Commit Graph

2297 Commits

Author SHA1 Message Date
SkyratBot
f295464c2a [MIRROR] Corrects mapload args that sprug up in the past few days [MDB IGNORE] (#8462)
* Corrects mapload args that sprug up in the past few days (#61759)

See #61623 . These were either merged after the prior PR, coded before the prior PR, or were made in between and not updated.

* Corrects mapload args that sprug up in the past few days

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2021-09-30 23:01:27 +01:00
SkyratBot
6f60fcb60a [MIRROR] Replaces downloading research notes with a new antag objective and station sabotage point. (#8401)
* Replaces downloading research notes with a new antag objective and station sabotage point. (#61685)

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

* Replaces downloading research notes with a new antag objective and station sabotage point.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2021-09-26 01:49:02 +01:00
SkyratBot
c23bd1cb8c [MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 23:07:53 +01:00
SkyratBot
da3076fa46 [MIRROR] Cytology content expansion: Jungle mobs. (#8335)
* Cytology content expansion: Jungle mobs.

* Update research.dm

* E

* Update frog.dm

Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-23 02:36:08 +01:00
SkyratBot
728913190e [MIRROR] Adds the Proximity Pinpointer circuit component! (#8324)
* Adds the Proximity Pinpointer circuit component! (#61574)

* Adds the Proximity Pinpointer circuit component!

Co-authored-by: TheSmallBlue <ilanmori@hotmail.com>
2021-09-23 01:46:00 +01:00
SkyratBot
df4e163266 [MIRROR] Razor Update (#8310)
* Razor Update

* Update games.dm

Co-authored-by: remuluson2 <remuluson2@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-23 01:32:11 +01:00
SkyratBot
124ddd7cca [MIRROR] tgui Preferences Menu + total rewrite of the preferences backend (#8153)
* tgui Preferences Menu + total rewrite of the preferences backend

* nah, we dont need to ping those people

* trying to remove the funny stuff

* unmodularizing this

* prefs reset

* this may need to be reverted, who knows

* okay, this part

* perhaps

* EEEEEEEEE

* unsanitary

* E

* Stage 1 + loadout system

* more fixes

* E

* I mean, it launches?

* More fixes and reorganisation

* E

* customisation code is spaget.

* disable ERP prefs

* Update erp_preferences.dm

* Update erp_preferences.dm

* E

* Slowly getting there

* It may be time for help :)

* tri...colors... help

* preferences now pass preferences

* Update dna.dm

* Fuck this man

* missing savefile return, set_species works, removed dumb stuff from updateappearance

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224

* https://github.com/tgstation/tgstation/pull/61519

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278

* e

* le butonAZARAK HELLO

* hhh

* Proper recognition where it's due, MrMelbert!

* EEEE

* examine block

* Better gen hit sounds from whitedream

* final loadout touches, more bug fixes im sure to come

* i said there would be bugfixes

* Update LoadoutManager.js

* Missing preferences in the html menu

* LIVE TESTING PHASE BABY

* Update LoadoutManager.js

* EEE

* LAUNCH TEST FIRE

* Update job.dm

* Update new_player.dm

* 50gb DAY ONE PATCH

* EEE

* Update preferences.dm

* buggle fixes

* Update examine.dm

* >LOOC starts on

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-09-23 00:40:37 +01:00
SkyratBot
39ecb0a174 [MIRROR] Radically improves explosion logging. (#8255)
* Radically improves explosion logging.

* Update eldritch_effects.dm

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-19 22:25:20 +01:00
SkyratBot
57e5bab45e [MIRROR] converts cows to basic mobs and ADDS MOONICORNS (#8220)
* converts cows to basic mobs and ADDS MOONICORNS (#61446)

* converts cows to basic mobs and ADDS MOONICORNS

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-19 22:10:20 +01:00
SkyratBot
0278bccdb9 [MIRROR] Makes copy_research_to slightly better, regarding revealing hidden techs (#8261)
* Makes copy_research_to slightly better, regarding revealing hidden techs (#61498)

