Commit Graph

2278 Commits

Author SHA1 Message Date
Matthew J
aac40d2ed3 [TM-ONLY][DNM] Attempts to remove all instances where a list is accessed with a '?' (#5932)
* I hate TGUI even if its better than what we had before

* this is why linters exist

* you need to be a Head or the Warden to get items

* does this please you linter?

* foundation

* basic interactions

* yea I can spell okay?

* linters please leave me alone

* begone debug code

* if you are dead, no interacting

* linters leave me alone

* linters are stealing my soul

* forgot to do this

* sound framework, probably wont work though

* max length, and interaction cooldowns

* message can now be a list and minor code improve

* I am a slave and linters are my master

* fix improper static reference

* add json loading/saving functionality

* default for message is now a list

* jsonize def interactions; implement requirements

* bad

* bug fix; CtrlShiftClick to interact

* minor qol fix

* fix CtrlShiftClick and remove debug code

* haha docker has security measures

* this was painful

* why are you in this branch

* begone

* bruh

* begone

Co-authored-by: Matthew <matthew@tfaluc.com>
Co-authored-by: Matthew J <GoldenKeyboard@users.noreply.github.com>
2021-05-25 16:26:39 +01:00
FlamingLily
e0459ee20b [NONMODULAR] Ports Arcing APCs from paradise. (#5767)
* bzap

* defines

* 4got my comments

* Update apc.dm

* bzap
2021-05-22 03:45:54 +01:00
SkyratBot
ea9aed5554 [MIRROR] Replace alert usage with tgui_alert (#5815)
* Replace alert usage with tgui_alert

* a

* Update observer.dm

Co-authored-by: Celotajs <81999976+celotajstg@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-21 00:06:09 +01:00
SkyratBot
11e1e4dadc [MIRROR] Stop singularities from consuming themselves (#5709)
* Stop singularities from consuming themselves (#58987)

This bug was fixed by one of the connect_loc PRs, but this is still useful as it contains a CRASH for when it happens if this bug comes back again.

* Stop singularities from consuming themselves

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-05-15 04:54:21 +01:00
SkyratBot
945bff2c10 [MIRROR] The Wallening Approacheth: Adds directional variants to most wall mounts (#5551)
* The Wallening Approacheth: Adds directional variants to most wall mounts

* Update reagent_dispenser.dm

* Update CentCom_skyrat.dmm

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
Co-authored-by: KathrinBailey <evesovereign@hotmail.co.uk>
2021-05-08 14:46:01 +01:00
SkyratBot
5880be0168 [MIRROR] (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc (#5524)
* (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc

* WHEW THAT WAS EASY

* Update ammo.dm

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-07 22:39:27 +01:00
SkyratBot
42bd885efd [MIRROR] Fixes a fuck ton more harddels (#5476)
* Fixes a fuck ton more harddels (#58779)

Redoes how geese handle eating shit, it was fucking stupid and caused harddels, and while this method is technically slower in the best case, it's a fucking goose
Fixes action related harddels, I hate how they work but at least this way they won't hold refs.
Fixes the hierophont causing its beacon to harddel
Removes the M variable from megafauna actions, it was used like a typed owner and caused harddels, so I burned it
Fixes target and targets_from harddels, replaces all setters of target with LoseTarget and GiveTarget, which should help maintain behavior. I'm not sure if this breaks anything, but if it does we should fix the assumptions that code makes instead of reverting this change
Fixes more area_senstive_contents related harddels, we need to allow the mob to move before clearing out its list.
Fixes marked object harddels (I'm coming for you admin team)
Fixes a language based human harddel
Fixes managed overlay related harddels (This was just emissive blockers, but I think this is a good safety net to have. If we clear the overlay list we should clear this one as well)
Fixes bot core harddels, I hate the fact that this exists but it has no reason to know who its owner is
Adds a walk(src, 0) to simple_animal destroy, it's the best bang for the buck in terms of stopping spurious harddels. Walk related harddels aren't that expensive in the first place, since byond does the same thing I'm doing here, but this makes finding mob harddels easier, so let's go with it
I fixed another source of part harddels, I hate fullupgrade so much
Fixes all the sound loop harddels

* Fixes a fuck ton more harddels

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-05-05 17:46:22 +01:00
SkyratBot
d8ee087d8d React optimization + event based processing for tanks, canisters and pipelines (#5352)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-01 14:08:53 +01:00
SkyratBot
7f083e7cb6 [MIRROR] Converts the atmos senstive component over to connect_loc (#5376)
* Converts the atmos senstive component over to connect_loc (#58266)

* Makes all uses of atmos_senstive pass in mapload as context

* Converts atmos senstive to connect_loc, does some general cleanup to the element, and makes it check the state of the tile the thing is on assuming creation didn't happen as a part of map loading

* Updates connect loc to match the new arg list

* Converts the atmos senstive component over to connect_loc

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-05-01 09:44:09 +01:00
SkyratBot
64684fba8e [MIRROR] SM code improvements (#5303)
* SM code improvements

* mister pointy.... hehe...

