mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-08 16:02:48 +00:00
ba5c112a86bb2845df830df81d59cd54ca8ac99f
58 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
7aa6664021 |
Mirror (#27453)
* Fix Conflicts
* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)
Most people should not be using this define
* New Battle Arcade (#81810)
Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.
The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.
The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.
The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.
Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.
Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.
I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.
This is some gameplay
https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede
As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.
Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.
🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)
## About The Pull Request
Fixes #81052
Fixes #58008
Setting weight class of items is now done via `update_weight_class`.
I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.
This is done to allow datums to react to an item having its weight class
changed.
Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.
## Changelog
🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)
## About The Pull Request
Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.
## Why It's Good For The Game
It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.
I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.
## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑
* LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request
I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.
This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.
Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).
## Why It's Good For The Game
I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.
## Changelog
🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
* Fix table top deconstruction (#82508)
## About The Pull Request
Edited: updated changelog, read comments for changes in implementation
details
So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.
First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:
|
||
|
|
a9ff046352 |
Administrator Cherrypick (#27405)
* Admin Verb Datums MkIII | Now with functional command bar (#82511) * Modular stuffs * Put some admin jump verbs back into the context menu | sorts area jump list again (#82647) ## About The Pull Request See title. ## Why It's Good For The Game Some admins wanted all the jump verbs back, aswell as making them not AGhost you. Also make the Jump To Area verb use a sorted list again * Hey what if admins were allowed to use the player panel (#82682) Re-adds the player panel verb to the verb panel. * Controller Overview UI (#82739) * Fixes a minor spelling mistake on the admin panel/verb list (#82747) ## About The Pull Request Corrects `inisimin` to `invisimin`. This addresses #82728, but only fixes one of the two issues mentioned ## Why It's Good For The Game -1 spelling mistake ## Changelog 🆑 spellcheck: 'inisimin' verb corrected to 'invisimin' /🆑 * Player Panel-age (#82757) * Admin Forced Mob Rename and Preference Update (#82715) --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: chel <64568243+iliyaxox@users.noreply.github.com> |
||
|
|
59d74624b1 |
Upstream power stuff combined and shit (#27284)
* Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579) Removes all arbitrary energy and power units in the codebase. Everything is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you are going to multiply by time. This is a visible change, where all arbitrary energy units you see in the game will get proper prefixed units of energy. With power cells being converted to the joule, charging one joule of a power cell will require one joule of energy. The grid will now store energy, instead of power. When an energy usage is described as using the watt, a power to energy conversion based on the relevant subsystem's timing (usually multiplying by seconds_per_tick or applying power_to_energy()) is needed before adding or removing from the grid. Power usages that are described as the watt is really anything you would scale by time before applying the load. If it's described as a joule, no time conversion is needed. Players will still read the grid as power, having no visible change. Machines that dynamically use power with the use_power() proc will directly drain from the grid (and apc cell if there isn't enough) instead of just tallying it up on the dynamic power usages for the area. This should be more robust at conserving energy as the surplus is updated on the go, preventing charging cells from nothing. APCs no longer consume power for the dynamic power usage channels. APCs will consume power for static power usages. Because static power usages are added up without checking surplus, static power consumption will be applied before any machine processes. This will give a more truthful surplus for dynamic power consumers. APCs will display how much power it is using for charging the cell. APC cell charging applies power in its own channel, which