Commit Graph

1929 Commits

Author SHA1 Message Date
SkyratBot
d27cd97f74 [MIRROR] [IDB IGNORE] [MDB IGNORE] Makes the icons/mob folder sane [MDB IGNORE] (#16030)
* [IDB IGNORE] [MDB IGNORE] Makes the icons/mob folder sane

* fix map merges

* icon paths and merge conflicts

Co-authored-by: skylord-a52 <skylord-a52@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-09-24 20:10:28 -04:00
SkyratBot
1d58640231 [MIRROR] fixes ant runtime [MDB IGNORE] (#16242)
* fixes ant runtime (#69890)

* Checks for caltrop component's existence before seeing what it does.

* fixes ant runtime

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-09-17 12:38:10 -07:00
SkyratBot
29e29b6375 [MIRROR] Save 2.2s minimum (with zero ruins, likely a good bit more in production) of atom init time [MDB IGNORE] (#15967)
* Save 2.2s minimum (with zero ruins, likely a good bit more in production) of atom init time (#69564)

Pre-sort smoothing_groups and canSmoothWith
Without any ruins, these sorts were taking more than 0.6s, and the bulk of the runtime cost of sortTim during init time.

This only happens on init and they are never changed apart from that, so pre-sorts everything and adds a unit test (in the form of #ifdef UNIT_TESTS, because you can't initial a list) to ensure that they are proper.

Keep visibilityChanged() to mapload only for turf/Initialize
Saves about 0.4s worst case scenario (e.g. with no ruins). Very expensive code (175k loop iterations) for 0 side effects.

Space areas now have the fullbright overlay, not the space turfs
Saves about 0.8s worst case scenario. Seems to work fine with starlight.

Remove is_station_level check for window spawners assigning RCD memory.
Saves about 0.3s worst case scenario. The logic for this isn't consistent since neither walls nor floors check this (for performance), plus some minor micro-opts to spawners.

Optimize is_station_level
Doubles in speed, used heavily in /turf/open/floor and in other initialization procs. Bit hard to tell exactly how much is saved, though.

* Save 2.2s minimum (with zero ruins, likely a good bit more in production) of atom init time

* Hopefully fixes the broken CI

* Okay now it shouldn't be failing CI anymore (hopefully)

* Fixes even more issues with smoothing_groups, this time hopefully for good

* Okay NOW it's going to pass CI, surely...

* Okay haha what if it passes this time? :)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-09-15 19:57:33 -04:00
SkyratBot
049b19bb18 [MIRROR] Moves "catch this var/flag" code from obj/init and datum/new into the types that use it [MDB IGNORE] (#16091)
* Moves "catch this var/flag" code from obj/init and datum/new into the types that use it

* Update atoms_movable.dm

* Update airlock.dm

* SRCC

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-09-11 22:21:16 -07:00
SkyratBot
c2189d5818 [MIRROR] adds structure spawners for electrified grilles, adds greps for some fulltile window spawners [MDB IGNORE] (#15954)
* adds structure spawners for electrified grilles, adds greps for some fulltile window spawners (#69528)

* adds structure spawner for electrified grilles

* sdmm key cleanup

* adds structure spawners for electrified grilles, adds greps for some fulltile window spawners

* should fix blueshift lints lets see

* should resolve most if not all of the others

* damn you skyrat map reset

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2022-09-07 16:40:05 -04:00
SkyratBot
6fc0f80ea2 [MIRROR] Fixes poster qdel loop [MDB IGNORE] (#16094)
* Fixes poster qdel loop (#69611)

atom/Destroy() deletes the contents of an atom, and we were listening for when the structure in our contents is being deleted to qdel ourselves.

