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ba5c112a86bb2845df830df81d59cd54ca8ac99f
77 Commits
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ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570) ## About The Pull Request I completely screwed up and told the original PR author of #82415 ( |
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2eac95b7a1 |
[MIRROR] Adds a small cafeteria behind the right wing shutters of the museum. (#26766)
* Adds a small cafeteria behind the right wing shutters of the museum. (#81465) ## About The Pull Request I was thinking to contribute something to the new away mission map to make it better. Mapping and all takes too much time for me, so I could do little. Though it comes with its own unique gimmicks. To reach the cafeteria, one has to complete a couple puzzles. The first set is opened by inputing the correct PIN on the password panel beside it. There're several clues to help you guess this fairly easy puzzle, in the form of several number graffitis, a scrapped piece of paper full of numbers, and a board filled with colored dots also found just beside the panel. The second one is opened by a keycard, and is generally lazier. To find it, you'll need to do a bit of (toilet) searching. As for the unique things this PR adds: - A fire extinguisher... that actually contains welding fuel - A (dirt-cheap) hotdog vending machine* - A completely ornamental maneki-neko (that's the name of the luck-bringing, paw-waving cat figurine) - A piggy bank that carries money between rounds. It has a cap of 10k credits worth of holochips, cash and coins, which is pretty high, but I'm confident people will just destroy it for its contents the moment they find it. His name is Pigston Swinelord VI. - More, totally legit and not actually fake bombable walls :^) *By the by, you can also find it during the national hotdog day. Screenshots of the new location:   ## Why It's Good For The Game You know how most away missions are not that special at all? Yeah, @ mc-oofert set an example of a pretty decent one actually, if not a tad small. I thought it could use a touch of another mind actually contributing to it too, because it deserves it. Also, this sets the basis for other persistent piggy banks. I don't think they should all have that 10k cap like this one, perhaps 1k is enough. Beside, the code that mothblocks did for json database datum is pretty good, so there is not a whole lot of shitcode here. ## Changelog 🆑 add: Added a cafeteria to the museum away mission, with a few special things to it. To reach it, you'll have to complete a couple puzzles however. map: The museum away mission now has a couple restrooms. add: Hotdog vending machines may spawn during the National Hot Dog Day. /🆑 * Adds a small cafeteria behind the right wing shutters of the museum. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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561df29ff7 |
[MIRROR] General maintenance for Lathes (#26410)
* General maintenance for Lathes (#81244) ## About The Pull Request 1. **Qol Stuff** - Screentips & examines for screwdriver, crowbar acts, multiool & wirecutter Also for Alt click - Techfabs can now also use the Mouse drag functionality to set drop target for items - Lathe printing animation now plays on loop instead of just flicking once till printing is finished for more visual feedback 2. **Code Improvements** - Merged `start_making()` with `do_make_item()`. That proc was like only 3 lines long and used only in 1 place so let's just move that code to `ui_act()` - Merged `user_print_item_id()` with `ui_act()`. Again was used only in 1 place so let's just move that code in to save some proc overhead - Sets `processing_flags` for autolathe to `NONE` cause we don't use `process()` - Autodocs vars such as `hacked` , `shocked` etc & procs - `maxmult` is now computed client side saving backend bandwidth, `construction_time` is removed from lathes which did not use it - Removed all usages of lathe taxes and their related vars, removed engineering lathe no tax from ice moon, replaced with normal engineering lathe 3. **Fixes** - Lathe sheet insertion animations are now linked & work again for all material types inserted via remote silo/local storage, silver/titanium/plastic all play the same animation(that is `protolathe_shiny` overlay). Other materials have their own respective overlays - Fixes #81243. Calling `update_static_data_for_all_viewers()` is too expensive for the UI. We should instead use `SStgui.update_uis(src)` which will report the `busy` status to the UI more immediatly - Fixes #81236. Some problems with the params passed to the timer callback. It should now print the correct number of requested items - Fixes #81192. `design.materials` would runtime for custom material items as they were list of texts not materials. We have to pass our manually parsed list of materials for an specific item to ensure they are set & used correctly. Same fixes apply for techfabs as well ## Changelog 🆑 qol: adds screentips & examines for screwdriver & crowbar acts & alt click. qol: techfabs can now use the mouse drop functionality to set drop target. qol: lathe printing animation plays on loop while printing rather than flicking once for more visual feedback fix: lathe sheet insertion animations are now linked & work again for all material types inserted via remote silo/local storage fix: printing custom materials items from autolathe works again. fix: printing multiple items from lathes will actually print that correct quantity of items requested. fix: printing items the 2nd time around from lathes won't cause the UI to reload each time. code: autodoc for some vars & procs, merges procs. refactor: Optimized code for autolathe & techfabs in general. Report bugs on github /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * There we go * aaaa * Missed this little thingy * There we go, should be clean af --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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c41dd0e2f4 |
