Commit Graph

4406 Commits

Author SHA1 Message Date
Seth Scherer
f1a363c825 Converts a shitload of istypes to their more concise macros (#69260)
* Converts a lot of istypes() to use their istype macro helpers.
2022-08-18 22:08:44 -04:00
tralezab
2992a387c3 Necropolis Tendrils now need to be interacted with to drop their loot, and multiple people can receive multiple chests. (#69193)
Tendrils no longer immediately drop their chests, they will drop it once you have used an empty hand on the collapsing tendril. You can only spawn a chest once, but every unique mob that interacts can spawn one chest.
2022-08-18 19:41:20 +02:00
Kapu1178
dcd84e1bdc It's 2 am and im having a manic episode so i fixed hair (#69092)
* 2 am coding

* lazylists like this are stupid

* reviews
2022-08-17 17:20:04 -07:00
Time-Green
54cdd1db9f Geysers no longer need plungers (#69185) 2022-08-14 19:48:31 -07:00
Imaginos16
47f6d91b37 New Table Sprites! (#69147)
imageadd: Metal, Reinforced, Reinforced Glass, Plasmaglass, Reinforced Plasmaglass, Titanium Glass, Plastitanium Glass, Wood and Poker tables have been updated!
2022-08-12 19:06:33 -04:00
John Willard
4a274a6e4b [MDB IGNORE] Refactors drinks and fixes a lot of food problems (#69081)
* Makes condiments their own subtype, fixes geese, prepares for merging

* Fixes geese checking drink type instead of edible foodtype to eat gross food.
* Renames foodtype var on drinks to drink_types to prevent above from happening again because it KEEPS HAPPENING. DRINKS AREN'T FOOD!
* Makes Condiments their own subtype of reagent_containers because they don't make any use of being a subtype of food, at all.
* Starts moving things from food to /food/drink subtype in preparation for merging /food/drink with /drink

* fully removes Food subtype

* /reagent_containers/drinks are now /reagent_containers/cup - This is so it's no longer confused with eachother.
* /food/drinks is now /reagent_containers/cup/drinks, so we can keep their special abilities.
* Fixes a LOT of errors with food, which are STILL checking the reagent_containers, despite ACTUAL food being refactored away from it a long time ago.

This doesn't compile yet, but I do want to make sure my progress is well tracked.

* remove copypaste code, changes soda cans

* Removes most copy paste code between the two drinks, moving most stuff to parent whenever needed.
* Made soda cans their own subtype since they didn't share anything with glass bottles anyways.
* Fixes more problems with food/drinks, especially with geese. Geese really were just broken this whole time and no one said a word...
* Removes a snowflake signal, now that both drink types share a common one.
* Adds everything to the .dme

Currently my goal is to get this all compiling, then remove isGlass var by making glass be all glass ones only.

* Moves all icons into a single drinks dmi

I'm not that great at icon stuff, hopefully I didn't forget/break anything.

* Turns juices into their own subtype

This allows us to let them check for type in molotov, to both get rid of a use of isGlass, and so non-glass non-cartons don't show up as 'carton'.

* fixes compile issues, adds updatepaths

* a better updatepaths

* updates the damn maps now

* properly names the updatepath

* how did that get there

* i suck at handling merge conflicts

* how am i this bad

* code improvement and soda fix

* more fixes

* Don't be a timer

Ports from old food bottles to trans the reagents, rather than add a timer to.

* Merge conflicts and fixes bottle smashing

* Bottle smashing is now consistently functional regardless of how much liquid they have in them, when before it would spill first, then smash on the second hit.

* runs updatepaths again
2022-08-12 15:24:14 -04:00
Hatterhat
4e2bdcfe0b Fixes large crates (e.g. canisters) not abiding by delivery requirements (#69062)
* Large crates that arrive in wooden boxes now properly follow departmental delivery requirements.

