All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
Fixes these issues with mechs:
Mechs aren't using power to move (broken in #52902)
Gygax leg actuator button is opposite of what it should be (off when it should be on) (broken in #52902)
Mechpads don't actually send mechs
None of the error messages for failing to move work
Refactoring of Flex, Fix Section scrollable
Getting presets working
wip
Upgrade dependencies
preset notice, tooltip fixes, pod spawnlocation fixes
finishes UI, final polish
quells one travismoment
Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
better var names
better vars
sound for loop
Further review addressing
runtime fixes
Update code/modules/asset_cache/asset_list_items.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
More review addressing
tgui merge
why was that there
Small improvements
Small Improvements Part 2
dropoff / wall moving improvements
compile!
more fixes
The scope of this PR is to add new and interesting stuff to the atmos crew and to bring more people to it both old and new.
This PR adds 5 new gases, a bunch of reactions (i'm still working on this but suggestions are useful), new recipes and items to the atmosians arsenal. These gases have high utility for everyone, atmosians will find them useful to do their job both as firefighters and air maintenance.
FINAL GAS NAMES (will change only if a maintainer ask about it)
Healium
Proto Nitrate
Cyrion B
Halon
Hexane
reactions avaiable in this PR: https://drive.google.com/file/d/1e6DZlBaKSCNdCADKnrH3F3aDWvl0iZr4/view
What the PR add:
-Healium: a red gas, stronger than n2o if breathed, with healing properties
-Proto Nitrate: a green inert gas if breathed but with different reactions with various gases at high temperatures
-Cyrion B: a black deadly gas if breathed that decompones very fast if exposed to N2 even at minimal amounts
-Halon: a light blue gas that when used in a fire it will suck up the O2 and will help cool the room, helping fighting the fire
-Hexane: a purple gas that has the ability to filter from the air plasma and n2o, useful to clean distro from the harmful gases quickly
-Healium Crystal: a reddish crystal that when broken will explode cooling the room and removing the plasma from the air (act like a grenade)
-Proto Nitrate Crystal: a greenish crystal that when broken will explode refilling a space with O2 and N2
-Cyrion B Crystal: a blackish crystal that when broken will explode dealing damage around it
-Metallic hydrogen recipe addition (atmosian armor and fireaxe)
-Statue of an elder atmosian (for bragging rights)
-Supermatter Interactions
-More gas interactions (Roinnel have multiple and different interactions)
-New RPD device: the pressure valve, a device that allow gas flow in a pipenet if the input pressure is higher than the set pressure it's getting atomized
-Fusion is a bit "easier" to start (minor changes to the math so that the instability is more reasonable)
-pluox can be also made without using rads
-cyrion-b bounty
-all 5 gases can be sold to cargo
More stuff needs to be added (like the SM interactions(added) and probably more reactions and breathe reactions)
Please leave suggestions and feedbacks as it helps improve the PR
Atmos desperately need more content and need to be proactive in the making of its tools, with this PR is a start to more atmos content
🆑
add: hydrogen + rads = trit
add: 5 new gases
add: Healium : made from Bz + Freon + cold, it knocks people down but have healing properties
add: Proto Nitrate : made from pluox and H2 + heat, it has different reaction with a bunch of other gases
add: Cyrion B : made from hypernoblium + stimulum around 0°C, it has heavy damage if breathed but is decomposed rapidly by N2
add: Halon : made from bz + trit + cold, it reacts with O2 at high temperature removing it and cooling the air, helping putting out fires
add: Hexane : made from bz + H2 + cold, it reacts with plasma and n2o and removes them from the air mix, filtering them.
