* makes the tram more powerful than you can ever imagine (#60381)
* makes the tram more powerful than you can ever imagine
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* tramprocess only fires on maps with trams (#58940)
* SStramprocess only fires on maps with trams actually present on the map
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Tramstation: choo choo MORE MAP COMIN' THROUH
* Tramstation: Skyrat Edition (#4104)
* Decals Fixed
* Modularity? Whatever
* Fuck me if I need to make a second PR for this
* Blueshield + Cryo + Ian Fursuit
* Automatic changelog generation for PR #4104 [ci skip]
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
* Adds a subsystem for ai movement (#57111)
* done
* straight walk
* movement
* yep
* removes unused macro
* done
* Update ai_movement.dm
* Adds a subsystem for ai movement
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* [READY] Adds station traits: Small modifiers that can randomly be chosen each round
* conflicts
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Adds Extrovert and Introvert Quirks (#56490)
Adds Extrovert and Introvert quirks. Removes the free bar moodlet, gives it to extroverts, makes a corresponding library moodlet for introverts. Introvert and Extrovert are blacklisted and therefore mutually exclusive.
Seems a bit thin, could we do x?
Yeah sure, and I'd appreciate feedback on where you'd like to see these quirks go. I want to start basic with "where do they spend their free time?" Rather than trying to do something big like moodlets for speaking a lot/little, especially because that seems a bit unbalanced and we already have a quirk that penalizes speech. I'm also looking to avoid unrealistic stereotypes, speech penalties to introverts are kind of unreasonable, introverts aren't inherently bad at talking, they just like alone time.
Why make it free?
I'm taking away a pre-existing moodlet that was free for everyone, also positive quirks are capped at 6 and I see this quirk as being essential to character building so I would prefer not to make someone pick between giving any sort of depth to their character and their powergaming loadout.
Having players define their character as introverted or extroverted and reinforcing the decision through gameplay mechanics is a great way to get them thinking about their character beyond an avatar to make other spacemen horizontal with. I'd argue that it is as foundational as decisions like gender, species, and age.
This opens up the library as a social space, as the two people who take introvert might occasionally run into each other when they are recovering mood and sanity there.
* Adds Extrovert and Introvert Quirks
Co-authored-by: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
* Finishes the allocation refactor (#55965)
#53841 continuation
I recall that the reason for infinite stuns and such was that the priority wasn't being cleared properly when something hitched and I fixed it and I don't remember where exactly but it works now (TM)
A variation of this is TMed on TGMC and it works fine
* Finishes the allocation refactor
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* The Great Radio Rework: NTNET Part 1 of many.
* Update airlock.dm
Co-authored-by: WarlockD <warlockd@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* [READY] Creates Datumized AI and applies it to monkeys (#55238)
New AI system, implemented for monkeys.
* [READY] Creates Datumized AI and applies it to monkeys
Co-authored-by: Qustinnus <Floydje123@hotmail.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>
Makes acid levels a component.
Merges the acid effect object into the component.
Reworks acids decay rates slightly.
Rebalances xenos acid spit so that they can still melt through walls.
Misc. associated changes:
Adds defines for a lot of the acid associated constants.
Documents clean types and adds CLEAN_TYPE_ACID
Adds and implements a return bitflag for COMSIG_COMPONENT_CLEAN_ACT
Adds a looping sound for acid.
Makes /atom/proc/acid_act return a boolean.
Fixes waterclosets creating a new reagent holder datum every time they are used.
Removes waterclosets regenerating reagents on-use and restricts their reaction volume to 5 units.
Adds and implements a couple reagent signals.
Renames a few vars so Rohesie can stop telling me to rename more vars.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
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>
* Merge pull request #53020 from Qustinnus/fatgrowing
[READY] Vatgrowing: Third time's the charm
* [READY] Vatgrowing: Third time's the charm
Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
* Baystruments - I had two tgstation forks for some reason and had to delete one and that nuked the last PR (#51459)
Instruments and sound channels refactor.
* Baystruments - I had two tgstation forks for some reason and had to delete one and that nuked the last PR
* Fixes dme dupe
* Fixes dme dupe (#52954)
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Living and machine stat vars are pretty different, one uses flags and other number-defines.
This should make some other mass-replacements and searches a bit easier.
* Unicode support Part 2 -- copytext()
This is the transition of all copytext() calls to be unicode aware and also some nearby calls in the same functions. Most things are just replacing copytext() with copytext_char() as a terrible character limiter but a few others were slightly more involved.
I replaced a ton of
````
var/something = sanitize(input())
something = copytext(something, 1, MAX_MESSAGE_LEN)
````
with a single stripped_input() call. stripped_input() already calls html_encode(), trim(), and some other sanitization so there shouldn't be any major issues there.
This is still VERY rough btw; DNA is a mess, the status displays are complete ass, there's a copytext() in code\datums\shuttles.dm that I'm not sure what to do with, and I didn't touch anything in the tools folder. I haven't tested this much at all yet, I only got it to compile earlier this morning. There's also likely to be weird bugs until I get around to fixing length(), findtext(), and the rest of the string procs.
* Makes the code functional
* Assume color hex strings are always # followed by ascii.
Properly encodes and decodes the stuff in mob_helpers.dm which fixes some issues there.
* Removes ninjaspeak since it's unused
* Adds mutually exclusive Clown and Mime Fan traits based off of Spiritual quirk
* Adds positive moodlets for sitting in rooms, adds pins and moodlets for pins
Need to figure out why the progress bar for being buckled doesn't show up.
* I forgot that Spiritual is 1 point.
* Reverts examining for mood boost and room mood boost events
cl Time-Green
add: Adds plumbing pipes and some hidden plumbing related machines. They're not available in-game yet.
sprites: Geyser and geyser pump sprites created by Mey-Ha-Zah!
/cl
Adds the following objects:
Fluid ducts . Like atmos pipe, but for reagents. They're smart and can be seperated by layer and color
Geysers. They spawn on lavaland and can be harvested with liquid pumps or just beakers.
Liquid pumps. For pumping geysers. They need to be on a wire node and connected to a duct network.
Plumbable reagent dispenser subtype.
New plumbing RPD specific RPD.
Plungers. The reinforced plunger can be used for plunging geysers to activate them. They currently serve no other function and can't be worn as a hat yet.
They're all disabled and admin only.
Adds the following systems:
Ductnet datum. They pretty much say "hey, we're connected"
Plumbing component. You can turn any movable atom into a plumbable thing. Comes with overlays and everything. They're essential for everything that has input and outputs, except pipes. That means you can have machines connected to both atmospheric pipes and fluid ducts. They only connect with layer 3 ducts.
Fluid subsystem that handles the processing on the plumbing machinery and other plumbing related stuff.
Basically atmospherics but with reagents. Reagents are pressurized and thus transferred instantly, to avoid those stupid leftovers in pipes no one likes. I am PRing it now because if I were to add a dozen or so associated machines, it would be too much of a pain to manage/review in one PR. It would also be a massive waste if people didn't even want it in the first place.
Also yes all of this works (as far as I know)
Things I plan to add in later PR's
Layers / colors (maybe) done
Machinery (Stuff like chemical processors, filters, special mixing chambers and factories)
Make geysers more interesting, so chemists/atmostechs/cargotechs/assistants can go to lavaland and get some exotic stuff.
Pipe fractures. Damaged pipes could do the cartooney water soaker beam coming out to shoot at people cause why the fuck not.
Code concerns:
Connecting is handled through pipes only. Not sure if this is the best approach. This means plumbing devices cant directly connect to each other without pipes. I could add some exceptions to handle it. I could also take connecting away from pipes and make it a global proc, with alot of exceptions since it'd be handling both plumbing machinery and the ducts.
Reagent transferring. Basically the transfer is instantaneous from A to B. I did this because stuff getting stuck in pipes could pose some serious mixing problems with chemistry, since it's alot more delicate than atmos. I could understand if people would want it to be like atmos. It wouldn't be difficult to change.
Also for testing I suggest you set the pipe_dispenser to category 3 to print fluid ducts. My tests were done with
/obj/structure/geyser
/obj/structure/reagent_dispensers/plumbed/storage
/obj/item/plunger/reinforced
/obj/machinery/power/liquid_pump
/obj/item/pipe_dispenser/plumbing
that and standard tools for setting things up
Removes the useless split by value lists. Updates savefile after
removing invalid quirks. I'd prefer usual savefile validation but quirk
lists are built pretty late. Other solution would be hooking all prefs
to after quirk SS initializes, this seems less intrusive if ugly but
I'm open to alternative suggestions.