* Makes copy_research_to slightly better, regarding revealing hidden techs

Co-authored-by: DeltaFire <46569814+DeltaFire15@users.noreply.github.com>
2021-09-19 15:49:49 +01:00
SkyratBot
6c9163ca92 [MIRROR] Removes the hardcoded material restriction for exporting protolathe designs to autolathes. A new variable is used in its place. (#8246)
* Removes the hardcoded material restriction for exporting protolathe designs to autolathes. A new variable is used in its place. (#61161)

Title. I have removed the hardcoded iron and glass only restrictions from designs imported to autolathes from R&D and added
a new variable autolathe_exportable in its place that restricts designs from getting the AUTOLATHE build type flag if FALSE. Energy bolas, gun part kits, tele shield, enegy bolas and jaws of life currently have said var set FALSE.

Currently a draft PR because of a problem I have noticed at the last minute: The MATERIAL_NO_EFFECTS flag has to be replaced with a MATERIAL_EFFECTS one to avoid more snowflake code. EDIT: DO NOT MERGE BEFORE #61166.

* Removes the hardcoded material restriction for exporting protolathe designs to autolathes. A new variable is used in its place.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-09-18 15:31:37 +01:00
SkyratBot
20d6ae229b [MIRROR] Adds plates to the autolathe (#8202)
* Adds plates to the autolathe (#61433)

You can now print plates to eat food with or throw in tense situations. This is good for the game because the mechanic of vendor restocks is barely ever seen or used, getting more plates can be annoying because most people will take the plate and not leave it back when you leave food out on them, additionally you can print basically every other piece of dinnerware in an autolathe even cleavers if they're hacked, so there is no reason why you shouldn't be able to print a plate as well.

* Adds plates to the autolathe

Co-authored-by: Burgermancoding <79515258+Burgermancoding@users.noreply.github.com>
2021-09-15 17:35:50 +01:00
SkyratBot
dfc2b1b5ec [MIRROR] Slight refractor to borg reboot boards, allows them to be reusable (#8183)
* Slight refractor to borg reboot boards, allows them to be reusable (#61232)

Refractors the cyborg reboot module to be an independent item rather than a subtype of cyborg upgrades. The new item is no longer consumed during use.

Rebooting now makes a different sound when rebooting an AI shell or ghostless borg, rather than no sound at all.

A recent PR fixed a longstanding apparent bug that allowed reboot boards to be resused. A bug it may have been, but the reboot board being a single-use item is kinda terrible, and doesn't make a lot of sense that the board is somehow destroyed when used. Mothblocks, who merged the bugfix PR, has given me permission to PR this change.

Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>

* Slight refractor to borg reboot boards, allows them to be reusable

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
2021-09-15 03:33:26 +01:00
Gandalf
04b6a4f94a [MDB Ignore] TG AND SKYRAT MAP RESET 14/09/21 (#8143)
* RESET

* Update all_nodes.dm

* EEE
2021-09-14 01:33:28 +01:00
SkyratBot
e510e35167 [MIRROR] [READY] Adds memory system, and engraving walls with chisels (#8066)
* [READY] Adds memory system, and engraving walls with chisels

* EEE

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-13 23:36:51 +01:00
SkyratBot
26f934c258 [MIRROR] Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton) (#8076)
* Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton)

* EEEE

* E

* follow the fucking guidelines

* E

* Update CentCom_skyrat.dmm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-13 23:27:01 +01:00
SkyratBot
eafd18c00f [MIRROR] removes gas_transfer_coefficent from clothing as it did nothing (#8092)
* removes gas_transfer_coefficent from clothing as it did nothing (#60922)

it literaly does nothing

* removes gas_transfer_coefficent from clothing as it did nothing

Co-authored-by: AMonkeyThatCodes <20987591+AMonkeyThatCodes@users.noreply.github.com>
2021-09-11 16:28:29 +01:00
SkyratBot
fb925f81aa [MIRROR] Renames the analyzer to gas analyzer and adds it to the protolathe printable list (#8100)
* Renames the analyzer to gas analyzer and adds it to the protolathe printable list (#61326)

Just this, small QoL because having to build a full autolathe to get a gas analyzer is annoying.
You can now search for gas when looking for the analyzer on the autolathe or protolathe, way more intuitive.