gets added up to the total. This will prevent invisible power usage you see when looking at the power monitoring console. After testing in MetaStation, I found roundstart power consumption to be around 406kW after all APCs get fully charged. During the roundstart APC charge rush, the power consumption can get as high as over 2MW (up to 25kW per roundstart APC charging) as long as there's that much available. Because of the absurd potential power consumption of charging APCs near roundstart, I have changed how APCs decide to charge. APCs will now charge only after all other machines have processed in the machines processing subsystem. This will make sure APC charging won't disrupt machines taking from the grid, and should stop APCs getting their power drained due to others demanding too much power while charging. I have removed the delays for APC charging too, so they start charging immediately whenever there's excess power. It also stops them turning red when a small amount of cell gets drained (airlocks opening and shit during APC charge rush), as they immediately become fully charged (unless too much energy got drained somehow) before changing icon. Engineering SMES now start at 100% charge instead of 75%. I noticed cells were draining earlier than usual after these changes, so I am making them start maxed to try and combat that. These changes will fix all conservation of energy issues relating to charging powercells. Closes #73438 Closes #75789 Closes #80634 Closes #82031 Makes it much easier to interface with the power system in the codebase. It's more intuitive. Removes a bunch of conservation of energy issues, making energy and power much more meaningful. It will help the simulation remain immersive as players won't encounter energy duplication so easily. Arbitrary energy units getting replaced with the joule will also tell people more meaningful information when reading it. APC charging will feel more snappy. 🆑 fix: Fixes conservation of energy issues relating to charging powercells. qol: APCs will display how much power they are using to charge their cell. This is accounted for in the power monitoring console. qol: All arbitrary power cell energy units you see are replaced with prefixed joules. balance: As a consequence of the conservation of energy issues getting fixed, the power consumption for charging cells is now very significant. balance: APCs only use surplus power from the grid after every machine processes when charging, preventing APCs from causing others to discharge while charging. balance: Engineering SMES start at max charge to combat the increased energy loss due to conservation of energy fixes. /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Corrects Suit Storage Unit charge rate (#82192) ## About The Pull Request Adjusts SSU charge rate according to the new conversion ratio. Betcha didn't know SSUs recharge suit and MOD cells? This number is actually supposed to be equal to the rate a recharger station does it. I don't know if we have some macro for it. ## Changelog 🆑 Melbert fix: Fixed Suit Storage Unit cell charging rate /🆑 * Corrects EVA thermal regulator cell cost (#82195) ## About The Pull Request Another unit not converted to watts / joules ## Changelog 🆑 Melbert fix: Fixed space suit thermal regulators cell usage. /🆑 * Fixing cell power usage (Part 1) (#82197) ## About The Pull Request Yeah i am not about to create 30 different PR's to address 1 issue at a time. The changes are small enough to be grouped together in bulk. This fixes the following issues specified in #82196 - Borg & exosuit RCD (Fixes #82193) - Motorized wheelchair - Canister shielding - Electrolyser - Potato cell - Space heater - Microwave ## Changelog 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 1). See PR 82197 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 2) (#82198) ## About The Pull Request Continuation of #82197. Fixes these issues in #82196 - Cyborg self repair - Cyborg lollipop dispenser - Mauna mug - Plasma cutter (Initial charge not the number of laser shots so partial fix) ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 2). See PR 82198 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 3) (#82204) ## About The Pull Request Continuation of #82198 Fixes these issues in #82196 - Borg hypo spray - Borg projectile dampen - Borg chameleon - Firelance - MODlink scryer - Emergency light usage ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 3). See PR 82204 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * [NO GBP]Fixes static power usage not always drawing the remaining energy of an APC cell. (#82205) ## About The Pull Request Makes APC static power draw consume the remaining energy of the cell if there's not enough energy. ## Why It's Good For The Game Prevents a niche issue where an area composed entirely of static power users with no dynamic users from running forever with no power supply. ## Changelog 🆑 fix: Fixes static power usage from being able to not draw power. /🆑 * Fixes recharge stations charge rates (#82191) ## About The Pull Request - Fixes #82190 Have to now use the assigned constants and not magic number `10000`. Also stuff will take the exact charge needed without any wastage. ## Changelog 🆑 