Commit Graph

1936 Commits

Author SHA1 Message Date
SkyratBot
a20062f7f4 [MIRROR] Yellow slime core and Cakehats not directional light now (#2543)
* Yellow slime core and Cakehats not directional light now (#55987)

Yellow slime core when turn on is 360deg as at should be and not directional light and slightly brighter.
Cakehats also get there 360deg light.

* Yellow slime core and Cakehats not directional light now

Co-authored-by: kopoba <kopoba.webmaster@gmail.com>
2021-01-07 23:06:26 +01:00
SkyratBot
d77ff33126 [MIRROR] Some of the unsorted chat types being sorted (#2526)
* Some of the unsorted chat types being sorted

* aaa

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-07 00:36:47 +01:00
SkyratBot
5cb64233a3 [MIRROR] Adds sound effects to the tape recorder (#2484)
* Adds sound effects to the tape recorder (#55908)

Adds sound effects to the tape recorder.

Doesn't add the sound of the tape being inserted or removed or the playing/recording hum. Maybe another day. Would also like to add handling sounds to tapes like other objects have.
Why It's Good For The Game

Tape recorders make satisfying sounds. Makes the object feel more real.
Changelog

🆑 cacogen
soundadd: The tape recorder makes sounds when you interact with it
/🆑

* Adds sound effects to the tape recorder

Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
2021-01-04 15:54:47 +01:00
SkyratBot
5dabd9046d [MIRROR] A few minor tape recorder fixes (#2454)
* A few minor tape recorder fixes (#55881)

Tape recorder cassette can no longer be rewound with a pen if it is not unwound.
Tape recorder transcript should look like it has text written on it!
Tape recorder can now play full tapes.

* A few minor tape recorder fixes

Co-authored-by: prodirus <44090982+prodirus@users.noreply.github.com>
2021-01-02 23:52:09 +01:00
SkyratBot
a4b253475e [MIRROR] Integrates vibebots with the pda (#2391)
* Merge pull request #55798 from spessbro/please-assume-the-position

Integrates vibebots with the pda

* Integrates vibebots with the pda

Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
2020-12-31 01:39:29 +00:00
SkyratBot
87930f4ea0 [MIRROR] [READY] Refactors riding (#2307)
* [READY] Refactors riding (#54778)

* [READY] Refactors riding

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-12-24 12:38:15 +01:00
SkyratBot
9dfb7a1189 [MIRROR] Everything that uses maptext now uses the class that makes it actually readable (#2116)
* Everything that uses maptext now uses the class that makes it actually readable

* Update chatmessage.dm

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-12-11 00:40:04 +00:00
SkyratBot
afce3e2a94 [MIRROR] pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#2097)
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)

Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:

Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:

Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake

Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).

I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.

Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.

scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.

scan_moved_turf() (WIP) will be used for handling moving onto a turf.

permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.

A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types

UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game

Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.

Fixes penetrating projectiles like sniper penetrators

This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)

* pass_flags handling refactor + rewrites a part of projectiles for the n-th time

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2020-12-09 23:44:54 +01:00
SkyratBot
c487c73f39 [MIRROR] Grep for space indentation (#1969)
* Grep for space indentation

* aa

* Update species.dm

* Update species.dm

* Update maps.dm

* Update examine.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-12-01 12:26:41 +01:00
Azarak
90d3dd4f20 [READY] Configurable spawners for event use for admins (#1786)
* aaa

* aaa

* aa

* aaa

* ascsc

* asd

* aaa

* Update event_spawner.dm

* Update event_spawner.dm

* Update event_spawner.dm

* imports and exports

* aaa

* Update event_spawner_menu.dm

* Update event_spawner.dm

* aa

* Update event_spawner_menu.dm

* Update event_spawner_menu.dm

* Update event_spawner_menu.dm

* aa

* faction boys

* Update outfit.dm

* money

* Update outfit.dm

* incredible

Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-30 19:51:17 +00:00
Azarak
db2b08ad43 aaa (#1972) 2020-11-30 19:41:56 +00:00
SkyratBot
18bdebef43 Merge type variable fixes and unit test (#1867)
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-27 07:46:43 +00:00
SkyratBot
e6879819ea [MIRROR] CanUseTopic() refactor. (#1829)
* CanUseTopic() refactor. (#54747)

* CanUseTopic() refactor.

* Forgot about default_can_use_topic. Tested and working.

* Update bin.dm

* no-nonsense.

* CanUseTopic() refactor.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-25 13:56:56 +01:00
SkyratBot
384d439381 [MIRROR] Fixes chem and addiction scans, null checks for addiction_list (#1826)
* Fixes chem and addiction scans, null checks for addiction_list (#55105)

So #54797 changed addiction_list to instantiate as a null instead of a list. Turns out a few things relied on the list existing!
Things like health analyser/medical kiosk chem and addiction scans broke, and smokers would no longer get addicted!
Made a few places check if addiction_list is null before continuing.

(Lemon's note, refactored some code to make it cleaner/removed some unneeded loop typechecks)

* Fixes chem and addiction scans, null checks for addiction_list

Co-authored-by: prodirus <44090982+prodirus@users.noreply.github.com>
2020-11-25 13:56:15 +01:00
SkyratBot
a25041431b [MIRROR] Humans have more complicated body temperatures (#1825)
* Humans have more complicated body temperatures (#54550)

This changes how carbon/humans stabilize body temperature, and changes how damage and wounds are applied based on temperature.

Humans now have a core body temperature along with body temperature. The core temperature is used for natural stabilization and what viruses like fever and shivers target by raising or lowing the core temperature of the mob.
The standard body temperature still exists and acts exactly the same for most items at this time but is now treated as surface temperature in humans.

Damage from body temperature for humans is now based on the core temperature instead of body temperature now.
Humans will now receive burn wounds when the body (surface) temperature is to high for to long.

This causes you to see alerts for the area temperature before you take damage in most cases improving visibility of dangerous situations.

* Humans have more complicated body temperatures

Co-authored-by: NightRed <nightred@gmail.com>
2020-11-25 13:56:04 +01:00
SkyratBot
02a713f379 [MIRROR] Fixes PDA bombing have equal chances to work on PDAs without manifest access vs PDAs with it (#1812)
* Fixes PDA bombing have equal chances to work on PDAs without manifest access vs PDAs with it (#55036)

* Makes extra difficulty actually work

0

* Actually fixes it as of what Fikou suggested

* no space, sorry

Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>

Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>

* Fixes PDA bombing have equal chances to work on PDAs without manifest access vs PDAs with it

Co-authored-by: Bond <58570888+TheBonded@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
2020-11-24 11:37:40 +01:00
SkyratBot
1c065882f7 [MIRROR] [ready] Reverts metabolism on stomachs, keep them as important to eating (#1690)
* Reverts metabolism on stomachs, keep them as important to eating (#54632)

* [ready] Reverts metabolism on stomachs, keep them as important to eating

* Merge branch 'master' into upstream-merge-54632

* Update food_reagents.dm

* Update alcohol_reagents.dm

Co-authored-by: NightRed <nightred@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-15 06:47:17 +01:00
SkyratBot
9e88359f04 [MIRROR] Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#1686)
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#54715)

* The Re-pricening

* Rewritten and adjusted for paycheck defines.

* I made the map changes finally.

* And the refills too.

* "OH YEAH REPLACING IT ALL WITH DEFINES AND SCALING IT THE EXCEL DOCUMENT WILL BE EASY, ARCANE!!!"

* And the premium ones too.

* Accidently spoiled a future pr due to dme bleedover

* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-14 21:49:11 +01:00
SkyratBot
e768cef297 [MIRROR] /obj/screen --> /atom/movable/screen (#1646)
* /obj/screen --> /atom/movable/screen

* Update storage.dm

* Update radial.dm

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-11 04:12:50 +01:00
SkyratBot
eedf2362cc [MIRROR] Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'. (#1674)
* Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'. (#54665)

The PR aims to allow advanced tool users to be defined by traits rather than a hardcoded proc.
Also necessary for the CanUseTopic refactor I'm working on, which will be PRed separately for atomization purposes.
This PR also fixes an inconsistency with can_hold_items (since monkeys can actually hold items).

* Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-11 02:52:32 +00:00
SkyratBot
13c953e150 [MIRROR] The clown PDA now has in-built comedy detection for when something happens to the clown and plays a fitting sound. (#1644)
* The clown PDA now has in-built comedy detection for when something happens to the clown and plays a fitting sound. (#54695)

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* The clown PDA now has in-built comedy detection for when something happens to the clown and plays a fitting sound.

