* Fixes runtime when ghosts examine artwork (#69200)
Fixed a runtime caused by ghosts examining artwork. Your ancestors will no longer be able to admire your crayon drawings, sorry.
* Fixes runtime when ghosts examine artwork
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Makes alerts for blind people being fed/stripped larger (#69171)
Revert "blind alert too big for stripping and feeding (#69114)"
This reverts commit 6b0c6e8ded.
* Makes alerts for blind people being fed/stripped larger
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
* Fixes some issues with deafness & earhealing (#69136)
1- Replaces checks for deafness as a clothing trait, since clothing traits' have a ref to themselves in the source
2- Makes ear healing not NOT heal if you're above 0 ear damage, because that's the point of fixing your ears?
* Fixes some issues with deafness & earhealing
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Replaces the mood component with a mood datum
* Fixes merge conflicts and updates all of our mood events to use the new mood datums
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* blind alert too big for stripping and feeding (#69114)
About The Pull Request
span_userdanger -> span_danger
Why It's Good For The Game
I think it's hilarious that it's that big, but it's not necessary. It only makes sense for blind hit alerts which use span_userdanger for nonblind alerts too.
* blind alert too big for stripping and feeding
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
* Fixes "Burning rust off walls doesn't blind you" (#68986)
* Fixes rust element not correctly using tool procs, now welding rust off will properly blind the user.
Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com>
* Fixes "Burning rust off walls doesn't blind you"
Co-authored-by: CapybaraExtravagante <110635252+CapybaraExtravagante@users.noreply.github.com>
Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com>
* Fixes candy not dropping wrappers when used to make salad (#68793)
* Food trash element drops trash when used
Makes trash food element drop the trash food (like candy wrappers) when used as an ingredient in stuff, like putting it in a bowl to turn it into a salad.
* Update food_trash.dm
* Fixes candy not dropping wrappers when used to make salad
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* You can no longer delete the nuclear disk using a windoor (#68770)
removed a way that you could send items into the void using just a windoor and a pal
* You can no longer delete the nuclear disk using a windoor
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Adds screentips to rolling beds and body bags. (#68331)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds screentips to rolling beds and body bags.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* 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>
* 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>
* Makes backblast not runtime, moves some of its behaviour to an "incendiary/fire" parent (#68397)
* just a normal fire projectile
* Update code/modules/projectiles/projectile/bullets/_incendiary.dm
* Makes backblast not runtime, moves some of its behaviour to an "incendiary/fire" parent
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Fixes some cases which references are used in trait sources, potentially causing hard deletes (#67974)
About The Pull Request
Fixes some cases in which actual references were used in trait sources instead of keys (or ref() keys).
This can cause some rare and difficult to find hard deletes.
Trait sources should be a string key relating to the source of it, not an actual reference to what added it. References within trait sources are never handled in Destroy(), because it's not expected behavior, meaning it can cause hanging references.
So, I went through with a regex to find some cases and replaced them.
I used the following and just picked through the few by hand to find erroneous ones.
ADD_TRAIT\(.+, .+, [a-z]+\)
REMOVE_TRAIT_TRAIT\(.+, .+, [a-z]+\)
Why It's Good For The Game
Less hard deletes, probably.
Changelog
cl Melbert
code: Some traits which mistakenly were sourced from a hard reference are no longer.
/cl
* Fixes some cases which references are used in trait sources, potentially causing hard deletes
* wew
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes the frozen status trait never being applied (#68015)
* Fixes the frozen trait never being applied
* Don't apply if we already have the trait
* Check the target obj
* Fixes the frozen status trait never being applied
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.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>
* Converts diggable from component to bespoke element (#67695)
* Changes diggable to an element and fixes it, saving on some memory.
* Converts diggable from component to bespoke element
Co-authored-by: MrMelbert <51863163+MrMelbert@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>
* Fixes the "stuck in a vertical fireman carry" curse (#67783)
Fixes#67622#66530 made it so anything with the ridable element lost the element whenever it died.
Unfortunately it added NO supplementary logic that re-adds the ridable element of that thing died.
Guess what uses the ridable element? Humans, for fireman carrying and piggybacking
So, if you ever died, it'd permanently brick your ability to fireman carry.
* Fixes the "stuck in a vertical fireman carry" curse
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>
* Fixes Novaflowers not lighting people on fire, again. Unit tests it. Cleans up some unique plant genes stuff too. (#67597)
* Fixes Novaflowers not lighting people on fire, again. Unit tests it. Cleans up some unique plant genes stuff too.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes a check doing the opposite of what it was supposed to do (#67439)
fixes a check
Co-authored-by: robbertapir <robbertapir@ airmail.cc>
* Fixes a check doing the opposite of what it was supposed to do
Co-authored-by: robbertapir <102324362+robbertapir@users.noreply.github.com>
Co-authored-by: robbertapir <robbertapir@ airmail.cc>
* removes atmos history (#67317)
Removes one unused global list and removes the other one that was used only 3 times.
* removes atmos history
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Fixes the exploit allowing you to stack up absurd mood bonuses using the Holodeck pet garden. Petting 10 animals no longer counts as individual mood bonuses, and will instead replace eachother. (#67178)
Fixes the exploit allowing you to stack up absurd mood bonuses using the Holodeck pet garden
* Fixes the exploit allowing you to stack up absurd mood bonuses using the Holodeck pet garden. Petting 10 animals no longer counts as individual mood bonuses, and will instead replace eachother.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Allows slimes to buckle to monkeys again (#67034)
* Allows slimes to buckle to monkeys again
Just because they are not able to ride things doens't mean they should
not be able to buckle to anything
* Update code/datums/elements/ridable.dm
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Allows slimes to buckle to monkeys again
Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Makes ridable not work if you cant hold the offhand (#66939)
* Makes ridable not work if you cant hold the offhand
Because amount_equipped is 0, and because not being able to insert the riding_offhand only break's, rather than returns FALSE to cancel, it goes on to fireman carry you're not supposed to be able to carry, leading to situations where people are fireman carrying others and is completely unable to drop them.
* adds a block buckle to slime's traits too
* Makes ridable not work if you cant hold the offhand
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Makes glass floors override platings. Fixes glass floor openspace bug. (#66301)
About The Pull Request
Fixes#63868. Actual one liner fix for this one here. If this pr dies feel free to atomize this one.
AND it turns out to not be tim's fault.
Fixes#63548. But i really shouldnt say fixed. The original implementation was causing the invincible plating bug. When tim's refactor got in it instead relies on the element state, which was broken from the get go, removing the invincible plating bug which was in a sense "intended" its all messy man I hate this code. Thats why im removing the plating thing. Let the turf handle the turf change themselves this complicates things.
Mapped in glass floors have openspace (now baseturf bottom) as their baseturfs, while built ones have plating under them. Which doesnt make sense to be honest. Why would things be visible if a plating is under the glass. They are also crowbarrable on top of this, which to be fair is my main reasoning behind the PR.
To solve this, I am instead making glass floors replace the plating instead of building over it. This is made to be generalizable for every tile in game, as long as their initial baseturf is the same and the tile wants it to happen.
do after of three seconds is completely arbitrary. If any maint want it changed let me know.
Why It's Good For The Game
First one solves a bug
Second one makes more sense
And er, icebox is currently using the glass floors in sec, they can be crowbarred very easily. This might be a good idea from a gameplay perspective.
Changelog
cl
del: Removed adding glass floors to plating
balance: Allows you to replace plating with glass floors instead. 3 second timer.
del: Removed deconstructing the glass floors. No replacement for this one, use a rcd.
fix: Fixed metastation glassfloor spawning a weird turf when crowbarred.
/cl
* Makes glass floors override platings. Fixes glass floor openspace bug.
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* snailshouse
* taste
* last hurdle hopefully
* small sprite change
* shellllll
* so called free thinkers when they properly document their skyrat edits
* one last job.
* Fixing runtimes??
* wew
* yes
* you should listen to Landlord - Yot Club it's pretty good
* holy shit i look like such a clown w/ these commits
* WEW
* metal gear rising redefined
* let's kick shell
* we might be onto something
* last thing
* Fifty years have passed, but I do not age. Time has lost its effect on me. Yet the suffering continues. Aku's grasp chokes the past, present, and future.
* wew
Co-authored-by: Snakebittenn <12636964+Snakebittenn@users.noreply.github.com>
Co-authored-by: nevimer <foxmail@protonmail.com>
* 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>