fix: recharge stations draw the same amount of power as before but directly from grid(without using apc cell power) and won't waste any excess power /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes space heater power usage (#82208) ## About The Pull Request Related to https://github.com/tgstation/tgstation/issues/82196 fixes the space heater power cell usage relating to power per tile heated. Space heater calculates the amount of power required to heat a tile, but only uses power at the end of the processing loop. Fixes so the power consumption matches the calculated usage per tile. Reverts changes to space heater power efficiency in https://github.com/tgstation/tgstation/pull/82197 that causes the heater to instantly drain the cell. Fixes https://github.com/tgstation/tgstation/issues/82228 ## Changelog 🆑 LT3 fix: Fixes Schrödinger's space heater, where a space heater both consumes a power cell instantly while also not consuming power when heating adjacent tiles /🆑 * General maintenance for reagent grinder (#82161) ## About The Pull Request **1. Qol** - Adds examines & screentips for screwdriver, crowbar & wrench acts. - Adds examines & screentips for inserting, replacing & removing beaker, Also for inserting items from bags or directly - Adds an off icon overlay for when the reagent grinder is either screwed open or loses power, **2. Code Improvements** - Replaced `attackby()` with `item_interaction()` so we can end the attack chain early for non combat operations like inserting beakers/ ingredients for grinding etc. - Removed custom shake animations & replaced it with the global `Shake()` proc cause it did the same thing - Removed constructed version of reagent grinder. We instead just check `mapload` to see if we need the beaker to be created or not for round start reagent grinders - Grinding & Juicing use the same `operate_for()` rather than having seperate procs for each operation - Removed trait `TRAIT_MAY_CONTAIN_BLENDED_DUST`. Why do we have this? Its just used to change the grinder description to warn it may contain dust. It's a waste. **3. Fixes** - You cannot insert hologram items into the grinder. Rather than destroying that item & making it vanish you simply won't be allowed to put it inside the grinder so you can save that item - You can hit the grinder with items like screwdriver, wrench, crowbar, beaker & even with stuff you would normally put in the grinder when in combat mode - Adds `can_interact()` checks for using the UI & other stuff - Fixes #46356. All items of type `obj/item/grown` can be put from any bag into the grinder - The item "and its contents" are now grinded/juiced recursively to get all the reagents it has to offer just like a real grinder would - An AI/Human with AI access examining the reagent grinder now actually works. **4. Refactors** - The grinder now measures its available capacity based on the "total weight" of all items present & not its number. This is more realistic because the grinder has limited space inside & so inserting huge items should have greater impact rather than deciding on an arbitrary number like 10(The grinder having the capacity for 10 items of any size inside its small compartment makes no sense). Examines are displayed to show how much capacity of the grinder has been filled. Upgrading the grinder with better matter bins will allow for higher storage capacities. - Total power consumed is measured based on the duration & weight of all items grinded cause you know its realistic. 🆑 qol: adds examines & screentips for tool acts & other operations for reagent grinder qol: adds an off icon for when the grinder panel is open/not powered code: auto docs vars & procs. Shared common proc for grinding or juicing code: removed trait for blended dust, changed some item interactions to end the attack chain early & save time fix: no inserting hologram items into the reagent grinder fix: you can hit the reagent grinder tools like screwdriver, wrench, crowbar & even beakers/ingredients etc when in combat mode fix; adds sanity checks for when & how mobs interact with the reagent grinder fix: examining a reagent grinder by an AI/Human with AI access now actually works. fix: you can insert Nova flowers & other food items from any bag type fix: reagent grinder now grinds all the contents of an item recursively to produce maximum reagents like a real grinder would refactor: reagent grinder now measures available capacity to store items as total weight of stored items & not number. Capacity can be increased with upgraded matter bin refactor: reagent grinder power usage is now a function of duration & total weight of items blended, meaining blending more number of items/larger items will consume more power refactor: reagent grinder code has been optimized overall. Report bugs on github /🆑 --------- Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk> * Suit Storage Units / Inducers can charge MODsuits without necessitating them be screwdrivered opened (#82194) ## About The Pull Request So MODsuits do this thing here with `get_cell` in that they don't return anything when they're closed  And I... can't tell why they do this. I looked through every use of `get_cell` and the only things affected by this are A. Suit