* Traits given by Elements now have element trait as their source. (#62134)
Hopefully the code is more organized and consistent this way.
* Traits given by Elements now have element trait as their source.
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* railings can now be vaulted/climbed over from both sides. (#60110)
Quality of life; it spares us from having to walk all the way around or destroy them with either a wirecutter (faster) or any impromptu weapon (slower, as they currently have 300 maximum integrity, despite taking only three iron rods - one more than grilles - to make) in certain occasions, and it's already a thing on other codebases that have railing objects.
* railings can now be vaulted/climbed over from both sides.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Jaunting no longer allows you to end up inside a wall (#59520)
Jaunting now keeps track of the last five non-blocked tiles you moved across while in the jaunt. Upon exit, it will attempt to deposit you into the last unblocked tile. Should it run out of tiles to try, you will be returned to your starting location. As such, jaunting mobs can no longer end up inside walls or dense objects. Tables, and anything else with the climbable element, are still allowed.
Added support to /turf/proc/is_blocked_turf() to allow ignoring climbable atoms.
Added the TRAIT_CLIMBABLE trait, applied by the climbable element, to accomplish the above.
* Jaunting no longer allows you to end up inside a wall
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
Adds set_density()
Fixes one instance of a duplicate density assignment on an object.
Comments two hacky usages of density which will have to forgo using the setter for now.
Lets us append code to the event of density changing.
Pretty sure this is leading up to some multitile object thing -Lemon
Co-authored-by: Rohesie <rohesie@gmail.com>
* Teensy tiny improvements for freerunning (#58187)
Since climb_time is multiplied by 0.8, climb_stun should also be. Not much point in taking it if whoever is chasing you can still arrive with you stunned on the table and simply pull you off it. If this is too much taken off in total, in my opinion, the stun time should be adjusted, rather than the climb time.
Also reduces the ZImpactDamage knockdown multiplier. Right now both with freerunning and without you get knocked down the same amount, now with it you're actually better at catching yourself on those z level falls and so suffer less of a knockdown.
* Teensy tiny improvements for freerunning
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
* Allows the connect_loc element to have a listener different from the tracked object (#58276)
* Allows the connect_loc element to have a listener different from the tracked object
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* Adds a punctuation and removes an egregious blind message in climbable element (#56744)
Adds a punctuation on the examine message for climbable things
Removes a really bad blind message
* Adds a punctuation and removes an egregious blind message in climbable element
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes up the crate climbing element being incorrectly removed when opened (#56518)
* Fixes a runtime in crate code due to the climbable element
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>