[MIRROR] Saves some free lag by removing some in area (in world) loops [MDB IGNORE] (#25977)
* Saves some free lag by removing some in area (in world) loops (#80644) ## About The Pull Request Goes through and changes some `in area` / `in a` loops to use `get_contained_turfs` to cut down on `in_world` loops. Saves some free lag. ## Changelog 🆑 Melbert fix: Some things which affect everything in an area are less laggy, the "all lights are broken" station trait especially /🆑 * Saves some free lag by removing some in area (in world) loops --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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8cf3407f94 |
[MIRROR] Removes the attack_slime proc, and other slime refactors [MDB IGNORE] (#25963)
* Removes the attack_slime proc, and other slime refactors (#80487) ## About The Pull Request - **Removed attack_slime**. Most of the attack_slime content has been moved to a proc that signs up for COMSIG_LIVING_UNARMED_ATTACK. Its ugly, but will make converting slimes to a basic mob easier. They now use attack_animal for now, which might cause some unexpected interactions. Hopefully when they are converted to basic mobs, these can be cleared up properly. - This caused some issues with cyborgs, who used to get only half damage dealt to them. As refactoring this would have been too much of a difficult task without much real gain, after much pondering, I have decided that since slimes can always flash cyborgs with each of their strikes, maybe cyborgs should only fear slimes that have electric charges in them. In addition, slimes electric charges decrease now after they successfully zap an cyborg, making them more consistent with the zaps that affect carbons. AIs are still fully immune to slimes. - The slime.dm and slime.life files were extremely bloated, and unorganized. I have created two new files, defense.dm and ai.dm. I have moved the various attack_by/attack_hand/etc procs to defense.dm. Ai.dm now contains every single proc the slime's "AI" uses; this should help getting a clearer picture of the current functionality, which should aid with basic mob conversion and decision tree creation. The remaining files have been slightly organized, with overrides in front, and new procs at the back. - Created a proc for swapping out Adult and Baby states of a slime. Previously, attack_slime was in many cases ignoring fields like melee_damage_lower and melee_damage_upper, replacing it with magic numbers based on the slime's lifestate. Now these values are hard set by these procs. This has caused slimes to be more consistent, though baby slimes might do a bit less damage on the low end. I am tempted to turn these in datums in the future, or as part of this PR. - Removed baby slime's chance to accidentally attack a window/grille by bumping into it, they had 0 object damage anyways, unlike adult slimes, so there was no reason not to early return. - The proc of `handle_feeding` assumed adjustBruteLoss and adjustToxLoss return positive values when damage has been done, when in reality, it returns the total health change along with its direction. This meant slimes would fell off simple or basic mobs after a single bite. This has been fixed. - Also updated the warning before the slime type defines, as they were out of date. - I have removed the bespoke spacewalk override for slimes, which should allow them to drift, should gravity go out. - The nutrition stats are assigned only once, when the slime grows up, instead of compared to being an adult every life tick ## Why It's Good For The Game Less duplicated code. This refactor should help in the basic mob conversion process. Cyborgs have an easier time wrangling slimes, who could previously kill them in three hits, if charged. They are mostly encased in metal, they should feel fine when not hit with electric attacks. Lets slimes feast on delicious corgis. * Removes the attack_slime proc, and other slime refactors --------- Co-authored-by: Profakos <profakos@gmail.com> |
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ff46f9c979 |
[MIRROR] Basic Constructs: Proteon [MDB IGNORE] (#24729)
* Basic Constructs: Proteon (#79425) ## About The Pull Request Last one! Makes proteons into a basic mob, and completely removes the simple_animal construct supertype. Proteons aren't really designed to be played by a player, instead being a nuisance mapped into various ruins and traps. As such, they don't really have any special abilities. Instead, the hostile variant has a somewhat unique behavior. They'll viciously attack anyone who comes close, but, being frail little cowards, if a proteon takes damage it will immediately flee. After a random period between 2 and 4 seconds, it will stop fleeing and come back for more. In addition to this, a few other things have been done, some only related because they're in files I touched. - Moved proteons from the file for the Cleric's Den to their own file in the basic constructs folder. Given that they're used in several different ruins, they might as well not just be in the file for one. - Simple constructs have been cut, and with them the procs for healing/repairing on shades and cult structures, as those are no longer needed. - Because I was touching it anyway, I touched up the file for trap structures. They no longer use any one-letter variable names, and time is now universally listed in seconds rather than deciseconds in that file. - I removed a completely unused blackboard key from ice demons. This is something I noticed due to a change I ended up not making while working on proteon AI, but I figured I might as well leave it gone. ## Why It's Good For The Game Kills the last three simple construct typepaths, bringing us to the destined 19 removed. Huzzah! The proteon AI routine should inject a little spice into fighting proteons, especially for the unprepared - unlike many mobs, they won't stand there and take it if you decide to fight back, but you can never safely ignore them when they run away. They still aren't particularly dangerous. ## Changelog 🆑 refactor: Proteon constructs now use the basic mob framework. The ones encountered in ruins are a bit flightier now, and will briefly flee combat if attacked - only so that they can return and menace you again soon after. Please report any bugs. /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Basic Constructs: Proteon * Update defcon2.dmm --------- Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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1a2ddececa |
