* Minor typo and comment fixes follow-up for ID card rework (#57318)
* Minor typo and comment fixes follow-up for ID card rework
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Creates offstation variants of the protolathe and circuit imprinter for offstation and ghost roles. (#57367)
* Creates offstation variants of the protolathe and circuit imprinter for offstation and ghost roles.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* At first i thought that i was being forced to add a feature 🤮 but then i realized i was being encouraged to refactor 😄. Electrified chair is now a component instead of a failure (#57117)
* At first i thought that i was being forced to add a feature 🤮 but then i realized i was being encouraged to refactor 😄. Electrified chair is now a component instead of a failure
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* a
* :hhh:
* reworks hotel
* iron repath eee
* modularize
* arcade
* cables
* fills unused areas
* does this fix it 🤔
* pipe
* plants and office touchup
* bruh
* manager role
* adds a little carpet
* door access reqs
* original hotel revert
* gitkraken hates me
* swaps out flooring, adds some more lights
* plating
* modularisation
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
* Chef Produce Console, for cases where there are no botanists (#57298)
* Chef Produce Console, for cases where there are no botanists
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Wallets no longer show redundant examine text for ID cards.
* Update wallets.dm
* Update wallets.dm
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Japanese Tourists! Oh, and beef stroganoff, I guess! (#57305)
Co-authored-by: Qustinnus <Floydje123@ hotmail.com>
Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>
* Japanese Tourists! Oh, and beef stroganoff, I guess!
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Qustinnus <Floydje123@ hotmail.com>
Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>
* Miscellaneous appearance fixes. (#57133)
* Fixes modular computer runtimes
- Adds a proc to eat the source arg of the update icon signal.
* Fixes a couple things not passing the right args
- Fixes the alien leap hallucination passing a string as the first arg to updat_icon
- Fixes the roulette machine passing the payout as the first arg to update_icon.
* Miscellaneous appearance fixes.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Rework plumbing reaction chamber, purity support (#57071)
Currently does four things:
The reaction chamber now supports purity! It has a yellow (acid) and green (basic) input for buffers, aswell as a setting to automatically dispense either an acidic or alkalic buffer when above/below a certain pH! Now you can make a 100% pure meth factory! The buffer connects are on an alternate layer.
Probably going to be less loved, but I removed the reaction chambers ability to pick reagents from the net. Instead, it will pull untill a set volume is reached. Then it'll start reacting. While this means that players will have to be more creative and use a wider array of machinery.
Also new machine! Buffers! They fill the hole that reagent chambers left. They can be set with a threshold volume and will only start putting out chems when ALL of their neighbouring buffers also are also above this threshold. You might have a lot of one chem and have to wait for a more specialized chem to be produced, and with the cleverness of reaction chambers gone, bufferers can do just that: wait.
I also removed all but two layers. I want to make it obvious what layer the buffer connects are on. Also layers are basically unusable and I'm gonna give them a rework very soon. I'll put the things back in then when they actually have something to contribute
* Reworks plumbing reaction chamber, purity support
Co-authored-by: Time-Green <timkoster1@hotmail.com>
* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs (#57263)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds unit test for spawned food edibility (#57232)
* Adds unit test for spawned food having reagents
- Adds stack trace for biting food failing due to a lack of reagents
- Adds checks for seed var being set under food/grown's initialize() in grown.dm
- Fixes issue with gondola meat code duplicated for penguin meat slabs resulting in a runtime and being unable to slice penguin meat
- Adds seeds for bombananas
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds unit test for spawned food edibility
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes pin the tail on the corgi. (#57218)
There was an old check on there that was completely unnecessary to the tails being pinned, combat mode broke it further but on the whole the check wasn't necessary, so it's gone and now the game works as expected.
* Fixes pin the tail on the corgi.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Adds tourist robots that order food and drinks from the bar and cafeteria (#57010)
* Adds Tourism Economy
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds tourist robots that order food and drinks from the bar and cafeteria
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Updates the stackcrafting description and normal description of the daemon forge (#57126)
* Updates the stackcrafting description and normal description of the daemon forge
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Beauty is now an element. Fixing an issue with enter/exit area comsigs. (#57147)
Co-authored-by: Ghommie <425422238+Ghommie@ users.noreply.github.com>
* Beauty is now an element. Fixing an issue with enter/exit area comsigs.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Ghommie <425422238+Ghommie@ users.noreply.github.com>
* Completely refactors glowshroom spreading and makes them self-decay faster (#56981)
* Completely refactors glowshroom spreading and makes them self-decay faster
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Update eggcluster radial menu (#57125)
- Updated radial menu for spider selection from an egg clusters. It
will now also include a small button for showing additional information
about given spider type. No need to wiki dive to find out about what
each spider type does.