Storage Units, which I believe have always been intended to charge MODsuits? and B. Inducers So I removed the `open` check. Allowing both Inducers and Suit Storage Units to charge mods without needing you screwdriver their panel open first. I also took the opportunity to allow SSUs to charge multiple items at once (divvying charge accross all items) ## Why It's Good For The Game I asked Fikou and they said it was "probably not" intended that you need to screwdriver them open so yeah. I think I remember charging my MODs during the original test merges years back but I can't remember if I opened the suit first when I did or not. Either way, it's not super intuitive. Though it's already not very intuitive that SSUs charge things. ## Changelog 🆑 Melbert qol: Suit Storage Units charge MODsuits while their cell panel is closed or open, rather than only when screwed open qol: Inducers can charge MODsuits while their cell panel is closed or open, rather than only when screwed open qol: Suit Storage Units will charge all items within simultaneously (if possible) /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes modular computer boot-up (#82254) ## About The Pull Request Fixes a bug where modular computers (specifically PDAs) will fail to start up if there is zero required application power draw. PDA will now consume base active power usage during startup. Related https://github.com/tgstation/tgstation/issues/82196 Fixes https://github.com/tgstation/tgstation/issues/82245 Fixes https://github.com/tgstation/tgstation/issues/82229 ## Changelog 🆑 LT3 fix: Fixed modular computers failing to boot up using cell power (eg: contractor tablet) /🆑 * Fixing cell power usage (Part 4) (#82227) ## About The Pull Request Continuation of #82204 Fixes these issues in #82196 - Cyborg Electroadaptive Pseudocircuit - Defib EMP - Cell EMP - `/datum/action/cooldown/mob_cooldown/charge_apc` stuff - Mecha movement, melee, light ,weapon & tool energy drains - Ninja drain ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 4). See PR 82227 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 5) (#82296) ## About The Pull Request Continuation of #82227 Fixes these issues in https://github.com/tgstation/tgstation/issues/82196 and others that weren't noticed. - Batton emp protection - Cyborg stun arm - Cyborg energy sword - Cyborg hug attack - Mechanical god religious sect charge check - Mecha fixes - Phasing energy drain - Short circuit energy drain - Durand shield damage energy drain - Plasma engine recharge rate - Mechbay recharge power rate - Recharge station charge rate Stuff that was already working & didn't require fixing. - Plasma cutter energy shots - Botany cell charging ## Changelog 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 5). See PR 82296 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Ties power limit of anchored circuits to 20 * standard cell charge to make it consistent with power changes. (#82287) ## About The Pull Request It just makes the power requirement 20 * standard cell charge instead of 20000 ## Why It's Good For The Game This is too restrictive to make anything with. https://github.com/tgstation/tgstation/assets/62126254/e39dcf27-8793-42b0-84a0-7f747e95efcc ## Changelog 🆑 fix: anchored circuits no longer blow up after 2 components are used. /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Space heater power and heating tweaks (#82344) ## About The Pull Request - Fixes #82342 - Space heater computes total power for heating adjacent turfs and uses cell energy once rather multiple times per turf - Improvised space heater actually works & uses beaker heat capacity and not a constant of 200 for heating beaker contents ## Changelog 🆑 SyncIt21,Pickle-Coding fix: space heater(including improvised) turns off when cell is drained fix: optimized power usage for both improvised and main space heater. Improvised heater now works & uses beaker heat capacity /🆑 * Improved lathe error message (#82260) ## About The Pull Request Improves the auto/protolathe low charge error message. Instead of simply saying low power, it will tell you how long until it has enough charge to print.  ## Why It's Good For The Game Less mashing the lathe over and over with no idea how much APC charge it needs to start printing again ## Changelog 🆑 LT3 code: APCs can now calculate time-to-charge qol: Overloaded lathes will now tell you the wait time until they're ready to print again /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes issues with multitools on power objects (#82389) ## About The Pull Request So at some point the power object's `multitool_act(...)` proc was set to _always_ block, for what I could find to be no discernable reason. ### The Main Thing |
||
|
|
138d1324b8 |
[MIRROR] Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) (#26357)
* Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) * fixes --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: jjpark-kb <mccorvey.norman@gmail.com> |
||
|
|
8eeca186df |
[MIRROR] Cleans up some extra args in Destroy() [MDB IGNORE] (#25907)
