Commit Graph

1712 Commits

Author SHA1 Message Date
SkyratBot
ae17e5b81d [MIRROR] mining keys to open tendrills crates buyable with miner points alt to #56263 (#2839)
* mining keys to open tendrills crates buyable with miner points (#56267)

* mining keys to open tendrills crates buyable with miner points alt to #56263

Co-authored-by: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com>
2021-01-23 17:35:28 +00:00
SkyratBot
94f9a384b0 [MIRROR] [READY] Bespoke Datum Mats (#2737)
* [READY] Bespoke Datum Mats

* Update sheetifier.dm

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-17 13:25:04 +01:00
SkyratBot
7361de863c [MIRROR] Refactor caltrop component into element (#2651)
* Refactor caltrop component into element

* Delete caltrop.dm

* Update caltrop.dm

Co-authored-by: coiax <jack@billbuddy.co.uk>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-12 02:06:53 +01:00
SkyratBot
f79e91462c [MIRROR] LINDA Reforged (#2573)
* LINDA Reforged

* Update airlock.dm

* Update biohazard_blob_controller.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-08 18:52:35 +01:00
SkyratBot
282f1a98c8 [MIRROR] NOTELEPORT checks that were atomized out of the medieval shuttle (#2549)
* NOTELEPORT errywhere (#55973)

These prevent some cheats or really low effort ways to get to where you really shouldn't be.

Mappers seriously fucking hate jaunting and phasing mechs, as they let you bypass their custom crafted ruins and the like. But it'll also stop more general "you shouldn't be here" stuff.

* NOTELEPORT checks that were atomized out of the medieval shuttle

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-01-07 23:49:01 +01:00
SkyratBot
42efd55bd9 [MIRROR] Streamline marker beacons on maps (#2475)
* Merge pull request #55847 from coiax/map-marker-beacons

Streamline marker beacons on maps

* Streamline marker beacons on maps

Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
2021-01-03 15:00:54 +01:00
SkyratBot
e80f19c901 [MIRROR] tgui: Auxiliary Base Management Console (#2453)
* tgui: Auxiliary Base Management Console

* rebuild tgui

Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
Co-authored-by: Avunia Takiya <git@takiya.cloud>
2021-01-02 23:58:06 +01:00
SkyratBot
32683f2f14 [MIRROR] Fixes mothman wing reconstruction bug (#2300)
* No more original moth wings being set to none (#55672)

Moths that drink a potion of flight have their moth wings set to none, which their handle fire would store as their original, and that would be applied from reconstructive surgery.

Now potions of flight store an original, and handle fire checks to see if something was stored before, so it doesn't overwrite that.

* Fixes mothman wing reconstruction bug

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
2020-12-24 12:31:48 +01:00
SkyratBot
01c508c810 [MIRROR] orange's chemical romance Pt. 1: Base construction console refactor (#2278)
* Base construction console refactor (#55451)

Refactors base construction consoles to be generic instead of only being meant for building the aux shuttle. The current aux base construction console behaves the exact same.

This PR is A step towards minichem, as I'll be using base construction code in it pretty heavily. More information about the whole minichem thing in this design doc

In terms of player-facing changes, this PR has made possible a neat admin-only base construction console that can be used to construct things anywhere on the z level.
Why It's Good For The Game

The current base construction console code was snowflakey and didn't follow particularly great coding practices. This fixes that and provides a solid foundation for future work.

* orange's chemical romance Pt. 1: Base construction console refactor

Co-authored-by: Emmanuel S <mrdoomboyo@gmail.com>
2020-12-23 06:13:58 +01:00
SkyratBot
24743f2696 [MIRROR] Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals (#2237)
* Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals (#55193)

Huge removal of dead vars, bad timers, and other sloppy jitteriness from beams. They go from checking movement to waiting for a signal.
VARIABLE KILL LIST:

sleep_time: signals baby
finished: signals BAYBEEE
target_oldloc: not only not typecasted as a turf or named as a turf, it was unused. when are we going to use this? the beam starts from the origin!
origin_oldloc: bad name, not typecasted. renamed to originturf
static_beam: how are you an unused variable and still get replaced by signals like really
timing_id: signallllss bbbaaaabbyy
recalculating: you get the drill by now signals baby
base_icon: unused, seemingly replaced by visuals I think

* Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-12-19 04:42:09 +01:00
SkyratBot
64cb64aae3 [MIRROR] Replace direct poi_list manipulation with element (#2117)
* Replace direct poi_list manipulation with element (#55416)

Replaces GLOB.poi_list |= src and GLOB.poi_list -= src with an element that handles it directly.

More consistent code, especially when a lot of code couldn't decide how to add/remove (some |=, some -=, some .Remove, etc).

