* Fixes a couple simple issues with interactability (#69762)
first things first, back when LemonInTheDark changed the interact_range code he did a slight modification that broke the AI cards, namely, he did this (not saying its a bad change, it is actually a good change, just mentioning what change caused the issue im fixing now):
now, his change does make sense, since he changed the range default to 0 instead of 1, however "null" is also used as a range, specifically for AIs, now this normally isnt an issue for the AI itself, as the AI generally gets a TRUE in its interaction checks before it gets down this deep (machines have a bypass specifically for AI), but there is one situation in which it does go this deep: AI Cards, when in an AI card the AIs interaction range is set to 0 and their interaction is disabled, thereby making it impossible for them to interact with anything, now when a player opens the card UI and enables the AIs ability to interact, this sets their range back to null, aka unlimited, the issue now however, is that since "null" is treated the same as "0", and AIs in cards dont hit the same bypasses an AI core does, Lemons change to submit a false return for 0, is also submitting false for null, meaning the AI card cannot interact with anything except the tile its on, despite having null/unlimited range....
fixed by changing the null value to infinity where it is used
additionally my fix of can_interact() code apparently had the unintended side effect of not allowing rotations of machines if theres no power, i missed this entirely because thats such a specific situation, since you try rotating with APC power in most cases, it also didnt affect most machines, that said the fix was simple, just changed the proc being called to only check distance, not power. fixes#61852
and last but not least, fixes some code with the syndie bombs interactability, namely removes a redudant section, and adds a check for range, turns out there were no checks for range so you could in theory open the UI and walk away and then activate it from another location, so added a quick check to ensure you actually CAN interact with it before letting you push buttons in the UI
* Fixes a couple simple issues with interactability
Co-authored-by: 小月猫 <alina.r.starkova@gmail.com>
* ADDITIONS
* Additions with icons now
* obsolete removal and replacement
* moves next step items, leaves myself notes on the last few cleanup stuff
* dress additions
* pants fixing
* skirtfixes
* yet more fixe
* Add flag reminder
* easier to locate comments
* rename files and add new digi greyscales
* jsonery
* gags shortdress
* god ddanit sitsfuc
* colore
* strapless fixe
* conflict fix and adding new stufs
* Better Cableknit
* pentatata
* these go into the pants PR
* add ADDITION to comments
* consistent spacing in comments
* lame useless comments goodbye! goodbye!
* Greyscale file as Defines
* i love snake_case :) (This isnt ironic I do I just forgot it earlier)
* oops ctrl-f doesnt change filenames
* damn you blueshift damn you!!
* fix that pesky runtime
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Mimes can now hold a baguette like a sword by right clicking it (#69592)
* hon hon on your guard hon hon
* Update bread.dm
* yaey
* didn't annotate lints....
* Mimes can now hold a baguette like a sword by right clicking it
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Adds an examine hint to explorer gas masks (#69646)
* Gives examine text to unfolded gas masks that folded ones fit in bags.
* Adds an examine hint to explorer gas masks
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Atmos init speedup, saves 4 seconds (#69697)
* Micro optimizes ssair's turf init, saving 2 seconds
Most of this is making existing operations do more legwork, or cheaper.
I did add cycle checking to ONLY init turf linking, which required
creating a new proc.
Did some horrible horrible things in said proc to save like 0.8 seconds.
I think it was worth it.
* Atmos init speedup, saves 4 seconds
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* [MDB IGNORE] APC controller and Power Monitor/AmpCheck fixes, aka How do I write PR titles (#69146)
About The Pull Request
bgug fix stuff
APC controller UI has its elements section'ed off. The backend has been redone to make the behaviour of the APC controller a bit less janky. The console should be more stable, and all the soul has been removed from the code and the UI.
before this PR stales out from nobody wanting to review my pr, I should probably outline what exactly changed:
APC controller consoles have had their APC code almost entirely reworked. They no longer have to hold a reference to the person using the controller currently, and APCs themselves no longer hold a reference to the controller, instead to the person directly. A lot of code was moved to APC themselves to make it a lot more stable.
