* Attack chain refactoring: Broadening `tool_act` into `item_interact`, moving some item interactions to... `atom/item_interact` / `item/interact_with_atom`
* Patches up merge skew (#80197)
## About The Pull Request
Yeah #79968 (1e76fd70b4) was not
compatible with master but no one said anything on the PR so i got
jebaited into merging it. The code should be up to the same standards
per the documentation I read (preventing thwacking the target in certain
situations while not returning anything in other situations)
master will definitely compile now though
* Patches up merge skew
* Merge conflicts
* Modular adjustments
* Removes this entirely duplicated proc...
* Update tool_override.dm
* Update weldingtool.dm
* Update tool_override.dm
* Update tool_override.dm
* Nope. Copy paste begone.
A skyrat edit is so much easier to deal with here
* Update brand_intelligence.dm
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* basic cats and mini kitchen helpers (#79800)
## About The Pull Request
this pr transforms cats into basic pets! cats now have some new
behavior. they can carry fish and hunted mice in their mouths to deliver
it to kittens, and kittens will eat them.


if a kitten sees you holding food, it will point at you and meow loudly
until u give it the food.
becareful when putting male cats near each other, there is a small
chance they get into a heated argument and meow loudly at each other
until one of them flees.
also added a new small cat house for cats. cats will use these homes if
u build one near them (using 5 wood planks)

Chefs can craft the cake cat and breadcat. these are useful cats because
they can help the chef around in the kitchen. they will turn stoves and
grills off when food is ready, so they dont burn. and the cake cat will
help the chef decorate his donuts
## Why It's Good For The Game
refactors cats into basic mobs and gives them a deeper ai
## Changelog
🆑
refactor: cats are now basic pets. please report any bugs.
add: the cake cat and bread cat can now help the chef around in the
kitchen
/🆑
* basic cats and mini kitchen helpers
* Modular
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Delete code/modules/explorer_drone/TODO.txt (#80015)
Imma be real with you chief
Aint no one completing the explorer_drone TODO.txt!!!
* Delete code/modules/explorer_drone/TODO.txt
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Exploration drones can no longer be used to get to centcom (#78197)
## About The Pull Request
Fixes#73417
Implements a check for exploration drones to make sure that containers
inside the storage don't have blacklisted items in them before launch.
Now you won't able to hide beacons and living beings inside bluespace
body bags.
Also adds exploration drone launchers to cargo shuttle's blacklist to
prevent potential shenanigans in the future.
[I suck at explaining, so here's a poorly made video that shows how to
do this](https://www.youtube.com/watch?v=U45ifQGQxzI)
~also, why does it take 10 hours to get the "Time Waster" achievement.
how did 6 people even get it??~
## Why It's Good For The Game
centcom is scary and exploits are bad
## Changelog
🆑
fix: Exploration drones can't be used to reach Centcom anymore.
/🆑
* Exploration drones can no longer be used to get to centcom
---------
Co-authored-by: leaKsi <59278564+leaKsi@users.noreply.github.com>
* Fixes a large amount of spelling and grammatical errors in the Exploration Drones section. Also fixes an angry pine tree quip. (#77095)
## About The Pull Request
Title
## Why It's Good For The Game
It bothered me
## Changelog
🆑 Licks-The-Crystal
spellcheck: Corrected a large quantity of spelling, grammatical and
phrasing errors with Exploration Drone content.
/🆑
---------
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* Fixes a large amount of spelling and grammatical errors in the Exploration Drones section. Also fixes an angry pine tree quip.