* Fixes poster qdel loop

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-09-06 16:25:29 +01:00
SkyratBot
bbadd8e831 [MIRROR] Cucumber Fever [MDB IGNORE] (#16034)
Cucumber Fever

Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-09-05 18:09:54 -04:00
SkyratBot
a4bfe65cb1 [MIRROR] Dimensional Anomaly [MDB IGNORE] (#15974)
* Dimensional Anomaly (#69512)

About The Pull Request

Everyone has been asking: "When will there be an anomaly like the bioscrambler, but for the space station? Please, we need more things which replace objects with different objects from the same typepath."
Well I made it and it looked like ass because non-tiling floor and walls look terrible, so then I made this instead.
Dimensional.mp4

The "dimensional anomaly" shifts matter into a parallel dimension where objects are made out of something else.
Like the Bioscrambler anomaly, it does not expire on its own and only leaves when someone signals it or uses an anomaly remover.
When it spawns it picks a "theme" and converts terrain around it until it covers a 7x7 square, then it teleports somewhere else and picks a new theme.

A lot of these themes are relatively benign like "meat", "fancy carpet", or "gold". Some of them are kind of annoying like "icebox" because it creates floor which slows you down, or "clown" because bananium is intentionally annoying. Some of them are actively dangerous, mostly "uranium" and "plasma".
The main problem this will usually cause for crewmembers is decreasing area security. When it replaces doors it replaces them with ones which don't have any access control, and it will also replace RWalls with normal and much more vulnerable walls which will make breaking and entering significantly easier until someone has taken the time to fix the damage. But also sometimes it will irradiate them, you never know.

The fact that sometimes the changes are benign (or provide uncommon materials) and might be happening in places you don't care about access to might encourage people to push their luck and leave it alone until it starts turning the captain's office into a bamboo room or repainting medbay a fetching shade of flammable purple, which I would consider a success.
Armour.mp4

If you successfully harvest the anomaly core you can place it into the reactive armour to get Reactive Barricade Armour, which shifts your dimension when you take damage and attempts to place some randomised (not terribly durable) objects between you and hopefully your attacker (it really just picks up to four random unoccupied tiles next to you). If you're EMPed then the changes it make to the environment will often be as unpleasant for you as they are for a pursuer, and significantly more likely to harm both of you rather than just provide obstacles.

Other changes:
I split anomalies out into their own dmi file, seems to be all the rage lately.
I moved the anomaly placing code into a datum instead of the event because I wanted to reuse it but if you have a better idea about where I could have put it let me know.
This also fixes a bug where the material spreader component wasn't working when I applied plasma materials to something, the extra whitespace was parsing as another argument for some reason and meant it would runtime.
Supermatter delamination was still pointing to Delimber anomalies instead of Bioscrambler.

* Dimensional Anomaly

* Fixes the upstream merge skew

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-09-05 17:59:34 -04:00
SkyratBot
68c05634d9 [MIRROR] Closets now initialize their contents on demand (more than 1.6 seconds of init time saved) [MDB IGNORE] (#16037)
* Closets now initialize their contents on demand (more than 1.6 seconds of init time saved)

* conflicts

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-09-04 19:27:43 +01:00
SkyratBot
e1839f0e37 [MIRROR] Spider Rebalance PR: Burn Baby Burn Edition [MDB IGNORE] (#15997)
* Spider Rebalance PR: Burn Baby Burn Edition (#68971)

This is a remake of #66106, with more thought put into the underlying balance. The main goal of this PR is to make fighting spiders more accessible and interesting for the majority of the crew while nerfing the extremely strong and boring option of simply using freezing temps to kill spiders. Also fixes #67765. The changes are as follows:

NEW SPIDER COUNTERS

    Fly swatters now deal 25 damage to spiders on hit, increased from 1
    Pesticide now deals massive stamina damage to spiders and a little bit of physical damage as well (the damage portion not added by this PR)
    Spiders can now be caught on fire through any traditional mean of catching something on fire. Spiders will automatically put themselves out after a time. This was done instead of an active action because AI spiders are also subject to this change as well, and I don't feel like bloating the simple mob AI with putting themselves out

SPIDER CHANGES

NERFS

    Toxin injection has been removed from all spiders except for the hunter, flesh spiders and the viper
    Hunter toxin (used by hunters and flesh spiders) now only brings the afflicted down to 40 health, and will stop taking effect once the afflicted reaches that threshold. Should the afflicted still have the toxin in their system and get healed, the toxin will begin dealing damage again until the afflicted is at 40 health or below again
    Viper toxin now only brings the afflicted down to 10 health, but also has the hallucination effects of Mindbreaker toxin. This hallucination effect is applied regardless of target health. It also no longer generates other harmful chemicals into the afflicted's system, but is much more potent at base
    Flesh spiders cannot regenerate while on fire

BUFFS

    Time it takes for spiders to normalize their temperature cut by half. While they will react faster when in cold or hot environments, when they leave said environments it will take less time to return to normal temperature
    Unsuitable temperature damage reduced to 4 from 8
    You can no longer push spiders by running into them
    Webbing heat damage threshold increased from 300 to 350 (same temp where spiders also take damage)
    Broodmother egg laying time reduced to 12 seconds from 15
    Broodmother web laying time multiplier reduced to 0.5 from 1
    Broodmother health increased to 60 from 40
    Broodmother damage increased to 10 - 15 from 5 -10

BEHIND THE SCENES CHANGES

    You can now make any simple mob able to be caught on fire by setting flammable to true
    How fast a simplemob stops burning is controlled by fire_stack_removal_speed
    Can now now control how fast simplemobs regulate their temperature using temperature_normalization_speed. Before this PR, this value was hard-coded at 10, I have set the default to 5 as 10 was too long in almost any case. This will notably affect slimes, who could easily die to being cold long after being removed from the cold area. I see this as purely beneficial
    Toxins now have a health_required value. The afflicted has to be above this health value in order to take damage from the toxin. Only used in the spider toxins currently
    When I was setting up simplemobs to be flammable, I noticed basic mobs can be glitchily set on fire, so I fixed it to where they can't be set on fire.

Why It's Good For The Game

    Spacing something is very easy, but not very fun or interesting compared to starting and controlling a fire. Swapping spiders' temperature weakness from spacing to fire is beneficial to the fun of fighting them and playing as them, allowing more creativity and resourcefulness on both sides. Ideally, this should allow for atmosians and chemists to use their skills in a fun way.
    Currently, ignoring spacing them, the only people who can reasonably take on spiders is security, since they have lasers which do burn and stuns to slow the spiders down. However, this small subset of players cannot normally destroy a spider infestation without spacing them, so letting fly swatters and pesticide be used to combat spiders allows other crewmembers to fight back, letting them actually enjoy facing spiders as a threat and allowing the crew to defend themselves.
    Being killed by spider toxin after fighting off a horde isn't fun. The changes still make it a threat you have to be aware of, but not one which detracts as much from the combat loop. This also forces spiders to secure the kill themselves, which is more fun than having the toxin do it for you.
    Broodmothers in their current state are incredibly weak by themselves, which is intentional by design. However, the new changes hope to make playing as a broodmother easier and hopefully allow more broodmothers to get the spider infestation started properly. After all, Dynamic is their common source now, and they should be consistently worth the threat cost to spawn them.
    Previously, spider structures would seemingly vanish for no reason if the room was heated to be greater than 300 but less than 350, as the spiders would not be able to tell that it was too hot. Now, if the structures are taking damage, spiders will also be taking damage, so understanding what's going on should be easier now.
    Pushing spiders into a corner by running into them was not a fun tactic to deal with as a spider and didn't make much sense seeing how big the spiders are.

Changelog

cl
add: Spiders can now be caught on fire
add: Spiders take significant damage from fly swatters and stamina damage from pesticide
balance: Spiders have been re-balanced. Their toxins can no longer kill but they are not as susceptible to freezing
balance: General stats of spider broodmothers have been buffed with more health, damage, and faster web and egg placement
balance: Flesh spiders cannot regenerate whilst on fire
balance: Simplemobs change their internal temperature twice as fast
fix: Basic mobs no longer glitchily catch on fire.
/cl

* Spider Rebalance PR: Burn Baby Burn Edition

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
2022-09-04 03:42:51 +01:00
SkyratBot
3437730047 [MIRROR] fixes supermatter supplypod runtime [MDB IGNORE] (#16006)
* fixes supermatter supplypod runtime (#69606)

* fixes supermatter crate runtime

* Update code/game/objects/effects/countdown.dm

* fixes supermatter supplypod runtime

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-09-02 11:30:33 +01:00
SkyratBot
aca32b3a34 [MIRROR] Random statue mapping spawner spawns its statues anchored [MDB IGNORE] (#15927)
* Random statue mapping spawner spawns its statues anchored (#69305)

About The Pull Request

    The /obj/effect/spawner/random/decoration/statue spawner will spawn it's statues anchored, assuming they are structures.
    Also refactored graffiti spawner since I was adding support in this area and saw it

Why It's Good For The Game

If you wanna use the spawner to place a statue in a public area, people will shove it around and stuff, which is lame.
So, by anchoring it when it spawns, mappers don't have to worry about people bumping their pre-placed statues around.

* Random statue mapping spawner spawns its statues anchored

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-08-31 09:35:24 -07:00
SkyratBot
79ff96ee0a [MIRROR] Adds steam to the coffeemaker + fix [MDB IGNORE] (#15896)
* Adds steam to the coffeemaker + fix (#69505)

Co-authored-by: tattle <article.disaster@ gmail.com>

* Adds steam to the coffeemaker + fix

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
2022-08-28 21:29:00 -04:00
SkyratBot
1b7f17f107 [MIRROR] [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) [MDB IGNORE] (#15801)
* [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1)

* Fixes all the conflicts and all of our modular files using core icon files with broken paths

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-08-28 15:11:04 -04:00
SkyratBot
f61647853d [MIRROR] Food Expansion 4! The great salad update and more [MDB IGNORE] (#15818)
* Food Expansion 4! The great salad update and more (#69355)

About The Pull Request

This is my fourth food expansion PR, adding and changing quite a few things.
This PR will:

    Add 7 different types of salads
    Add a new ingredient supply beacon box called 'Salads', which includes ingredients used for the salad recipes
    Give cherry jelly its own container, and allow jelly to be ordered from the produce console
    Make cherry jelly actually nourish you when consumed
    Add paçoca, a Brazilian peanut candy requested by @ GuillaumePrata
    Add mashed potatoes
    Add shepherds pie
    Add Cullen skink

* Food Expansion 4! The great salad update and more

Co-authored-by: MidoriWroth <kodyman@att.net>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-27 23:42:45 -04:00
SkyratBot
a8c10d1659 [MIRROR] Converts a shitload of istypes to their more concise macros [MDB IGNORE] (#15702)
Converts a shitload of istypes to their more concise macros

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-27 16:23:44 -04:00
SkyratBot
88c85fe1f7 [MIRROR] [MDB IGNORE] Refactors drinks and fixes a lot of food problems [MDB IGNORE] (#15577)
* [MDB IGNORE] Refactors drinks and fixes a lot of food problems

* [MDB IGNORE] Refactors drinks and fixes a lot of food problems

* forgto 2 commit

* im slowly going insane

* why does find and replace not FIND everything

* hnghnnngh

* h

* l

* a

* a

* so close...

* delta fix

* I thought I committed this already, guess not

* this PR has been the bane of my fucking life

* orange juice

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2022-08-25 03:17:10 +01:00
SkyratBot
d7ee4101ed [MIRROR] Tilening V2 Part 2.5 - Changing colors [MDB IGNORE] (#15754)
* Tilening V2 Part 2.5 - Changing colors (#69342)

imageadd: Wood flooring now looks browner.

* Tilening V2 Part 2.5 - Changing colors

Co-authored-by: Imaginos16 <77556824+Imaginos16@users.noreply.github.com>
2022-08-24 18:45:12 -04:00
SkyratBot
a9f45105f4 [MIRROR] Adds contextual screentips to posters. [MDB IGNORE] (#15785)
* Adds contextual screentips to posters. (#69358)

* Adds contextual screentips to posters.