APC controller used to call toggle_breaker without passing args, causing a runtime. Fixed in
Fixes the power flow control console not actually being able to toggle breakers #69343
APC controller UI has had the Window.Content tags moved up to the top component, and a lot has been sectioned off to make the UI more sane.
AmpCheck used to look for a wire on it's turf, or as a fallback look for the Area APC. A check to see if the APC has a terminal did so on a weakref, causing a runtime and preventing the program from ever finding a valid APC in it's area, making it show nothing. This has been fixed. On the other hand, the power monitor console did not store the ground wire or APC terminal as a weakref, this has been updated. As a fallback, if there are still no APCs in the powernet, the UI will show a dimmer popup.
There was a "secret" power monitor variation in code so PDAs could not access monitors in hidden places. With the removal of PDAs, this control console is useless.
Why It's Good For The Game
Tiny bit of (much needed) polish on some useful tools in the engineering department.
Changelog
cl
fix: Fixed runtime when using AmpCheck without connecting the console with a wire.
fix: Fixed a few runtimes that could occur when using APC controller consoles.
qol: Sucked soul out of APC controller code and UI.
del: Removed "secret" power monitor console.
/cl
* [MDB IGNORE] APC controller and Power Monitor/AmpCheck fixes, aka How do I write PR titles
* update paths
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Dimensional Anomaly (#69512)
About The Pull Request
Everyone has been asking: "When will there be an anomaly like the bioscrambler, but for the space station? Please, we need more things which replace objects with different objects from the same typepath."
Well I made it and it looked like ass because non-tiling floor and walls look terrible, so then I made this instead.
Dimensional.mp4
The "dimensional anomaly" shifts matter into a parallel dimension where objects are made out of something else.
Like the Bioscrambler anomaly, it does not expire on its own and only leaves when someone signals it or uses an anomaly remover.
When it spawns it picks a "theme" and converts terrain around it until it covers a 7x7 square, then it teleports somewhere else and picks a new theme.
A lot of these themes are relatively benign like "meat", "fancy carpet", or "gold". Some of them are kind of annoying like "icebox" because it creates floor which slows you down, or "clown" because bananium is intentionally annoying. Some of them are actively dangerous, mostly "uranium" and "plasma".
The main problem this will usually cause for crewmembers is decreasing area security. When it replaces doors it replaces them with ones which don't have any access control, and it will also replace RWalls with normal and much more vulnerable walls which will make breaking and entering significantly easier until someone has taken the time to fix the damage. But also sometimes it will irradiate them, you never know.
The fact that sometimes the changes are benign (or provide uncommon materials) and might be happening in places you don't care about access to might encourage people to push their luck and leave it alone until it starts turning the captain's office into a bamboo room or repainting medbay a fetching shade of flammable purple, which I would consider a success.
Armour.mp4
If you successfully harvest the anomaly core you can place it into the reactive armour to get Reactive Barricade Armour, which shifts your dimension when you take damage and attempts to place some randomised (not terribly durable) objects between you and hopefully your attacker (it really just picks up to four random unoccupied tiles next to you). If you're EMPed then the changes it make to the environment will often be as unpleasant for you as they are for a pursuer, and significantly more likely to harm both of you rather than just provide obstacles.
Other changes:
I split anomalies out into their own dmi file, seems to be all the rage lately.
I moved the anomaly placing code into a datum instead of the event because I wanted to reuse it but if you have a better idea about where I could have put it let me know.
This also fixes a bug where the material spreader component wasn't working when I applied plasma materials to something, the extra whitespace was parsing as another argument for some reason and meant it would runtime.
Supermatter delamination was still pointing to Delimber anomalies instead of Bioscrambler.
* Dimensional Anomaly
* Fixes the upstream merge skew
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* the mop can only absorb liquid within 1 tile
* change on working path
* Revert "change on working path"
This reverts commit de95569a3831ad65aee59691c93bd292bc468354.
