Commit Graph

9233 Commits

Author SHA1 Message Date
Fikou
efbb133167 Adds powerup system, refactors ctf pickups and powerup mine subtypes into it (#56605) 2021-02-03 23:46:08 -08:00
Qustinnus
63399f90ee removes the test-merge only code from the combat mode commit (#56634)
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-03 19:55:38 -08:00
Qustinnus
707fc287b4 Replaces intents with combat mode (#56601)
About The Pull Request

This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:

    Disarm and Grab intents have been removed.
    Harm/Help is now combat mode, toggled by F or 4 by default
    The context/verb/popup menu now only works when you do shift+right-click
    Right click is now disarm, both in and out of combat mode.
    Grabbing is now on ctrl-click.
    If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)

Minor interaction changes:

Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game

Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.

As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.

As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.

In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.

The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog

cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
2021-02-04 16:37:32 +13:00
Kylerace
4802c43165 Fixes Several Holodeck Infinite Materials Exploits (#56587) 2021-02-03 15:43:54 -08:00
necromanceranne
1611aaa70a Pipeguns: Elitism Edition (#56322)
About The Pull Request

The core of the PR:

The improvised shotgun that was is dead and removed.

Now we have Pipeguns. Pipeguns are bolt action rifles that have a damage multiplier that reduces their damage to 75%, and can be modified to fit the rare 7.62mm bullets. If you want to that is.

The pipegun also slowly increases in misfire probability for every shot at a rate of 5% per shot.

Pipeguns can also be upgraded to Regal Pipeguns. These contain more bullets, don't misfire and don't have a damage multiplier. To acquire one is a maint secret, only available to lucky assistants who come across the diary of a dead assistant. The probability of finding the book is quite, quite low.

Bandoliers now fit individual 7.62mm. Because why not. Currently they're available in stripper clips that fit into most combat belts so this is mostly a style preference at the moment

Other shit

Ammo modification and misfire behaviour is now generalized to all ballistics. You can now make any gun misfire and any internal magazine gun swap ammunition.

Misfires are not a flat chance. Instead, they increment as the gun fires over time.

Ports over this PR Citadel-Station-13/Citadel-Station-13#12274 which I felt was pretty neat conceptually for making some weapons weaker.

Makes the icemoon hermit's mosin into a regal pipegun, just to get mosins out of easy access.
Why It's Good For The Game

Improvised shotguns were one of my favourite weapons to horribly abuse while they were utterly broken a nice alternative, but I fully support moving towards curbing gun power curve. Part of that should include looking at improvised weapons like this which are seeing considerable usage with the removal of buckshot and slugs.

Initially I wanted to pair this with a PR of my own to bop Mosins on the skull along with it, but #56319 is already doing that, and while it's a very lenient approach to my own (I was going to remove them entirely from cargo), I respect it.

Changelog

cl
add: Replaces improvised shotguns with Pipeguns (with a special variant for those willing to go through arbitrary bullshit to acquire it and sheer good luck).
add: Now all guns can be set to misfire and swap ammunition.
add: Misfire chance is incremental as you fire the weapon, and not a flat static chance. This can be reset by using a piece of cloth on the gun and 10 seconds of cleaning.
balance: This has been applied to the detective revolver, but it only increments while using .357 bullets.
add: Guns can have damage multipliers attached for the bullets they fire. The pipegun (but not the regal version) is the first example with a 75% damage output.
balance: The Ice Hermit now has a regal pipegun instead of a Mosin Nagant.
balance: The bandolier fits 7.62mm.
balance: You can construct receivers and rifle stocks in the crafting menu.
balance: Detaches the magical rifles from the boltaction subtype, since they are just basically not using any variables attached to that subtype and made from a series of early returns.
/cl
2021-02-04 11:37:01 +13:00
necromanceranne
98642bfe97 Changes fireman carrying from a trait on gloves to a skillchip (#56593) 2021-02-03 13:31:01 -08:00
necromanceranne
1bfcf2a02c Duffelbag Curse: Sane Edition 2: Melee? (#56438)
* Makes duffelbag curse less cheesey and more for what it was intended to do by limiting the number of bags you can have forced on you

* Makes casting the spell a whisper. Because putting duffelbags on sec while disguised sounds really funny.

