emissive blockers whenever they updated their icon because they cleared their managed_vis_overlays...
- Generic emissive blocking has been elementized and some update_overlays procs have been straightened out.
* Fixes id_arg_index for the emissive blocker element
* Commits @Rohsie's suggestions
* Reworks skittish quirk to be automatic
🆑 coiax
tweak: The Skittish quirk will now cause you to automatically dive into
a locker/crate if you move into it while it is closed. Walk to avoid
this behaviour.
/🆑
This makes the quirk more useful, while also making it more thematic,
since the "diving into" behaviour can't be disabled, only supressed by
walking.
The cost is unchanged, as the quirk in its current form is overcosted at
2 points.
The emergent effect of skittish people diving into closets when caught
into explosions is definitely a feature, and not a bug.
* Reworks skittish into a element
Skittish is now an element attached to mobs, when the TRAIT_SKITTISH is
added, rather than code that runs on every single Bump of a closet.
Some crates that don't function like normal crates, like the "loot
mastermind" crate, or the wooden crate than can only be deconstructed,
are not divable into.
🆑 coiax
tweak: AI status displays are now controlled either by emotes (like
`*happy`), or by clicking on the status display as an AI.
/🆑
The code that deals with AI status displays is very old, and was hooked
into events like Login() and Logout(). This reworks the code to
something resembling modern standards.
AIs can control their AI status boards in the same way that slimes can
do with things like `*slimesneak`, and can also use the radial menu to
preview what emotion they will be sending to the world.
By removing the Login()/Logout() code as well, the final BSOD of the AI
will now no longer disappear the instant that the AI leaves their corpse
(calling a Logout()).
Basically when a group with a breakdown timer one tick away from settling merges with a group with hotspots in
it, and the one with a high breakdown timer is larger, the group would settle without respecting the timer of
the hotspot group, causing fwoosh levels of flame.
There's two other ways to achieve this, if you had one group of tiles that are close to the same gasmix as
another
group, and they became inactive, we'd have the same issue. I've solved this by moving the hotspot subprocess to
after active turfs and before excited groups, just for safety ya feel me?
It's still in theory possible, but much much harder. The hard solution to this would be to integrate heat with
how we reset excited group timers, and split excited groups into smaller portions, but I'm not sure I like that
idea.
I need to mull it over.
Changes the references of borg module (type) to model, adds a file for robot declarations and one for model declarations. Basically trying to make the code layout a little more sane.
Initially changed them to 'configurations' but I prefer model; its meaning is closer to module than configuration and avoids confusion with actual config.
* Reverts #56205
* Allow things without density to bypass checks
* The rest of the owl
* The rest of the owl
* Doc and tweak
* More feex
* RCD machine frame unit test
* I suck
* AAAAA
* Bad at unit tests
* Revert unit tests (for including in another PR)
* Fix windoor_assembly return logic
* Comment /mob/living/proc/PushAM logic
* Windoor assembley logic tweak
* Fix frame stacking
* Unit test
* Better wording from macros?
Fixes invasive spreading overtaking same type plants (It was checking for dead plants instead of alive ones)
Fixes invasive spreading going through glass (It only checked plants one step away, regardless of adjacency)
Better var names (HY -> spread_tray, H -> our_tray)
Slight visual feedback when plants are destroyed
TRUE / FALSE instead of 1 / 0
Fixes#55390 by checking the plant's heath again after the input is done and before the gene is removed. I'm not sure if it's the cleanest way to get around stacking inputs to exploit the health, but it works?
Adds a Yes/No/Cancel button to the AI transform proc that admins use on whether the new AI should be moved to the satellite or not.
Sometimes admins want to make an AI somewhere off-station for whatever reason. Also makes testing things with AIs less of a hassle.
negative quirks were impossible to create because there was zero nuance between how bad traits were, for example if you got light drinker and family heirloom, two relatively easy quirks to manage, you can get freerunner. This meant a ton of neutral quirks had to be neutral quirks because giving them even -1 points would make it too easy to get good traits. I've bumped up most quirks by x4 to allow for more nuance between what quirks are actually worth. With some of them being lowered (Like family heirloom and light drinker) as theyre not really supposed to be worth so much for so little.
quick log of changes for CB:
- Every quirk not mentioned had it's point value increased x4 (e.g. 1 -> 4, 4 -> 16)
- mime / clown fan is 2 points (change of -50% with this pr)
- musician is 2 points (change of -50% with this pr)
- depression goes from -1 to -3 points (change of -25% with this pr)
- nyctophobiagoes from -1 to -3 points (change of -25% with this pr)
- junkie from -2 to -6 points (change of 25% with this pr)
- frail from -2 to -6 points (change of 25% with this pr)
- smoker from -2 to -6 points (change of 25% with this pr)
- unstable -2 to -10 points (change of 25% with this pr)