* Labcoats: Roboticist unique labcoat, updated remaining labcoats (#54644)
Gives the roboticists unique labcoats. Because why are geneticists allowed a unique labcoat but roboticists get a generic one?
So now, roboticists have the most extra of the labcoats to go with their jumpsuits. It even has shoulder pads!
The rest of the labcoats have had a very mild tweak, and their icons now no longer use the ancient, janky labcoat sprites. You know, the ones with the fucked up outlining.
Oh also the virologist labcoat suggested it was somehow more protective against biological things. This is not true, so the labcoat has had it's description fixed.
(While I was here I fixed up some suit storage sprites related to the stuff that goes in labcoats, hehehe)
* Labcoats: Roboticist unique labcoat, updated remaining labcoats
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* The reactive teleport armor now actually teleports the owner. (#54645)
It was a lie all along. Also stops it from working in no-teleport areas.
* The reactive teleport armor now actually teleports the owner.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Converting the EMP protection component into an element. (#54617)
* Converting the EMP protection component into an element.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Directional lighting component + light system (#54520)
Adds in a new type for the lighting system, the directional one. It piggybacks on the overlay lighting to create a directional effect + adds a nice visual cone mask to make the effect feel really directional.
Also: made the static light system respect the light_on variable.
It feels really nice to shine AT things you're looking at with flashlights and the such, it makes maintenance scouring much more immersive too.
Adds more paranoia as you dont see light behind yourself when you've got a flashlight. Plus makes ambushes more fun
* [READY]Directional lighting component + light system
Co-authored-by: Azarak <azarak10@gmail.com>
* Adds fingerless insulated gloves as a Assistant heirloom item. (#54446)
Well, it adds fingerless insulated gloves to the game, and it also makes them a Assistant heirloom item alongside the heirloom toolbox. The sprites and code were taken from Skyrat, with some modifications by me.
* Adds fingerless insulated gloves as a Assistant heirloom item.
Co-authored-by: sergeirocks100 <31294280+sergeirocks100@users.noreply.github.com>
* Implements timed_action_flags for do_after-like procs (#54409)
Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more.
There's more work to be done for them, but one thing at a time.
* Removes the `uninterruptible` check in favor of the more granular `timed_action_flags`
* Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better.
* Implements timed_action_flags for do_after-like procs
* Update horror_form.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Replaces instances of NanoTrasen with Nanotrasen (#54473)
spellcheck: replaces instances of NanoTrasen with Nanotrasen
* replaces instances of NanoTrasen with Nanotrasen
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
* Converts all A && A.B into A?.B
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
* Adds more cosmetic clothing options for golems (#54100)
Broadens the amount of clothing golems can wear to stuff that is role specific. This includes:
Some mime clothing
Some clown clothing (for bananium golems)
Some service clothing like aprons
science wintercoats (they're already wearing the labcoats after all)
Flipflops
Jeans and shorts (none of these have armor and golems already have all the slots from a jumpsuit anyway)
Fake moustaches
Lawyer suits (the overcoats, not the jumpsuits)
Caution signs
Among a few others.
* Adds more cosmetic clothing options for golems
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* most laser and energy weapons are bigger, lethal lasers are cheaper (#54041)
Nearly all guns except the security disabler is large, meaning it can't fit in backpacks.
* most laser and energy weapons are bigger, lethal lasers are cheaper
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Merge pull request #54099 from Hamcha/skirt-dyeing-fix Add jumpskirt dye flag to all jumpskirt
Add jumpskirt dye flag to all jumpskirt
* Add jumpskirt dye flag to all jumpskirt
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Plasmamen psychologists now have an outfit. (#53750)
Not a new outfit, mind you. But this gives plasmamen psychologists a more fitting outfit, until one specifically for them gets sprited.
I think giving them a medical plasmaman helmet, enviroslacks (as given to the bartender, lawyer, detective), and white envirogloves is better than them looking mostly like plasma assistants.
* Plasmamen psychologists now have an outfit.
Co-authored-by: uomo <51800976+uomo91@users.noreply.github.com>
* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305)
* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Adds rollerskates, wheely can do tricks (#53497)
This turns wheelys into a skateboard subtype so they are no longer a copy paste of old skateboard code. They have lower stability compared to skateboards.
I've also made a whole bunch of small adjustments in the process to make skateboard code cleaner and more modular, such as turning the improvised skateboard to its own subtype so that construction steps don't need to be overwritten for all subtypes
Adds two subtypes of wheelys:
-Rollerskates: more stable than wheelys but slow you down when the wheels are retracted
-Skishoes: For skiing! Only work on snow, obviously
I wanted to add some fun alternatives to skateboards with their own drawbacks, and the ski shoes were an opportunity to do something fun for icemoon maps
* Adds rollerskates, wheely can do tricks
Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
* Merge pull request #53013 from Ghilker/reactions-go-BRRRR
The scope of this PR is to add new and interesting stuff to the atmos crew and to bring more people to it both old and new.
This PR adds 5 new gases, a bunch of reactions (i'm still working on this but suggestions are useful), new recipes and items to the atmosians arsenal. These gases have high utility for everyone, atmosians will find them useful to do their job both as firefighters and air maintenance.
FINAL GAS NAMES (will change only if a maintainer ask about it)
Healium
Proto Nitrate
Cyrion B
Halon
Hexane
reactions avaiable in this PR: https://drive.google.com/file/d/1e6DZlBaKSCNdCADKnrH3F3aDWvl0iZr4/view
What the PR add:
-Healium: a red gas, stronger than n2o if breathed, with healing properties
-Proto Nitrate: a green inert gas if breathed but with different reactions with various gases at high temperatures
-Cyrion B: a black deadly gas if breathed that decompones very fast if exposed to N2 even at minimal amounts
-Halon: a light blue gas that when used in a fire it will suck up the O2 and will help cool the room, helping fighting the fire
-Hexane: a purple gas that has the ability to filter from the air plasma and n2o, useful to clean distro from the harmful gases quickly
-Healium Crystal: a reddish crystal that when broken will explode cooling the room and removing the plasma from the air (act like a grenade)
-Proto Nitrate Crystal: a greenish crystal that when broken will explode refilling a space with O2 and N2
-Cyrion B Crystal: a blackish crystal that when broken will explode dealing damage around it
-Metallic hydrogen recipe addition (atmosian armor and fireaxe)
-Statue of an elder atmosian (for bragging rights)
-Supermatter Interactions
-More gas interactions (Roinnel have multiple and different interactions)
-New RPD device: the pressure valve, a device that allow gas flow in a pipenet if the input pressure is higher than the set pressure it's getting atomized
-Fusion is a bit "easier" to start (minor changes to the math so that the instability is more reasonable)
-pluox can be also made without using rads
-cyrion-b bounty
-all 5 gases can be sold to cargo
More stuff needs to be added (like the SM interactions(added) and probably more reactions and breathe reactions)
Please leave suggestions and feedbacks as it helps improve the PR
Atmos desperately need more content and need to be proactive in the making of its tools, with this PR is a start to more atmos content
🆑
add: hydrogen + rads = trit
add: 5 new gases
add: Healium : made from Bz + Freon + cold, it knocks people down but have healing properties
add: Proto Nitrate : made from pluox and H2 + heat, it has different reaction with a bunch of other gases
add: Cyrion B : made from hypernoblium + stimulum around 0°C, it has heavy damage if breathed but is decomposed rapidly by N2
add: Halon : made from bz + trit + cold, it reacts with O2 at high temperature removing it and cooling the air, helping putting out fires
add: Hexane : made from bz + H2 + cold, it reacts with plasma and n2o and removes them from the air mix, filtering them.
tweak: stimulum no longer require plasma
add: canister sprites, gas sprites
add: crystal from gases formation and reaction
add: new metallic hydrogen recipes
add: elder atmosian statue
add: supermatter interactions
tweak: minor changes to fusion math to make it "easier" to start
add : pluoxium can be also made without using rads (not removing the rad production one) (this also produces a minimal amount of h2)
tweak: lowered hypernoblium min temperature of reaction
tweak: metallic hydrogen production more common
add: cyrion-b bounty
add: all 5 gases are up to selling
/🆑
* Add 5 new gases, related interactions/items/content, changes parts of fusion
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Merge pull request #53521 from ATH1909/hardsuitbuff
The gem-encrusted hardsuit no longer slows you down while you wear it.
* The gem-encrusted hardsuit no longer slows you down while you wear it.
Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities
* Review fixes
* Geiger counters cleanup
Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now
* Moved SS*_DT defines to subsystems.dm
* Rebase fix
* Redefined the SS*_DT defines to use the subsystem wait vars
* Implemented suggested changes by @AnturK
* Commented /datum/proc/process about the deltatime stuff
* Send delta_time as a process parameter instead of the defines
Also DTfied acid_processing
* Dtfied new acid component
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities
Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
* Moves over cakes to newfood and transfers reagents when crafting (#53316)
* Moves over cakes to newfood and transfers reagents when crafting
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* In Memoriam 26th August, 2020 (#53234)
Our friend, tg admin, and champion of the "short" reply, OrdoDictionary
passed away recently.
While this news was not unexpected - Ordo had been fighting bravely
against prion disease for some time - it remains as heartbreaking as it
is unfair.
Ordo was sharp as a razor, with wit to match. During the time we knew
him he was pursuing a PhD, yet he still found time to volunteer on the
tgstation servers and help his fellow spessman.
In admin channels you were as likely to find Ordo pontificating on
history or food or ham radio as you were anything related to the game.
But you knew - no matter the topic - that his opinion was informed and
valuable, and that he would deliver it with nuance, class and charm.
This community - and the world - is worse off without him in it.
He will be missed.
So should you read this and should you get the chance, raise a glass in
his memory.
…but be sure to break out the good stuff.
That’s how he would have wanted it.
Adds a medal in memoriam of Ordo and adds it to the Head of Personnel
locker in a lockbox, along with three Medals of Bureaucratic Excellence,
for those who excel in managing the station.
Thanks to kryson for the sprite of the medal and thanks to OrdoM for all
the work he did on tg.
* In memoriam of OrdoM
Co-authored-by: oranges <email@oranges.net.nz>
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is
Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
* Bloody feet update (#53109)
Componentized the bloody feet feature.
* Hardsuits and other feet-covering clothing can now get bloody feet as well and spread gunk around.
* Bare feet can now get bloody as well and spread gunk around.
* Shoes/feet won't get bloody if something is covering them.
* Improved blood spreading behaviour. Previously, magic numbers were used in the blood pick up and drop off process. Now, when you step in blood, you and the floor share the blood volume. When you step on a non-bloody tile, you give away half of your shoe blood to the tile, and so on. This means the total blood volume always stays constant when moving around. * Blood doesn't appear out of thin air, nor get flushed to bluespace.
* Lowered footprint minimum opacity. Because it looks better, imo.
* Improved footprint exit/enter dirs.
* Improved footprint examine.
* Removed code for cult magic where a spell can suck up blood on your shoes. I'm pretty sure this code didn't work anyway. Implementing that for this new system would require a new signal and I just don't think it's worth it.
How can this game make you spend 20 hours on fucking spaceman footprints
Hardsuits will become "fully bloody" by just stepping in blood. This is a limitation of the current forensics system, as that is what is used to determine if an item is bloody or not. I'm aware of this but I don't think it fits to fix that in this PR.
cl
add: Footprints and bloody shoes major update. Hardsuits and bare feet can now get bloody as well. Improved blood spreading behaviour.
fix: Shoes will no longer get bloody while wearing something that covers them.
/cl
* Bloody feet update
Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
* Misc grammar fixes to plasmaman suits and jaws of life (#53179)
* Misc grammar fixes to plasmaman suits and jaws of life
Co-authored-by: msgerbs <msgerbs@users.noreply.github.com>
* Tackling now disables throwmode when you hit something + a few small buffs/changes (#53050)
* hugboxes tackling
* gorilla gloves a bit better
* update comments
* health update
* update
* less annoying doc
* Tackling now disables throwmode when you hit something + a few small buffs/changes
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Overlay lighting component (#52413)
Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.
It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:
This is a BYOND limitation, very well worth it IMO.
🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑
* Overlay lighting component
Co-authored-by: Rohesie <rohesie@gmail.com>
* Monkeys are now disarmed like humans (#53036)
Previously, monkey disarming was the old system of RNG stun/lose item. This PR makes disarming monkeys the same as disarming humans.
* Monkeys are now disarmed like humans
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.
Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.
This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.
To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.
Requested by @optimumtact.
Changelog
cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Opacity refactor (#52881)
Moves all opacity var manipulation to a proc which sends a signal.
light_blocker element for movable opaque atoms made, which tracks its movement and updates the affected turfs for proper lighting updates.
has_opaque_atom boolean replaced by the opacity_sources lazylist to keep track of the sources, and a directional_opacity which serves a similar function but also allows for future expansion with on-border opaque objects (not yet implemented).
Some opacity-related sight procs optimized as a result of this.
Some variables moved to the object's definition.
A define or two added into the mix for clarity.
Some code cleaning, like turning booleans into their defines.
One file renamed for clarity.
Changelog
cl
balance: Mechs no longer block sight. It's a non-trivial cost for the lighting system with little to no gain.
/cl
* Opacity refactor
Co-authored-by: Rohesie <rohesie@gmail.com>