I would rename it from /obj/item/analyzer to /obj/item/gas_analyzer but it would change so many files... another day perhaps...

* Renames the analyzer to gas analyzer and adds it to the protolathe printable list

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
2021-09-11 15:49:52 +01:00
Pinta
d09b86a15e [MOSTLY MODULAR] Mediguns: The start of utility cells. (#8008)
* we start

* base of coagulant

* coagulant sprite

* temp changes

* Update medcells.dm

* textures

* Update projectile.dmi

* Adds utility cells to research

* forgot an undef

* Apply suggestions from code review

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update medguns.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-09-08 14:48:55 -04:00
SkyratBot
e50fd9551a [MIRROR] Fixes RnD experiment discounts applying indefinitely (#8059)
* Fixes RnD experiment discounts applying indefinitely (#61258)

Discount experiments have been decreasing required points for nodes indefinitely, resulting in research costs being like Industrial Engineering here:

Curiously, this didn't mean free research points for reasons unknown to me.
I believe this has been going on for the entire lifespan of Experisci and nobody reported it. Yet here I am, an RnD main fixing something that's my lifeblood.

Discounts aren't supposed to grow into 1450%+ discounts over time.

RnD discount experiments now reduce the proper amount of points needed instead of gradually growing into a 100% free tech node.

* Fixes RnD experiment discounts applying indefinitely

Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
2021-09-08 15:45:57 +01:00
SkyratBot
a00354e41c [MIRROR] Fixes a hotkey on slime console (#8038)
* Fixes a hotkey on slime console (#61263)

fixes #61176

For 3 years the slime console has apparently not had its override to use one of its hotkeys, despite ONE maintainers claim that my interact() refactor caused this issue, that is, sadly for them, not the case, as all other hotkeys worked, but this one, because it never had an override to call the signal

* Fixes a hotkey on slime console

Co-authored-by: 小月猫 <alina.r.starkova@gmail.com>
2021-09-07 15:42:33 +01:00
SkyratBot
5feca8a1be [MIRROR] Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS. (#7966)
* Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS. (#61166)

* Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS.

* build warning and codermonky's advice.

* Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS.

* skyrat fixes

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2021-09-06 08:30:35 -04:00
SkyratBot
01cbf12d54 [MIRROR] Fixes can_interact() (#7969)
* Fixes can_interact() (#61211)

when i refactored can_interact() I thought ". = ..()" meant it would return with whatever the return value of the parent is... turns out thats not true, and i didnt catch it because there was only TWO machines that had issues from this, namely operating computer had unlimited range to view its tgui, and protolathes let you build things from unlimited range, provided the html window was open (you couldnt click any buttons out of range, except build buttons, weird, but whatever)

i also broke admin AI checks on machines, i added an explicit check back in

I also removed a redundant fingerprint from protolathes, their parent call already adds a fingerprint, they dont need to add it again

* Fixes can_interact()

Co-authored-by: 小月猫 <alina.r.starkova@gmail.com>
2021-09-04 08:56:45 -04:00
SkyratBot
ebbd5fae19 [MIRROR] adds a gun circuit shell (#7934)
* adds a gun circuit shell (#61156)

adds the circuit gun shell, every projectile it hits with outputs the shot mob, everytime its shot charge from an attached circuit is transferred to it, it deals no damage
increases the range of the to string circuit to 7 tiles from 5, now should get everything in view range

* adds a gun circuit shell

* Update gun.dm

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-03 03:56:14 +01:00
SkyratBot
a2aaacdead [MIRROR] large refactor of machine/power code to cut down on processing time and wasted lists (#7920)
* large refactor of machine/power code to cut down on processing time and wasted lists (#60317)

original pr here: #59789 (Closed because he didn't think it was good enough)
came back to this because i realized that

    all machines were area sensitive, meaning they had a list with at least a reference to themselves (assuming they arent in the contents of another movable which most arent) for the purposes of handling power differences when their area changes
    pipes are machines
    there are ~14k machines and ~6k pipes
    i made this problem worse with a recent pr by making it a nested list