* Replace direct poi_list manipulation with element

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-11 00:26:00 +00:00
SkyratBot
cd9a0c73d6 [MIRROR] Reworks the champion's hardsuit (#2066)
* Reworks the champion's hardsuit (#55337)

fixes hiero staff recall mesage not working
Reworks the champion's hardsuit
changes:
name: champion's hardsuit -> berserker hardsuit
armor: (MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80) -> (MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 10, FIRE = 100, ACID = 100)
doesnt have ert stripping time so its shorter
it cant hold the pka or cutter on itself, but it carries knives, resonators, spears and the crusher
adds berserk mechanic: with every hit you take thats not from yourself, you get berserk charge equal to the damage dealt to you divided by 4, if its a projectile attack this value is multiplied by 1.5, so a 20 damage melee hit gives you 5 charge, while a 20 damage projectile gives you 7 charge
use berserk ability with 100 charge to go berserk
you move a bit faster, you hit 2 times faster, you get a cool color and your melee armor is massively increased for the duration (about 10 seconds?), but you cannot shoot guns during the effect

* Reworks the champion's hardsuit

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-12-07 10:30:09 +00:00
SkyratBot
2913364658 [MIRROR] Kills oldfood, Puts newfood on top. (#2041)
* Kills oldfood, Puts newfood on top. (#55160)

Slays the last of old-food, making new-food the new normal.

Co-authored-by: MrMelbert <kmelbert4@ gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* Kills oldfood, Puts newfood on top.

* Update collars.dm

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: MrMelbert <kmelbert4@ gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-12-04 16:46:26 +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
SkyratBot
f969ce5e59 [MIRROR] Fixing robot upgrades not being removed from lists all times. (#1906)
* Fixing robot upgrades sometimes not being removed from lists. (#54842)

* Fixing robot upgrades not being removed from lists all times.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-28 13:03:13 +01:00
SkyratBot
a92fdde30e [MIRROR] Remove duplicate definitions of /obj/effect/ex_act, explicitly noop it (#1904)
* Remove duplicate definitions of /obj/effect/ex_act, explicitly noop it (#55076)

/obj/effect/ex_act had several different re-definitions to make it a noop. The original definition would randomly delete it, which is bad news when a lot of /obj/effects are just that--effects, that shouldn't be blown up.

The ones that actually do want to be blown up (like decals) already have their own implementations. The one in place was never ran, and nobody had problems with it.

* Remove duplicate definitions of /obj/effect/ex_act, explicitly noop it

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-11-28 12:59:11 +01:00
SkyratBot
e7b9972087 [MIRROR] tgui: Stacking Machine Console and Safe UI fix (#1866)
* tgui: Stacking Machine Console and Safe UI fix

* frds

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-27 07:51:37 +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
3bf844af89 [MIRROR] Fixes cyborgs in general replenishing stack modules from external sources (#1846)
* Fixes cyborgs in general replenishing stack modules from external sources (#54935)

* Cyborg stack fix

- Makes cyborgs capable of recycling floor tiles again

* Touches up module code

- Makes module code slightly more OOP-compliant
- Speeds up module creation by an imperceptable amount
- Reworks how borg modules handle stacks

* Fixes cyborgs in general replenishing stack modules from external sources

* Update robot_modules.dm

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-27 07:28:50 +00:00
SkyratBot
65368300d2 [MIRROR] Refactors Pastries into newfood. (#1824)
* Refactors Pastries into newfood. (#54996)

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Floyd <Floydje123@ hotmail.com>

* Refactors Pastries into newfood.

* Update collars.dm

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Floyd <Floydje123@ hotmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-25 01:02:00 +00:00
SkyratBot
7d653f1f6b [MIRROR] Moves grown food to newfood (#1794)
* Moves grown food to newfood (#55040)

Moves grown food to newfood
Gives trash element support for callbacks for item creation override

* Moves grown food to newfood

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-11-23 22:35:35 +00:00
SkyratBot
8158c64115 [MIRROR] minor material_container args/vars refactor and Mk-honk shoes peeve. (#1755)
* minor material_container args/vars refactor and Mk-honk shoes peeve. (#54863)

My original intention was just fixing an issue with the Mk-honk banana shoes but, considering I didn't want to add two new variables to a component with already lot of args and lengthy AddComponent() calls in term of text, I had to merge some TRUE/FALSE variable/args into the breakdown_flags bitfield (now named mat_container_flags) in the process.