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2022-08-12 13:04:48 -04:00
vincentiusvin
b011e723c6 Refactors operating tables to be event driven + QoL + Unit Test (#69015)
* Event driven table

* Operating computer fix + loosening of check

* Unit testing

* IT NEEDS TO BE FORCE MOVE YOU GOTTA CLIMB TABLES AAAAH

* Migrated patient to carbon instead of human
Has no real bearing on the experiments tbh

* DNAs can be null apparently

* Simplify replacement code

* Move comments
2022-08-12 10:09:07 -04:00
John Willard
952c3ee0d3 Removes ComponentInitialize() (#69118)
* Removes ComponentInitialize()

Completely removes ComponentInitialize() as a proc, which was called on every single atom in the game, twice in some instances (like new players), over something that can already be done with Initialize().
This is the second attempt at doing this, after the first attempt fell apart for some reason. This time it was way easier though, since storages are no longer a Component.

* update icon blocker added before calling parent

* Update code/game/machinery/porta_turret/portable_turret.dm

Co-authored-by: san7890 <the@san7890.com>

* adds a mapload while I'm here

* moves human mood

* Does some UNRELATED thing to the PR

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-08-11 19:01:32 -04:00
Seth Scherer
34b4034777 Replaces the mood component with a mood datum (#68592)
About The Pull Request

Mood was abusing signals and get component pretty badly, so I redid it as a datum to stop this.
Why It's Good For The CODEBASE

Better code pratices, also gives admins easier tools to manage mood
Changelog

cl
admin: Added two new procs into the VV dropdown menu to add and remove mood events from living mobs.
/cl
2022-08-12 08:59:20 +12:00
MrMelbert
92dc954ab5 Fixes 118(give or take) cases of mapload not being passed to initilaize (#69107)
fixes 114 cases of mapload not being passed to initilaize
2022-08-11 10:22:33 -04:00
Pepsilawn
8f869b659b Moves sinks' layer to above the object layer (#68964)
This PR moves sinks to layer 3.2 as opposed to 3, the object layer.

Sinks are coded in with a pixel displacement and kitchen sinks are large enough for the collision check to fail if the sink is against a solid structure on an above layer, such as a window or an airlock.


Another big issue is that it looks bad

This is at the cost of 3 pixels appearing on top of a window if placed facing south against one, so this isn't a complete fix to the aesthetic of it, the primary focus of the PR is to make the sink interactable, and even then I believe it's a better trade-off:
2022-08-10 22:43:39 -07:00
Mooshimi
a3121f15c4 [GBP No Update] Perish, individual logging runtime (#69024)
missed 2 or 3(lol it was more when I look back at the files), LOG_GAME tags on the log_message line, and did some cleaning up since i was looking through every log_message again

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2022-08-10 07:56:40 -07:00
ShizCalev
adeb9d95a0 Adds QM to authority & conspiracy phobias, QM's bedsheets will now make you dream of authority and SILVERY IDs (#69037)
Adds QM to authority & conspiracy phobias
2022-08-09 22:38:34 -04:00
ShizCalev
298f15e091 Allows non-human bodies to spawn in the morgue at roundstart (#68867)
Adds a configurable probability for the cadavers in the morgue to spawn as nonhuman species.
2022-08-09 10:51:52 -07:00
ShizCalev
94f16f1c9e Fixes grilles being unanchorable (#68919)
* screwdrivers can now unanchor grilles again.
2022-08-06 12:40:54 -04:00
Profakos
8bf29bdf66 Mining plants are once again hand harvestable (#68935) 2022-08-04 23:35:35 -04:00
Mooshimi
b09f3868f8 individual LOG_GAME (#68683)
About The Pull Request

    replaces a ton of log_game with user.log_message so the log is added to individual and global logs.
    adds a few logs for individual LOG_VICTIM, LOG_ATTACK etc logging.
    adds logging for bluespace launchpad's tele coords being changed.
    took the word "has" out of log_combat, as it's extra and just lengthens the log.

Why It's Good For The Admins

It's extremely laggy to open game.txt so an alternative is individual game logs
Changelog

cl
admin: A lot of game logs will now also be in individual game logs, for convenience in log diving.
admin: Added logging for bluespace launchpad x and y offset changes, which go to individual game logs.
admin: Attack logs will now be slightly shorter, one useless word was removed.
/cl
2022-08-05 09:32:02 +12:00
Timberpoes
786ac5c855 [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition> (#68612)
Papercode refactor
2022-08-02 19:27:42 +02:00
Twaticus
f90b433a4f The GAGening: Families edition (#68725)
Co-authored-by: TWAT <twaticus.tg@gmail.com>
2022-08-01 22:48:56 -07:00
Bytube
fbe5c4377b fixes storing mechs in crates (#68861) 2022-07-31 20:26:23 +02:00
ShizCalev
1ca363b6ab [s] Fixes AI core duplication bug / runtime (#68736)
Fixes AI core duplication runtime
2022-07-31 00:34:03 +03:00
OrionTheFox
ea94e69674 Fixes the Pants Altar's pants' icon (#68788)
le cult pante
2022-07-30 04:55:42 -04:00
san7890
84cdd6de96 Removes Single-Bedsheets Spawning In For Double Bedsheets (#68777)
Hey there,