tweak: stimulum no longer require plasma
add: canister sprites, gas sprites
add: crystal from gases formation and reaction
add: new metallic hydrogen recipes
add: elder atmosian statue
add: supermatter interactions
tweak: minor changes to fusion math to make it "easier" to start
add : pluoxium can be also made without using rads (not removing the rad production one) (this also produces a minimal amount of h2)
tweak: lowered hypernoblium min temperature of reaction
tweak: metallic hydrogen production more common
add: cyrion-b bounty
add: all 5 gases are up to selling
/🆑
* Process procs now properly use deltatime when implementing rates, timers and probabilities
* Review fixes
* Geiger counters cleanup
Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now
* Moved SS*_DT defines to subsystems.dm
* Rebase fix
* Redefined the SS*_DT defines to use the subsystem wait vars
* Implemented suggested changes by @AnturK
* Commented /datum/proc/process about the deltatime stuff
* Send delta_time as a process parameter instead of the defines
Also DTfied acid_processing
* Dtfied new acid component
fixes#53384fixes#53327
fixes a bug where mechs could move too fast
fixes cooldown being inconsistent
makes strafe behavior better
fixes lights being very small
fixes#50639fixes#47373fixes#43605
Moved some code to the correct spots and did the varedit bitfield thing
-Mechs are a vehicle subtype
-Mech equipment half-rewritten
-Mech actions completely redone
-Cooldown macros
-New movement macros & replacing all var in GLOB.diagonals with ISDIAGONALDIR(var)
-New lazylist macro
-Support for lavaland only mechs
-Removed the tank because fuck off with that hacky shit
-Documentation
-Fuckton of fixes
Made a few changes to gunpoints and some related mechanics while tidying up and adding docs. Here's a quick list
-Execution (point blank help intent shot aimed at the mouth) and gunpoint shots now apply their bonuses to every pellet fired rather than only the first, generally making them gushier. They also buff wound power as well as damage
-You can no longer punch yourself while holding someone up to trigger the charged shot
-You can no longer purposely fail executions and gunpoints with pax or whatever to endlessly spike the damage in a loaded round
-Attacks with extremely high wounding power can now outright dismember limbs regardless of mangled status. The threshold is high enough that it mostly applies for admin edited weapons or execution shots with shotguns (or people with the frail quirk!)
-Piercing wounds make further wounds a bit easier to apply to give them a bit more power
-Hellguns now cost 2250 credits instead of 2000 to make them a bit harder for random crew to get
-Adds special bouncy L6 rounds for admins to use to bounce off anything and everything en-masse
Also as a minor note
Projectiles with no trajectory (meaning they were likely spawned in manually) now qdel themselves on bumping something, rather than runtiming helplessly
Price inflation is now based upon averages, and is now uncapped from 5.
Civilian budget is no longer the worst budget to pay out from.
Medical Civilian bounties are no longer chees-able in seconds.
* I'll pick this up later because it's going to need a UI with keyed lists
* Updated market crash and average inflation values.
* Alright, I'm confident now.
* Make the market crash end at the beginning of the event end
* And on the 2nd day, the lord spoke, "Compile"
* Division by zero protection.
* That should have been a max, smhing my smhead
About The Pull Request
This PR removes the tesla and Mrs. Pacman from the game. The title is actually misleading, the TEG and singularity are still in the game but inaccessible and the singularity no longer has its generator.
Field generators and tesla coils have been kept because shocking your fellow man is the greatest sensation of power in the world.
The overcharging delamination for the supermatter has been replaced by the release of 2500 mols of tritium at 500,000 kelvin. An engineer who's really hateful of the station can use this for fusion, if they desire. Otherwise, its a tritium fire in engineering alongside the explosion. This will probably be changed in the future to be more potent since the explosion will pretty much just space all the tritium away.
Singularities no longer produce radiation. Now, keeping one is less about making power and more about making a statement, especially since you need to delaminate an SM shard for it.
Why It's Good For The Game
Having power optimized for one generator (SM+Turbine) will allow balancing to be feasible, also oranges wanted this. The other generators may later return but with tweaked values and different roles.
Changelog
🆑
del: Nanotrasen has removed their outdated teslas, singularities, TEGs and Mrs. Pacman generators from their servers and warehouse.
/🆑
* Update organs.dm
tails :)
* durathread, plastic and cloth exports
* slime extracts for cargo
deffo wont get snatched up by an antag on the way
* paperwork bounties
* cat ears and nerf cat tail value
* buff hypercharged core & nerf rainbow core
* added humanlike meats
* soap bounty
* fun artisanal stuff to export
* already soap bounty i'm dumb
* lower bounty rewards
* `lower plastic value
* moving raw meat exports
* adding humanoid food values
* added export values to human meats
* added sheetza and meat blocks to exports
* nerfed the values big time
* no more plastique
* Adds the large fuel tank
These are actually just tactical nukes on wheels but whatever
* Gives engineering these new tanks
Because who else would need them hm?
* mecha orbital pad
* mecha orbital pad 2
* mecha orbital pad 3
* mecha orbital pad 4
* mecha orbital pad 5
* mecha orbital pad 6
* mecha orbital pad 7
* fixing conflicts
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* conflicts and map and tgui and icons bro
* fix
* wa
Co-authored-by: Rohesie <rohesie@gmail.com>
* tguy
* Removed eslint ignore
Shouldn't be impacting the build.
* Update code/game/machinery/computer/mechlaunchpad.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* some fun stuff
* cool desc
* final changes hopefully
* late initalizing
* bitflags
* one last thing
* rohesie stuff
* Update tgui.bundle.js
* mm
* Update tgui.bundle.js
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Defined all the existing light_color values.
Moved their definitions to colors.dm
Made white the default color. It was so already, but that was very obscured.
Moved the atom light-related variables to the atom definition.
Wrapped changes to variables such as light_color into procs that report the event through signals.
Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights.
Cleaned up a little bit of code in where new variables were defined before redefinitions.
This is all atomization to reduce changes in #52413
None of this affect gameplay at all, it's all code cleaning and refactoring.
There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is.
* Cleans up some unused procs and makes is_blocked_turf a turf proc.
* Update code/game/turfs/turf.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
* pierce the heavens
* starts doing projs
* continue pierce
* before armor
* before sharpness redefine
* rename sharp defines, before further implementation
* finishing undoing atk_type back to sharpness
* neatens up sharpness defines, FALSE -> SHARP_NONE
* more piercing, removes brute damage bleed, bubblegum no longer wound
* starts letting embeds get in on the fun
* half with embed
* work on dismembering
* continued embed work
* more moving bandaging to limbs
* more dismemberment work
* removing embed pierce stuff
* tweaking bullets
* more docs and work on dismemberment
* spans, piercing, guns
* dismemberment and scar fixes
* bee changes
* bullets embedding
* more bullet and dismember work
* dismemberment, surgery, piercing, formaldehyde,
* pleases travis
* pierce smite
* nicer on blood
* Auto stash before rebase of "tgstation/master"
* more neatening
* wounds only consider up to 35 damage, wounds on l6 and 762
* updates hulk
* balance
* defines
* lower slug to 50 brute to accommodate wounds
* adds differentiation for having flesh/bones/both in mobs
* moves scar descs to json, renames organic_state
* excises removed healing skill
* fixes logs, inconsistencies, some balance changes
* untab
* slight compress
* a
* kills pointed global list
* dmdoc
* halfway through roh
* finishes roh review
* okay NOW i finished roh's reviews
* roh roh roh your boat
* gently down the stream
* global lists
* list ops, fix scanner for bone gel improvised fix
* travis moment
* sounds added and moved
* pellet clouds can join the fun fully, slight gun balancing for wounds
* doc moment
* unconflicts myself
* update hulk
* Update code/_onclick/item_attack.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* crying ascii face
* final rohview
* oops
* final final
Co-authored-by: Rohesie <rohesie@gmail.com>
* Fixes completing a bounty and not getting paid.
* Oh right that thing that I didn't commit
* Cleans up the parenthesis in the proc.
* Linter BEGONE
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>