* Cleans up some extra args in Destroy() (#80642) ## About The Pull Request After https://github.com/tgstation/tgstation/pull/80628, these shouldn't be needed anymore right? ## Why It's Good For The Game Cleans up some vestigial code ## Changelog EDIT: Not player-facing. * Cleans up some extra args in Destroy() --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
||
|
|
b15b16976a |
[MIRROR] Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom [MDB IGNORE] (#25516)
* Attack chain refactoring: Broadening `tool_act` into `item_interact`, moving some item interactions to... `atom/item_interact` / `item/interact_with_atom`
* Patches up merge skew (#80197)
## About The Pull Request
Yeah #79968 (
|
||
|
|
7dd661f342 |
[MIRROR] basic cats and mini kitchen helpers [MDB IGNORE] (#25330)
* basic cats and mini kitchen helpers (#79800) ## About The Pull Request this pr transforms cats into basic pets! cats now have some new behavior. they can carry fish and hunted mice in their mouths to deliver it to kittens, and kittens will eat them.   if a kitten sees you holding food, it will point at you and meow loudly until u give it the food. becareful when putting male cats near each other, there is a small chance they get into a heated argument and meow loudly at each other until one of them flees. also added a new small cat house for cats. cats will use these homes if u build one near them (using 5 wood planks)  Chefs can craft the cake cat and breadcat. these are useful cats because they can help the chef around in the kitchen. they will turn stoves and grills off when food is ready, so they dont burn. and the cake cat will help the chef decorate his donuts ## Why It's Good For The Game refactors cats into basic mobs and gives them a deeper ai ## Changelog 🆑 refactor: cats are now basic pets. please report any bugs. add: the cake cat and bread cat can now help the chef around in the kitchen /🆑 * basic cats and mini kitchen helpers * Modular --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
6c4c965ea4 |
[MIRROR] Changes occurrences of recieve in code to receive [MDB IGNORE] (#25393)
* Changes occurrences of `recieve` in code to `receive` * Fix conflict --------- Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com> Co-authored-by: SomeRandomOwl <somerandomowl@ratchtnet.com> |
||
|
|
30b28b1fa4 |
[MIRROR] Delete code/modules/explorer_drone/TODO.txt [MDB IGNORE] (#25348)
* Delete code/modules/explorer_drone/TODO.txt (#80015) Imma be real with you chief Aint no one completing the explorer_drone TODO.txt!!! * Delete code/modules/explorer_drone/TODO.txt --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
025603b628 |
[MIRROR] exodrone adventures are no longer database based [MDB IGNORE] (#24112)
* exodrone adventures are no longer database based * Fixes version numbers * Update tgstation_schema.sql --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
1257fb2942 |
[MIRROR] exodrone travel time balance, grammar, fixes and tweaks [MDB IGNORE] (#23952)
* exodrone travel time balance, grammar, fixes and tweaks (#78378) Exodrones fixes and balance * exodrone travel time balance, grammar, fixes and tweaks --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> |
||
|
|
a08ee56788 |
[MIRROR] Exploration drones can no longer be used to get to centcom [MDB IGNORE] (#23597)
* Exploration drones can no longer be used to get to centcom (#78197) ## About The Pull Request Fixes #73417 Implements a check for exploration drones to make sure that containers inside the storage don't have blacklisted items in them before launch. Now you won't able to hide beacons and living beings inside bluespace body bags. Also adds exploration drone launchers to cargo shuttle's blacklist to prevent potential shenanigans in the future. [I suck at explaining, so here's a poorly made video that shows how to do this](https://www.youtube.com/watch?v=U45ifQGQxzI) ~also, why does it take 10 hours to get the "Time Waster" achievement. how did 6 people even get it??~ ## Why It's Good For The Game centcom is scary and exploits are bad ## Changelog 🆑 fix: Exploration drones can't be used to reach Centcom anymore. /🆑 * Exploration drones can no longer be used to get to centcom --------- Co-authored-by: leaKsi <59278564+leaKsi@users.noreply.github.com> |
||
|
|
d21e06104f |
[MIRROR] Dunking handle_atom_del() in the trash bin. [MDB IGNORE] (#23183)
* Dunking handle_atom_del() in the trash bin. * Update _box_magazine.dm * Modular paths --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
a50b093a90 |
[MIRROR] Fixes a large amount of spelling and grammatical errors in the Exploration Drones section. Also fixes an angry pine tree quip. [MDB IGNORE] (#22796)
* Fixes a large amount of spelling and grammatical errors in the Exploration Drones section. Also fixes an angry pine tree quip. (#77095) ## About The Pull Request Title ## Why It's Good For The Game It bothered me ## Changelog 🆑 Licks-The-Crystal spellcheck: Corrected a large quantity of spelling, grammatical and phrasing errors with Exploration Drone content. /🆑 --------- Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> * Fixes a large amount of spelling and grammatical errors in the Exploration Drones section. Also fixes an angry pine tree quip. --------- Co-authored-by: zeckle/licks-the-crystal <79835169+mikederkan@users.noreply.github.com> Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> |
||
|
|
49f61b14a9 |