[MIRROR] new space ruin, the biological research outpost [MDB IGNORE] (#24662)
* new space ruin, the biological research outpost (#79149) ## About The Pull Request  adds this ruin to space ruin pool this is a shady (as NT always is) bioresearch outpost that got fucked up by an experiment this has like some puzzle aspect to it since you gotta find keycards and shit and press buttons to unlock shield gates this ends with you fighting a heart which if you defeat, destroys the blockade that prevents you from entering the outpost vault also you can no longer literally just cut indestructible grilles or unanchor indestructible windows ### new puzzle elements or something idk variant of pressure plate that you cannot remove and it sends a puzzle signal cooler red puzzle doors that look very foreboding or something idk theyre for this ruin also puzzle blockades, which are indestructible dense objects that are destroyed if they receive a puzzle signal and also buttons and keycard pads for puzzles https://github.com/tgstation/tgstation/assets/70376633/c98807ec-1e7b-49c4-a757-cdbb76a1b566 https://github.com/tgstation/tgstation/assets/70376633/9d5d9dd1-5868-44e6-a978-5ea57b30c298 stuff that throws electric shocks in a pattern, ignores insuls and only knocks down, and no you cannot just run past https://github.com/tgstation/tgstation/assets/70376633/5772917c-a963-48a4-a743-b0f610801d25 ### enemies living floor, it can only attack stuff on top of it and it attacks until the victim is dead it is invincible to all but a crowbar, and it cannot move, and it remains hidden until a victim is in range https://github.com/tgstation/tgstation/assets/70376633/aa1d54f6-b259-4e58-9d44-e393d2131acf living flesh, it can replace your limbs with itself the conditions for that are; the limb must have 20 or more brute, victim must be alive and dismemberable, the limb may not be torso or head, or the limb may not be living flesh alternatively it can replace a missing limb these are all checked with every attack they have 20 hp the limbs in question will sometimes act up, while passively draining nutrition, arms will randomly start pulling nearby stuff, legs may step randomly limbs when detached, turn into mobs and reactivate AI 2 seconds later. if the host is shocked, all living flesh limbs will detach, or if the host dies they will also do that https://github.com/tgstation/tgstation/assets/70376633/765cc99e-c800-4efb-aabe-d68817bbd7ae ## Why It's Good For The Game ruin variety is cool i think also the other things i added should be useful for other mappers for bitrunning or whatever also bug bad for that one fix ## Changelog 🆑 add: living floor, living flesh, and other stuff for the bioresearch outpost ruin add: bioresearch outpost ruin fix: you may not defeat indestructible grilles and windows with mere tools /🆑 --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> * new space ruin, the biological research outpost --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> |
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c056f4dac9 |
[MIRROR] Nanotrasen basic mobs. [MDB IGNORE] (#24573)
* Nanotrasen basic mobs. (#78917) ## About The Pull Request First and foremost, converts all Nanotrasen simplemobs into basic mobs. To avoid messy and redundant code, or god forbid, making Nanotrasen mobs a subtype of Syndicate ones, I've made Syndicate, Russian, and Nanotrasen mobs all share a unified "Trooper" parent. This should have no effect on their behaviors, but makes things much easier to extend further in the future. While most of this PR is pretty cut-and-dry, I've done a couple notable things. For one, all types of ranged trooper will now avoid friendly fire, instead of shooting their friends in the back. Even the Russians have trigger discipline. I've also created a new AI subtree that allows mobs to call for reinforcements. I've hopefully made this easy to extend, but the existing version works as follows: - A mob with this subtree that gains a target that is also a mob will call out to all mobs within 15 tiles. - If they share a faction, mobs receiving the call will have the target added to their retaliate list, and have a new key set targeting the calling mob. - If they have the correct subtree in their AI controller, called-to mobs will then run over to help out. Sadly, this behavior is currently used only by a few completely unused Nanotrasen mobs, so in practice it will not yet be seen. Finally, I've fixed a minor issue where melee Russian mobs punch people to death despite holding a knife. They now use the proper effects for stabbing instead of punching. ## Why It's Good For The Game Removes 8 more simple animals from the list. As said above, making all "trooper" type mobs share a common parent cuts down on code reuse, ensures consistency of behavior, and makes it much easier to add new troopers not affiliated with these groups. I expect that I'll make pirates share this same parent next. The new "reinforcements" behavior, though extremely powerful, opens up exciting new opportunities in the future. There aren't many existing behaviors that allow basic mobs to work _together_ in interesting ways, and I think adding some enemy teamwork could be fun. ## Changelog 🆑 refactor: Hostile Nanotrasen mobs now use the basic mob framework. This should make them a little smarter and more dangerous. Please report any bugs. fix: Russian mobs will now actually use those knives they're holding. /🆑 * Nanotrasen basic mobs. * Modular --------- Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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8d6c531124 |