- You can now a choose spider from an egg cluster from a distance
instead of having to be next to them as a ghost, which was rather
annoying and confused new players about why they cannot choose any
spider type.
- "Click to play" button on when spider egg cluster matures will now
actually give you a selection of spiders to choose from instead of
doing nothing and being a dead weight in the chat.
* Spider egg cluster selection update
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
* Sticky tape no longer can be used on objects that aren't within reach. (#57103)
* #57049 but only the prox check: fixes tape being able to be used on objects without proximity
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Adds pulling rabbits from top-hats (#56773)
This PR makes it so using a wand on a top-hat makes a rabbit appear in
your hand! Fun! There's a 10% chance that instead of a cute bun you get
angry bees though, but a true performer will soldier on anyway. You can
now also scoop up rabbits in your hands, and scooping animals only
requires one free hand to do so instead of all your hands being free.
* Adds pulling rabbits from top-hats
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Implements JPS (Jump Point Search) Pathfinding (#56780)
So a month or so ago I wanted to make it so dogs in my dog AI PR could path through doors if they had access, and was told I'd need to improve our pathfinding efficiency if I wanted to use full pathfinding for them. Thus, enter JPS, a pathfinding algorithm that allows for massive timesavings in systems with uniform cost grids like ours. This code is still fairly rough and needs polishing, but it's fully functional and already shows massive savings over traditional A*! I plan for this to replace A* as our default pathing method, but I'll leave the A* code in place in case someone ever needs it for whatever reason, like if a specific case needs variable cost pathing.
Note that this allows for diagonal pathing instead of the cardinal pathing our A* uses right now, and the current version of the code costs the same to move diagonally as it does to move laterally, which may change later. There's also a lot of dummy/test code in right now in general, but you should still be able to test it out for yourself by spawning a bot like a medibot and using your PDA to summon it.
Preliminary Profile Results
A preliminary profile is available here. Using one medibot by itself on Metastation, I generated a list of 500 random blob spawn points around the station, gave the medibot all access, then let each algorithm tackle the list. The old A* algorithm took a total of 86 seconds to complete the list and processed 978065 nodes, while JPS took a total of 46 seconds and processed only 100062 nodes, for a 47% decrease in total time and an almost 90% decrease in nodes processed!
Why It's Good For The Game
Significantly cheaper pathing, which will very much come in handy for the AI datums I'm looking to dig into, what's not to like?
* Implements JPS (Jump Point Search) Pathfinding
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Improved visual clarity for health scanner text (#57076)
* Improved visual clarity for health scanner text
Co-authored-by: Sza'Thi <donniescatch@gmail.com>
* Buffed atmos holofans. Added to CE locker. (#57074)
Atmos holofans can now make six holos instead of three. Swapped the (useless) engineering holo with the atmos holo in the CE locker.
* Increased holo count for atmos holofans. Added one to the CE's locker.
Co-authored-by: Cimika/Lessie/KathyRyals <65850818+KathyRyals@users.noreply.github.com>
* moves gun related icons to guns folder (#57077)
moves ammo icons, projectile icons and hitscan effect icons to guns folder
renames projectile.dmi to ballistic.dmi so its less confusing
moves rcd ammo from ammo.dmi to tools.dmi with the rcd
* moves gun related icons to guns folder
Co-authored-by: Fikou <piotrbryla@onet.pl>
Surgery-compatible gown to let patients stay modest. Available in protolathes for plastic, the medidrobe, and pre-spawned in surgery duffel bags - fast equip times onto others. Sprites made by Kroto
* improves fire extinguisher code, and makes fire extinguisher water go through machinery, lockers, and crates (#57004)
* improves fire extinguisher code, and makes fire extinguisher water go through machinery, lockers, and crates
Co-authored-by: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com>
* Updates the lifebringer flavor text to be less ambivalent about their goals (#57059)
* Updates the lifebringer flavor text to be less ambivalent about their goals
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* cult construct stuff (#57027)
edits sprites for wizard cult constructs to have more sheen
fixes wizard cult constructs not working
makes soulstone code a bit cleaner i think
makes cult spells use second defines
fixes wraith jaunts being invisible
* cult construct stuff
Co-authored-by: Fikou <piotrbryla@onet.pl>