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-04-29 15:35:21 +01:00
SkyratBot
d7c91d7c94 Removes Crystal Invasion (#5276)
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-04-28 21:41:37 +01:00
SkyratBot
438e8e1b71 [MIRROR] Blind people no longer get hallucinations from supermatter crystals (#5268)
* Blind people no longer get hallucinations from supermatter crystals (#58718)

The Supermatter Crystal no longer causes blind people to get hallucinations. The SM causes hallucinations based on eyesight, which is why eye protection (meson glasses) can protect you from it. It makes sense that those who can't see don't get affected by the hallucinations.

It makes the mechanics more consistent. It also adds interesting situations, like if you can't find meson goggles, a blindfold will do in a pinch.

* Blind people no longer get hallucinations from supermatter crystals

Co-authored-by: MrZoraman <MrZoraman@Gmail.com>
2021-04-28 02:17:39 +01:00
SkyratBot
295e3d7c26 [MIRROR] More HFR interactions, better damage control, better Meltdown (#5260)
* More HFR interactions, better damage control, better Meltdown (#58506)

Some more gas interactions with the HFR
-O2 will help remove iron content
-Antinoblium accumulation or damage over 60% will now start zaps similar to those of the SM (useful to produce power too)
-Bz will make more particles shoot out
-Meltdown now spew the hot fusion gases around the machine too (20% of the total gases are randomly placed around the machine in 10 open turfs each containing only 10% of that 20%)
-damage system now uses cooling temperature instead of the internal fusion temperature

* More HFR interactions, better damage control, better Meltdown

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2021-04-27 23:33:32 +01:00
SkyratBot
5b8a38af3a [MIRROR] Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#5244)
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)

* Adds explosion SFX to the blastcannon and explosive compressor

- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.

* Miscellaneous changes

- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments

- Removes a whole bunch of argname = 0 in explosion calls.

* Removes named callback arguments.

* Changes the explosion signals to just use the arguments list

Adds a simple framework to let objects respond to explosions occurring inside of them.

Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.

Makes the explosive compressor and blastcannon actually use the TTVs they are given.

Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments

*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.

* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-04-27 01:53:17 +01:00
SkyratBot
01af3694ce [MIRROR] Emissive system refactor (#5234)
* Emissive system refactor (#58130)

The emissives system is the system that both lets computer screens and vendors glow in the dark and lets mobs and items block those glows. The current implementation relies on using filters to let mobs and items mask out the glow in the dark overlays on some structures. This is difficult to extend properly without massively increasing maptick. This PR changes the emissives system to use BYONDs native image layering to mask emissive overlays. This should prove to be a more extensible option.

tldr; There exists a system that lets computer screens glow on the dark and lets mobs and items block the glow. It isn't very extensible and this PR attempts to make it more extensible.

How emissive overlays used to work

Currently emissive overlays and the emissive blockers that mask those overlays are handled using a system of inter-masking planes. The emissive overlays and the emissive blockers are placed on separate, hidden plane masters. These are essentially rendering layers and groups. The emissive blocker plane is then used to mask the emissive overlay plane which effectively allows the emissive blockers to block the emissive overlays from being seen. After is has been masked the emissive overlay plane is used to mask the lighting plane, essentially creating holes in the shadows wherever an unblocked glowing thing exists.

Why this is a potential problem

This system works fine. In fact it works great! The computer screens glow, any person or item that winds up on a computer blocks the glow, and everything just works. However, this system runs into some issues when you try to extend it to work on things other than structures. Namely, the current system only supports emissive overlays on structures and emissive overlays that are completely unblockable by any means. As a result, several interesting uses to the system require extending the system.

As a result, if you want to apply emissive overlays to items (which exist between structures and mobs) or emissive overlays to turfs (which exist below structures) you must extend the emissives system to get the emissive overlays and emissive blockers to properly function. Doing this naively, by adding extra emissive overlay and emissive blocker planes and applying all of the relevant masking filters, is not exactly performant.