[MIRROR] Adds 'Bloody Spreader' component that bloodies everything it touches [MDB IGNORE] (#24436)
* Adds 'Bloody Spreader' component that bloodies everything it touches * Update meat.dm --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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7cf7be4b7b |
[MIRROR] Tram v6/Transport Subsystem [MDB IGNORE] (#24399)
* Tram v6/Transport Subsystem * Update icon_smoothing.dm * Update utility.dm * defines/icon * Update airlock.dm * Update door.dm * Update airlock.dm * Update airlock.dm --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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0c9149bf35 |
[MIRROR] Refactor gib code to use bitflags and have documentation [MDB IGNORE] (#24143)
* Refactor gib code to use bitflags and have documentation * Modular updates * Modular updates * Modular updates --------- Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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d9624bdf97 |
[MIRROR] Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse [MDB IGNORE] (#23794)
* Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse * Update hilbertshotel.dm * Modular proc ref --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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9f3be12c19 |
[MIRROR] [TEST-MERGE FIRST] Wound refactor number two: Full synthetic support [MDB IGNORE] (#23601)
* [TEST-MERGE FIRST] Wound refactor number two: Full synthetic support * Wound refactor two compatability (#23618) * Delam emergency procedure moth (#23483) * safety moff * delta/whitespace/examine * icebox * moff poster * moff poster * Update DelamProcedure.tsx * Update scram.dm * sound plays during warning * remove nightshift, theres already a global proc * scrubber hint * missed that define * Apply suggestions from code review Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> * covered by ui_interact * Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> * Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Automatic changelog for PR #23483 [ci skip] * Automatic changelog compile [ci skip] * [non modular] disables TG "hold up" for the foreseeable future (#23607) Update gun.dm * Automatic changelog for PR #23607 [ci skip] * [MIRROR] Desouls Hivelord [MDB IGNORE] (#23609) * Desouls Hivelord (#78213) ## About The Pull Request  Replaces the sprite of the hivelord with a new one, in my continuing quest to annihilate the old asteroid mob sprites. A (never completed) asteroid mob resprite was actually my first PR, this one is my 200th. I am also planning on fucking with basic mob versions of these mobs some time but the sprites can be atomised out. In addition to replacing the old-ass MSPaint sprites, this PR also adds a short death animation effect to the hivelord brood (from hivelords or legions) which looks nicer than them just vanishing instantly upon death. Look at this video for an example of the animation: https://www.youtube.com/watch?v=cKaskN5-y2A ## Why It's Good For The Game Looks nicer. ## Changelog 🆑 image: Hivelords have a new sprite. image: Hivelord and Legion brood have a death animation. /🆑 * Desouls Hivelord --------- Co-authored-by: Jacquerel <hnevard@gmail.com> * Automatic changelog for PR #23609 [ci skip] * [MIRROR] Updates chem factory tank sprites [MDB IGNORE] (#23608) * Updates chem factory tank sprites (#78209) Updates chem factory tank sprites. * Updates chem factory tank sprites --------- Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com> * [MIRROR] Rice Dough can be made in a beaker [MDB IGNORE] (#23611) * Rice Dough can be made in a beaker (#78062) ## About The Pull Request Rice dough can be made in a beaker using 20u of Rice Flour and 10u of Water. 10u of Rice Flour is made from 5u of Rice and 5u of Flour. Rice dough can still be crafted manually using the crafting menu and the original recipe. ## Why It's Good For The Game Cooks can sometimes get swamped with work, especially on a high-pop shift or when there are no botanists. By making rice dough more convenient to make, cooks don't need to spend as much time in the crafting menu. Rice Flour is made from mixing equal parts Rice and Flour. Since no recipe other than Rice dough uses both Rice and Flour in it's Recipe, it should be fine to turn those regents into the intermediate reagent "Rice Flour". Fixes #77966 ## Changelog 🆑 qol: Rice Dough may be made in beaker instead of being crafted, but the rice and flour must be added first /🆑 * Rice Dough can be made in a beaker --------- Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com> * Automatic changelog for PR #23608 [ci skip] * Automatic changelog for PR #23611 [ci skip] * f * awda * unused type!!! * Apply suggestions from code review Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * oh hey unused defines! bye --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com> Co-authored-by: Changelogs <action@github.com> Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com> Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com> --------- Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: Changelogs <action@github.com> Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com> Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com> |
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18fc2d9b16 |
[MIRROR] Oldstation now has their own RND [MDB IGNORE] (#23567)