* minor material_container args/vars refactor and Mk-honk shoes peeve.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-21 16:20:29 +00:00
SkyratBot
186f4bd4c2 [MIRROR] Fixes a few bugs with greyscale stacks. (#1670)
* Fixes a few bugs with greyscale stacks. (#54858)

    Fixes greyscale floor tiles merging regardless of their materials.
    Fixes greyscale floor tiles voiding materials when splitting the stack.
    Fixes greyscale floor tile stacks being created with no mats_per_unit and only enough custom materials for a single unit.
    Fixes greyscale tile flooring being created with the wrong amount of materials.
    Fixes greyscale tile flooring not producing floor tiles/producing floor tiles with 0 units.

* Fixes a few bugs with greyscale stacks.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-11-11 02:51:23 +00:00
SkyratBot
4af1148b13 [MIRROR] Non-human mobs can now benefit from held id cards and economy. (#1603)
* Non-human mobs can now benefit from held id cards and economy. (#54647)

* Non-human mobs can now benefit from held id cards and economy.

* Moved these getters toward the upper end.

* oui?
...
dump eet.

* .tee pump
      ...
     ?iuo

* Non-human mobs can now benefit from held id cards and economy.

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-11-07 05:08:36 +00:00
SkyratBot
17e033011a [MIRROR] [s] Fixes gulag bypassing exploit. (#1571)
* big mistake comrade (#54781)

* [s] Fixes gulag bypassing exploit.

Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
2020-11-05 00:13:44 +00:00
SkyratBot
c66b17a120 [MIRROR] Adds Rod of Asclepius and mini-meteors inhand. (#1543)
* Merge pull request #54729 from ArcaneMusic/flowerfix

Adds Rod of Asclepius and mini-meteors inhand.

* Adds Rod of Asclepius and mini-meteors inhand.

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2020-11-02 18:45:01 +01:00
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
119dd2ea3d [MIRROR] Basepixels (#1512)
* Basepixels (#54652)

* Basepixels

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-30 17:30:11 +00:00
SkyratBot
0afaaa89d1 [MIRROR] rad_insulation component is now an element. (#1496)
* rad_insulation component is now an element. (#54625)

* rad_insulation component is now an element.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-10-27 22:51:52 +00:00
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
28472fa8f3 [MIRROR] Moves screen objects from mob to hud (#1336)
* Moves screen objects from mob to hud (#54400)

This moves screen images from icons/mob to icons/hud
Makes more sense and it is easier to find

* Moves screen objects from mob to hud

* Update radial.dm

Co-authored-by: nicbn <nicolas.nattis@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-16 03:37:54 +02:00
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
cae0e4cb5c [MIRROR] Adds Alloy Materials (#1228)
* Adds Alloy Materials (#53623)

Adds and implements alloy materials

Takes several materials that were mostly fluff and converts them into actual usable materials.
Messes with material code a bit to make alloys recycle back into their component materials.
Adds the alloy materials to their in-game stacks.

Materials added:
    Plasteel
    Plastitanium
    Plasmaglass
    Titaniumglass
    Plastitanium Glass
    Alien Alloy

Makes plasteel/plastitanium/plasmaglass and the rest able to have separate properties from their component materials. It doesn't make much sense that the materials used to seal off the supermatter chamber from the rest of the station would be prone to exploding when heated.

Allows for further expansion of materials, possibly including actual functional metallurgy and smelting at some point in the very distant future.

(Lemons note: Adds a regeneration component, used for alien alloy)

* Adds Alloy Materials

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-10-10 00:29:56 +01:00
SkyratBot
dd39e6f07e [MIRROR] Adds separate aux base access (#1084)
* Merge pull request #54049 from kriskog/auxbase

Adds separate aux base access

* Adds separate aux base access

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2020-09-30 18:47:21 +02:00
SkyratBot
ada67ac929 [MIRROR] Ports soup, snacks, icecream, salads and meat to newfood (#1074)
* Ports soup, snacks, icecream, salads and meat to newfood (#54028)

Ports soup, snacks, icecream, salads and meat to newfood

* Ports soup, snacks, icecream, salads and meat to newfood

* Update true_changeling.dm

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-30 14:37:15 +02:00
SkyratBot
b96909fb02 [MIRROR] [READY] Refactor icon smoothing to use 8-bit bitmasking (#1053)
* Merge pull request #53906 from Rohesie/smoothing

[READY] Refactor icon smoothing to use 8-bit bitmasking

* [READY] Refactor icon smoothing to use 8-bit bitmasking

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
2020-09-29 22:55:58 +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
a2511bc8bb tgui: Interface improvements (#990)
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-26 16:46:14 +02:00
SkyratBot
621a822227 [MIRROR] Separates mothpeople antennae into a mutant bodypart (#976)
* Separates mothpeople antennae into a mutant bodypart

* we

* Update moth_wings.dmi

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-25 14:38:52 +02:00
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
5831d3309e [MIRROR] Adds native chilly peppers to icebox flora. (#745)
* Adds native chilly peppers to icebox flora. (#53544)

Now, icebox has a native plant that can be picked on the surface level, where the sunlight reaches highest, and rarely seen underground, and provides you chilly peppers. Traditionally a chili pepper mutation, the theme was close enough that I felt it'd be a good fit for the map, and helps break up the monotony of the map being ice, rock, and more ice with some harvest able flora.