* add modularity(?)
* Apply suggestions from code review
span chaange
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* docs?
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Shadowpeople's healing is from their brain, splits up surgery.dmi (#69543)
About The Pull Request
Shadowpeople
brain now holds their healing properties.
while possible to extract the brain and put them in another species, the burn-in-light downside really makes it a lot more worth it to just stay a shadowperson and enjoy their other benefits than to swap.
Now use burning eyes from nightmares instead of an unsprited nightvision granting eyeball.
surgery.dmi split up
surgery_ui.dmi holds zone selection ui things for research
surgery_tools.dmi holds surgical tools
/organs folder holds organs.dmi, and species specific organ files for flies and shadowpeople
flies don't put in their random organs because of dmi memes, all their UNIQUE organs will be in the .dmi
Why It's Good For The Game
moving behavior onto the organ moves us closer to species as a blueprint, not species as something that magically grants immutable bonuses.
surgery.dmi is poorly described, holds many different things, and conflicts often because of it.
Changelog
cl
add: Shadowpeople now heal from their brains! Their brain-tumor-thingy!
code: split up surgery.dmi
/cl
* Shadowpeople's healing is from their brain, splits up surgery.dmi
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* medical/security modsuit updates and modules (#69194)
tweaks the colors on the security modsuit to be lighter, i think i did that on the original pr but it got reverted due to merge conflicts
makes the standard quick carry module have nitrile level carrying instead of latex level
environmental bodybags are now always pressurized
adds medical and security hardlight bags, which are environmental bags you can use to move people through space, security ones can be sinched to prevent escape
adds a medical version of the prisoner capture module, for patient transport, prisoner capture and patient transport now use the medical/security holobags, medical one deploying them faster. when you move too far out of range the holobag dissipates
adds a defibrillator module, extends shock paddles
adds a thread ripper module, this module temporarily rips away the matter of clothing, to allow stuff like injections, surgery, defibrillation etc through it
adds a surgery processor module, essentially a portable surgery computer like borgs have
fixes a bug where you can unwield defibrillator paddles just after starting the do_after to defib onehanded
fixes a bug where the modsuit gps would have a broken name when renamed
* medical/security modsuit updates and modules
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Reworks and resprites the metal hydrogen fireaxe (#69467)
* Reworks and resprites the metal hydrogen fireaxe
* Move the fireaxe icons around to fix the conflict.
Also kills the folder I made for items, as a previous PR splitting DMIs did that already.
* Deletes a DMI that I forgot to remove
* Reworks and resprites the metal hydrogen fireaxe
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Adds more multiz support (#69420)
* Adds more multiz support by making use of ``is_valid_z_level`` instead of simply checking if z is the same.
* Adds more multiz support
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Spider Rebalance PR: Burn Baby Burn Edition (#68971)
This is a remake of #66106, with more thought put into the underlying balance. The main goal of this PR is to make fighting spiders more accessible and interesting for the majority of the crew while nerfing the extremely strong and boring option of simply using freezing temps to kill spiders. Also fixes#67765. The changes are as follows:
NEW SPIDER COUNTERS
Fly swatters now deal 25 damage to spiders on hit, increased from 1
Pesticide now deals massive stamina damage to spiders and a little bit of physical damage as well (the damage portion not added by this PR)
Spiders can now be caught on fire through any traditional mean of catching something on fire. Spiders will automatically put themselves out after a time. This was done instead of an active action because AI spiders are also subject to this change as well, and I don't feel like bloating the simple mob AI with putting themselves out
SPIDER CHANGES
NERFS
Toxin injection has been removed from all spiders except for the hunter, flesh spiders and the viper