Apparently, one line of this was lying around in the randomizer for the double sheet spawner, which shouldn't be the case. I replaced it with what I believed was the original intent (a normal white double bedsheet), as well as some formatting.
2022-07-30 04:51:09 -04:00
Vincent
b152e3d51e Buffs regular windows so they can start replacing reinfoced windows in low security areas (#68817)
Buffs windows to 100 health with 30 melee armor so toolbox takes 10 hits
2022-07-30 04:34:31 -04:00
Watermelon914
69226b3bd7 Drastically improved the USB connection for air alarms. Any airlock can now be made into a shell (#68632)
The USB connections for air alarms have been improved and now include scrubber control, vent control and the setting of the air alarm mode. Also fixes a bug where the limits were not being properly set.

The scrubber, vent and limit control can be duplicated in the circuit to allow multiple limits/scrubbers/vents to be controlled by one circuit.

Any airlock can be made into a shell during construction by configuring the airlock electronic before insert.
2022-07-29 13:52:29 +02:00
Ghom
b4b9c6776d Ladders take left/right clicks to go up or down (+ extra balance and QOL) (#67913)
You now left click to climb up and right click to climb down a ladder. A delay of 1 second has also been added, since otherwise it'd take only one click to immediately move vertically and would be much more spammable.
Ghosts still use the old radials, because their right clicks are bound to the default byond popup menu.
2022-07-28 02:40:34 +02:00
Tom
5825432f94 Adds nuclear particles to the reflector allowed projectile reflection types (#68689) 2022-07-27 15:37:15 -05:00
Y0SH1M4S73R
196250c8f7 Concentrated barbers aid can give hairless species hair + fixes hair updating once and for all (probably) (#68580)
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
2022-07-25 03:21:23 -07:00
Fikou
01838b14a6 you no longer rename door assemblies with pens on combat mode (#68550)
what the title says
it makes you able to break door assembles with an energy dagger
2022-07-24 21:16:10 +03:00
ArcaneMusic
cad307513f Adds screentips to rolling beds and body bags. (#68331)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-07-22 20:50:37 -07:00
Coffee
ece2b1b50f Adds new signage for the AI upload, AI sattelite, telecomms, vault, and R&D Servers (#68403)
Adds new signs for the AI upload, AI sattelite, telecomms, vault, and R&D servers. Maps these in, shuffles things around to make them fit.

I was playing some other maps for the first time, and I noticed that if you're not familiar with the map it tends to be confusing what these rooms are at a glance.
More beginner friendly, and they're good atmosphere.
2022-07-21 00:01:58 -06:00
13spacemen
2300cf63fa Multiple AI fixes (#68451)
* AI (de)construction posibrains will not ping ghosts

* fixes MMIs not transferring brainmob to ejected brain
adds ability to (un)anchor AIs with a wrench

* adds comments for new posibrain creation
adds arg to deactivated ai core structure Initialize() to skip creating an MMI which will be overwritten anyway
2022-07-17 23:21:39 -07:00
san7890
ea6755b511 Abusing Generosity - Unrestricted Airlock Access Flip (#68096)
* Abusing Generosity - Unrestricted Airlock Access Flip

Hey there,

We now have a lot of unrestricted access helpers on airlocks, which are neato. However, while spitballing ideas in regards to this a few months ago, someone suggested to make it such that you can use the airlock wires to "flip" the directional way. I decided to sit down and code it in today.

The high details are this: You can only do it if the airlock has a directional Request-to-Exit sensor (which is just a thing I made up, you can't get this in-game outside of mapping it in via a directional helper). You can tell if a door has it the same way you can tell if any door is a directional door, or you can simply just check to see if the Unrestricted Access Display is "on" in any capcity (the airlock will not have the sensor if the display is off).