* Adds native chilly peppers to icebox flora.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-09-11 23:15:51 +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
3a0bbe9498 Acid Component (#53273) (#661)
Makes acid levels a component.
    Merges the acid effect object into the component.
    Reworks acids decay rates slightly.
    Rebalances xenos acid spit so that they can still melt through walls.

Misc. associated changes:

    Adds defines for a lot of the acid associated constants.
    Documents clean types and adds CLEAN_TYPE_ACID
    Adds and implements a return bitflag for COMSIG_COMPONENT_CLEAN_ACT
    Adds a looping sound for acid.
    Makes /atom/proc/acid_act return a boolean.
    Fixes waterclosets creating a new reagent holder datum every time they are used.
    Removes waterclosets regenerating reagents on-use and restricts their reaction volume to 5 units.
    Adds and implements a couple reagent signals.
    Renames a few vars so Rohesie can stop telling me to rename more vars.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-09-07 03:52:59 +02:00
SkyratBot
0698a8bd61 [MIRROR] Rename orbiters list of orbiting orbiters var to something sane (#660)
* Rename orbiters.orbiters list to something sane (#53416)

* Rename orbiters list of orbiting orbiters var to something sane

Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
2020-09-06 05:56:05 +02:00
SkyratBot
3d5138261f [MIRROR] The great Spectral Blade permanent ghost trap unGBJing - 10/10 ghosts currently hate this blade (#622)
* The great Spectral Blade permanent ghost trap unGBJing - 10/10 ghosts currently hate this blade (#53324)

Fixes a bug caused by transferring an orbiter component to a parent where one already exists. Causing the old original orbiter to update the added ghosts positions when the parent moves, but not allowing them to ever break orbit and also setting the ref to null for the component on the whole due to old signals it would seem.

Also tweaks the blades use in hand ghost notification message to remove the redundant (Orbit) link.

* The great Spectral Blade permanent ghost trap unGBJing - 10/10 ghosts currently hate this blade

Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
2020-09-02 03:16:39 +02:00
SkyratBot
93fb8577b6 [MIRROR] Turns old mining "signs" into turf decals instead. (#590)
* Mining sign fix. (#53251)

Turns old mining "signs" into turf decals instead

It looks nothing like a sign, so, this just made sense.
Moved the icon from the mining survival pod walls file, to the turf decal icons file.
Replaced every instance in the maps with the new type path.

* Turns old mining "signs" into turf decals instead.

Co-authored-by: uomo <51800976+uomo91@users.noreply.github.com>
2020-09-02 02:48:29 +02:00
SkyratBot
8177144397 [MIRROR] Bring back painting arbitrary objects with spray cans (#570)
* Bring back painting arbitrary objects with spray cans (#52936)

Brings back the behavior removed from #52186 with cleaner code.

Differences in the code:

    No more explicit type checks in the spray paint code, other than a broad isobj.
    Checking for dark colors is now based on luminosity, rather than unscientifically summing all the RGB components and checking an arbitrary number.
    Removes the paintable component. This was used on one item, and its behavior is replicated in the spray can.
    Instead of checking for windows specifically and changing opacity through there, atoms can now specify through init flags whether or not they allow dark colors. Windows set this flag.
    Adds a COMSIG_OBJ_PAINTED signal. Windows use this signal to dynamically update opacity, just like how they did before.

This was a fun cosmetic feature that I'm not sure anyone had a problem with. The original reason for removal seemed to be because of code quality, and not because of negatives about the feature.

Makes canvasses unpaintable

* Bring back painting arbitrary objects with spray cans

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-30 05:25:02 +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
SkyratBot
04cce0722d [MIRROR] Shuttle Console UI fixes (#536)
* Shuttle Console UI fixes (#53236)

* Shuttle Console UI fixes

* Labor shuttle fix

* Cleanup

* Shuttle Console UI fixes

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
2020-08-27 03:09:42 +02:00
SkyratBot
a5306924c3 [MIRROR] Makes reagent exposure methods bitflags (#527)
* Makes reagent exposure methods bitflags (#53164)

* Makes reagent exposure methods bitflags

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-08-26 02:37:07 +02:00