Hunter toxin (used by hunters and flesh spiders) now only brings the afflicted down to 40 health, and will stop taking effect once the afflicted reaches that threshold. Should the afflicted still have the toxin in their system and get healed, the toxin will begin dealing damage again until the afflicted is at 40 health or below again
Viper toxin now only brings the afflicted down to 10 health, but also has the hallucination effects of Mindbreaker toxin. This hallucination effect is applied regardless of target health. It also no longer generates other harmful chemicals into the afflicted's system, but is much more potent at base
Flesh spiders cannot regenerate while on fire
BUFFS
Time it takes for spiders to normalize their temperature cut by half. While they will react faster when in cold or hot environments, when they leave said environments it will take less time to return to normal temperature
Unsuitable temperature damage reduced to 4 from 8
You can no longer push spiders by running into them
Webbing heat damage threshold increased from 300 to 350 (same temp where spiders also take damage)
Broodmother egg laying time reduced to 12 seconds from 15
Broodmother web laying time multiplier reduced to 0.5 from 1
Broodmother health increased to 60 from 40
Broodmother damage increased to 10 - 15 from 5 -10
BEHIND THE SCENES CHANGES
You can now make any simple mob able to be caught on fire by setting flammable to true
How fast a simplemob stops burning is controlled by fire_stack_removal_speed
Can now now control how fast simplemobs regulate their temperature using temperature_normalization_speed. Before this PR, this value was hard-coded at 10, I have set the default to 5 as 10 was too long in almost any case. This will notably affect slimes, who could easily die to being cold long after being removed from the cold area. I see this as purely beneficial
Toxins now have a health_required value. The afflicted has to be above this health value in order to take damage from the toxin. Only used in the spider toxins currently
When I was setting up simplemobs to be flammable, I noticed basic mobs can be glitchily set on fire, so I fixed it to where they can't be set on fire.
Why It's Good For The Game
Spacing something is very easy, but not very fun or interesting compared to starting and controlling a fire. Swapping spiders' temperature weakness from spacing to fire is beneficial to the fun of fighting them and playing as them, allowing more creativity and resourcefulness on both sides. Ideally, this should allow for atmosians and chemists to use their skills in a fun way.
Currently, ignoring spacing them, the only people who can reasonably take on spiders is security, since they have lasers which do burn and stuns to slow the spiders down. However, this small subset of players cannot normally destroy a spider infestation without spacing them, so letting fly swatters and pesticide be used to combat spiders allows other crewmembers to fight back, letting them actually enjoy facing spiders as a threat and allowing the crew to defend themselves.
Being killed by spider toxin after fighting off a horde isn't fun. The changes still make it a threat you have to be aware of, but not one which detracts as much from the combat loop. This also forces spiders to secure the kill themselves, which is more fun than having the toxin do it for you.
Broodmothers in their current state are incredibly weak by themselves, which is intentional by design. However, the new changes hope to make playing as a broodmother easier and hopefully allow more broodmothers to get the spider infestation started properly. After all, Dynamic is their common source now, and they should be consistently worth the threat cost to spawn them.
Previously, spider structures would seemingly vanish for no reason if the room was heated to be greater than 300 but less than 350, as the spiders would not be able to tell that it was too hot. Now, if the structures are taking damage, spiders will also be taking damage, so understanding what's going on should be easier now.
Pushing spiders into a corner by running into them was not a fun tactic to deal with as a spider and didn't make much sense seeing how big the spiders are.
Changelog
cl
add: Spiders can now be caught on fire
add: Spiders take significant damage from fly swatters and stamina damage from pesticide
balance: Spiders have been re-balanced. Their toxins can no longer kill but they are not as susceptible to freezing
balance: General stats of spider broodmothers have been buffed with more health, damage, and faster web and egg placement
balance: Flesh spiders cannot regenerate whilst on fire
balance: Simplemobs change their internal temperature twice as fast
fix: Basic mobs no longer glitchily catch on fire.
/cl
* Spider Rebalance PR: Burn Baby Burn Edition
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
* Fixes storage mass transfer being generally broken, adds mass transferring onto griddles (#69084)
* - Fixes storage mass transfer
- Brings some sanity to storage procs
- Implements a griddle feature that never was
* Uncomment this
* Right-click attack fix
* Scoop fix
* Smartfridges use silent
* Restores some lost checks
* Fixes storage implants
* Fixes storage mass transfer being generally broken, adds mass transferring onto griddles
* update modular
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Fixes runtime when putting a mmi into a borg (#69548)
Fixes runtime when putting a brain into a borg
* Fixes runtime when putting a mmi into a borg
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Improves AI Law Module Examining (#69475)
* Improves AI Law Module Examining
Hey there,
The old version of checking to see what AI laws were on a board were just ugly. They were in a proc completely separate from the actual Examine, and the to_chat utilization it used meant that ghosts couldn't see it (since they didn't count as mob/user i believe). So, let's use examine blocks, make the implementation cleaner in the examine (and actually make it ordered too!).
* Addresses Review + File Organization
Cleans up comments, compresses lines of code.
I also moved the handle_unique_ai() proc below all the examine/attack/display_laws procs to give it some sense of grouping.
* i accidentally deleted the whole line
* Update code/game/objects/items/AI_modules/_AI_modules.dm
real
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Improves AI Law Module Examining
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Add logging to Protocol CRAB-17 (#69522)
This adds admin and game logging for the CRAB-17 phone.
Requested by @ TheVekter
Why It's Good For The Game
Helps admins and players see when the event happens and by who.
* Add logging to Protocol CRAB-17
Co-authored-by: Tim <timothymtorres@gmail.com>
* Food Expansion 4! The great salad update and more (#69355)
About The Pull Request
This is my fourth food expansion PR, adding and changing quite a few things.
This PR will:
Add 7 different types of salads
Add a new ingredient supply beacon box called 'Salads', which includes ingredients used for the salad recipes
Give cherry jelly its own container, and allow jelly to be ordered from the produce console
Make cherry jelly actually nourish you when consumed
Add paçoca, a Brazilian peanut candy requested by @ GuillaumePrata
Add mashed potatoes
Add shepherds pie
Add Cullen skink
* Food Expansion 4! The great salad update and more
Co-authored-by: MidoriWroth <kodyman@att.net>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Stop stacks merging when in a machine and not being used as a construction part, fixes#68456 (#69295)
* Stop stacks merging when in a machine and not being used as a construction part, fixes#68456
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Fix chaplain's not being able to pick their bible cover while illiterate or blind (#69249)
* Fix chaplain's bible cover menu not working while blind/illiterate.
* Fix chaplain's not being able to pick their bible cover while illiterate or blind
Co-authored-by: Tim <timothymtorres@gmail.com>
* Ports rideable pigs from Aether (With changes to make them basic mobs) (#69248)
Adds rideable pigs from aether(With changes to make them basic mobs)
Pigs now drop pork, and you can cook it into pork chops.
* Ports rideable pigs from Aether (With changes to make them basic mobs)
Co-authored-by: LukasBeedellCodestuff <92578337+LukasBeedellCodestuff@users.noreply.github.com>
* Space Dragon Antag Datum Refactor Take 2 (#68988)
* Space Dragon Antag Datum Refactor Take 2
Space Dragon's antag datum and the mob has been separated, so it is now possible to have non-dragon space dragons, with customizable spawned mobs and factions.
* Space Dragon Antag Datum Refactor Take 2
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
* Vending machines now support categories (and premium/contraband is moved there), adds it to the Clothesmate (#69076)
* Initial setup and data
* Work on UI
* Final UI
* Remove TODO
* Section for categories
* Vending machines now support categories (and premium/contraband is moved there), adds it to the Clothesmate
* Adds the modular version of product_categories and implements it for the Clothesmate!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Spyglass sanity check on dropped / equipped (#69283)
you can put things on / take things off of people who don't have clients.
* Spyglass sanity check on dropped / equipped
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* reset TG human_helpers, modularly overwrite proc's examines (and better)
* better DNR trait itself (wish this could be more modular...)
* ghosts that DNR ACTUALLY go DNR
* might as well make sure it can be undone cleanly
* idk if med_hud_set_status will actually change it but its MEANT to
* removes excess info (it's in the PR body itself now)