[MIRROR] make the pinguen a basic animal [MDB IGNORE] (#22568)
* makes the pinguin a basic animal (#76790) ## About The Pull Request the penguin now is a basic animal and also now he can go and layed penguin eggs to make penguin babys also the baby have a new behavier he will now go and looked for his mom and when he found his mom he will went to her and be happy when he close to his mom or if he mom is died he will went to her body and he will be sad and also i putted this behavier in the baby chicken. also now the pinguen mom will go and looked for her eggs and when she find a egg she will putted it in the middile of her legs and walked with it  ## Why It's Good For The Game the pinguen now is a advance ai ## Changelog the pinguen now have a more advance 🆑 refactor: the penguin is a basic animal add: the penguin now layed eggs add: the penguin and the chicken babys will go look for adult penguin or chicken and be happy when he is near the adult /🆑 * make the pinguen a basic animal --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
||
|
|
bbd94aa4ae |
[MIRROR] Adds already existing circuits to exodrone consoles. [MDB IGNORE] (#22482)
* Adds already existing circuits to exodrone consoles. (#76826) Consoles for exodronning didn't have circuits so you couldn't unscrew and move them or similar. * Adds already existing circuits to exodrone consoles. --------- Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com> |
||
|
|
7a504490f0 |
[MIRROR] SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart [MDB IGNORE] (#21991)
* SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart * Makes it all compile, for now * Fixes eye emissives not working right. * Fixes the plasmaman head (oof conflicts) * Fixes the screenshot tests --------- Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
||
|
|
6dfe17306c |
[MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals * update modular --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
||
|
|
555ddd6307 |
[MIRROR] Fixes "There's a tree in space" adventure [MDB IGNORE] (#21243)
* Fixes "There's a tree in space" adventure (#75465) ## About The Pull Request Removes the enter effect that set your confusion to 9999 on the epilogue page Having confusion over 30 would send you to the page where you have to either give up or press a button until your confusion goes back under 30. However setting it to 9999 was very confusing as there is no indication how exactly much confusion you had, so players would be sitting there pressing the button over and over again not realizing they were only at like 9643 confusion and had to press it hundreds of more times. Anyway, that doesn't matter since even if they pressed all those buttons and got back to the epilogue, they would just be sent right back to this confusion page after getting confusion set to 9999 again. So it was impossible to beat. Fixes #75427 Also makes JSON prettier ## Why It's Good For The Game Now you can actually beat the adventure ## Changelog 🆑 fix: fixed "There's a tree in space" adventure being impossible to beat /🆑 * Fixes "There's a tree in space" adventure --------- Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
||
|
|
fc0f60df7a |
Fixes exploration drones discarding loot when there was 1 space left (#75317) (#21241)
Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
||
|
|
5e9d2379bf |
[MIRROR] Stock Part Resprite [MDB IGNORE] (#21014)
* Stock Part Resprite * wew * alright --------- Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
aac6045ba8 |
[MIRROR] Golem Rework [MDB IGNORE] (#21001)
* Golem Rework * SECT 9 * ok --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
e4b4d4d3c0 |
MISSED MIRROR [Lints Against Unmanaged Local Defines] (#20204)
* https://github.com/tgstation/tgstation/pull/74333 https: //github.com/tgstation/tgstation/pull/74333 Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com> * var stuff Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com> * vars * Update sol_fed.dm --------- Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> |
||
|
|
650d64f6d4 |
[MIRROR] afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item [MDB IGNORE] (#18519)
* afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item * Update _neck.dm Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |
||
|
|
565af6876b |
[MIRROR] Makes dog a basic mob [MDB IGNORE] [MDB IGNORE] (#17930)
* Makes dog a basic mob [MDB IGNORE] * conflict * map updatepaths * minor banana spider improvement * unnecessary SR edit, minor path stuff * chadian, borgi * tram conflict * fixes after testing Co-authored-by: Tastyfish <crazychris32@gmail.com> |
||
|
|
a70a6a8055 |
[MIRROR] Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED [MDB IGNORE] (#17670)
* Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED * modular RegisterSignals Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: tastyfish <crazychris32@gmail.com> |
||
|
|
257feb1be7 |
[MIRROR] More horrible 515 proc compatibility. [MDB IGNORE] (#17671)
* More horrible 515 proc compatibility. * Feex * Hopefully we're done now Co-authored-by: AnturK <AnturK@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
||
|
|
b9b6a803b0 | [MIRROR] Throws a bunch of parenthesis around to ensure dear Aunt Sally is always properly excused. [MDB IGNORE] (#17654) | ||