---------
Co-authored-by: zeckle/licks-the-crystal <79835169+mikederkan@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* makes the pinguin a basic animal (#76790)
## About The Pull Request
the penguin now is a basic animal and also now he can go and layed
penguin eggs to make penguin babys also the baby have a new behavier he
will now go and looked for his mom and when he found his mom he will
went to her and be happy when he close to his mom or if he mom is died
he will went to her body and he will be sad and also i putted this
behavier in the baby chicken. also now the pinguen mom will go and
looked for her eggs and when she find a egg she will putted it in the
middile of her legs and walked with it

## Why It's Good For The Game
the pinguen now is a advance ai
## Changelog
the pinguen now have a more advance
🆑
refactor: the penguin is a basic animal
add: the penguin now layed eggs
add: the penguin and the chicken babys will go look for adult penguin or
chicken and be happy when he is near the adult
/🆑
* make the pinguen a basic animal
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
* Adds already existing circuits to exodrone consoles. (#76826)
Consoles for exodronning didn't have circuits so you couldn't unscrew
and move them or similar.
* Adds already existing circuits to exodrone consoles.
---------
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart
* Makes it all compile, for now
* Fixes eye emissives not working right.
* Fixes the plasmaman head (oof conflicts)
* Fixes the screenshot tests
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes "There's a tree in space" adventure (#75465)
## About The Pull Request
Removes the enter effect that set your confusion to 9999 on the epilogue
page
Having confusion over 30 would send you to the page where you have to
either give up or press a button until your confusion goes back under
30. However setting it to 9999 was very confusing as there is no
indication how exactly much confusion you had, so players would be
sitting there pressing the button over and over again not realizing they
were only at like 9643 confusion and had to press it hundreds of more
times.
Anyway, that doesn't matter since even if they pressed all those buttons
and got back to the epilogue, they would just be sent right back to this
confusion page after getting confusion set to 9999 again. So it was
impossible to beat.
Fixes#75427
Also makes JSON prettier
## Why It's Good For The Game
Now you can actually beat the adventure
## Changelog
🆑
fix: fixed "There's a tree in space" adventure being impossible to beat
/🆑
* Fixes "There's a tree in space" adventure
---------
Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED
* modular RegisterSignals
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Replaces some bad trait sources and updates two trait names (#71375)
## About The Pull Request
Traits should never use a hard reference as their trait source, if you
want to use a "reference" to a datum use `REF()` instead, or it will
cause hard deletes
Also renamed some traits which didn't use the "standard" scheme, because
I saw it while regexing
## Why It's Good For The Game
- Prevents some hard deletes
- Uses a less confusing naming scheme
## Changelog
Not necessary
* Replaces some bad trait sources and updates two trait names
* Fixes SR trait sources
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code
* Delete storage.dm
* yippee
* shit
* holy shit i am stupid
* more fixes
* fuck
* woops
* This tail refactor turned into an organ refactor. Funny how that works.
* Firstly, fixing all the conflicts.
* Fixes all our maps (hopefully)
* Actually, this should fix pod people hair :)
* Almost everything is working, just two major things to fix
* Fixed a certain kind of external organ
* Cleaning up some more stuff
* Turned tail_cat into tail because why the fuck are they separate?
* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file
* Adds relevant_layers to organs to help with rendering
* Makes stored_feature_id also check mutant_bodyparts
* Fixes the icon_state names of ALL the tails (pain)
* Fixes wagging, gotta refactor most mutant bodyparts later on
* I Love Added Failures
* Fixed some organs that slipped through my searches
* This could possibly fix the CI for this?
* It doesn't look like it did fix it
* This will make it pass, even if it's ugly as sin.
* Fixed Felinids having a weird ghost tail
* Fixes instances of snouts and tails not being properly colored
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Makes smoke and foam attempt to fill the available space.
* wew
* reset
* Revert "reset"
This reverts commit 75be4f934504793ceb5c9bf2f3774dc24517df5a.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes exodrones erroneously reporting "travelling back to station" in the status panel of their console UI. (#64487)
This PR will rearrange the obj/item/exodrone/ui_description so that it won't be assumed that the drone is traveling back to station if in travel mode and its location (which is changed on arrival, not departure) isn't null, which basically means the drone is travelling from site to site, and specify which target site the drone is travelling to in the text string.