so i needed to track what machines needed power, and this pr had work already done that could be used for that purpose. now machines that have use_power == NO_POWER_USE do not have this extra memory overhead for no reason

currently every machine that uses power draws that amount from its area from a dynamic channel via auto_use_power() which is called every SSmachines fire(), then in apc/process() the area's dynamic power draw is reset and the power is used. with static power its not calculated then reset every loop, its just taken from the grid. so now machines handle updating their static power usage from their current area (this doesnt touch power machines that require a wire connection). in order to allow this, use_power, idle_power_usage, and active_power_usage have setters to track state correctly and update the static power usage on the machines current area and handle area sensitivity.

also goes through a lot of heavy abusers of SSmachine processing time and tries to make it faster. makes airalarm/process() into a signal handler for COMSIG_TURF_EXPOSE since air alarms only need to process for changes.
Why It's Good For The Game

SSmachines isnt the heaviest hitter in terms of total cpu and certainly not in terms of overtime, but its not a lightweight. it frequently takes > 50ms to complete a run and seems to be in the top 5 or so of subsystem costs looking at some round profilers

also gets rid of a few thousand lists since every pipe no longer has two useless lists each (and any other machines that dont use power)

Love ya kyler

Co-authored-by: Rohesie <rohesie@ gmail.com>

* large refactor of machine/power code to cut down on processing time and wasted lists

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
2021-09-02 03:11:59 +01:00
SkyratBot
b267e1922b [MIRROR] Fixes being able to spam ghost role notifications. (#7904)
* Fixes being able to spam ghost role notifications. (#61085)

There are methods that let players spam the everloving shit out of ghosts with BONG BONG BONG BONG BONG BONG BONG etc. through being able to constantly poll ghosts for roles with no restriction or cooldown.

Examples are laughter and slaughter demon antag_spawners.

It makes no sense to be able to concurrently poll for the same mob. As a result, I've now added a guard against this. The proc has been given a static list of mobs it's polling for ghost roles for. If it's already polling for ghost roles for a given mob, then it just early returns with an empty list, otherwise it adds the mob to the static list when the poll starts and removes it when the poll ends.

I've also done a little cleanup in var names and the proc name, with a find-and-replace done. There weren't many things calling it and none used named keywords in the args so should be fine.

There is also poll_candidates_for_mobs (also included in my cleanup) - This proc is basically only called by admins via sentience balloons and they have their own guards against spamming (the balloon pops and thus can only be used once)

Also fixes an issue in /mob/living/silicon/robot/proc/replace_banned_cyborg() where incorrect args were used in the proc call to poll for candidates.

* Fixes being able to spam ghost role notifications.

* a

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-01 17:00:32 +01:00
Useroth
f900b1ec6d [MDB IGNORE] Eliminates Toxins (#60619) (#7911)
Repaths everything referring to "toxins" while actually meaning either the room in science or plasma gas. While this PR might be disrespectful to our forefathers, given this is (I believe) a holdover from as far back as the Exadv1 days, this has constantly irked me since I started working with the code. None of the player-facing stuff has referred to plasma as toxin since before 4407 hit, besides the Toxins Lab, and yet all of the type-paths are still pointing at toxins, making it a nightmare to search for in a map editor, and making the code needlessly easy to confuse with that of toxin damage. So this just fires it into the sun.

Anything relating to Toxins, the science subdepartment, now makes reference to Ordnance instead. This felt fitting enough given the focus of the subdepartment is around the creation of and testing of explosives.
Anything relating to plasma gas has, fittingly, been made to refer to plasma gas.

Edit: Ah yes, I feel I should probably apologise off the bat for the size of this PR- the code touched is mostly atmos machinery and simplemobs, a few sprites here and there, and of course the station maps + a few offstation maps.

Makes the code more legible and makes mapping less painful.

(The payment has been made)

Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-01 16:50:22 +01:00
SkyratBot
02ad59791b Basic Mobs: the cooler simple mobs that run on datum AI. (With reworked cockroach AI as proof of concept) (#7867)
Co-authored-by: AMonkeyThatCodes <20987591+AMonkeyThatCodes@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-01 16:47:39 +01:00
Snakebittenn
bd76a8a358 [SEMIMODULAR] Medical Bandolier (& One Fix) (#7696)
* pistolero

* the ammo too

* whoops

* Apply suggestions from code review

Co-authored-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* yeah

* wew

* there

Co-authored-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2021-08-22 19:25:23 -04:00
SkyratBot
40c5a53613 puts chem mass spectrometer inline with other machines (#60896) (#7634)
Co-authored-by: manofpepsi <71612753+manofpepsi@users.noreply.github.com>
2021-08-19 11:44:53 -04:00
SkyratBot
af632bec7f fix ntnet circuit components (#60917) (#7633)
* fix ntnet

* fix typos and switcheroos

* whoops, tracked a test circuit json.

Co-authored-by: Gurkenglas <gurkenglas@hotmail.de>
2021-08-19 11:44:07 -04:00
SkyratBot
430d8712ee [MIRROR] Adds 3 new NTNet components (#7546)
* Adds 3 new NTNet components (#60557)

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

* Adds 3 new NTNet components

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-08-15 23:11:26 +01:00
SkyratBot
db78fbb47a [MIRROR] Adds Circuit variables (#7539)
* Adds Circuit variables (#60590)

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>

* Adds Circuit variables

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
2021-08-13 17:23:58 +01:00
SkyratBot
9e74cd4a03 [MIRROR] Input ports now connect to multiple output ports. Remove combiner. (#7505)
* Input ports now connect to multiple output ports. Remove combiner. (#60494)

* tgui bsod

* debug disconnections

* prelim

* recomment

* set_value -> put ._.

* DAMN IT

* reinsert subsystem

* prepare

* unditch signals

* remove combiner

* remove combiner some more

* how did router.dm get here? deleting.

* These two COMSIGS should be one.

* critical typo

* inline cast

* have your signals

* Have your set_input & set_output.

* make compile

* upgrade save/load to n-to-n-wires

* have your documentation

* have your unsafe proc

* pay no attention to the compile errors

* unlist the ref

* paste my for block back in ._.

* fix manual input

* oops pushed too soon

* Have your !port.connected_to?.length

Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>

Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>

* Input ports now connect to multiple output ports. Remove combiner.

Co-authored-by: Gurkenglas <gurkenglas@hotmail.de>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
2021-08-11 20:27:29 +01:00
SkyratBot
b6cd89f757 [MIRROR] Kitchen expansion part 2: Ovens (#7474)
* Kitchen expansion part 2: Ovens (#60515)

Adds Ovens

Co-authored-by: MonkeyThatCodes <monkey>
Co-authored-by: tralezab <spamqetuo2@ gmail.com>
Co-authored-by: MonkeyThatCodes <MonkeyThatCodes@ deez.com>
Co-authored-by: Krysonism <robustness13@ hotmail.com>

* Kitchen expansion part 2: Ovens

Co-authored-by: AMonkeyThatCodes <20987591+AMonkeyThatCodes@users.noreply.github.com>
Co-authored-by: tralezab <spamqetuo2@ gmail.com>
Co-authored-by: MonkeyThatCodes <MonkeyThatCodes@ deez.com>
Co-authored-by: Krysonism <robustness13@ hotmail.com>
2021-08-10 15:50:45 +01:00
jjpark-kb
3b278f201c species id defines (#7466) 2021-08-08 22:05:10 +01:00
SkyratBot
bab28c321d [MIRROR] Adds scanner gate shells (#7408)
* Adds scanner gate shells (#60558)

* Adds scanner gate shells

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2021-08-05 23:33:27 +01:00
SkyratBot
e2c9240251 [MIRROR] Adds the bare minimum admin components and allows admins to define list literals. (#7320)
* Adds the bare minimum admin components and allows admins to define list literals.

* Update decaySS.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-08-03 21:11:09 +01:00
SkyratBot
7b7abfbde7 [MIRROR] Multiplexer gains extra outputs and wraps out-of-range indices. (#7355)
* Multiplexer gains extra outputs and wraps out-of-range indices. (#60462)

* Multiplexer also selects output port, indices wrap

* Remove broken multiplexer type changer

* Scratch that. Wasn't broken.

* Document WRAPACCESS

* Rename Multiplexer to Router

* Address review.

* typo

* Address review.

* fix partial rename

* Address review

* double desc

* Multiplexer gains extra outputs and wraps out-of-range indices.

Co-authored-by: Gurkenglas <gurkenglas@hotmail.de>
2021-08-03 20:06:59 +01:00
SkyratBot
cc1ece2b38 [MIRROR] BCI overlays and click interception (#7319)
* BCI overlays and click interception (#60503)

* BCI overlays and click interception

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2021-08-03 18:36:42 +01:00
SkyratBot
170863cfd7 [MIRROR] Circuit component descriptions and module names are now visible to the naked eye. (#7290)
* Circuit component descriptions and module names are now visible to the naked eye. (#60545)

* Circuit component descriptions and module names are now visible to the naked eye.

Co-authored-by: Gurkenglas <gurkenglas@hotmail.de>
2021-08-01 11:42:08 +01:00
SkyratBot
f469cec626 [MIRROR] [Fix] Biobags are now capable of feeding reproductive extracts (#7232)
* [Fix] Biobags are now capable of feeding reproductive extracts (#60345)

* Makes Xenobiology biobags able to feed Reproductive extracts again

Co-authored-by: 小月猫 <alina.r.starkova@ gmail.com>

* [Fix] Biobags are now capable of feeding reproductive extracts

Co-authored-by: JustANormalHooman <johnathonbax@gmail.com>
Co-authored-by: 小月猫 <alina.r.starkova@ gmail.com>
2021-07-29 23:43:37 +01:00
SkyratBot
b05b1a18fb [MIRROR] Exosuit Proto-kinetic Accelerator (#7231)
* Exosuit Proto-kinetic Accelerator (#60384)

Adds new equipment for mechas: the Exosuit Proto-kinetic Accelerator, unlocked with the mining tech research. Compared to the standard one, it is able to hit 5 tiles away with a low cooldown.

However, unlike the handheld version, it draws a considerable amount of power from the battery, pretty much requiring you to bring generator equipment or upgraded parts.

The projectile is identical to the standard handheld version otherwise and will do little damage in pressurized environments.

* Exosuit Proto-kinetic Accelerator

Co-authored-by: InvalidArgument3 <51190031+InvalidArgument3@users.noreply.github.com>
2021-07-29 23:43:23 +01:00
SkyratBot
9f7d93f3f3 [MIRROR] Remove nanites (#7210)
* Remove nanites

* a

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-07-29 00:45:17 +01:00
Pinta
caeea29798 [READY][MOSTLY MODULAR] Mediguns! (#6546)
* Creates the basis of the medigun

* Adds ability to take out and put in cells

* Adds Base cells in

Sprites are made by @Arctasia

* Cell Sprites change size when on ground

Uses the item scaling module from this PR, god bless the author for making this;
https://github.com/tgstation/tgstation/pull/56102

* Adds the other two variants of Mediguns

Upgraded version will be accessible by using a printable medigun upgrade kit.

* CMO medigun can't be put in chargers

Mostly balancing stuff to make sure the gun isn't too busted. I'll probably end up doing further tweaking down the line.

* Adds in the basic Tier II Ammo Types

* Adds in the basic tier III cells

also tweaks the recharge value on the CMO medigun cell

* Update modular_skyrat/modules/modular_weapons/code/modules/projectiles/guns/energy/medgun/medcells.dm

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>

* Update modular_skyrat/modules/modular_weapons/code/modules/projectiles/guns/energy/medgun/medcells.dm

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>

* Update modular_skyrat/modules/modular_weapons/code/modules/projectiles/guns/energy/medgun/medcells.dm

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>

* Update modular_skyrat/modules/modular_weapons/code/modules/projectiles/guns/energy/medgun/medguns.dm

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>

* Update modular_skyrat/modules/modular_weapons/code/modules/projectiles/guns/energy/medgun/medguns.dm

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>

* Makes the medigun heal Radiation

also fixes an issue of the cell type not swapping after the medigun is removed, leaving the medigun on a mode that doesn't exist.

* haha whoops

* Fixes Medigun code a bit

Fixes the right click option to work with the new right click modifiers from https://github.com/tgstation/tgstation/pull/59656.
Fixes an oversight where basically anything could be shoved inside of a medicell. That seemed a little bit unrealistic.

* Adds upgrade kit

The standard medigun can be upgraded to the faster charge model! I might end up tweaking the crafting requirements later!

* Adds Medigun kits

* Adds Basic Medigun Kit to Cargo

* Makes the higher Tier medicells obtainable through research

* CMO medigun kit is in CMO locker

* Higher Tier Projectiles pass through windows

* Updates inhand sprite

* Gives the different cell projectiles colors when shot.

* Changes the sound of the medigun

* Updates description

* Changes medigun to use alt+click

* adds the medigun and medicell sprites in.

lets gooooooo

* Adds in overlays

* Adds empty and updates the CMO texture

* The basic Medicells are orderable by themselves

QoL, and this might be useful for future variants.

* Basic Brute Charge

* Changes mediguns to use their own texture file.

I don't want the original projectile file to get overly cluttered.

* Update projectile.dmi

* Adds in icons for other types

* Rest of the tiers have sprites

Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>
2021-07-28 23:53:37 +01:00
BurgerLUA
e88ef14878 Adds Plumbing Units to Research, Adds New Mining Plumber (#7068)
* Adds Plumbing Units to Research

* eol changes
2021-07-28 23:46:54 +01:00
RatFromTheJungle
649aa7eb4a [NONMODULAR] Nerfs Bio-reconstruction & Dermal Hardening. (#7160)
* nerf1

* nerf2
2021-07-28 23:35:12 +01:00
SkyratBot
778c303215 [MIRROR] Adds the ability to save/load circuits for admins. Adds the ability to duplicate modules in a round. (#7197)
* Adds the ability to save/load circuits for admins. Adds the ability to duplicate modules in a round. (#60222)

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>

* Adds the ability to save/load circuits for admins. Adds the ability to duplicate modules in a round.

* a

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-07-28 23:28:01 +01:00
Matthew J
509ac71549 [SEMI-MODULAR] Engineering Cyborg Advanced Materials Upgrade (#6808)
* y

* swapped these around; oops

* nudge ci

Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-07-27 01:59:14 +01:00
SkyratBot
439ae7812b [MIRROR] Brain-computer interfaces, circuits in your brain (#7145)
* Brain-computer interfaces, circuits in your brain (#60338)

BCIs are a new shell that can be implanted in your brain through surgery or through a BCI Manipulation Chamber, which provide the ability to easily implant and remove BCIs. They are the same size as compact remotes and generally share the same limitations.

Also adds CIRCUIT_FLAG_HIDDEN, to hide components from the UI. I didn't end up needing this, but Watermelon said he had ideas for it, so eh.
Why It's Good For The Game

BCIs provide an interesting, stealthy input method for circuits. They are seen as a healthier alternative to nanites, and improve on them in several ways:

    Circuits have limited manipulation of the world, and intentionally do not perform the ability to provide passive healing, revives, etc.
    Circuits have a significantly better UI and UX than nanites.
    Circuits regularly get content expansions, which means that as a side-effect, there'll often be new things to play with for BCIs.

Other point to make:

    BCI implanters have no cloud, and instead require the BCI to be put inside the machine. This means it requires the attention of the scientist (or even just a box with them inside). With

    Adds the ability to save/load circuits for admins. Adds the ability to duplicate modules in a round. #60222, which lets you reprint a circuit you made that round, this means you can print out lots of BCIs, rather than going through the tedium of constantly remaking it.
    BCI implanters are not roundstart, but rather in the advanced shells node. This is essentially the same as nanites, except for the difference of nanites starting with all the machinery, but none of the powers.

Changelog

cl
add: Added brain-computer interface circuit shells.
/cl

* Brain-computer interfaces, circuits in your brain

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-07-26 15:49:46 +01:00