Maptick is a major contributor to lag and the higher the maptick the more free lag you, the player, get delivered fresh to your client. Trying the naive method resulted in #55782 (1f1b58bb26), an attempt to add glowing carpet to the game. Since the PR revolved around adding glowing carpet it had to extend the emissives system to allow for emissive turfs and emissive blocking structures. Extending the system was done naively as described above and you can see the results. 1.5 times the maptick across the board. Ouch.

So, we know that extending the system in it's current form is impractical. At least if done naively. Thus we are stuck.

tldr; The emissive system currently uses inter-plane masking to allow for emissive blockers to function. This is difficult to reasonably extend without murdering maptick. See #56496 (1f1b58bb26) for the results of naively extending this system.

How emissive overlays are going to work

Alright, so we know that the current system of using planes to let the emissive blockers mask the emissive overlays is difficult to extend in it's current form. The solution is to change how the system works so that it can be extended in a more efficient manner. What we want is a system that allows one set of images to be out masked by another set of images and for the first set of images to be capable of masking the light plane. Preferably, we would also like the ability to interleave the masking effect between emissives and emissive blockers with almost arbitrary layering.

Conveniently, this layering and masking is something BYOND already does to normal items and objects. If we put the emissive overlays and the emissive blockers on the same plane we can use their layers to interleave them almost arbitrarily like any normal structures and items! All we need is a way to mask away the emissive blockers from the resulting rendered plane and we can mask the lighting plane with the remaining emissive overlays.

Luckily, BYOND has provided a single filter that is capable of this task. The color matrix filter. This filter can be used to apply a color matrix to an image! Provided that the emissive overlays and the emissive blockers are different colors we can use a color matrix filter to effectively mask out the emissive blockers from the plane! The resulting emissive plane can be applied as an alpha mask to the lighting plane as it used to, to the same effect. The best part is, we get layering practically for free!

This is exactly what this PR does. It converts the emissives system from the old plane and masking based blocking to a new layer-based system which uses BYONDs native layer handling to mask the emissive overlays.

* Emissive system refactor

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-04-27 00:03:46 +01:00
SkyratBot
2ab15aecb5 [MIRROR] Remove all gamemodes except Dynamic (#5173)
* Remove all gamemodes except Dynamic

* qaaaaaaaa

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-04-25 21:20:30 +01:00
SkyratBot
7de0aaf82d [MIRROR] Fixes emitter welding issue (#5076)
* weldies (#58560)

* Fixes emitter welding issue

Co-authored-by: Seth Scherer <supernovaa41@protonmail.com>
2021-04-22 00:40:16 +01:00
SkyratBot
0fca6c7035 [MIRROR] emitters and collectors code improvements (#5002)
* emitters and collectors code improvements (#58454)

Refactor of collector and emitters to current standards

* emitters and collectors code improvements

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2021-04-18 14:26:32 +01:00
SkyratBot
a52b9f6bbf [MIRROR] Makes radiation related pluouxium only generate in cold conditions (#4837)
* Pluoxium can currently be created in mico amounts on a lot of tiles, which creates a lot of unneeded active (#58306)

turfs, and wastes processing time.
Let's only make pluox in cold mixes then, and since it's not gonna mitigate high power runaways quite as hard
now, let's make it a net negative on waste gas output for the sm.

* Makes radiation related pluouxium only generate in cold conditions

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-04-12 04:43:31 +01:00
Gandalf
f2a60da60c AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA (#4826) 2021-04-11 19:58:19 +01:00
Gandalf
2bb0f8d775 aaa (#4812) 2021-04-11 00:22:07 +01:00
Yawet330
c49c546bde [NONMODULAR]Shocks & Zaps, Episode 2 (#4684)
* OH NO

* Update powernet.dm

* ae

* alexia please play despacito

* Update powernet.dm

* Merge branch 'master' into pr/4684

Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-04-10 18:31:05 +01:00
Gandalf
ef42a445bd Engines: Return of the Singularity(and tesla) (#4725)
* LET THERE BE LIGHT!

* Update generator.dm

* aaaa

* Update singularity_effect.dm

* aaaa

* aaaaaaaaaaaa

* Update particle_control.dm

* aaa

* Create readme.md
2021-04-08 16:49:37 +01:00
SkyratBot
1736440cc0 [MIRROR] changes most uses of SSvis_overlays.add_vis_overlay() inside of update_overlays() to true overlays (#4569)
* changes most uses of SSvis_overlays.add_vis_overlay() inside of update_overlays() to true overlays (#57985)

* changes most uses of SSvis_overlays.add_vis_overlay() inside of update_overlays() to true overlays