It's effectively a dud without the "sensor". However, if it does have it, you can either pulse it (to switch the direction by 180 degrees) or cut the wire (to disable the direction entirely). When you mend the wire though, it'll activate to a random direction (could even be inside a wall). You can keep cutting and mending until you get what you want, though. If it gets stuck in a wall though... shouldn't have cut it.

While in the area, I alphabetized a bunch of lists, added a new color of airlock wire, and probably some other stuff.

* Adds this behavior to building new airlocks

I also renamed it to "sensor" so it's a bit clearer across all the potential contexts.

It does seem to handle setting multiple directions on creating a new mapload, cutting/pulsing will condense the nice multi-directional stuff into one direction (i am okay with this).

Co-authored-by: spookydonut <github@spooksoftware.com>

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-07-17 23:07:36 -04:00
ShizCalev
bab62597de Cremator / morgue tray jaunting fixes (#68478) 2022-07-17 18:55:28 -07:00
Tastyfish
e720bb2d45 [MDB IGNORE] Hydroponics tray, shower, and sink improvements (#67672) 2022-07-17 18:53:07 -07:00
Twaticus
f0a78409d8 [MDB Ignore]Suit DMI split p1: Mob icons (#68417)
Co-authored-by: TWAT <twaticus.tg@gmail.com>
2022-07-17 01:18:20 -07:00
Coffee
e0ad104620 Autosurgeon code improvement and light overlay (#68379)
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-07-17 00:45:40 -07:00
Kylerace
fe7513d282 addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033) 2022-07-16 21:44:41 -07:00
Fikou
71835a7c1c Nukie Rework Part 2: Nuclear Operative starting gear rework (#68401)
Replaces the nuke op Makarov with the Ansem, a clandestine pistol firing 10mm rounds which do more damage. Ammo costs more.
Replaces the nuke op survival knife with the energy dagger, as well as giving it a soft light, light armor penetration and a light wound bonus.
Replaces the diamond drill in their closet with an entrenching tool, which swaps between crowbar, pickaxe and shovel modes.
Gives the nuke op survival box the syndie box design, as well as a crowbar, screwdriver and mini welder.
Removes the nuke op leader's Krav Maga gloves.
Updates the esword and edagger sprites with ones i had lying around from 2019, they are more consistent.
Moves pistol sprites a bit up to center them.
2022-07-16 19:25:52 -04:00
Y0SH1M4S73R
111b1ffe01 Most compoennts/elements that register COMSIG_PROJECTILE_ON_HIT can now be applied to turrets and projectile spells (#68238)
expands elements that register COMSIG_PROJECTILE_ON_HIT
2022-07-15 23:59:36 -07:00
GuillaumePrata
28e9fa308b Fix roller beds not folding and bodybags runtiming (#68334)
* Fixes roller beds not folding on right-click and fixes bodybags runtiming.

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-07-15 19:45:02 -04:00
13spacemen
da8359ffc0 Deconstructing AIs (#68063) 2022-07-15 16:00:15 -07:00
LordVollkorn
641aa16bae The Toiletbong and other poetical additions (*click* Noice) (#68193)
* Main

* Added deconstruction and better rotation

* Open flame during usage, emagging

* Wording fix, sound fix

* Extra-indestructable check

* Storage is now a normal datum instead of a component? Noice

* Updated harvest.dmi after bell pepper resprite

* The new atom storage broke the emag capability, added a small fix
2022-07-15 11:35:19 -04:00
Thunder12345
86eddc3554 Mining Outpost Overhaul: Island Living Edition (#67796)
Replaced the old mining outpost with a new base consisting of separate buildings on islands in the middle of lava. Added a few new areas and decorations to fill out the outpost. Changed the underfloor accessibility of lava so cables and pipes don't mysteriously disappear as they cross catwalks over lava.

The current mining station is fairly boring and dated. In addition, the general layout of the outpost was bland and uninspired, about as exciting as any other hallway. This replacement offers a new and unique take with an interesting layout and new dangers to be aware of.

The bridges between buildings are exposed to the weather, meaning you could find yourself forced to choose between waiting out a storm in an isolated building with a potentially unfriendly roommate, or running through the storm to get back to a shuttle.