Co-authored-by: Jacquerel <hnevard@gmail.com>
2022-08-24 18:09:00 -04:00
SkyratBot
5017309f39 [MIRROR] Adds fire ants [MDB IGNORE] (#15782)
* Adds fire ants (#69365)

cl ShizCalev
add: Space ants will now turn into space fire ants when burned with fire.
/cl

* Adds fire ants

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-08-24 18:08:06 -04:00
SkyratBot
70b4a01a17 [MIRROR] Cleans up update_icons, makes the update_icon_updates_onmob element bespoke, updates CODEOWNERS [MDB IGNORE] (#15673)
* Cleans up update_icons, makes the update_icon_updates_onmob element bespoke, updates CODEOWNERS

* Update CODEOWNERS

* Cleans up update_icons, makes the update_icon_updates_onmob element bespoke

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-08-18 17:20:48 +01:00
SkyratBot
3f10792a7a [MIRROR] Tilening V2 Part 2: KrysonWood Edition [MDB IGNORE] (#15499)
* Tilening V2 Part 2: KrysonWood Edition (#69088)

About The Pull Request

Hey there! Didn't expect me to be back so soon? Well, that's because I had yet another project on the backburner: A Sequel to Tilening V2!

Where we last left off, we redid a huge majority of the sprites related to iron floors, but another big culprit was left untouched: Wood Floors!

So, what did I do? I asked @ Krysonism for the wood tiles they've used for a majority of their Wallening mockups, and finalized their work! Behold:
image
image
image
image

As a result, I felt that as I was touching up those wood sprites, I should've addressed a few more tiles while on the way, which is when I decided upon retouching the titanium and plastitanium tiles as well!
image
image
image
image
image

Decals related to these two tile types were also changed!
Here's some highlights of it during a few test screenshots on localhost!

This PR also changes the appearance of plating, making it smoother as some people complained about the waffle pattern and I agree, it was excessive!
image

Finally, this PR very minorly adjusts a few tiles, such as the black and white tiles, diagonal, black and grey tiles, etc, as well as removing unused damaged icons, and replacing them with the better ones we have. Said unused/old icons will be dumped onto the spriting depot.
Why It's Good For The Game

A continuation of my work, as well as being the intended vision Kryson desired for the upcoming wallening project! There's still a lot to go, but its a good step in the right direction of visual progress!
Changelog

cl PositiveEntropy, Kryson
del: Removes old and unused titanium, plastitanium and plating damaged states.
imageadd: Resprites the wooden, titanium and plastitanium-related floors!
imageadd: Decals related to the resprited tiles have been adjusted accordingly.
imageadd: Updates the appearance of plating to be smoother!
/cl

* Tilening V2 Part 2: KrysonWood Edition

* Tilening V2 Part 2: KrysonWood Edition

Co-authored-by: Imaginos16 <77556824+Imaginos16@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-08-17 15:19:10 +00:00
SkyratBot
ae708cd7b5 [MIRROR] Removes ComponentInitialize() [MDB IGNORE] (#15552)
* Removes ComponentInitialize()

* Fixes a leftover merge conflict marker

* Fixes the oversight that came from the upstream merge skew

* Fixes all of the instances where we used ComponentInitialize() when we shouldn't've been

* Fixes CI being broken because of the HEV suits

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-12 19:05:09 -04:00
SkyratBot
3f76c3f5b8 [MIRROR] [GBP No Update] Perish, individual logging runtime [MDB IGNORE] (#15525)
* [GBP No Update] Perish, individual logging runtime (#69024)

missed 2 or 3(lol it was more when I look back at the files), LOG_GAME tags on the log_message line, and did some cleaning up since i was looking through every log_message again

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

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

* [GBP No Update] Perish, individual logging runtime

Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
2022-08-11 08:12:08 -04:00
SkyratBot
6016cf97b4 [MIRROR] individual LOG_GAME [MDB IGNORE] (#15401)
* individual LOG_GAME

* e

* Update teleporter.dm

Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-08-08 01:11:55 +01:00
SkyratBot
a616830d1d [MIRROR] Add chance for maintenance crate and closet spawners to be open [MDB IGNORE] (#15369)
* Add chance for maintenance crate and closet spawners to be open (#68851)

* Add randomized open state for crate spawners

* Add chance for empty closets to spawn open

* Add chance for maintenance crate and closet spawners to be open

Co-authored-by: Tim <timothymtorres@gmail.com>
2022-08-04 15:48:29 +01:00
SkyratBot
3687a2c0dc [MIRROR] Two more early traitor objectives for minor vandalism [MDB IGNORE] (#15262)
* Two more early traitor objectives for minor vandalism (#68036)

* Test commit, adds file.

Adds the actual game implementation

Revert "Feature/ratlain"

Adds hiding shards behind posters.
Begins adding evil posters which make you sad if you look at them.

Refactors 'seeing' to use proximity sensors.
This is both more efficient and allows both propaganda tools to share code.
Added most of the implementation for grafitti too, needs splitting into its own file.

* Separated objectives into different files
* Adds the graffiti objective
* Adds demoraliser component for shared behaviour between disparate items
* Soap now calls wash() instead of just qdeling things by itself

Adds file I forgot to commit.

* Remove pointless 'var's
* Makes my abstract objective abstract, probably?

Missed one remaining instance of unecessary var

* Alphabetises tgstation.dme

Tiny change to flavour text.

Removes random unwanted pixel.

* * Refactors how signals are handled across the code and moves filtering to a more appropriate place.
* Handily removes owner object which we don't need any more.
* Adds some early returns.
* Adds missing call to super in contraband.dm attackby.

* That was supposed to be a commit not also a push.
Reverts one change I didn't want to make which also allows this to compile.

* * Removes unecessary tracking of rune in spraycan
* Simplifies spam protection
* Unregister signals in "ungenerate_objective" rather than bespoke proc
* Removes pointless type cast applied two lines before type guarding it again
* Fixes some formatting
* Replaces mob/living/human with mob/living in demoraliser, if Ian get a mood component then why not demoralise him too?
* Adds missing comment
* Updates bad proc name

* * Moves proc from demoraliser to mood
* Replaces reference to glass shard trap with a weakref
* Cleans up some lines which were left after refactoring
* Corrects timing of setting `drawing_rune`
* More early returns

* Test

* Removes trailing /
Replaces . = ..() with a later return ..() in a couple of places

* Restores failure penalty
Adds weight to objective category

* Adds penalty to missed file.

* Separates slipping on graffiti to its own signal
Removes a duplicate comment
More early returns

* Renames vague var.

* Two more early traitor objectives for minor vandalism

* aaaaa

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-07-30 13:25:31 -07:00
SkyratBot
f61a5053ae [MIRROR] Pointing at something on yourself now shows the item [MDB IGNORE] (#15174)
* Pointing at something on yourself now shows the item (#68642)

Why It's Good For The Game

Further reducing reliance on reading the chat box. Previously it wasn't obvious someone pointing at themselves was pointing at something on them, and not just, them.
Changelog

cl
qol: Pointing at something on yourself now shows the item.
/cl

* Pointing at something on yourself now shows the item

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-07-25 00:01:13 +01:00
SkyratBot
29229c6202 [MIRROR] Removes the Families gamemode [MDB IGNORE] (#14995)
* Removes the Families gamemode

* f

* Repathing! And new updates!

* some nights I stay up cashing in my bad luck

* Additional Fixes for the gang boys!~

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2022-07-23 13:59:30 -04:00
SkyratBot
dfc1b9a4c0 [MIRROR] [MDB Ignore]Suit DMI split p1: Mob icons [MDB IGNORE] (#14963)
* [MDB Ignore]Suit DMI split p1: Mob icons

* [MDB Ignore]Suit DMI split p1: Mob icons

* [MDB Ignore]Suit DMI split p1: Mob icons

* wew

* wew

Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-07-22 12:45:47 +00:00
SkyratBot
a09cf3d7a4 [MIRROR] Poster Pack 2 - Beyond Posters [MDB IGNORE] (#14879)
* Poster Pack 2 - Beyond Posters (#68235)

Adds a new selection of posters, poster-like objects, and wall decorations.

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

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

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

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

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

Why It's Good For The Game

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

A whole host of new posters have just become available.
For the architects among you: a number of new aesthetic options are available for mapping with. Let your creativity free!

* Poster Pack 2 - Beyond Posters

* add to dumb modular file

Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-07-18 16:13:02 +00:00
SkyratBot
2016b77dc4 [MIRROR] Peanuts! + Other various foods/changes [MDB IGNORE] (#15006)
* Peanuts! + Other various foods/changes (#68390)

* Peanuts! + Other various foods/changes

Co-authored-by: MidoriWroth <kodyman@att.net>
2022-07-18 08:42:13 -07:00
SkyratBot
79a538ed3e [MIRROR] You can now recolor graffiti to dark colors. [MDB IGNORE] (#14947)
* You can now recolor graffiti to dark colors. (#68380)

* You can now recolor graffiti to dark colors.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2022-07-17 11:59:05 +01:00
SkyratBot
24267f7768 [MIRROR] Readds Alien Vore [MDB IGNORE] (#14967)
* Readds Alien Vore

* Update parts.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-07-17 03:54:40 -07:00
SkyratBot
40d8cefa37 [MIRROR] Mining Outpost Overhaul: Island Living Edition [MDB IGNORE] (#14880) 2022-07-12 19:18:42 -04:00
SkyratBot
5aeb64a542 [MIRROR] Fixes some cases which references are used in trait sources, potentially causing hard deletes [MDB IGNORE] (#14716)
* Fixes some cases which references are used in trait sources, potentially causing hard deletes (#67974)

About The Pull Request

Fixes some cases in which actual references were used in trait sources instead of keys (or ref() keys).

This can cause some rare and difficult to find hard deletes.

Trait sources should be a string key relating to the source of it, not an actual reference to what added it. References within trait sources are never handled in Destroy(), because it's not expected behavior, meaning it can cause hanging references.

So, I went through with a regex to find some cases and replaced them.
I used the following and just picked through the few by hand to find erroneous ones.
ADD_TRAIT\(.+, .+, [a-z]+\)
REMOVE_TRAIT_TRAIT\(.+, .+, [a-z]+\)
Why It's Good For The Game

Less hard deletes, probably.
Changelog

cl Melbert
code: Some traits which mistakenly were sourced from a hard reference are no longer.
/cl

* Fixes some cases which references are used in trait sources, potentially causing hard deletes

* wew

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-07-04 01:10:42 +01:00
Gandalf
de8807eee2 TGUI reset and removal of unticked files and ci suite update (#14677)
* Adds easy to extend custom svg font. (#57717)

Just throw in svgs into tgui/packages/tgfont/icons directory and you can use them in tgui with tg- prefix.

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

* Update build.js

* Update build.js

* Update build.js

* ew

* more??

* Update validate_dme.py

* Update validate_dme.py

* Delete explorer_gear.dm

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Style Mistake <stylemistake@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-07-02 01:16:15 +01:00
SkyratBot
c68fea7cba [MIRROR] Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. [MDB IGNORE] (#14666)
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.

* our changes

* yes

* 0

* Update blackmesa.dmm

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-07-01 20:33:30 +01:00
Useroth
8c4890caac GAGS-ifies ties, and removes inherent ties from some outfits. (#67053) (#14630)
Removes the inherent ties from most civilian outfits with a single-color tie baked into them.

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
2022-06-30 02:48:05 +01:00
SkyratBot
e3bfba5c88 [MIRROR] Piano broken sprite, helper, and hit sound [MDB IGNORE] (#14560)
* Piano broken sprite, helper, and hit sound (#68003)

* Does the PR

* fixes playsound locations

* Piano broken sprite, helper, and hit sound

Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-28 17:21:56 +01:00
SkyratBot
e38dcc65a0 [MIRROR] Fixes regenerative core implants not functioning [MDB IGNORE] (#14552)
* Fixes regenerative core implants not functioning (#67961)

* Repaths regen_core

* updates var names

* updates var name

* Fixes regenerative core implants not functioning

Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
2022-06-27 02:14:56 +01:00
SkyratBot
89d8033530 [MIRROR] Landmark Opportunities - In them their OBJ_LAYER hills [MDB IGNORE] (#14547)
* Landmark Opportunities - In them their OBJ_LAYER hills (#67996)

Hey there,

Landmarks were in the `TURF_LAYER`... layer, so that means you would see bizarre stuff like this in mapping:

Really obtuse to have everything, and I do mean everything, just be on the same layer of the turf just due to how often stuff gets covered up and left behind. So, I decided to make every single landmark (except for the jobstart ones, which were already on `MOB_LAYER`) to the `OBJ_LAYER` layer. This looks a lot better to my eyes, and the results speak for themselves:

* Landmark Opportunities - In them their OBJ_LAYER hills

Co-authored-by: san7890 <the@san7890.com>
2022-06-27 02:14:01 +01:00
SkyratBot
89b60b4144 [MIRROR] Adds the Active Sonar mod to the game. [MDB IGNORE] (#14513)
* Adds the Active Sonar mod to the game.  (#67828)

Adds the Active Sonar Module to the game, a module which lets you see the locations of living creatures within a 9 tile radius.
It can be attained by researching Security Modules, and then printed like any other module.
It takes 3 complexity to house, has a 25 second cooldown, and takes a good amount of energy to use.

* Adds the Active Sonar mod to the game.

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
2022-06-25 22:17:18 +01:00
SkyratBot
c72196aa34 [MIRROR] Re-adds freeform/purge boards to all AI uploads, removes from spawners [MDB IGNORE] (#14497)
* Re-adds freeform/purge boards to all AI uploads, removes from spawners (#67915)

Re-adds the freeform boards to an open table in all the AI uploads, re-adds the purge boards to the harmful table in all uploads, and removes them from their associated spawners so that all stations have them as roundstart guaranteed spawns.

* Re-adds freeform/purge boards to all AI uploads, removes from spawners

Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-25 01:25:36 +01:00
SkyratBot
98e95fde9b [MIRROR] Rename "Delimber" anomaly to "Bioscrambler" anomaly. [MDB IGNORE] (#14484)
* Rename "Delimber" anomaly to "Bioscrambler" anomaly. (#67886)

Renames all occurrences of "delimber", "delimber_anomaly", "delimbering", etc. to "bioscrambler", "bioscrambler_anomaly", and "bioscrambling", etc.

* Rename "Delimber" anomaly to "Bioscrambler" anomaly.

Co-authored-by: skylord-a52 <skylord-a52@users.noreply.github.com>
2022-06-24 21:01:08 +01:00
SkyratBot
0a1f06a2d1 [MIRROR] This tail refactor turned into an organ refactor. Funny how that works. [MDB IGNORE] (#14017)
* This tail refactor turned into an organ refactor. Funny how that works.

* Firstly, fixing all the conflicts.

* Fixes all our maps (hopefully)

* Actually, this should fix pod people hair :)

* Almost everything is working, just two major things to fix

* Fixed a certain kind of external organ

* Cleaning up some more stuff

* Turned tail_cat into tail because why the fuck are they separate?

* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file

* Adds relevant_layers to organs to help with rendering

* Makes stored_feature_id also check mutant_bodyparts

* Fixes the icon_state names of ALL the tails (pain)

* Fixes wagging, gotta refactor most mutant bodyparts later on

* I Love Added Failures

* Fixed some organs that slipped through my searches

* This could possibly fix the CI for this?

* It doesn't look like it did fix it

* This will make it pass, even if it's ugly as sin.

* Fixed Felinids having a weird ghost tail

* Fixes instances of snouts and tails not being properly colored

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-06-11 23:20:16 -04:00
SkyratBot
70e0e56f14 [MIRROR] New Event: Gravity Generator Blackout [MDB IGNORE] (#14193)
* New Event: Gravity Generator Blackout

* Update anomaly_grav.dm

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-08 16:54:58 +01:00
SkyratBot
f49a1142dd [MIRROR] Adds dark variants of red, breen, blue and black turf decals. [MDB IGNORE] (#14180)
* Adds dark variants of red, breen, blue and black turf decals. (#67578)

* Adds dark variants of red, breen, blue and black turf decals.

Co-authored-by: Jakksergal <minecraftbill@gmail.com>
2022-06-08 02:44:22 +01:00
SkyratBot
35286f5993 [MIRROR] Improves logging for smoke clouds. [MDB IGNORE] (#14156)
* Improves logging for smoke clouds.

* Update robot_upgrades.dm

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-08 02:15:29 +01:00
SkyratBot
7d84bde9c6 All AI Lawsets are rebalanced, can be researched, appear in config, and random spawners for AI upload. (#14162)
Co-authored-by: Tim <timothymtorres@gmail.com>
2022-06-07 14:39:59 +01:00