* Fixes exodrones erroneously reporting "travelling back to station" in the status panel of their console UI.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Exploration Drone Launcher code update + hard-del (and other) fixes (#63551)
Fixes exploration drone launcher overlays not being updated properly when fuel is consumed / changes
Fixes crowbarring out a fuel pellet not updating the sprite, also fixes crowbarring out a fuel pellet after-attacking the exo-drone launcher
Fixes fuel pellets not getting deleted when empty
Fixes exploration drone launchers hard-delling if broken with a fuel pellet within
Corrected fuel pellet description grammer, and added a proper description to the exodrone launcher
Improved the code + documentation in general (early returns, better vars)
Fuel pellets are very obtuse when working on exploration drones. Hopefully, a few of these fixes helps some of those clear up.
When fuel pellets run out of uses, they're intended to delete, but never did - meaning you held around a buncha empty fuel.
Trying to replace the fuel pellets was very confusing as the icon didn't update properly.
* Exploration Drone Launcher code update + hard-del (and other) fixes
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds New Aquarium Fish! (#62840)
* fish
* fixes broken stuff
* no emulsijack betrayal, emuslijacks will now reproduce
* Adds New Aquarium Fish!
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
* removes double spaces before symbols
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton)
* EEEE
* E
* follow the fucking guidelines
* E
* Update CentCom_skyrat.dmm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Adds a Return Value (#61221)
The firelance's afterattack() proc now actually returns after notifying the user it ran out of battery
* Firelance Can No Longer Be Used When Out of Charge
Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>
* large refactor of machine/power code to cut down on processing time and wasted lists (#60317)
original pr here: #59789 (Closed because he didn't think it was good enough)
came back to this because i realized that
all machines were area sensitive, meaning they had a list with at least a reference to themselves (assuming they arent in the contents of another movable which most arent) for the purposes of handling power differences when their area changes
pipes are machines
there are ~14k machines and ~6k pipes
i made this problem worse with a recent pr by making it a nested list
so i needed to track what machines needed power, and this pr had work already done that could be used for that purpose. now machines that have use_power == NO_POWER_USE do not have this extra memory overhead for no reason
currently every machine that uses power draws that amount from its area from a dynamic channel via auto_use_power() which is called every SSmachines fire(), then in apc/process() the area's dynamic power draw is reset and the power is used. with static power its not calculated then reset every loop, its just taken from the grid. so now machines handle updating their static power usage from their current area (this doesnt touch power machines that require a wire connection). in order to allow this, use_power, idle_power_usage, and active_power_usage have setters to track state correctly and update the static power usage on the machines current area and handle area sensitivity.
also goes through a lot of heavy abusers of SSmachine processing time and tries to make it faster. makes airalarm/process() into a signal handler for COMSIG_TURF_EXPOSE since air alarms only need to process for changes.
Why It's Good For The Game
SSmachines isnt the heaviest hitter in terms of total cpu and certainly not in terms of overtime, but its not a lightweight. it frequently takes > 50ms to complete a run and seems to be in the top 5 or so of subsystem costs looking at some round profilers
also gets rid of a few thousand lists since every pipe no longer has two useless lists each (and any other machines that dont use power)
Love ya kyler
Co-authored-by: Rohesie <rohesie@ gmail.com>
* large refactor of machine/power code to cut down on processing time and wasted lists
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Makes obj_integrity only updated through procs (#59474)
Having things updating integrity directly is just going to cause more problems down the line as more elements and components depend on being notified of integrity changes. It's an easy mistake to make so making it private should deal with the problem.
get_integrity() might be useful in the future but is mainly a side effect of making obj_integrity private as that also disallows reads.
* Makes obj_integrity private and only updated through procs
* Mirror!
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* use SIGNAL_HANDLER REEEEEE (#59242)
makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
* USE SIGNAL_HANDLER REEEEEE
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>