* Mining MODsuit Rework (#64688)
makes dropkey deactivate device modules
fixes speed potion being fucky
fixes doubled up balloon alerts
makes some cell code better i think
makes the gps module open the gps tgui for you, instead of putting a gps in your hand
the loader suit can now hold mailbags
Reworks the mining modsuit.
The suit is no longer cold-proof (this can be mitigated by using module space for thermal regulators)
The suit fits less modules than standard suits, but cant burn in lava.
In suit storage it can carry ore bags, resonators and kinetic crushers.
It features a storage, gps, ore bag, drill, clamp and by default comes with a plasma core, being recharged with plasma ore rather than by power cell.
Features two new modules:
Ash Accretion, it gathers dust from basalt (or snow) you walk on to create a layer of ash around the suit, acting as armor and a speed up that quickly drains when you walk on other terrain.
Sphere Transform, turns you into a fast moving ball that can travel past lava, you cannot use your hands when in this form, but you can launch aoe mining bombs to attack or mine
* Mining MODsuit Rework
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Add new surgery tgui (#64579)
* Move element to component, start UI, move assets into their own directory
* Complete UI
* Stop when another surgery is started
* Set your real zone since I forgot you actually need to start the surgery too
* Bring this back since I was just removing it as part of a cleanup for asset cache, but I can't prove it's not used anymore
* Remove unnecessary constructor I was using for something else
* Fix signal override
* Add new surgery tgui that provides a built in body zone selector and doesn't let you start surgeries if their body is covered. Replaces some stuff with balloon alerts
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins. (#64643)
* Makes used grenades slightly more obvious.
Adds a variable to tell whether a grenade can't detonate properly.
Examining can be used to tell if the grenade has already been used.
A flag on it is set when the grenade detonates so that used grenades can't be reused until it's reset.
It also prevents spamming admins with grenade primed messages since there's no point if the grenade won't work.
* Changes dud var to dud flags.
Changes the name of the dud var to dud_flags to clarify that it is a set of bitfields.
Changes the default value of the dud var to NONE also to clarify that it is a set of bitfields.
Changes the documentation for the dud var to clarify that it is a set of bitfields.
* Fixes eternally armed dud grenades.
Makes the grenades reset their appearance if they reach the end of their fuse while a dud.
Prevents chemical grenades from staying in the 'i am armed' visual state forever.
* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Refactors Reverse Bear Traps (#64660)
* Refactors Reverse Bear Traps
Went to fix an issue, saw really old and gross code. Cleans it up a bit
using modern cooldown defines, and changes around the logic a bit to
make this 1. actually able to be removed from your head, and 2. better
code
* stop the cooldown
* Refactors Reverse Bear Traps
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Adds an extra signaler check to compare frequencies with the incoming signal (#64666)
Fixes setting signallers frequency.
* Adds an extra signaler check to compare frequencies with the incoming signal
Co-authored-by: Jackraxxus <60418544+Jackraxxus@users.noreply.github.com>
* Refactors pay stands + custom vendors (#63889)
I am disgruntled by the way pay stations work. They're not intuitive, they're a pain to build and have no interface. Basically: They don't get made, and the potential is lost.
Pay stands => Holopay
Summoned by right clicking your ID
Disappears if the card is out of range.
New TGUI window that offers more customization
Other bundled fixes:
Custom vendors become more user friendly
Code improvement
Lots of documentation + refactoring
New bundled number input will likely take place of animated number in tgui input number
Why It's Good For The Game
More RP opportunity for players, plus bug fixes. It's now much easier for players to start their own in game business selling substances clown shoes.
Changelog
cl
code: Created a new input component that accepts only integers. More usage to come.
refactor: Pay stands are now holographic. It's 2562! Create one by right-clicking your ID.
del: Circuit boards for pay stands.
refactor: Pay stands now have their own TGUI.
fix: Custom vendors now alert you when someone makes a purchase.
fix: Custom vendors now place items in your hand when you make a purchase.
/cl
* Refactors pay stands + custom vendors
* I edited these maps in a text editor
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Refactors and fixes sound_player (#64443)
idk if this is considered a refactor since its not creating a new component, so remove my refactor label if you believe so.
Overhauls how sound_player works, and makes it actually work.
* Refactors and fixes sound_player
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixing a number of issues with burial mounds and abandoned crates. (#64482)
Ok, I'm fixing a few issues with certain crates, namely the abandoned one and the burial mound:
An oversight with the skittish trait letting players dive into burial mounds, which are technically a subtype of crates.
A runtime that made abandoned crates not update their lock lights when unlocked (the togglelock call was missing the user arg). This one was my fault.
An oversight with abandoned crates not resetting the number of attempts left and not nulling the last attempted code when re-locked. Idem.
Burial mounds somehow getting lock lights overlays.
Also i'm taking this opportunity to make the closets unit test not early return at the first encountered failure (at the time I made it I didn't know TEST_ASSERT & co would early return on failure) since we want this unit test to finish looping through all non-blacklisted closets.
* Fixing a number of issues with burial mounds and abandoned crates.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Walls built on metal foam instead of girders revert to metal foam when decon'd (#64553)
* raises cost of metal from foam
* goes with fikou's idea for metal foam girder_type
* Walls built on metal foam instead of girders revert to metal foam when decon'd
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* xeno weed changes (#64477)
lowered the grow time limit from 15-20 seconds to 5-10 seconds
weeds can't grow in water now
documented the variables and procs
use the cooldown system
children weeds of the parent node will be destroyed on parent destroyed
* xeno weed changes
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
* toy talking is an audible message instead of a visible message (i blind pr) (#64544)
* toy talking is an audible message instead of a visible message (i blind pr)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Metalfoam structures can now be used as girders to finish building walls. (#64386)
* Foam structures can be used as girders for walls.
* Cleaner ifs
* RIP non iron walls
* Metalfoam structures can now be used as girders to finish building walls.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Fixes notice text resulting from someone batoning a cyborg (#64501)
* Fixes notice text resulting from someone batoning a cyborg
Co-authored-by: SMOSMOSMOSMOSMO <95004236+SmoSmoSmoSmok@users.noreply.github.com>
* Bluespace bodybags with dwarves can be folded and put into backpack (#64421)
* People with dwarfism fit into backpack (when folded inside bluespace body bag)
Co-authored-by: antropod <antropod@gmail.com>
* Actually fixes strange mob delays: BEEPSKY IS TOO FAST edition (#64351)
* Revert " Properly speeds up a lot of things, mostly mobs (#64270)"
This reverts commit a836574388.
THE BYOND REF WAS A LIE, THE PLAYERS ARE FOOLS, HELP, HELPPPPPPP
It turns out that despite what the byond ref says, the walk proc's delays were not in fact in ticks, but in deciseconds.
This means when I "fixed" mob movement by doubling all walk delays, what I actually did was double the speed of anything that used walk()
I have a feeling that the actual issue players were seeing was just move_to having fucked up distance logic, and the movement of slow mobs being smoothed out. I've changed that, so hopefully this puts a seal on the whole problem
I've had a request put in to make beepsky faster, but I think that's best done in a seperate pr
* Adds a flag to disable smooth moveloop movement
Applies it to hostile mob's Goto()
Backports the fixes to move_to and move_away from the previous pr
* Actually fixes strange mob delays: BEEPSKY IS TOO FAST edition
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Optimized steal item searcher to not search through the entire game world. (#64354)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Optimized steal item searcher to not search through the entire game world.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Boritos: Now with different flavors and available at vendors + Ready Donkmeal Trash Sprite uplift (#64238)
Boritos finally decided to start supplying the station with their cornchips. This PR comes with 4 flavors of boritos that can be bought from vendors as well as a slight uplift for the sprite of Ready Donkmeal's trash variant, making it actually look like trash rather then a pristine box.
Also hey if you walk on boritos packages they pop! Thats cool right?
* Boritos: Now with different flavors and available at vendors + Ready Donkmeal Trash Sprite uplift
Co-authored-by: ErdinyoBarboza <erdinyobarboza@gmail.com>
* It begins.
* I should've made more commits
* Adding a new animation!
* This was a good day
* Adding the last missing items
Aka, the hydraulic clamps and the rapid mail delivery device
* It works and I couldn't be happier
At long last...
* I lied, but now it works
* Final little tweak to an icon
* Removes some unused icon_states
* Okay now everything's actually fixed and finished, minus balance changes.
* Whoops
* Fixed the shapeshifter borg and uses the RIGHT WIDEBORG SPRITES HOW DID I MISS THAT???
* Reverting the non-modular clipboard change because I actually did it upstream
* Revert "Reverting the non-modular clipboard change because I actually did it upstream"
This reverts commit bb475498d6a67410792a57e1d91ef5d2d25067dd.
* The clamps can place things on tables + adding chameleon stamp to emag modules
* Conveyors too, actually!
* I'm dumb
* Fixes to wideborgs
* Fixing the animations (thanks TG)
* No free secborgs :)
* Fixes animations and open cover sprites!
* Updates to the zoomba and MissM sprites and bounty cubes are now small, so they fit in both clamps (not even wrapped!)
* Yes I can code
* Fixes the zoomba sprites and transparency for hardlight paper planes!
* More fixes to the Zoomba icon, and to the hardlight paper planes (now it's actually transparent)
* Adds the flash because I forgor
* Semkis and Pistachios! Come get your snacks + Snack Items Name Fixes (#64276)
Snack time
* Semkis and Pistachios! Come get your snacks + Snack Items Name Fixes
* Fix (#10960)
Co-authored-by: ErdinyoBarboza <erdinyobarboza@gmail.com>