* Fixes some issues and an exploit with abandoned crates. (#62949)
* Fixes some issues and an exploit with abandoned crates.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Changes chem lockers to pharmacy access (#62531)
About The Pull Request
Changes the access requirement of chemistry lockers from chemistry access to pharmacy access
Why It's Good For The Game
It's a minor change that I'm making it mostly to remove the clutter of needing to ask a chemist, the CMO or god forbid the Captain (if you get really unlucky with how the station's roles are assigned) to open the chemistry locker in pharmacy if you want to get an empty pill bottle or medical gel as an MD. It's not going to allow anyone that wouldn't already been able to easily get the things from the locker to obtain them or vice versa, and it makes sense for MDs to have easy access to most of the items inside. It's just QoL.
If there was different code for each, I'd make this change only for the chem locker in pharmacy, but that isn't the case and having it also affect the one in plumbing has virtually no consequences
Changelog
cl
qol: changes the access requirement of chem lockers from chemistry access to pharmacy access
/cl
* Changes chem lockers to pharmacy access
Co-authored-by: FernandoJ8 <80640114+FernandoJ8@users.noreply.github.com>
* Routine Cargo Departmental Deliveries (#61992)
About The Pull Request
Document: https://hackmd.io/@ bazelart/HkY-SO9VF
Each department's request console is upgraded. Instead of making requests, they are only able to see crates related to their department that helps the department. They can order one for free (so not out of anyone's wallet) and it will arrive at cargo. Cargo gets the price of the ordered crate for bringing it to the department that ordered it (via an area check, of which the crate will remain locked until satisfied, emitter cracking aside).
Ordering a crate puts the console on a cooldown depending on the price of the crate ordered. The time ranges from 10 minutes at the lowest value, to capped at 20 minutes at 4x the default crate's price. the price in time follows a ease in out circular function, where the time increases slowly as the time goes up, but a lot in the middle. towards the higher end it slows down again.
Cargo will start with far less money, but this is countered by the new source of income.
Finish Mapping it
Finish tgui panel for department orders
Testmerge it for balance and feedback who cares
Maybe give multiple destination areas, just in case one area gets obliterated who cares!
Why It's Good For The Game
Cargo starts with a budget to spend on themselves, which lets them order their department rewards before doing anything. There is no inherent reward to delivering to other departments other than social expectations of filling the job, which means cargo will simply ignore deliveries and requests if there are more self-important things going on, since those deliveries both cost cargo and do not help cargo in any way
Changelog
cl
add: replaced the request consoles in each department with department order consoles, which order for free on a cooldown. cargo gets these orders and delivers the crates, which are locked until delivery. upon delivery, cargo gets paid the value of the crate, and can then sell the crate back on the shuttle.
balance: cargo doesn't start with a budget, other departments get what their budget was split up amongst them
/cl
* Routine Cargo Departmental Deliveries
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Locker Shoving Re-Reloaded (#62618)
* Locker Shoving Re-Reloaded
The signals here were weird, converted them to connect loc. I did my best to make sure behavior matched what
existed pre arcane pr
Unshat shove code considerably, believe it or not it used to be worse.
* Locker Shoving Re-Reloaded
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Locker based combat, evolved. (#60000)
* Locker bullying, reloaded.
* Start work on refactoring the whole gosh damn thing
* I'm stuck.
* Checkpoint
* Restart work: Lets get this scrap to compile
* Workin on it, having to swtich back to walls project
* Revert "Restart work: Lets get this scrap to compile"
This reverts commit baa1814fd1ed2c86f2009a54a90d9306264762fc.
* Compiles (Check), Signals are backwards (Fix)
* 90% complete yet again I have grown powerful
* I HAVE GOT IT WORKING PERFECTLY
* Removes a small part of commented code
* Perfection*
* Locker based combat, evolved.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* locker electronics no longer put the electronics inside the locker (#62358)
title
because somehow I never actually tested y'know, opening the locker with it on, apparently I just thought I did
* locker electronics no longer put the electronics inside the locker
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
* personal lockers will now allow you to actually un/lock them without swiping ID, ie, normal locker locking (#62341)
* personal lockers will now allow you to actually un/lock them without swiping ID, ie, normal locker locking
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
* Fixing issues with contents of some coded or mapped closets exceeding their storage capacity (#62221)
* Fixing issues with contents of some coded or mapped closets exceeding their storage capacity
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* makes it so lockers/crates can have access electronics removed/inserted (#62022)
They can only have electronics inserted if they
are welded shut (if they can be welded)
don't have electronics already and aren't secure
They can only have electronics removed if they
are welded shut (if they can be welded)
are unlocked
are secure (even if they don't have electronics, then it'll create them)
* makes it so lockers/crates can have access electronics removed/inserted
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
* Mapping DLC - Random Spawner Pack [MDB IGNORE] (#60522)
First off, I am aware of the Feature Freeze for this month. This PR was initially started in #60401 about a month ago to break the changes into smaller PRs. The end result for this PR is a poor man's attempt at roguelike procedural generation. Enjoy!
Link to the README for how the new spawner system works.
Added the following new random mapping spawners:
pen, crayon, stamp, paper, pamphlet, briefcase, folder, wardrobe closet, wardrobe closet colored, backpack, narcotics, permabrig_weapon, permabrig_gear, prison, material, carpet, ornament, generic decoration, statue, showcase, paint, tool, tool_advanced, tool_rare, material_cheap, material, material_rare, toolbox, flashlight, canister, tank, vending_restock, atmospherics_portable, tracking_beacon, musical_instrument, gambling, coin, money_small, money, money_large, drugs, dice, cigarette_pack, cigarette, cigar, wallet_lighter, lighter, wallet_storage, deck, toy, toy_figure, booze, snack, condiment, cups, minor_healing, injector, surgery_tool, surgery_tool_advanced, surgery_tool_rare, firstaid_rare, firstaid, patient_stretcher, medical supplies, crate, crate_abandoned, girder, grille, lattice, spare_parts, table_or_rack, table, table_fancy, tank_holder, crate_empty, crate_loot, closet_private, closet_hallway, closet_empty, closet_maintencne, chair, chair_maintence, chair_flipped, chair_comfy, barricade, data_disk, graffiti, mopbucket, caution_sign, bucket, soap, box, bin, janitor_supplies, soup, salad, dinner
Removed deprecated wizard trap, vault, and armory spawners.
* Mapping DLC - Random Spawner Pack [MDB IGNORE]
* HNNGH
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* 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>
* lava and weather immunities refactor (also jump boots fix) (#61003)
In remembrance of all those people who used jump boots to cross lava unaware of an issue c*ders wouldn't fix....
EDIT: This is now a lava and weather immunities refactor:
Weather immunities are now status traits since they have a multitude of sources (especially for lava) which might conflict with one another otherwise.
The lava burn_stuff proc has also been been refactored in different procs, mostly because of that snowdin subtype with inconsistent, old checks.
Weather datums should now use can_weather_act instead of weather_act to check if something can be affected by weather or not, as they should.
All movables can protect contained mobs if they have the relative weather immunity traits. This works at any contents depth.
No more snowflake weather_protection variable for closets.
Removed the weather_immunities list from living mobs (simple animals still have it but it's only for traits assignment on init because way too many child types lack the immunities of their parents).
Removed some unused defines.
Renamed some variables as per guidelines.
It has been tested.
And yea, jump boots fixed because that's the original scope of this PR.
(Initially just made throwing make you fire immune, that was blocked because it breaks perma stuff, instead it ended up be a refactor to make jumpboots usable with weather immumnity stuff
* lava and weather immunities refactor (also jump boots fix)
* Update Ashwalkers.dm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
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>
* Del The World: Unit testing for hard deletes (#59612)
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
* Del The World: Unit testing for hard deletes
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
* AAAAAAAAAAA
* pollution scrubbbies
* fires cause smoke, right? Also NSS journey has scrubbies
* washing things removes the smell!
* what the fuck were you doing last night
* Update temporary_pollution_emission_component.dm
* space turfs shouldn't have pollution
* Fix air now fixes smoke
* Update pollution.dm
* Update pollution.dm
* Update bonfire.dm
* freezers will now actually protect their contents from explosions once. (#60875)
It's supposed to shield contents from explosions, not only itself.
* freezers will now actually protect their contents from explosions once.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* 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>
* Fixing Energy Gun Weapon Description Runtimes + Miscellaneous Weapon Description Fixes, Take 2 (#59778)
Fixes a runtime issue cause by the possibility of loaded_projectile being null by changing how projectile stats are obtained on energy weapons, and adds a separate line for energy ammo types that deal stamina damage and regular damage to incorporate both damage types
* Fixing Energy Gun Weapon Description Runtimes + Miscellaneous Weapon Description Fixes, Take 2
Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>