* Allows slimes to buckle to monkeys again (#67034)
* Allows slimes to buckle to monkeys again
Just because they are not able to ride things doens't mean they should
not be able to buckle to anything
* Update code/datums/elements/ridable.dm
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Allows slimes to buckle to monkeys again
Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Makes ridable not work if you cant hold the offhand (#66939)
* Makes ridable not work if you cant hold the offhand
Because amount_equipped is 0, and because not being able to insert the riding_offhand only break's, rather than returns FALSE to cancel, it goes on to fireman carry you're not supposed to be able to carry, leading to situations where people are fireman carrying others and is completely unable to drop them.
* adds a block buckle to slime's traits too
* Makes ridable not work if you cant hold the offhand
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Makes glass floors override platings. Fixes glass floor openspace bug. (#66301)
About The Pull Request
Fixes#63868. Actual one liner fix for this one here. If this pr dies feel free to atomize this one.
AND it turns out to not be tim's fault.
Fixes#63548. But i really shouldnt say fixed. The original implementation was causing the invincible plating bug. When tim's refactor got in it instead relies on the element state, which was broken from the get go, removing the invincible plating bug which was in a sense "intended" its all messy man I hate this code. Thats why im removing the plating thing. Let the turf handle the turf change themselves this complicates things.
Mapped in glass floors have openspace (now baseturf bottom) as their baseturfs, while built ones have plating under them. Which doesnt make sense to be honest. Why would things be visible if a plating is under the glass. They are also crowbarrable on top of this, which to be fair is my main reasoning behind the PR.
To solve this, I am instead making glass floors replace the plating instead of building over it. This is made to be generalizable for every tile in game, as long as their initial baseturf is the same and the tile wants it to happen.
do after of three seconds is completely arbitrary. If any maint want it changed let me know.
Why It's Good For The Game
First one solves a bug
Second one makes more sense
And er, icebox is currently using the glass floors in sec, they can be crowbarred very easily. This might be a good idea from a gameplay perspective.
Changelog
cl
del: Removed adding glass floors to plating
balance: Allows you to replace plating with glass floors instead. 3 second timer.
del: Removed deconstructing the glass floors. No replacement for this one, use a rcd.
fix: Fixed metastation glassfloor spawning a weird turf when crowbarred.
/cl
* Makes glass floors override platings. Fixes glass floor openspace bug.
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* snailshouse
* taste
* last hurdle hopefully
* small sprite change
* shellllll
* so called free thinkers when they properly document their skyrat edits
* one last job.
* Fixing runtimes??
* wew
* yes
* you should listen to Landlord - Yot Club it's pretty good
* holy shit i look like such a clown w/ these commits
* WEW
* metal gear rising redefined
* let's kick shell
* we might be onto something
* last thing
* Fifty years have passed, but I do not age. Time has lost its effect on me. Yet the suffering continues. Aku's grasp chokes the past, present, and future.
* wew
Co-authored-by: Snakebittenn <12636964+Snakebittenn@users.noreply.github.com>
Co-authored-by: nevimer <foxmail@protonmail.com>
* Refactors speech impeding effects (drunken slurring / suttering) into status effects. Adds heretic slurring in addition to the existing cult slurring. Removes 4 vars from /living in return, which slightly optimizes Life() (wink)
* fex
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fix movement turf changer element to check openspace (#65757)
Fixes#65472 (The movement_turf_changer element allows creatures to step onto open space and fill them in )
This adds an openspace check for the movement_turf_changer element so that whatever mob is using it will fall through openspace properly.
I don't know what a moonicorn is but it sounds cool.
* Fix movement turf changer element to check openspace
Co-authored-by: Tim <timothymtorres@gmail.com>
* Fish refactor. (#65785)
Refactors fish into proper paths.
Removes aquarium behaviour intermediary datums.
Moves fish functionality out of aquarium content component.
Fixes flopping animation resetting on dropping.
Simplifies everything. There should be no player facing changes.
The animate signal is kinda weak method of solving the animate queue issue but it seemed least intrusive to me.
Open to any better ideas.
* Fish refactor.
* Update fishing.dm
* Update fishing.dm
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: SkyratBot <skyratcommunity@gmail.com>
* Fix plants hurting user when using telekinesis (#65759)
Fixes#65454
Using telekinesis with harmful plants won't harm them anymore since they aren't in physical contact.
* Fix plants to not hurt user while using telekinesis
Co-authored-by: Tim <timothymtorres@gmail.com>
* Makes the heretic worm use the blood walk element (#65658)
* Makes the heretic worm use the blood walk element
It was using a custom proc for this, but we have an element just for
this.
* Update code/modules/mob/living/simple_animal/heretic_monsters.dm
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* dont need this'
* adds an extra arg the to the element to keep direction
* moves da eement
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Makes the heretic worm use the blood walk element
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Adds a cooldown to the deliver_first crates deny sound (#65443)
This is really annoying, byond sound sucks, etc
* Adds a cooldown to the deliver_first crates deny sound
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Bump click component for bump mining (#65338)
Adds the component to bump mining turfs and removes the code under Bumped() that handled it.
Cuts down on copypasted code if somebody wants to add bump clicking to something else in future.
* Bump click component for bump mining
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Lets blobs mine (#64965)
Allows blobs to destroy mineral turfs when necessary, such as when spawning on Ice Box.
Without this they face a distinct disadvantage against crew that can destroy mineral turfs with plasma cutters like a hot knife through butter to get a better angle on their core.
The fact they can't already seems like an oversight left over from when they would never normally encounter them due to spawning on space stations.
The bubble alerts provide a lot of feedback that was previously missing and saves taking your eyes off the game to look at warning messages in the chat.
The screen tips save you having to read the help screed to at least know what two of the shortcuts are.
Making off-station blobs lighter makes it immediately obvious which blobs count towards victory.
* Lets blobs mine
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Contextual screentips -- Screentips now show you what items/objects can do (#64502)
Adds the foundational system for contextual screentips, which will show you what you can do with objects/items, including through context, such as what you are holding.
Provides several helper elements for most use cases, and applies it to a handful of common objects in order to show the full breadth of the system.
Changes screentips preference from on/off to on/off/only with context. Players who originally had it on off will have it migrated to only with context, though can re-disable it.
* Contextual screentips -- Screentips now show you what items/objects can do
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Mining MODsuit Rework (#64688)
makes dropkey deactivate device modules
fixes speed potion being fucky
fixes doubled up balloon alerts
makes some cell code better i think
makes the gps module open the gps tgui for you, instead of putting a gps in your hand
the loader suit can now hold mailbags
Reworks the mining modsuit.
The suit is no longer cold-proof (this can be mitigated by using module space for thermal regulators)
The suit fits less modules than standard suits, but cant burn in lava.
In suit storage it can carry ore bags, resonators and kinetic crushers.
It features a storage, gps, ore bag, drill, clamp and by default comes with a plasma core, being recharged with plasma ore rather than by power cell.
Features two new modules:
Ash Accretion, it gathers dust from basalt (or snow) you walk on to create a layer of ash around the suit, acting as armor and a speed up that quickly drains when you walk on other terrain.
Sphere Transform, turns you into a fast moving ball that can travel past lava, you cannot use your hands when in this form, but you can launch aoe mining bombs to attack or mine
* Mining MODsuit Rework
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Add new surgery tgui (#64579)
* Move element to component, start UI, move assets into their own directory
* Complete UI
* Stop when another surgery is started
* Set your real zone since I forgot you actually need to start the surgery too
* Bring this back since I was just removing it as part of a cleanup for asset cache, but I can't prove it's not used anymore
* Remove unnecessary constructor I was using for something else
* Fix signal override
* Add new surgery tgui that provides a built in body zone selector and doesn't let you start surgeries if their body is covered. Replaces some stuff with balloon alerts
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Turns blood walking into an element (#64162)
Refactoring things to elements/components is better in general, and I thought this was a perfect thing to turn into one.