* Oldstation now has their own RND * Update oldstation_fluff.dm * Update techweb_types.dm * beaker capacity --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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71da4ca73f |
[MIRROR] Refactors the notransform variable into a trait. [MDB IGNORE] (#23566)
* Refactors the `notransform` variable into a trait. * Update robot_upgrades.dm * modular --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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2bcbb36ab9 |
[MIRROR] [TEST-MERGE FIRST] Allows all limbs to be dismembered and significantly refactors wounds [MDB IGNORE] (#23407)
* [TEST-MERGE FIRST] Allows all limbs to be dismembered and significantly refactors wounds * ah fuck it * test * edaawdawd * Revert "edaawdawd" This reverts commit 47be710fe61a1f4ca79212b29b3e88bf05ec9a3a. * nothing but sheer hatred * freaawd * dzfxg * Fixing some diffs here while we are at it. * These are deprecated and should be removed --------- Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com> Co-authored-by: nikothedude <simon.prouty@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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16ccf6a165 |
[MIRROR] Fixes the Hilbert's research tram [MDB IGNORE] (#23448)
* Fixes the Hilbert's research tram (#78035) ## About The Pull Request Corrects the specific_tram_id helper for the Hilbert's Research to use the hilbert tram ID. I've also dropped the `.../hilbert/research` (tram-specific) paths in favor of simply `.../hilbert` ## Why It's Good For The Game Fixes the Hilbert Hotel Research ruin's tram, and also stops the malfunctioning tram event from being able to use that tram to start. (No more trams going haywire on maps without trams!) Closes #78018 ## Changelog 🆑 fix: Hilbert's Hotel Research ruin now has a functioning tram. As a side effect, the malfunctioning tram event should now only fire on maps with a tram! /🆑 * Fixes the Hilbert's research tram --------- Co-authored-by: Shadow-Quill <44811257+Shadow-Quill@users.noreply.github.com> |
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a4fae9cdb5 |
[MIRROR] Immovable rod meets unstoppable tram [MDB IGNORE] (#23299)
* Immovable rod meets unstoppable tram (#77656) ## About The Pull Request Adds interaction between immovable rod and the tram for the rare occasions the rod hits it at the front or back while flying at a parallel angle. The rod will push/pull the tram in the direction it's flying until a short distance past the tram's usual landmark, eventually winning and carrying on. - Only applies to random rods, if the rod has a target it will ignore the tram as usual. - Looping rod only pushes the tram once. - As long as the tram has power, can be returned to the rails as usual by calling it. ## Why It's Good For The Game When the HoP is having a really unlucky day. https://github.com/tgstation/tgstation/assets/83487515/2f0393cd-f796-4b00-8674-d97e57358543 https://github.com/tgstation/tgstation/assets/83487515/f74c8497-8d62-4fcf-80a0-da7259160b7f ## Changelog 🆑 LT3 add: Immovable rod will now battle the unstoppable tram should they cross paths fix: Birdshot's maint tram doors now work properly fix: Tramstation's exterior light fixtures no longer get destroyed as soon as the tram moves code: Tram landmarks are now all subtyped instead of map varedits /🆑 * Immovable rod meets unstoppable tram --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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e4392dac6e |
[MIRROR] Fixes a Typo on a fluff paper on oldstation [MDB IGNORE] (#23286)
* Fixes a Typo on a fluff paper on oldstation (#77898) ## About The Pull Request title ## Why It's Good For The Game typo bad ## Changelog too minor to make a difference * Fixes a Typo on a fluff paper on oldstation --------- Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com> |
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7c68b51b6c |
[MIRROR] Nukies Update 7: Hats (Also massive uplink standardization, weapon kits and ammo changes) [MDB IGNORE] (#22937)
* Nukies Update 7: Hats (Also massive uplink standardization, weapon kits and ammo changes) * Update nukeops.dm * Update clownops.dm * Modular fixes --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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0a03e8a2a7 |
[MIRROR] Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types [MDB IGNORE] (#22481)
* Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types * Resolve merge conflicts * Modular adjustments * destroy this double return on destroy --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.com> |
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2f5c7f8389 |
[MIRROR] Icon folder cleaning wave one [MDB IGNORE] (#22374)
* Icon folder cleaning wave one * Fixe a merge conflict * Fixes some more merge conflicts * Fixes some modular icon paths * Fixes even more modular icon paths... Hopefully that's the last of them * Fixes some merge discrepencies * More merge issues * ok * not ok --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.com> |
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ee58caa1f6 |
[MIRROR] Removes amount_list_postion from reagent containers, adds related unit test. [MDB IGNORE] (#21869)
* Removes amount_list_postion from reagent containers, adds related unit test. (#76057) We had more issues like what #76013 addressed, now they're gone. Variable transfer amount is now explicit. Amount is now inferred from current value, performance concern here is minimal. Less work and mistakes when making new types. * Removes amount_list_postion from reagent containers, adds related unit test. * update modular * Fixes the failing unit test, hopefully --------- Co-authored-by: AnturK <AnturK@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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5ad990e2bc |
[MIRROR] Yeets a duplicate ambience .ogg [MDB IGNORE] (#21734)