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-04-01 02:04:42 +01:00
Gandalf
d14f4ea7c9 Revert "Revert "[MIRROR] Layer overhaul (#4503)" (#4509)" (#4536)
This reverts commit b27ede689e.
2021-03-31 02:08:56 +01:00
Useroth
b27ede689e Revert "[MIRROR] Layer overhaul (#4503)" (#4509)
This reverts commit 8ac892d340.
2021-03-30 23:45:08 +01:00
SkyratBot
8ac892d340 [MIRROR] Layer overhaul (#4503)
* Layer overhaul (#57915)

## About The Pull Request
Changes up some layer and plane defines for no particular reason lol

## Why It's Good For The Game
Planes actually override layers, and layers control ordering within planes. A lot of the usage of plane and layer was wholly unnecessary. This refactor helps future maintainability while also being needed staging for _future features._

* Layer overhaul

* aaaaaaaaa

a

Co-authored-by: Rob Bailey <actioninja@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-03-29 16:36:36 +01:00
SkyratBot
c21aab1997 [MIRROR] Adds sticking metallic kitchenware into APCs (#4383)
* Adds sticking metallic kitchenware into APCs (#57910)

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

* Adds sticking metallic kitchenware into APCs

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-03-25 03:49:36 +00:00
Gandalf
e1456b0cf6 Massive announcer/BSA overhaul (#4254)
* oh yeehaw

* Update default_announcer.dm

* a

* Update sound.dm

* Delete poweroff.ogg

* pref+newshit!

* Update preferences.dm

* Update preferences.dm

* Update preferences.dm

* a

* Update set_security_level.dm

* a

* a

* a

* Update default_announcer.dm

* a

* a

* Update priority_announce.dm

* a

* Update priority_announce.dm

* ERT NOW HAS AN ALERT OPTION

* more changes to sounds! ALERTS

* Update set_security_level.dm

* THSI IS THE WAYSDFSASA

* you think you've seen shitcode? just you wait cowboy.

* a

* Update set_security_level.dm

* Update default_announcer.dm

* Update set_security_level.dm

* Update set_security_level.dm

* Update gravitygenerator.dm

* BSA AND FIXES!

* a

* Update bsa_cannon.dm

* Update bsa_cannon.dm

* aaaaaaaaaaaaaa

* Update bsa_cannon.dm

* Update bsa_cannon.dm

* Update bsa_cannon.dm

* a

* autodocker

* Update modular_skyrat/modules/bsa_overhaul/code/bsa_cannon.dm

Co-authored-by: Azarak <azarak10@gmail.com>
2021-03-23 00:16:26 +00:00
Gandalf
8727fe2b66 Update lighting.dm (#4326) 2021-03-22 17:12:40 +00:00
SkyratBot
9ffdf58259 [MIRROR] Some explosions code cleanup (#4276)
* Some explosions code cleanup (#57493)

Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf

* Some explosions code cleanup

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-03-21 01:03:36 +00:00
SkyratBot
c2d6dd7d75 [MIRROR] Fixes a ton of harddels (#4215)
* Fixes a ton of harddels (#57736)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@ users.noreply.github.com>

* Fixes a ton of harddels

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@ users.noreply.github.com>
2021-03-17 20:42:47 +00:00
SkyratBot
29680a2f0b [MIRROR] Fixes ethereals being unable to channel power into APCs, readds some defines (#4034)
* Fixes ethereals being unable to channel power into APCs, readds some defines (#57417)

* Fixes ethereals being unable to channel power into APCs, readds some defines

Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com>
2021-03-10 02:31:08 +01:00
SkyratBot
59c317a276 Metastation Telecomms Powergrid Fix (#4005)
Co-authored-by: Maurukas <66576896+Maurukas@users.noreply.github.com>
2021-03-09 18:11:01 +00:00
SkyratBot
1df99c291c [MIRROR] Draws the singularity and some other things above the lighting plane (#4022)
* Draws the singularity and other large objects that create their own light or break/effect turfs above the lighting plane, to prevent shitty appearences when the lighting subsystem lags behind (#57512)

* Draws the singularity and some other things above the lighting plane

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-03-09 17:32:05 +00:00
SkyratBot
22b157a9a0 [MIRROR] Remove narnar sleeps (#3827)
* Remove narnar sleeps

* Update narsie.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-03-04 16:59:54 +00:00
SkyratBot
d63ad1a2c3 [MIRROR] Fix borgos infinite cable restrain (#3811)
* Fix borgos infinite cable restrain (#57346)

fix #56330

* Fix borgos infinite cable restrain

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2021-03-03 18:36:59 +00:00
SkyratBot
37ce893873 [MIRROR] SM monitor shows total moles & SM gets it's own defines file. (#3762)
* tgui: Total Moles in SM Monitor, Own Defines File (#57270)

Ever wondered why you failed to setup the scrungularity?

Well, wonder no more! The NT CIMS tab has been made to show total moles. The pressure got kicked however, since it's practically useless. The bar also turns red if your SM is eligible for scrung.

Moved the supermatter defines into it's own files too.

* SM monitor shows total moles & SM gets it's own defines file.

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
2021-03-02 19:11:52 +00:00
SkyratBot
90bac01c12 [MIRROR] Replaces old array sprites (#3736)
* Replaces old array sprites

* Update collector.dm

Co-authored-by: Sparkezel <53384660+Sparkezel@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-03-01 18:12:37 +00:00
SkyratBot
f5083f498b [MIRROR] *smacks table* Hot Damn! (#3734)
* *smacks table* Hot Damn! (#57269)

* *smacks table* Hot Damn!

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-03-01 17:49:38 +00:00
SkyratBot
640cc9744c [MIRROR] [Ready]Atmos enhanced. Part 1: Crystallizer and machine recipes (#3697)
* [Ready]Atmos enhanced. Part 1: Crystallizer and machine recipes (#56889)

* crystallizer

* [Ready]Atmos enhanced. Part 1: Crystallizer and machine recipes

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2021-02-27 18:55:16 +00:00
SkyratBot
4e9561b168 [MIRROR] Do not lick the supermatter, it is not made of candy. (#3677)
* Do not lick the supermatter, it is not made of candy. (#57134)

    Adds a special interaction for people attempting to lick the supermatter.

* Do not lick the supermatter, it is not made of candy.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-02-26 14:20:17 +00:00
SkyratBot
cf9e01964c [MIRROR] Supermatter Can Display EER to Ghosts. (#3667)
* Supermatter Can Display EER to Ghosts. (#56991)

I'm not sure that there's a way for ghosts to check out the EER of the spicy rock without someone logging in on the console. This lets ghosts know if an SM is going to spawn tesla/skeleton in advance.

The part at the trait section (thanks to mothblocks) is changed to not cause runtimes when the supermatter is examined by ghosts.

Co-authored-by: coiax <yellowbounder@ gmail.com>

* Supermatter Can Display EER to Ghosts.

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
2021-02-26 14:06:29 +00:00
SkyratBot
b7b03372fd [MIRROR] New supermatter sprites from Beestation (#3602)
* New supermatter sprites from Beestation (#56866)

Imageadd: Ports the supermatter sprite from Beestation

* New supermatter sprites from Beestation

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2021-02-23 13:11:39 +00:00
SkyratBot
e25ab8b975 [MIRROR] Miasma SM (#3528)
* Miasma SM (#54487)

Makes the supermatter crystal consume miasma in the air to power itself. The rate at which it consumes miasma scales with the partial pressure of the miasma and the gas mix of the surrounding air.

Miasma also increases gasmix_power_ratio, but by half as much as is normally standard

* Miasma SM

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-02-20 15:57:24 +00:00
SkyratBot
18eca27569 [MIRROR] update_appearance (#3508)
* update_appearance

* a

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-19 16:08:09 +00:00
SkyratBot
43febe3145 [MIRROR] Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#3433)
* Converts many proc overrides to properly use list/modifiers, lots of other smaller things

* Update human_defense.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-17 14:18:21 +00:00
SkyratBot
63de7b4b0d [MIRROR] Refactors the Light Eater and gives it some flavortext. Some minor behavior changes included. (#3415)
* Refactors the Light Eater and gives it some flavortext. Some minor behavior changes included. (#55551)

Converts the effects of the nightmares light eater into a component and a couple elements
Adds some flavor text to the light eater
Makes the effects of the nightmare's light eater dispel if the armblade is destroyed
Probably a net increase in code quality
More flavortext
The nightmare's light eater effect can be dispelled if you are willing to sacrifice the armblade

* Refactors the Light Eater and gives it some flavortext. Some minor behavior changes included.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-02-16 00:45:39 +00:00
SkyratBot
b332b46b65 [MIRROR] Remove hideous inline tab indentation, and bans it in contributing guidelines (#3394)
* Remove hideous inline tab indentation, and bans it in contributing guidelines

* a

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-15 15:32:02 +00:00
SkyratBot
495b35a679 [MIRROR] Converts all uses of modifiers to lazy access to avoid memes in future (#3331)
* Converts all uses of modifiers to lazy access to avoid memes in future

* Update work_tools.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
2021-02-13 11:06:39 +00:00