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
2020-11-09 20:13:41 +00:00
SkyratBot
3fb7ff47ab [MIRROR] Improves admin logging for when TTV valves get opened. (#1588)
* Improves admin logging for when TTV valves get opened. (#54776)

Basically just reformats the logging code for TTVs when valves get opened. It's a bit more verbose, giving a bit more detail in general. It also has line breaks, because it makes things easier to read.

I've also added the ability for signals to hold a logging string. In this case, a signaller creates a signal and attaches a logging string. If the signal is received by any signallers attached to a TTV, it stores the last logging string associated with that signal. Functionally, this means that TTVs can now ask their attached signaller for the logging string of the last signal it received and display it as part of the logging string.

* Improves admin logging for when TTV valves get opened.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-11-07 00:31:35 +00:00
Gandalf
f9e3b58ecd Aesthetic Overhaul V3.0[SEMI-MODULAR][READY] (#1245)
* Begin

* few fixes

* WINDOWS

* Update airlock.dm

* Update status_display.dm

* Fixes plus rusty walls.

* Update walls.dm

* air alarm, intercom, apc updates, plasma windows, tinted, firealarm(todo)

* Update airlock.dm

* FINALLY FIXES THE DOORS

* Update airlock.dm

* firealarm and fixes.

* fixes

* mining vendor and washing machine

* firedoor

* blastdoor

* firealarm sound, shutters sound, blast door sounds.

* Delete window.dm

* Revert "Delete window.dm"

This reverts commit 4737c539eb9b49a526c784f45161c3189505ac57.

* fixes

* Update 2.0

newscaster DONE
bookshelf DONE
disposals chute DONE
chairs DONE
stools DONE
beds - Will upgrade later.
requests console DONE
light switch DONE
roller bed DONE
nanomed DONE
extinguisher cabnets DONE
extinguishers DONE
buttons
shield generators DONE
space heater DONE
emitter DONE
field generator DONE
rad collector DONE
cameras DONE
morgue units DONE
watercooler
bench Will upgrade later
E-N (corgi) port? Will do later.
plastic flaps Done
Guns - later

* fiox

* l o g i c

* Update extinguisher.dm

* V2.5

* racks and fixws

* computer typing noise

* gun sprite updates

* Update guns.dmi

* air alarm light mask

* better light overlays

* floors!

* gaygun, bench

* lasergun sounds - remove gun balance.

* no decals.

* Update intercom.dmi

* better directionals

* lasercannon, nucgun,

* Update laser.dm

* aaa

* aaa

* some sprite updates

* aaa

* shotgun suppressor+sound

* Update airlock.dm

* Update shieldgen.dmi

* chair fix, tools too.

* Update chairs.dmi
2020-11-01 16:35:39 +01:00
SkyratBot
23ca0b88db [MIRROR] Converting the EMP protection component into an element. (#1494)
* Converting the EMP protection component into an element. (#54617)

* Converting the EMP protection component into an element.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-10-27 17:38:50 +00:00
SkyratBot
3b623b8b67 [MIRROR] [READY]Directional lighting component + light system (#1474)
* Directional lighting component + light system (#54520)

Adds in a new type for the lighting system, the directional one. It piggybacks on the overlay lighting to create a directional effect + adds a nice visual cone mask to make the effect feel really directional.
Also: made the static light system respect the light_on variable.

It feels really nice to shine AT things you're looking at with flashlights and the such, it makes maintenance scouring much more immersive too.
Adds more paranoia as you dont see light behind yourself when you've got a flashlight. Plus makes ambushes more fun

* [READY]Directional lighting component + light system

Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-26 09:13:47 +01:00
SkyratBot
77889626dd [MIRROR] Makes flashlights do a clicky noise when they're turned on or off (#1425)
* Makes flashlights do a clicky noise when they're turned on or off (#54521)

* Makes flashlights do a clicky noise when they're turned on or off

Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-22 23:01:32 +01:00
SkyratBot
ee8ed069d4 [MIRROR] Adds sounds for the PDA (#1415)
* Adds sounds for the PDA (#54499)

This makes the PDA play all sorts of nice sounds, aswell as sounds for ejecting or inserting the ID/pen/cartridge.
The noises for pressing buttons will need for your ringer to be ON, the other noises get played either way.

* Adds sounds for the PDA

Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-22 04:36:43 +02:00
SkyratBot
6ecaa9a994 [MIRROR] Standardizes attack chain signal returns and fixes a tk bug (#1409)
* Standardizes attack chain signal returns and fixes a tk bug (#54475)

The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.

In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.

Additionally, fixed a tk bug reported by @ Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack

Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.

Also cleaned some code here and there.

* Standardizes attack chain signal returns and fixes a tk bug

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-21 07:39:32 +02:00
SkyratBot
d1315d9474 [MIRROR] Audio falloff re-work, and increased audio range. (#1406)
* Audio falloff re-work, and increased audio range.

* a

* a

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-21 07:36:31 +02:00
SkyratBot
56c3c19634 [MIRROR] Anonymizes chapel intercom, so chaplain doesn't know who's talking. (#1402)
* Anonymizes chapel intercom, so chaplain doesn't know who's talking. (#54476)

Adds support for radio's that anonimize the user, and adds one to every chapel.
It adds a new layer of immersion, and the option to anonizmie the speaker adds new options for mappers.

* Anonymizes chapel intercom, so chaplain doesn't know who's talking.

Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
2020-10-21 07:07:19 +02:00
SkyratBot
9d2a5297d1 [MIRROR] replaces instances of NanoTrasen with Nanotrasen (#1398)
* Replaces instances of NanoTrasen with Nanotrasen (#54473)

spellcheck: replaces instances of NanoTrasen with Nanotrasen

* replaces instances of NanoTrasen with Nanotrasen

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-10-20 16:49:43 +01:00
SkyratBot
b8d9874c27 [MIRROR] Converts all A && A.B into A?.B (#1292)
* Converts A && A.B into A?.B (#54342)

Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.

* Converts all A && A.B into A?.B

Co-authored-by: ZeWaka <zewakagamer@gmail.com>
2020-10-13 23:19:25 +02:00
SkyratBot
970a2b03d6 [MIRROR] Mobility refactor: no more update_mobility() (#1233)
* Mobility refactor: no more update_mobility()

* Update robot.dm

Fixes robots.

* megadumb

* Update robot.dm

* weh

* Update gunpoint_datum.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-10 02:31:35 +02:00
SkyratBot
82fad14b06 [MIRROR] Wound scans respect blindness (#1170)
* Wound scans respect blindness (#54188)

* Wound scans respect blindness

Co-authored-by: PKPenguin321 <pkpenguin321.git@gmail.com>
2020-10-06 21:40:05 +01:00
SkyratBot
74988557f1 [MIRROR] Sign language fixes (#1165)
* Sign language fixes (#53890)

If your hands are full, you make a visual attempt to sign, so others know you at least tried. If you have no hands, you simply cannot sign at all.
Having one arm gone and the other full properly makes one unable to sign
Runechat!
Uses TRAIT_HANDS_BLOCKED now
Any organ with ORGAN_UNREMOVABLE as a flag is no longer removed by aheals or full heals. Currently this only affects tied tongues, as no other organ really has that flag yet.

If you can't sign from your hands being full, you won't stand there silently staring at whoever you try to talk to.
People will actually see that you can't sign thanks to runechat
I finally fixed sign language for lings & xenobio mains

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Sign language fixes

Co-authored-by: Wallemations <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
2020-10-06 15:37:37 +02:00
SkyratBot
9ae0a0b2e9 [MIRROR] Fixes scanners being usable by the blind (#1153)
* Fixes scanners being usable by the blind (#54164)

* Fixes scanners being usable by the blind

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-04 23:35:38 +02:00
SkyratBot
9690efd842 [MIRROR] Fixes up addictions reporting on scanners, and admin full heal (#1073)
* Fixes up addictions reporting on scanners, and admin full heal (#54056)

* Fixes up addictions reporting on scanners, and admin full heal

Co-authored-by: NightRed <nightred@gmail.com>
2020-09-30 03:44:20 +01:00
SkyratBot
98568e191a [MIRROR] Enforce preserving parent proc return values across ui_act call stacks (#999)
* Enforce preserving parent proc return values across ui_act call stacks (#53964)

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.

* Enforce preserving parent proc return values across ui_act call stacks

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-26 17:17:59 +02:00
SkyratBot
13b96bfe01 [MIRROR] Rebalances space loot and space exploration (#981)
* Rebalances space loot and space exploration (#53916)

* Rebalances space loot and space exploration

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-25 14:34:13 +02:00
SkyratBot
18f4fb5029 [MIRROR] Fix skill related runtimes in mindless mobs. (#965)
* Fix skill related runtimes in mindless mobs. (#53691)

Fixes related to mindless mobs using skills

* Fix skill related runtimes in mindless mobs.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-24 20:33:19 +02:00
Azarak
786faaaf39 [SEMI-MODULAR] Gunpointing! Similar to bay-aiming (#800)
* Gunpoint!

* Spans

* linter moment

* wah

* weh
2020-09-17 02:18:01 +01:00
SkyratBot
4b6cc9d088 [MIRROR] Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#830)
* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305)

* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-09-17 02:05:30 +01:00
SkyratBot
2595f10911 [MIRROR] Fixes some issues with sign language & makes some things more clear (#783)
* Fixes some issues with sign language & makes some things more clear (#53610)

Changes the name of the recipe for the gloves to make them more clear
Adds a note in the tongue file to make sure it's clear you SHOULDN'T SEE THAT TONGUE.
Adds a unique chat message for mimes who use sign language, to make it clearer you can't cheese as a mime
Adds a unique slurring verb for drunkards
Removes the ability for sign languagers to use megaphones, which I forgot existed in the game. 
Punctuation removal now replaces all punctuation used with periods rather than with blank space, to reduce run-on sentences.

* Fixes some issues with sign language & makes some things more clear

Co-authored-by: Wallemations <66052067+Wallemations@users.noreply.github.com>
2020-09-13 04:39:19 +02:00
SkyratBot
adcb876d0b [MIRROR] Adds better feedback related to husks (#769)
* Adds better feedback related to husks (#53599)

Husks currently have basically zero ingame feedback other than the grey sprite. It should be abundantly obvious when somebody is a husk, given that it's such a huge physical change that it changes the sprite. This PR adds examine text to husks, and adds a message to the health scanner. The regular scanner will only tell you that they are a husk, the advanced scanner will tell you if they were husked by burns or by "extreme fluid loss" AKA lings (but burnt takes precedence so you can still burn your ling corpses to a crisp to help hide your tracks). The defib now also gives a message specifically for husks instead of a generic "tissue damage" message which normally means brute/burn damage.

I also updated the description of sythflesh and rezadone to mention that they can restore burnt husks, and replaced some hardcoded "burn" with the BURN constant.

* Adds better feedback related to husks

Co-authored-by: msgerbs <msgerbs@users.noreply.github.com>
2020-09-13 02:58:40 +02:00
SkyratBot
439207100a Adds Sign Language Quirk (#711)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-09 08:43:01 +02:00
SkyratBot
1e705faa19 [MIRROR] Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#709)
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)

* 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

* Process procs now properly utilize deltatime when implementing rates, timers and probabilities

Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
2020-09-09 08:19:23 +02:00
SkyratBot
c6007727cd Many issue fixes for stomachs and chem interactions (#53440) (#671)
This changes the has_reagent check to work with stomachs.
Several supporting procs have been added to fully support this behavior.
end_metabolization will work as expected again
expose is working with INGEST items again
on_mob_add working as intended
on_mob_life has been reviewed and worked over.

Health Analyzers now show stomach contents, same with the medical kiosk.

Included the unit test to validate reagent checks.
Unit tests for the new procs on mob

Co-authored-by: NightRed <nightred@gmail.com>
2020-09-07 04:10:16 +02:00
SkyratBot
418156f632 [MIRROR] merges the sunglasses from detective's office with his spy glasses, makes spy glasses use action button instead of verb (#639)
* merges the sunglasses from detective's office with his spy glasses, makes spy glasses use action button instead of verb (#53355)

* merges the sunglasses from detective's office with his spy glasses, makes spy glasses use action button instead of verb

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-09-04 00:14:57 +01:00
SkyratBot
cd0d700a85 [MIRROR] Mecha refactor 2020 (#579)
* Mecha refactor 2020

* Update effects.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-02 02:16:51 +02:00
SkyratBot
ec09510459 Bools and returns super-pr (#53221) (#565)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-30 05:12:59 +02:00