* Makes duffelcurse equivalent to the blind spell in cooldown and cost
2021-02-03 13:27:01 -08:00
LemonInTheDark
20d2fb6787 reverts Adds Neon Carpet (#55782), it appears to have been causing massive amounts of maptick (#56496)
It appears to have been causing massive amounts of maptick, this'll need a testmerge so we can test my hypothesis
2021-02-03 06:27:53 +00:00
Tlaltecuhtli
e662841936 fixes to holy explosion and the spawned nades (#56424) 2021-02-02 17:49:46 +01:00
Timberpoes
e85cf07b96 Mirror logging for brainwashing and hypnosis in the player panel and attack logs. (#56515)
Hypnosis and brainwashing now have entries in the Player Panel logging
under attack and entries in the attack logs.

Mirrors some logging that would otherwise just be in the game logs.
From an admin-perspective, issues where you'd want to check
brainwashing/hypnosis tend to go hand-in-hand with issues relating to
attack logs as opposed to game logs.
2021-01-31 20:21:38 +00:00
Tristrian
a4a7cf03bf Adds missing duffelbags for some jobs and update their respective vendors and closets. (#56505)
add: Added duffelbags for Science, Botany, Virology, Genetics, Mining and Chemistry.
2021-01-30 19:36:00 -05:00
AdipemDragon
716c6db05a Bread Sprite Update (#56498)
Bread Sprite Update
2021-01-30 19:29:07 -05:00
ATH1909
380ced3234 removes some unnecessary code from Oztek boomerangs (#56479)
## About The Pull Request

Removes a section of code from Oztek boomerangs that is supposed to turn your throw mode off after you throw them.

## Why It's Good For The Game

Throw mode already toggles itself off after you throw something.
2021-01-30 00:06:16 -05:00
elle
3fa2ad5c99 fixes various grammar issues (#56446)
fixes misspellings of 'permanently'
fixes grammar with bandaging wounds on yourself
2021-01-28 17:23:30 -08:00
AnturK
8c69586774 Adds aquariums and aquarium fish. (#56343)
Co-authored-by: tralezab <spamqetuo2@gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: coiax <yellowbounder@gmail.com>
2021-01-27 12:44:36 -08:00
Qustinnus
c51b77f1de Adds the Hauntium material, which turns any item into a ghost (with AI) (#55728) 2021-01-27 12:27:47 -08:00
NotRanged
1f49c2bd65 Change holosign examine; show sign count (#56440)
The examine text of holosign creators now show how many projections are
being maintained.

Co-authored-by: Ranged <nickvanderkroon@gmail.com>
2021-01-27 16:44:11 +00:00
Sparkezel
3c9913b12c The day has come gamers, the mosin nerf/rework (#56319)
* THE NERF

* fixes a dumb mistake

* Sanity check and second thoughts

* mosin jamming

* adds the cleaning supplies, sprites, slight changes to dmg and jamming and HNNNG ONE LAST BUG

* adds maint kit to russian surplus, second try at fixing

* everything is fixed now :)

* finishing touches

* Last fix?

* fix

* fix var names

* a new sound and few more fixes

* add /brand_new variant to all ert/special spawned mosins, added a check if bolt is locked

* Bolt_locked is true when bolt is open 😂

* added a clamp just in case

Co-authored-by: Sparkezel <1haslo4@gmail.com>
2021-01-25 01:58:50 -08:00
TemporalOroboros
1f1b58bb26 Adds Neon Carpet (#55782)
* Adds emissive carpet, adds plane support to decal element

- Adds a basic abstract/debugging emissive carpet
- Makes decals capable of supporting plane
- Adds auto-smoothing decals

* Adds simple neon carpet variations

* Adds neon carpet reagents and recipes

* Refactors emissive blockers to allow multiple layers of emissive / emissive blocking objects

- Splits the emissive and emissive blocker plane masters into several plane masters which handle different layers of emissiveness.

* Makes neon carpet tile stacks emissive

* Rearranges and docs some emissive plane masters

- Folds the overlay lighting plane master into the emissive planes since it is also used to mask the lighting plane

* Fixes null mats_per_unit stack recombining after splitting

- I think I broke this a while ago when I reworked how stacks handle materials. Whoops.
- This basically only effects carpet at the moment. Good thing I did this when I did!

* Adds neon carpets to cargo

- Adds a cargo supply crate containing a _lot_ of neon carpets for 3000 credits

* Fixes neon carpet highlights leaking through vending machines and such

- Turns out vending machines axed their own emissive blockers whenever they updated their icon because they cleared their managed_vis_overlays...
- Generic emissive blocking has been elementized and some update_overlays procs have been straightened out.

* Fixes id_arg_index for the emissive blocker element

* Commits @Rohsie's suggestions
2021-01-25 01:55:04 -08:00
RaveRadbury
37fac485a4 Lets more things be put on trays (#56386) 2021-01-25 00:27:01 -08:00
Timberpoes
8f2c025744 Adds combat logging to noogies (#56368) 2021-01-25 00:19:07 -08:00
eeSPee
adebb20af9 Heretic Themed Toys (#56203)
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-01-25 00:10:43 -08:00
Tlaltecuhtli
df08104650 mining keys to open tendrills crates buyable with miner points (#56267) 2021-01-22 13:22:54 -08:00
dragomagol
f837ce4397 Cyborg modules renamed to models (#56312)
Changes the references of borg module (type) to model, adds a file for robot declarations and one for model declarations. Basically trying to make the code layout a little more sane.

Initially changed them to 'configurations' but I prefer model; its meaning is closer to module than configuration and avoids confusion with actual config.
2021-01-22 21:38:35 +02:00
Timberpoes
1989497576 Frame stacking fix and unit test addition. (#56287)
* Reverts #56205

* Allow things without density to bypass checks

* The rest of the owl

* The rest of the owl

* Doc and tweak

* More feex

* RCD machine frame unit test

* I suck

* AAAAA

* Bad at unit tests

* Revert unit tests (for including in another PR)

* Fix windoor_assembly return logic

* Comment /mob/living/proc/PushAM logic

* Windoor assembley logic tweak

* Fix frame stacking

* Unit test

* Better wording from macros?
2021-01-22 21:18:05 +08:00
Ryll Ryll
d982b4b619 Adds Noogies (Perfect for bullying Moths) (#56286)
* i HATE mothblocks
2021-01-22 02:01:59 -08:00
Koshenko
51819e5a52 Refactor card scaling into an element for general item scaling (#56102)
The current TCG code had some code for scaling its cards down when they're on the ground and then scaling them back in hand/inventory. This element aims to preserve this functionality and to allow it work for other items.

While the TCG makes the cards smaller on the ground, this element allows for items to be scaled up OR down when on the floor or in inventory.

While this particular element has to do with scaling, I am looking at ways to expand this sort of icon change functionality to icon_state as well, but there are additional issues with blood decals needing to be redrawn and possibly vis_contents.
2021-01-21 09:49:33 -03:00
ArcaneMusic
6895c58545 Fixes crabmeat (#56274) 2021-01-20 21:59:57 -08:00
coiax
25e476e92a Add deathrattle implant for nuclear operatives (#55903)
Deathrattle implant, comes in box of 8, implant yourself and others, and
you'll get a little notification when they die.

Intended for nuke ops, price around the same as the codebook, since it's
a utility communication item, that actually "plans to fail", so it can't
be too expensive, because it doesn't help them win, just lets them know
how much they are losing by.
2021-01-20 19:30:30 -03:00
dragomagol
f54fb8f2fd Replacing magic numbers with defines in robot code (#56241)
While scouring robot code for some (hopefully upcoming) fixes, I found a bunch of gross numbers. These numbers are now letters.
2021-01-19 21:08:10 -05:00
Arkatos1
8bc8ae9869 Moonlight Greatsword var cleanup (#56224)
## About The Pull Request

Currently, there are 2 "Moonlight Greatsword" variants placed on a station maps - Delta and Kilo. Delta has varedited nullrod variant, and Kilo has varedited baseball bat variant. Neither of these are ideal - Delta variant is getting rushed every other round for it's antimagic properties, and Kilo variant is quite odd choice for a sharp greatsword. Additionally, them being directly varedited in the map does not help their case either.

Thats why I have replaced both with a new item to solve all these issues - a new sharp weapon with no antimagic and stats of a slightly stronger knife.

## Why It's Good For The Game

Less direct map varedits and no more cheap antimagic.
2021-01-18 12:21:39 -05:00
Thunder12345
9996a8edec Stops encrypted report spam (#56165)
Adds a do_after() to the in-spect scanner, and moves its examine_more() into examine(). Removes an unneeded second way to print a report using attack()
2021-01-17 16:53:25 -03:00
Time-Green
7646d3916a Adds database tracking to maintenance pills (#56179)
I originally added maintenance pills, and while already perfect, I felt like polishing them a bit. I didn't do much, just:

- Maintenance pills now track a players score. Gotta eat em all to get that leaderboard highscore!
- More names and decriptions for maintenance pills, most of them suggestions from the old PR
- Renamed floorpill to pill/maintenance in code because that's what they are, no idea why I didn't originally do it

I've also polished the sprite a little bit, because it always looked a bit _too_ shady
![image](https://user-images.githubusercontent.com/7501474/104741899-19624880-574a-11eb-8211-65d89d8d36c4.png)
(Below is old sprite, above is new sprite)
2021-01-16 14:09:30 -05:00
spookydonut
3b3150aa4a Add weakref support to qdel (#56171)
qdel() should allow usage of weakrefs to avoid harddels on long duration qdel_in usage
2021-01-16 11:30:40 -05:00
TemporalOroboros
976c1fcb8c [READY] Bespoke Datum Mats (#55296)
* Bespoke Material Backend

- Adds support for bespoke materials:
  - Reimplements [/datum/material/var/id]
  - Ports GetIdFromArguments from SSdcs
  - Adds a wrapper define for GetMaterialRef
  - Adds [MATERIAL_INIT_BESPOKE]
  - Adds [/datum/material/proc/Initialize]
- Does not actually add any bespoke materials

- [ ] TODO: Code docs
- [ ] TODO: Actually adding bespoke materials

* Some has_material procs and cleaning up some spaghetti

- Adds a pair of has_material procs for use in checking whether a given atom has a given material

* Adds meat

- Adds bespoke meat variants
  - Does not make them accessible
- Shuts up the linter

* Implements bespoke meat

- Makes the material container preserve bespoke materials
- Makes the sheetifier accept bespoke materials
- Makes the autolathe accept bespoke materials
- Makes the gibber produce bespoke meats

* Makes butchering produce bespoke meats

This is jank and really needs to be folded into a unified butchering and gibbing system

* Material documentation

- Adds, fixes, and touches up some documentation

* Material container insertion callback

- Changes the proc used to expand the material container's material list ot a proc used to check whether a material fits into a material container
- Instantiating new materials is no longer O(n) relative to the number of autolathes in existence.

* Makes processing meat conserve materials

- Makes bespoke meat carry over into meatballs

* Makes preserving custom materials an option

- Implements the ability to turn preserving custom materials _off_ for processor recipes

* Fixes all bespoke materials of the same type using the same singleton

- We use ids now, not just types.

* Makes the fat sucker produce bespoke meats

- Because consistency is good.

* Fixes autolathes merging bespoke stacks into normal stacks.

* Makes the callback to test materials for holdibility optional

- @Floyd

* GetMaterialRef -> GET_MATERIAL_REF

- We capitalize macros.

* Removes an extraneous callback

- Makes the sheetifier use functionality I didn't notice I implemented a few commits ago.

* Makes mob and species meat null compatible

* Fixes the ore silo

- The ore silo had really snowflake material handling that has been brought in line with the rest.
- The materials should show up in the correct order.

* Fixes minor lathe bugs

- Fixes stack_traces caused when lathes tried to fetch materials using reagent typepaths
- Fixed the selective reagent disposal topic. I have no idea how long this has been broken.

* Various documentation fixes

- Clarified a couple comments
- Removes an extraneous ?. operator
- Fixed mat floor tiles having bugged reagent temperatures

* More fixes

-/datum/material/meat/mob -> /datum/material/meat/mob_meat
- Adds atom typecheck to material containers.

* Fixes old typepaths
2021-01-15 23:39:58 -08:00
cacogen
c871bc742e Makes wayfinding great again (#56055)
Interacting with the wayfinding pinpointer dispenser recently after leaving it untouched basically since I added it I realised it has a bunch of bad design decisions that make it unpleasant to interact with so while this can never solve the lack of desirability of the pinpointers themselves hopefully it prevents the machine from contributing to the problem.
2021-01-15 23:19:07 -03:00
小月猫
31eed45ef6 Redone Metastation Science (#55867)
* fixed conflicts

updated the branch and pasted in all the changes again, conflicts and all roundstart turf diffs should be gone now

* Update MetaStation.dmm

Opened up the cytology lab directly to xenobio, its all one room, with shutters to lockdown cytology in case of an emergency - Nari

* Update MetaStation.dmm

softened some internal walls on xenobio sat, they dont need to be reinforced, added a small weakpoint to xenobio sat, its not a secure area and doesnt need to be a roundstart gigafort, removed the windows the buttons were on for the slime pens, buttons directly on windows looks bad, replaced with a table - Nari

* Remove minor tweak

remove the biobag and labcoat tweak from this branch

* Update MetaStation.dmm

tile under a door had a random disposals pipe, but missing a wire. fixed - Nari

* Update MetaStation.dmm

fixed merge conflict

* Update MetaStation.dmm

why???

* Update MetaStation.dmm

fix?

* Update MetaStation.dmm

cant fix sorry

* Update MetaStation.dmm

trying a fix

* fixed conflicts?

i think this fixes it?? - Nari

* Update MetaStation.dmm

Added experimentor - Nari
re-tiled sec post -Nari
rearranged mech bay so it actually works - Nari
re-did the connection between xenobio and the cytology area - Nari
added a few requests consoles - Nari
added a sci drobe - Nari
removed one of the extra deliveries areas - Nari

* Update MetaStation.dmm

fixed the department request consoles departmentType and name - Nari

* Update MetaStation.dmm

fleshed out the support line for the bomb site - Nari

* Update MetaStation.dmm

removed lattices under catwalks, hopefully this fixes

* Update MetaStation.dmm

fix
2021-01-15 23:18:01 +01:00
Coffee
61c48918f9 Explosive lance icons update properly (#56164)
Fixes #56154. Spears were missing an update_icon on initialize, this adds one. Now, spears will show their grenade upon construction. Works just fine in testing.
2021-01-15 15:37:54 -05:00
Alex 'Avunia' Takiya
62634e2658 Fix briochecake icon, add tastes and foodtypes (#56125)
- Adds a missing `icon_state` to the full brioche cake
- Adds `SUGAR` to the brioche cake's and slice's `foodtypes`, as they're glazed (according to the description)
- Adds butter and cream to the `tastes` as well
2021-01-14 08:43:52 -05:00
Ghom
bd582f2098 Fixing bugs about the worst simple_animal coded in and material tiles. (#54885)
Fixed floorbots applying floor tiles onto already tiled turfs.
Fixed floorbot issues with material tiles.
Fixed emagged floorbots spawning lattice when deconstructing floor into plating.
2021-01-11 18:03:54 -08:00
coiax
e986d3245c Refactor caltrop component into element (#56020)
Refactors the nearly completely stateless component "caltrop" into an
element. The previous limit on "one message per caltrop per second" has
been changed to "one message (about caltrops) per mob per second".

This avoids a unique component for each shard of glass, and each cactus
in the world, so saves some much needed memory.

A message about "sliding over" caltrops has been removed, since it's
now intended that you only trigger caltrops if you're not lying down.
2021-01-11 18:50:51 -03:00
interestingusernam3
18030779cb Makes it possible to create an /obj/item/sharpener with multiple uses (#55958)
Whetstones will now become worn when at 0 uses instead of being either used or not used. All currently existing whetstones start at 1 use.
2021-01-11 16:41:34 -03:00
coiax
89eea73703 Rework job food/alchohol benefits into livers (#55721)
By moving the "special behaviour" of something like security officers
eating donuts, or engineers losing radiation by drinking Screwdrivers,
into traits on the liver, this makes the "origin" of that behaviour more
clearly defined, rather than something that's attached to the mind of
the person. (For example, now if a wizard mindswaps into a Security
Officer, they too can now digest donuts good.)

Having this behaviour be partially visible to the more medically
inclined members of the station (like doctors, and the chaplain for
"entrails reading mystic" themes), means that a dismembered liver tells
a story to those who know how to read it.

Some jobs have more "benefits" than others, for example the only thing
that the liver of a Quartermaster gives them is a sense of inadequacy
when consuming royal carpet.

Clowns having livers that honk make them easier to identify, and plays
into the retconned "bike horns are clown livers lore"? Also, why not cut
out a clown's liver then honk them with it? You monster.
2021-01-11 16:34:40 -03:00
Coastfront
0afc6ab2d7 Adds forgotten kit to armament beacon (#56016)
Adds the forgotten kit to the armament beacon, holding the same stats as knight armor and stone sentinel, But with the sprites for the old clockwork armor and helmet, as they are very nice looking sprites. Moves said sprites to the suit and hat file respectively. as-well as adding forgotten helmet/armour to the game, which are said armors.

Makes it easier to do any clockcult themed gimmick as the chaplain without wearing the god awful craftable armor, uses sprites that really shoulden't die on the same hill as clockcult. a few others have also told me they'd love to see the old clockcult armor and helmet sprites used for something, as they look nice.
2021-01-11 16:13:42 -03:00
Coffee
653d75e429 Flesh to stone no longer makes you immune to bleeding, refactors bleedsuppress into a trait (#56078)
Being hit by the Flesh to Stone makes you bleed immune to prevent you from getting petrified while bleeding, and bleeding out while turned into stone. However, it doesn't make you vulnerable when you get unpetrified. This is a bug. This also makes bleedsuppress into a trait, as both is broken and should be a trait.
2021-01-11 14:59:48 -03:00
interestingusernam3
86b8257f45 Sticky syndicate access (#56032)
Adds sticky access. Sticky access will be readded if removed in the identification console. Currently only used to fix #54429. Also converts some comments in card_ids.dm to DMdoc comments and adds some new ones.
2021-01-10 11:19:15 -03:00
ArcaneMusic
92902a798e Adds a new security bounty and tweaks existing security bounties. (#55952)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-01-09 11:23:30 -08:00
Krysonism
e092eb7427 [READY]Da small cytology update. Banana glutton and proper clown mob reagents. (#55694)
* HONK!

* HENK!

* HUNK!

* HJONK!
2021-01-08 22:29:00 +01:00
LemonInTheDark
6d1cb94ffb LINDA Reforged (#55604)
Speeds up gas movement significantly
Documents the intent and finer details of the atmos system (Thanks dunc)
Fixes excited groups constantly rebuilding, this broke 4 years ago
Fixes superconductors just straight up not working
Allows turfs to sleep while inside an excited group
Adds a new subprocess to SSAir to support rebuilding in this state
Most heat based behavior no longer relies on being inside a fire
Adds a new element to support doing this cleanly
Adds a new subprocess to SSAir to support doing this while a turf is asleep
Refactors air_update_turf to allow for finer control
Makes apcs take damage in heat to prevent infinite plasma fire diffs
Cleans up immutable gas mixtures to make them work properly when the mix has gas in it
Planetary turfs no longer create a new copy of themselves each time they process. We instead use a global
immutable mix
Cleans up a typed for loop in reactions
Canisters will take damage from outside heat now
Speeds up excited group dismantle
Increases the superconductor threshold by 200k
Cleans up some roundstart ATs on some ruins
Uses /turf/open/var/excited to track if a turf is actively processing, preventing a |=
Prevents openspace from trying to melt
Tweaks a canister examine line
Makes planetary turfs reset to base when broken down as part of an excited group
Makes it impossible for planetary turfs to rebuild, just like space tiles
Fixes closed turfs not activating their replacement when destroyed by moving closed -> open turf activation to
the adjacent air subsystem. They were activating and then going back to sleep before adjacent air got a chance
to tick.
Fire alarms will trigger when the area gets too cold for humans
2021-01-08 08:14:08 +01:00
LemonInTheDark
67c7dd8712 Fixes empty gaslist entries, jesus fuck (#56027) 2021-01-08 07:58:53 +01:00