* Turns blood walking into an element
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Makes a projectile shield element for colossus, and makes living bullet_act call parent (#64164)
Moves colossus projectile deflection to an element
* Makes a projectile shield element for colossus, and makes living bullet_act call parent
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fix Transparent Floors Multi Z clipping (#63878)
Fixes#63770 (Objects on Lower Z level appearing on top Z level when under glass tiles)
This fixes some MultiZ issues that were discovered after I made #62875 (566b9ee1d8). I never setup a new plane for the transparent turfs and because of this any objects, icons, or sprites that were offset from the boundary of the turf would make any bottom Z level stuff appear on the current Z level.
We want stuff to look normal.
* Fix Transparent Floors Multi Z clipping
Co-authored-by: Tim <timothymtorres@gmail.com>
* Elementizes cult halos + cult eyes + fixes some issues with them (#63683)
* should be good
* autodoc
* signal rearranging
* final comment
* review
* Elementizes cult halos + cult eyes + fixes some issues with them
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* modsuit works with speed potions + ai movement fix + file sortage (#63670)
modsuit examining now tells you about wire panels
fixes being able to remove stuff with the dna lock
fixes 63650
fixes 63633
sorts module files
* modsuit works with speed potions + ai movement fix + file sortage
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Fixes typos in span, other html elements (#63510)
Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro
* Fixes typos in span, other html elements
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Void cloak (and other items intended to be invisible) can longer be seen and unequipped in the strip menu
* Void cloak (and other items intended to be invisible) can longer be seen and unequipped in the strip menu
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Field of View and Blindness improvements [bounty + upstream push]
* Update death.dm
* almost done
* Update fov_handler.dm
* Face mouse when in combat mode, fix
* Fixes the category for the fov admin verb. #63401
* Fixes objects with bad planes and FoV bugs #63412
* pain
* there we go
* face pref
Co-authored-by: Azarak <azarak10@gmail.com>
* Add disabling footstep sounds and parallax to the lag switch panel (#62999)
At the last Toolbox Tournament, @ MrStonedOne pointed out some big performance consumers. Some are disablable through easy means, but others were not. This adds two easy ones to the mix.
* Add disabling footstep sounds and parallax to the lag switch panel
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Routine Cargo Departmental Deliveries (#61992)
About The Pull Request
Document: https://hackmd.io/@ bazelart/HkY-SO9VF
Each department's request console is upgraded. Instead of making requests, they are only able to see crates related to their department that helps the department. They can order one for free (so not out of anyone's wallet) and it will arrive at cargo. Cargo gets the price of the ordered crate for bringing it to the department that ordered it (via an area check, of which the crate will remain locked until satisfied, emitter cracking aside).
Ordering a crate puts the console on a cooldown depending on the price of the crate ordered. The time ranges from 10 minutes at the lowest value, to capped at 20 minutes at 4x the default crate's price. the price in time follows a ease in out circular function, where the time increases slowly as the time goes up, but a lot in the middle. towards the higher end it slows down again.
Cargo will start with far less money, but this is countered by the new source of income.
Finish Mapping it
Finish tgui panel for department orders
Testmerge it for balance and feedback who cares
Maybe give multiple destination areas, just in case one area gets obliterated who cares!
Why It's Good For The Game
Cargo starts with a budget to spend on themselves, which lets them order their department rewards before doing anything. There is no inherent reward to delivering to other departments other than social expectations of filling the job, which means cargo will simply ignore deliveries and requests if there are more self-important things going on, since those deliveries both cost cargo and do not help cargo in any way
Changelog
cl
add: replaced the request consoles in each department with department order consoles, which order for free on a cooldown. cargo gets these orders and delivers the crates, which are locked until delivery. upon delivery, cargo gets paid the value of the crate, and can then sell the crate back on the shuttle.
balance: cargo doesn't start with a budget, other departments get what their budget was split up amongst them
/cl
* Routine Cargo Departmental Deliveries
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>