|
|
26f32dd226 |
[MIRROR] Replaces some bad trait sources and updates two trait names [MDB IGNORE] (#17645)
* Replaces some bad trait sources and updates two trait names (#71375) ## About The Pull Request Traits should never use a hard reference as their trait source, if you want to use a "reference" to a datum use `REF()` instead, or it will cause hard deletes Also renamed some traits which didn't use the "standard" scheme, because I saw it while regexing ## Why It's Good For The Game - Prevents some hard deletes - Uses a less confusing naming scheme ## Changelog Not necessary * Replaces some bad trait sources and updates two trait names * Fixes SR trait sources Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Tastyfish <crazychris32@gmail.com> |
||
|
|
f7c26bbf25 |
515 Compat (#17465)
* ONLY SKYRAT CHANGES * ACTUALLY SKYRAT CHANGES * yolo, revert later * Update alternate_byond_versions.txt Co-authored-by: AnturK <AnturK@users.noreply.github.com> |
||
|
|
1e416342ea |
[MIRROR] [IDB IGNORE] Renames the inhand/misc folder to inhand/items [MDB IGNORE] (#15956)
* [IDB IGNORE] Renames the inhand/misc folder to inhand/items (#69573) Also adds balloons to inhand/items * [IDB IGNORE] Renames the inhand/misc folder to inhand/items * update modular Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
||
|
|
70b4a01a17 |
[MIRROR] Cleans up update_icons, makes the update_icon_updates_onmob element bespoke, updates CODEOWNERS [MDB IGNORE] (#15673)
* Cleans up update_icons, makes the update_icon_updates_onmob element bespoke, updates CODEOWNERS * Update CODEOWNERS * Cleans up update_icons, makes the update_icon_updates_onmob element bespoke Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
||
|
|
4f9df17cb1 |
[FIXED MIRROR] Tsu's Brand Spanking New Storage: or, How I Learned to Refactor For Skyrat (#14868)
* Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code * Delete storage.dm * yippee * shit * holy shit i am stupid * more fixes * fuck * woops |
||
|
|
0a1f06a2d1 |
[MIRROR] This tail refactor turned into an organ refactor. Funny how that works. [MDB IGNORE] (#14017)
* This tail refactor turned into an organ refactor. Funny how that works. * Firstly, fixing all the conflicts. * Fixes all our maps (hopefully) * Actually, this should fix pod people hair :) * Almost everything is working, just two major things to fix * Fixed a certain kind of external organ * Cleaning up some more stuff * Turned tail_cat into tail because why the fuck are they separate? * Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file * Adds relevant_layers to organs to help with rendering * Makes stored_feature_id also check mutant_bodyparts * Fixes the icon_state names of ALL the tails (pain) * Fixes wagging, gotta refactor most mutant bodyparts later on * I Love Added Failures * Fixed some organs that slipped through my searches * This could possibly fix the CI for this? * It doesn't look like it did fix it * This will make it pass, even if it's ugly as sin. * Fixed Felinids having a weird ghost tail * Fixes instances of snouts and tails not being properly colored Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
||
|
|
35286f5993 |
[MIRROR] Improves logging for smoke clouds. [MDB IGNORE] (#14156)
* Improves logging for smoke clouds. * Update robot_upgrades.dm Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
ef2016732d |
[MIRROR] Makes smoke and foam attempt to fill the available space. [MDB IGNORE] (#13407)
* Makes smoke and foam attempt to fill the available space. * wew * reset * Revert "reset" This reverts commit 75be4f934504793ceb5c9bf2f3774dc24517df5a. Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
729132a4e0 |
[MIRROR] Rebalanced Power consumption, increase for machines [MDB IGNORE] (#12930)
* Rebalanced Power consumption, increase for machines * wew Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
1118b4175a |
Adds a bunch of PRs that the Mirror bot missed (#12535)
* aaAAA * fix-maps |
||
|
|
e5cedf0b8c |
[MIRROR] Fixes exodrones erroneously reporting "travelling back to station" in the status panel of their console UI. [MDB IGNORE] (#11193)
* Fixes exodrones erroneously reporting "travelling back to station" in the status panel of their console UI. (#64487) This PR will rearrange the obj/item/exodrone/ui_description so that it won't be assumed that the drone is traveling back to station if in travel mode and its location (which is changed on arrival, not departure) isn't null, which basically means the drone is travelling from site to site, and specify which target site the drone is travelling to in the text string. * Fixes exodrones erroneously reporting "travelling back to station" in the status panel of their console UI. Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
f6af0fc0b7 |
[MIRROR] Exploration Drone Launcher code update + hard-del (and other) fixes [MDB IGNORE] (#10347)
* Exploration Drone Launcher code update + hard-del (and other) fixes (#63551) Fixes exploration drone launcher overlays not being updated properly when fuel is consumed / changes Fixes crowbarring out a fuel pellet not updating the sprite, also fixes crowbarring out a fuel pellet after-attacking the exo-drone launcher Fixes fuel pellets not getting deleted when empty Fixes exploration drone launchers hard-delling if broken with a fuel pellet within Corrected fuel pellet description grammer, and added a proper description to the exodrone launcher Improved the code + documentation in general (early returns, better vars) Fuel pellets are very obtuse when working on exploration drones. Hopefully, a few of these fixes helps some of those clear up. When fuel pellets run out of uses, they're intended to delete, but never did - meaning you held around a buncha empty fuel. Trying to replace the fuel pellets was very confusing as the icon didn't update properly. * Exploration Drone Launcher code update + hard-del (and other) fixes Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
||
|
|
aa350bb1af |
[MIRROR] Adds New Aquarium Fish! [MDB IGNORE] (#9498)
* Adds New Aquarium Fish! (#62840) * fish * fixes broken stuff * no emulsijack betrayal, emuslijacks will now reproduce * Adds New Aquarium Fish! Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> |
||
|
|
b7b6bd501f |
[MIRROR] removes double spaces AFTER symbols [MDB IGNORE] (#9226)
* removes double spaces AFTER symbols * Fixing conflicts Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
||
|
|
7954d664a8 |
[MIRROR] removes double spaces before symbols [MDB IGNORE] (#9117)
* removes double spaces before symbols (#62397) This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all. * removes double spaces before symbols Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
||
|
|
fa519bdde3 |
[MIRROR] cleanup _HELPERS/_lists.dm and all the necessary files [MDB IGNORE] (#8783)
* cleanup _HELPERS/_lists.dm and all the necessary files * Epbic Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
||
|
|
cc93b11d23 |
[MIRROR] _HELPERS/unsorted.dm has been sorted [MDB IGNORE] (#8627)
* _HELPERS/unsorted.dm has been sorted * Feexing conflicts Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
||
|
|
c23bd1cb8c |
[MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does * E Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
||
|
|
26f934c258 |
[MIRROR] Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton) (#8076)
* 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> |
||
|
|
d2bee73092 |
[MIRROR] Firelance Can No Longer Be Used When Out of Charge (#8011)
* Adds a Return Value (#61221) The firelance's afterattack() proc now actually returns after notifying the user it ran out of battery * Firelance Can No Longer Be Used When Out of Charge Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com> |
||
|
|
a2aaacdead |
[MIRROR] large refactor of machine/power code to cut down on processing time and wasted lists (#7920)
* large refactor of machine/power code to cut down on processing time and wasted lists (#60317) original pr here: #59789 (Closed because he didn't think it was good enough) came back to this because i realized that all machines were area sensitive, meaning they had a list with at least a reference to themselves (assuming they arent in the contents of another movable which most arent) for the purposes of handling power differences when their area changes pipes are machines there are ~14k machines and ~6k pipes i made this problem worse with a recent pr by making it a nested list so i needed to track what machines needed power, and this pr had work already done that could be used for that purpose. now machines that have use_power == NO_POWER_USE do not have this extra memory overhead for no reason currently every machine that uses power draws that amount from its area from a dynamic channel via auto_use_power() which is called every SSmachines fire(), then in apc/process() the area's dynamic power draw is reset and the power is used. with static power its not calculated then reset every loop, its just taken from the grid. so now machines handle updating their static power usage from their current area (this doesnt touch power machines that require a wire connection). in order to allow this, use_power, idle_power_usage, and active_power_usage have setters to track state correctly and update the static power usage on the machines current area and handle area sensitivity. also goes through a lot of heavy abusers of SSmachine processing time and tries to make it faster. makes airalarm/process() into a signal handler for COMSIG_TURF_EXPOSE since air alarms only need to process for changes. Why It's Good For The Game SSmachines isnt the heaviest hitter in terms of total cpu and certainly not in terms of overtime, but its not a lightweight. it frequently takes > 50ms to complete a run and seems to be in the top 5 or so of subsystem costs looking at some round profilers also gets rid of a few thousand lists since every pipe no longer has two useless lists each (and any other machines that dont use power) Love ya kyler Co-authored-by: Rohesie <rohesie@ gmail.com> * large refactor of machine/power code to cut down on processing time and wasted lists Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> Co-authored-by: Rohesie <rohesie@ gmail.com> |
||
|
|
7d1d0e1fad |
[MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs * AA * a * AAAAAAAAAAAAAAAAAAAAAA * Update species.dm Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |