* Removes ComponentInitialize()
* Fixes a leftover merge conflict marker
* Fixes the oversight that came from the upstream merge skew
* Fixes all of the instances where we used ComponentInitialize() when we shouldn't've been
* Fixes CI being broken because of the HEV suits
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.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>
* Fixes 118(give or take) cases of mapload not being passed to initilaize (#69107)
fixes 114 cases of mapload not being passed to initilaize
* Fixes 118(give or take) cases of mapload not being passed to initilaize
* Fixes a lot (give or take) cases of mapload not being passed to initilaize
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Fixes eye of god not sending a message when its scan recharges (#69042)
* Fixes eye of god not sending a message when its scan recharges
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Fixes eye of god not sending a message when its scan recharges
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Labor camp machines - Fixes & Code improvement (#68584)
About The Pull Request
Visible changes (all the fixes):
Labor point checkers now says the prisoner ID's stats rather than being a to_chat, it also displays their info much better.
Labor stacker no longer duplicates your points at no cost by attacking the machine with materials, instead it processes it just like it would when sucking materials up.
Labor stackers additionally now update their input/outputs when they are rotated through shuttles, as it doesn't work on the current version of Lavaland (there's no issue report up on this yet though, oddly).
Adds a check if you actually have a goal before checking if you can send the shuttle up, preventing prisoners who were sent without a point goal (permanently) from being able to go up whenever they wanted by simply clicking on the button before it greyed out.
The rest (code improvement):
Added more early returns
Removed single letter vars
Renamed terribly named vars and added comments to some of them.
Removed machinedir in favor of checking their view() when syncing machines, as I didn't find checking an entire side of the map next to an object to be very intuitive.
Lets Lavaland use labor camp machines again
Closes#67764
Just cool general fixes +1
Changelog
cl
fix: Labor camp Prisoners without a sentence can no longer send themselves back up whenever they wanted by clicking the button fast enough.
fix: Prisoners can no longer get infinite labor camp points by clicking the stacking machine with ores.
fix: All ore machines now properly change their direction when they dock a shuttle in a separate direction, fixing Lavaland's labor camp stacking machine.
qol: Labor camp's point checker now states all the information you need, rather than being a paragraph of text that just appears in chat.
/cl
* Labor camp machines - Fixes & Code improvement
* MAP RESET
* Update labour_skyrat.dmm
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* mining modsuit changes (#69011)
the mining modsuit now costs 3000 from 2500
the mining modsuit now still slows you down over lava, though you still resist it
the plasma core now accepts plasma both in sheet form and ore form
the plasma core should no longer buggily not refill you
the mining modsuit bombs should now have enemies target you
* mining modsuit changes
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Adds safety to necropolis chests if they fail to spawn loot (#68719)
Necropolis chest will no longer consume your key if it fails to generate a reward. Also, if it fails to generate, it'll allow you to attempt it again.
* Adds safety to necropolis chests if they fail to spawn loot
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* 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>
* entrenching tool now tells you on examine how to switch config (#68551)
* entrenching tool now tells you on examine how to switch config
Co-authored-by: Fikou <23585223+Fikou@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
* The mining wardrobe has now an "explorer" duffelbag instead of a normal one. (#68425)
* The mining wardrobe has now an "explorer" duffelbag instead of a normal one.
Co-authored-by: Tristrian <Tiago.A.C.9@hotmail.com>
* 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>
* Fixes Survival Pod Walls Not Smoothing With Their Airlocks (#68116)
Fixes#68115 (Survival Pod Walls Don't Smooth With Their Airlock)
They used to smooth, but then during the icon smoothing refactor someone forgot to add them to their smoothing_groups
Also corrected the misspelling
* Fixes Survival Pod Walls Not Smoothing With Their Airlocks
* Update spaceship_turfs.dm
Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Fix some dashes breaking permanently (heirophant staff and ninja sword) (#68195)
* Fix dashing sometimes breaking, with additional code improvement to go along with it.
* Fix some dashes breaking permanently (heirophant staff and ninja sword)
Co-authored-by: MrMelbert <51863163+MrMelbert@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>
* 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>
* [MDB Ignore] Makes mining and labor shuttle home docks their own type, rather than varedits (#68006)
I'll have to do the others at some point
I don't want to, but it'll happen
* [MDB Ignore] Makes mining and labor shuttle home docks their own type, rather than varedits
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
* 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>
* Material holding machines can't connect to ore silos on different z levels (#66953)
The station's ore silo can't connect to machines that are off the station z-level anymore. This doesn't affect multi-z stations.
Also includes ore silo code improvement because I was unhappy with it.
* Material holding machines can't connect to ore silos on different z levels
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Refactors how fauna scans stuff + electrocute act (#66947)
* Refactors how fauna scans stuff + electrocute act
Electrocuting fauna (like with staff of storms) now acts the same way attacking it does, and causes Megafauna to hunt you.
This refactors fauna's FindTarget to do so.
* merges the two for loops
* Refactors how fauna scans stuff + electrocute act
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Add new H.E.C.K. suit GAGS sprite, recolorable via spray can (#67217)
imageadd: The H.E.C.K. suit has a new sprite. (by Meyhazah)
add: You can now use a spray can to completely recolor the H.E.C.K. suit.
* Add new H.E.C.K. suit GAGS sprite, recolorable via spray can
Co-authored-by: Urumasi <Urumasi@email.cz>
* [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>
* [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>