Power and communications are also more vulnerable in the new base, placed in a building on the mainland where ne'er-do-wells could gain access unnoticed and sabotage them, making the mining outpost less of a safe space with little risk of anything going seriously wrong. You don't get access to these just for having mining access, better call the relevant portion of engineering to help you.

Gulag prisoners also get a few new options to keep security on their toes, with a few different options for escape routes that encourage the warden to keep an eye on their charges instead of ignoring the gulag while waiting for the prisoners to do their sentences or kill themselves.
2022-07-12 14:34:31 -06:00
EOBGames
3c8a185c6e Poster Pack 2 - Beyond Posters (#68235)
Adds a new selection of posters, poster-like objects, and wall decorations.

New entirely with this PR, shipping containers! These sprites were adapted from a base from TGMC, with brands and designs more fitting to our universe here on TG

Another new addition, flags! These draw upon Common Core lore, representing several major factions from the lorebase as a new mapping tool

Finally, there are two interactive wall objects- wall clocks, and calendars:

The wall clock shows both the "real time", represented as the Earth time, or Treaty Coordinated Standard Time, and the station time, represented as the local time, or Coalition Standard Time

The calendar gives the in-universe date, as well as any active holidays

Why It's Good For The Game

This adds a lot of fun aesthetic additions that I think will benefit our mapping team in creating new spaces and breathing new life into older ones. Additionally, it helps make our Common Core lore a bit more tangible to the playerbase, bringing it away from being "just on a wiki" and into the game proper.

A whole host of new posters have just become available.
For the architects among you: a number of new aesthetic options are available for mapping with. Let your creativity free!
2022-07-12 12:27:09 -07:00
BluBerry016
8e1f150d0d Icebox Murals: AI Upload and RD Office (#68341)
Redoes the Icebox upload slightly. Adds murals to the upload and RD's office. Also compresses the tile decals on the bridge.

Murals are fun ways to implement art into spaces, whether they commune something or are just there to look nice. It's weird we don't have any in-game already.
2022-07-12 01:03:30 -06:00
magatsuchi
7d0f393f5d Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code (#67478)
Currently, storage works as a subtype of /datum/component, utilizing GetComponent() and signals to operate. While this is a pretty good idea in theory, the execution was pretty trash, and we end up with alot of GetComponent() snowflake code (something that shouldn't even need to be used frankly), and a heaping load of scattered procs that lead into one another, and procs that don't get utilized properly.

Instead, this PR adds atom_storage and proc/create_storage(. . .) to every atom, allowing for the possibility of storage on quite frankly anything. Not only does this entirely remove the need for signals, but it heavily squashes down the number of needed procs in total (removing snowflake signal procs that just lead to one another), reducing overall proc overhead and improving performance.
2022-07-08 18:13:18 -07:00
BluBerry016
fdd8036140 Revisiting The Goliath: Or, that time I dripped out the SBC Starfury just because (#68126)
Drips the SHIT out of the SBC Starfury while not completely overhauling it. Touches everything NOT in engineering or southward (because I love how scuffed that part is and refuse to touch it on principle) - Also converts one map varedit into a real boy subtype, and moves tiny fans to their own file.

Mandatory disclosure on the gameplay changes:
Fighters 1 and 3 are now NOT in the hangar, and are now attached to the formerly unused gunnery rooms.
Cryo now works. Yeah. I know.
You can actually open the anesthetic closet now.
Everyone now shares three spawners. This doesn't reduce the amount of people who can play when this rolls, as I've adjusted var/uses in accordance: it just reduces clutter.
A few of the horizontal double airlocks have been compacted into glass_large airlocks.
The bar windows now actually have grilles like they were meant to.
Four turbines have shown up. They aren't functional*, they just look like gunnery and conveniently fit in the spots. I'm sure this is space OSHA compliant.
The map is ever so slightly smaller, vertically. This should distance us from an edge case where somehow all space levels are too cluttered for this to spawn properly, for the time being.

*Technically there's nothing stopping you from using them besides the amount of time it'd take for the operatives to kick your ass

This map was originally designed wayyy back before we even had the computer sprites we have now, (#27760 if you want to see SOUL) and it shows. While it will never have it's SM again, we can at least make the thing much nicer to look at.
2022-07-08 13:52:37 -06:00
Tastyfish
c070dd4ffd Adds unit tests for bar sign datums (#68046) 2022-07-08 05:36:10 -07:00