* Yeets a duplicate ambience .ogg (#75909) ## About The Pull Request Removed `ambigen2.ogg` and renamed all the generic ambience sounds after `ambigen1.ogg` to account the fact we have one less generic ambience sound file now. ## Why It's Good For The Game This will close #75010 ## Changelog N/A, it wasn't even used in the code. * Yeets a duplicate ambience .ogg --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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2326ae968a |
[MIRROR] Oldstation QoL tweaks and minor fixes [MDB IGNORE] (#21544)
* Oldstation QoL tweaks and minor fixes (#75259) * Oldstation QoL tweaks and minor fixes --------- Co-authored-by: Andrew <mt.forspam@gmail.com> |
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02e3251f84 |
[MIRROR] Makes gasses use defines [MDB IGNORE] (#21492)
* Makes gasses use defines * Mirror! --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Funce <funce.973@gmail.com> |
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10831af0f2 |
[MIRROR] Stops SSmachines processing lighting updates for lights stored inside a hilbert hotel storage container [MDB IGNORE] (#21078)
* Stops SSmachines processing lighting updates for lights stored inside a hilbert hotel storage container (#75301)   this has been spamming runtime logs for yeaaaaaaarrrrrrrrrrrsssssssss. above screenshot is from just the last week. fixes #63850 closes #75305 🆑 ShizCalev fix: Lighting inside of a Hilbert Hotel storage room no longer constantly fails to update, clearing up some log spam and getting back some free lag. /🆑 * Stops SSmachines processing lighting updates for lights stored inside a hilbert hotel storage container --------- Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> |
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8d165b1754 |
[MIRROR] Cere Whiteship Redo - Salvager's Heaven [MDB IGNORE] (#21042)
* Cere Whiteship Redo - Salvager's Heaven (#74994) * Cere Whiteship Redo - Salvager's Heaven --------- Co-authored-by: Addust <80979251+Addust@users.noreply.github.com> |
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8e675c7dbc |
[MIRROR] Damaged window and broken machine helpers [MDB IGNORE] (#20943)
* Damaged window and broken machine helpers (#75132) ## About The Pull Request Added a helper that makes it possible to spawn broken machines without var-editing. Removed the damaged reinforced window spawner and added a general damaged window helper working on any first window found on a tile. <img width="787" alt="2" src="https://user-images.githubusercontent.com/3625094/235808169-c6143606-52e8-4bb7-bab4-e7ce3d359eb2.PNG"> <img width="787" alt="1" src="https://user-images.githubusercontent.com/3625094/235808160-688f56eb-269a-4019-8c1c-2819cc3a4432.PNG"> ## Why It's Good For The Game Less var edits, better tools for mappers, more immersive ruins. ## Changelog 🆑 qol: Mapping: Added broken machine map helper qol: Mapping: Replaced damaged window spawner with a universal helper /🆑 * Damaged window and broken machine helpers --------- Co-authored-by: Andrew <mt.forspam@gmail.com> |
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a5e70e9122 |
[MIRROR] Audio File Cleanup [MDB IGNORE] (#20675)
* Audio File Cleanup (#74863) ## About The Pull Request Removes a bunch of sound files that we don't use and moves some sound files into better locations. I'm hoping to get an archive repo for sounds going, much like the [map_depot](https://github.com/tgstation/map_depot) and [SS13-sprites](https://github.com/tgstation/SS13-sprites). EDIT: The old sound files are being moved here: https://github.com/tgstation/SS13-sounds Also increased the volume of the clownana rustle sound and clipped off some dead air from shockwave_explosion ## Why It's Good For The Game Removes a total of 1.95MB worth of unused sound files from the codebase. ## Changelog 🆑 Tattle soundadd: increased the volume of the clownana rustle /🆑 --------- Co-authored-by: tattle <article.disaster@ gmail.com> * Audio File Cleanup * Fixes the missing sound files ;) --------- Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: tattle <article.disaster@ gmail.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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fe47d6ba35 |
[MIRROR] Refactors sheet crafting to better support directional construction [MDB IGNORE] (#20594)
* Refactors sheet crafting to better support directional construction (#74572)
## About The Pull Request
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8f4f46cad9 |
[MIRROR] New Space Ruin: The All-American Diner! [MDB IGNORE] (#20642)
* New Space Ruin: The All-American Diner! (#74460) * New Space Ruin: The All-American Diner! --------- Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com> |
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fe8fc4d010 |
[MIRROR] Split weapons_and_items.dmi icons into their own categories [MDB IGNORE] (#20360)
* Split weapons_and_items.dmi icons into their own categories * update modular * I hate the dme * random ass define removal fix * missing icons fix --------- Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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a9700def43 |
[MIRROR] Gives waystation cargo-techs shoes [MDB IGNORE] (#20413)
* Gives waystation cargo-techs shoes (#74558) ## About The Pull Request gives shoes to waystation cargo technician corpses ## Why It's Good For The Game fixes #74512 ## Changelog 🆑 fix: waystation cargo techs get shoes now /🆑 * Gives waystation cargo-techs shoes --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> |
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137d213eb1 |
[MIRROR] [Space Ruin] - The outlet [MDB IGNORE] (#20382)
[Space Ruin] - The outlet Co-authored-by: Donglesplonge <120208006+Donglesplonge@users.noreply.github.com> |
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5dbfe110ff |
[MIRROR] Abandoned Interdyne research base [MDB IGNORE] (#20341)
Abandoned Interdyne research base Co-authored-by: DaydreamIQ <62606051+DaydreamIQ@users.noreply.github.com> |
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22bb74575f |
[MIRROR] March Into Mapness: Anomaly Research Ruin [MDB IGNORE] (#20261)
* March Into Mapness: Anomaly Research Ruin (#74110) ## About The Pull Request Adds a new ruin: Anomaly Research Center! Researcher Anna Molly disappeared along with 20 anomaly cores, where could she have gone?  <details> <summary>Pictures</summary> (a bit outdated but not that much)           </details> <details> <summary>Loot and hazards</summary> **Loot** - (1) Raw anomaly core - NO ANOMALY CORES - Empty anomaly armor, empty bag of holding - Bunch of anomaly neutralizers - 5u of wittel (guarded by anomaly) - (5) New anomaly releaser, use on an anomaly core to release and stabilize the anomaly, removing the decay timer **Hazards** Area is guarded with "hollow" anomalies, stable and coreless (flux, bluespace, hallucination, delimber) They cannot be signalled, but the anomaly neutralizes will make them go away BEEEG ANOMALIE: Spawns with a contained supermassive anomaly. There's four possible big anomalies that can spawn: - Mega Bluespace: Has a longer reach and can teleport further. On touch, teleports you all over space for 10 seconds - Mega gravity: Distorts the area around it, as strong as the rare gravity anomaly, but with extreme moveforce - Mega Pyro: Creates more plasma, turns the tile it's on into lava, dusts on touch - Mega Flux: Extra damage, dusts on touch, shoots lightning </details> ### Mapping March Ckey to receive rewards: timegreen ## Why It's Good For The Game I think we're overdue for an anomaly ruin. The ruin has some unique loot that could be really fun, but not devastating, to play around with on the station. The mega-anomaly is also pretty cool. ## Changelog 🆑 add: Researcher Anna Nomally has disappeared into space, carrying 20 anomaly cores. What could she be up to? /🆑 --------- Co-authored-by: Sealed101 <75863639+Sealed101@ users.noreply.github.com> * March Into Mapness: Anomaly Research Ruin --------- Co-authored-by: Time-Green <timkoster1@hotmail.com> Co-authored-by: Sealed101 <75863639+Sealed101@ users.noreply.github.com> |
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b6601a2405 |
[MIRROR] March into Mapness: Meateor [MDB IGNORE] (#20233)
* March into Mapness: Meateor (#74070) * March into Mapness: Meateor --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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413af1be2f |
[MIRROR] Fixes "Atmos Asteroid" Active Turfs - Irony Edition [MDB IGNORE] (#20230)
* Fixes "Atmos Asteroid" Active Turfs - Irony Edition (#74379) * Fixes "Atmos Asteroid" Active Turfs - Irony Edition --------- Co-authored-by: san7890 <the@san7890.com> |
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4d8daa742a |
[MIRROR] March into Mapness: The Waystation [MDB IGNORE] (#20185)
* March into Mapness: The Waystation (#74192) * March into Mapness: The Waystation --------- Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com> |
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9faf2a16ec |
[MIRROR] Removes bepis Techweb and reworks tech disks in general [MDB IGNORE] (#20102)
* Removes bepis Techweb and reworks tech disks in general * e Co-Authored-By: san7890 <the@san7890.com> * e * it will be done --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com> |
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4f983f9b2f |
[MIRROR] Fixes machines not releasing their contents when opened (such as mobs), when they otherwise should. [MDB IGNORE] (#20059)
* Fixes machines not releasing their contents when opened (such as mobs), when they otherwise should. * e --------- Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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6d08ad8984 |
[MIRROR] Machines can now be pried open multiple times and maintain their initial densities [MDB IGNORE] (#20044)
* Machines can now be pried open multiple times and maintain their initial densities (#74163) ## About The Pull Request These changes fix how machines are pried open with crowbars. Currently, most machines can be pried open, but many of them have no method for being closed again. This means they can be pried once, and then never again (as their internal logic has them stuck in an "open" state). Additionally, the densities of these machines is also inconsistent, as density is tied to the procs for opening/closing machines (open = non-dense, closed = dense). Thus, these new changes allow desired densities to be passed to `open_machine()` and `close_machine()`, as well as `default_pry_open()`, meaning that atypical machine densities can be maintained (e.g. machines that should remain dense when open, or non-dense when closed). I've also added a `close_after_pry` boolean parameter to the `default_pry_open()` proc, which determines whether to immediately close a machine after opening it. This is useful for machines that don't really have a use case for remaining open, often lacking a sprite to represent this state as well. * Note: Opening and immediately closing machines with this boolean will still drop their contents onto the floor, but will now immediately "close" in their logic, allowing for further prying attempts in the future. It's worth noting that this implements default density values for these procs, which match the existing behavior for machines, so as to (hopefully) not disrupt existing or expected machine behavior. Two caveats to these changes currently exist: 1. On machines that immediately close after prying, the prying action can now be spammed to the chat with repeated clicking. I'm uncertain if this needs some sort of spam protection or if it's fine as is. 2. I've only been able to manually test this code. I'd love to write unit tests for it, as it affects a lot of different machines, but don't know where to begin with DM Unit Testing (or which files would be good examples to reference in the code base). * Note: I did manually test each and every machine that calls `default_pry_open()` and they all seem to be working correctly. (Except for `obj/machinery/plumbing/sender`, but that doesn't seem to need prying, as it has no contents to drop, only reagents.) As always, let me know if any improvements/changes should be made. This closes #26833. ## Why It's Good For The Game These changes allow crowbar prying to correctly occur multiple times on any machine, which is intended behavior. It prevents player confusion that could occur when a machine couldn't be pried open a second time during a shift, even though it had previously been pried before, forcing players to question themselves. (Are they missing something? Did they perform the action a different way last time? Is the machine actually still powered on instead of off? Etc.) These changes also maintain the correct density for machines after prying, preventing scenarios where a machine might behave differently once it had been pried open. (An example of this was being able to walk through a smartfridge after prying it open.) Additionally, players are no longer required to know/use workarounds (such as machine disassembly) to retrieve a powered-off machine's contents. Overall, these changes improve consistency around machines, creating more scenarios where they behave as players would expect. ## Changelog 🆑 fix: machines can now be pried open more than once. fix: machines now have the correct density when pried open. /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Machines can now be pried open multiple times and maintain their initial densities * wew --------- Co-authored-by: Antonio Tosti <5588048+atosti@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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2728bbe9a9 |
[MIRROR] Polishes some side sources of light and color [MDB IGNORE] (#19860)
* Polishes some side sources of light and color (#73936) ## About The Pull Request [Circuit Floor Polish]( |
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d5a6379d86 |
[MIRROR] Tram signal process/destination improvements [MDB IGNORE] (#19990)
* Tram signal process/destination improvements (#74072) ## About The Pull Request - Tram crossing signals now call process() much less often - Tram crossing signals don't turn amber/red needlessly - Tram destination landmarks are more generic to accommodate future maps, like Birdshot - Renames to_where and from_where, because those vars didn't always match tram position to/from ## Why It's Good For The Game Tram works better, uses less processing ## Changelog 🆑 LT3 code: Tram crossing signal/platform logic improvements /🆑 * Tram signal process/destination improvements --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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c349704d60 |
[MIRROR] Reworks the Sulaco ruin [MDB IGNORE] (#19965)
Reworks the Sulaco ruin Co-authored-by: Vile Beggar <edmir995@gmail.com> |
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4cd00f275a |
[MIRROR] Faction defines [MDB IGNORE] (#19590)
* Faction defines * fixes --------- Co-authored-by: Profakos <profakos@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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50fb81c67f |
[MIRROR] Dangerous Research - The Alternate Sciences Research Center Space Ruin! [MDB IGNORE] (#19614)
* Dangerous Research - The Alternate Sciences Research Center Space Ruin! (#73544) * Dangerous Research - The Alternate Sciences Research Center Space Ruin! * removes the modular one --------- Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com> Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com> |
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ebe38543ff |
[MIRROR] Adds nutriment factor to liquid gibs. [MDB IGNORE] (#19052)
* Adds nutriment factor to liquid gibs. (#73033) ## About The Pull Request Over the years I've heard quite a few lizard players scratch their heads in confusion due to the lack of gibs filling you up. I gave it a fairly low value of 2 so people don't end up trying to power game it. ## Why It's Good For The Game Adding an alternative use to gibs is always nice, at the moment it's mostly just used for soap and cytology (Which barely anyone does.) ## Changelog 🆑 balance: Gibs now provide a small amount of nutriment. /🆑 * Fixes the modular uses of liquid gibs * Fixes an error that somehow slipped through. --------- Co-authored-by: carshalash <carshalash@gmail.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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60bfb76832 |
[MIRROR] Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) [MDB IGNORE] (#18884)
* Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) (#72517) revive of #68760 this time a proc, not an element this time supports cardboard cutouts this time supports mob corpses  prevents these icons ever being outdated, they'll always look what they are supposed to, saves spriting work 🆑 Fikou, a hood by Viro refactor: humanoid mobs and cardboard cutouts automatically generate their sprites, they no longer will be outdated /🆑 Co-authored-by: Time-Green <timkoster1@hotmail.com> * Modular! * Fix signal override merge skew (#72882) Caused by https://github.com/tgstation/tgstation/pull/72517, with https://github.com/tgstation/tgstation/pull/72561 raising an error that was being hidden before This changes equip logic somewhat so that set_wearer was being called twice. I don't think this should be being run in visualsOnly at all, as it does a ton of stuff like registering signals, updating UI, etc etc etc. Don't have time to investigate further. --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Time-Green <timkoster1@hotmail.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |