Commit Graph

4226 Commits

Author SHA1 Message Date
SkyratBot
32bc1eea41 [MIRROR] More standard tgui input conversions [MDB IGNORE] (#10238)
* More standard tgui input conversions

* More standard tgui input conversions

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2021-12-24 21:33:32 +00:00
SkyratBot
647b408d01 [MIRROR] Fixes typos in span, other html elements [MDB IGNORE] (#10222)
* Fixes typos in span, other html elements (#63510)

Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro

* Fixes typos in span, other html elements

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2021-12-23 17:18:43 +00:00
SkyratBot
645b90d34a proximity monitors cleanup (plus connect_range and connect_containers components) (#10192)
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-12-23 03:51:23 +00:00
SkyratBot
b894ce42d4 [MIRROR] Super Mega Mob Spawn Refactor [MDB IGNORE] (#10075)
* Super Mega Mob Spawn Refactor

* Super Mega Mob Spawn Refactor

* Update modular changes

* update kilo

* i wish unit tests would work on my machine

* fix kilo...?

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-12-23 02:30:55 +00:00
SkyratBot
522e4cff5f [MIRROR] Mops no longer wet the turf when you refill them from the mop bucket [MDB IGNORE] (#10199)
* Mops no longer wet the turf when you refill them from the mop bucket (#63549)

* Mops no longer wet the turf when you refill them from the mop bucket

Co-authored-by: oranges <email@oranges.net.nz>
2021-12-23 01:31:42 +00:00
SkyratBot
c0706f4a41 [MIRROR] Field of View and Blindness improvements [bounty + upstream push] [MDB IGNORE] (#10060)
* Field of View and Blindness improvements [bounty + upstream push]

* Update death.dm

* almost done

* Update fov_handler.dm

* Face mouse when in combat mode, fix

* Fixes the category for the fov admin verb. #63401

* Fixes objects with bad planes and FoV bugs #63412

* pain

* there we go

* face pref

Co-authored-by: Azarak <azarak10@gmail.com>
2021-12-22 14:56:01 +00:00
SkyratBot
045c37d78a [MIRROR] You can now resist out of nested containers (also fixes the GBJ associated with it) [MDB IGNORE] (#10128)
* You can now resist out of nested containers (also fixes the GBJ associated with it) (#63449)

Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>

* You can now resist out of nested containers (also fixes the GBJ associated with it)

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
2021-12-19 20:50:59 +00:00
SkyratBot
a526c6070a [MIRROR] Makes all default job titles, defines. [MDB IGNORE] (#10080)
* Makes all default job titles, defines.

* Makes all default job titles, defines.

* whitespace

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2021-12-18 16:54:03 +00:00
SkyratBot
f2995c5a2c [MIRROR] Fixes table slamming through impassable objects [MDB IGNORE] (#10123)
* Fixes table slamming through impassable objects (#63446)

Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>

* Fixes table slamming through impassable objects

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2021-12-18 16:48:42 +00:00
SkyratBot
1323928cf2 [MIRROR] Prevents shoving people into the locker dimension (Fixes other shove things too) [MDB IGNORE] (#10118)
* Prevents shoving people into the locker dimension (Fixes other shove things too) (#63372)

Made this like half a month ago. Fixes #63095
Fixes #63096, all of it

People seem to be upset by being force moved into an open locker, can't imagine why. Let's start with this
I'll be back for the rest soon (I HAVE RETURNED)

* Prevents shoving people into the locker dimension (Fixes other shove things too)

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-12-17 12:34:12 +00:00
SkyratBot
9c9f8b9d33 [MIRROR] Stops aux base turrets from hard-deleting (and 1 other fix) [MDB IGNORE] (#10113)
* Stops aux base turrets from hard-deleting (and 1 other fix) (#63424)

Fixes #62643

Fixes aux-base turrets from hard-deleting by handling their deleting on the aux base itself.
Converts the turrets list to a proper lazylist and cleans up some surrounding code involving the turrets list.
Also fixes a copy+paste error with tiny fans being placed.

* Stops aux base turrets from hard-deleting (and 1 other fix)

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2021-12-17 12:33:05 +00:00
SkyratBot
d51d6c0de3 [MIRROR] Fixes up multiz atmos connection, cleans some things up in general [MDB IGNORE] (#10061)
* Fixes up multiz atmos connection, cleans some things up in general (#63270)

About The Pull Request

ALLLRIGHT so
Multiz atmos was letting gas flow down into things that should be well, not flowable into
Like say doors, or windows.

This is weird.

Let's get into some context on why yeah?

First, how do things work currently?

atoms have a can_atmos_pass var defined on them. This points to a define that describes how they interact with
flow.
ATMOS_PASS_NO means well, if we're asked, block any attempts at flow. This is what walls use.
ATMOS_PASS_YES means the inverse
ATMOS_PASS_DENSITY means check our current density
ATMOS_PASS_PROC means call can_atmos_pass, we need some more details about this attempt

These are effectively optimizations.

That var, can_atmos_pass is accessed by CANATMOSPASS() the macro
It's used for 3 things.

1: Can this turf share at all?
2: Can this turf share with another turf
3: Does this atom block a share to another turf

All of this logic is bundled together to weed out the weak.

Anyway, so when we added multiz atmos, we effectively made a second version of this system, but for vertical
checks.

Issue here, we don't actually need to.
The only time we care if a check is vertical or not is if we're talking to another turf, it's not like you'll
have an object that only wants to block vertical atmos.
And even if you did, that's what ATMOS_PASS_PROC is for.

As it stands we need to either ignore any object behavior, or just duplicate can_atmos_pass but again.
Silly.

So I've merged the two, and added an arg to mark if this is a verical attempt.
This'll fix things that really should block up/down but don't, like windows and doors and such.

Past that, I've cleaned can_atmos_pass up a bit so it's easier for people to understand in future.
Oh and I removed the second CANATMOSPASS from immediate_calculate_adjacent_turfs.
It isn't a huge optimization, and it's just not functional.

It ties into zAirOut and zAirIn, both of which expect to be called with a valid direction.
So if say, you open a door that's currently blocking space from leaking in from above, you end up with the door
just not asking the space above if it wants to share, since the door can't zAirOut with itself.

Let's just wipe it out.

This makes the other code much cleaner too, heals the soul.

Anyway yadeyada old as ass bug, peace is restored to the kingdom, none noticed this somehow you'd think people
would notice window plasma, etc etc.
Why It's Good For The Game

MUH SIMULATION
Also fuck window gas
Changelog

cl
fix: Fixed gas flowing into windows from above, I am.... so tired
fix: Fixes gas sometimes not moving up from below after a structure change, see above
/cl

* Fixes up multiz atmos connection, cleans some things up in general

* Update large_doors.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-12-17 01:36:33 +00:00
SkyratBot
f64e20590a [MIRROR] TGUI input box conversions 2 [MDB IGNORE] (#10089)
* TGUI input box conversions 2 (#63395)

More text inputs converted to tgui, TGUI text and number input now more sanely handles ENTER key being pressed, you can now press anywhere in the window to enter the input. TGUI text input now considers placeholder text for the default valid state. IE, if there is default text you can press enter immediately without having to rewrite it just to recheck validity. Fixes: useSharedState => useLocalState. not only was sharedstate not needed but it opened up the ui to vulnerabilities

* TGUI input box conversions 2

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2021-12-15 23:57:40 +00:00
SkyratBot
d9e69bc0c5 [MIRROR] Fixed rough iron false wall alert text and rough iron wall deconstruction amount. [MDB IGNORE] (#10082)
* Fixed rough iron false wall alert text and rough iron wall deconstruction amount. (#63389)

* Fixed rough iron false wall alert text and rough iron wall deconstruction amount.

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
2021-12-15 16:27:31 +00:00
Gandalf
0e77ce9596 New Security Drip! :) (#9963)
* New security sprites :)

* Update security_belt.dm

* more uppendat

* E

* E

* Update security_head.dm

* Update wardrobes.dm

* Update wardrobes.dm

* Wooo

* Eeee

* E

* E

* EEE

* E

* Update belts.dmi

* Update security.dm
2021-12-15 01:31:14 +00:00
SkyratBot
679f42f339 [MIRROR] Magic mirror: Fixes changing races & code improvement [MDB IGNORE] (#9942)
* Magic mirror: Fixes changing races & code improvement

* Update mirror.dm

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-12-13 11:59:59 +00:00
SkyratBot
53cbe26e89 [MIRROR] Increases volume of the sound effect for knocking on firelocks [MDB IGNORE] (#9981)
* Increases volume of the sound effect for knocking on firelocks

* E

* Update inflatable.dm

Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-12-13 11:39:28 +00:00
SkyratBot
4d814fa8f2 [MIRROR] Tramstation Perma Genpop [MDB IGNORE] (#9741)
* Tramstation Perma Genpop

* E

* E

* Update BlueShift_middle.dmm

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-12-13 11:29:09 +00:00
SkyratBot
624c7d6d55 [MIRROR] TGUI input box conversions 1 [MDB IGNORE] (#10020)
* TGUI input box conversions 1

* Fixing conflicts!

* Whoops

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-12-13 10:41:44 +00:00
SkyratBot
2c8be89114 [MIRROR] Moth Food Returns: A Taste of the Fleet [MDB IGNORE] (#9985)
* Moth Food Returns: A Taste of the Fleet (#63174)

* Moth Food Returns: A Taste of the Fleet

Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
2021-12-10 21:52:20 +00:00
SkyratBot
cb1712bf6f [MIRROR] fixes bots getting stuck on railings and crashing clients [MDB IGNORE] (#9990)
* fixes bots getting stuck on railings and crashing clients (#63306)

Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>

* fixes bots getting stuck on railings and crashing clients

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
2021-12-10 18:11:19 +00:00
SkyratBot
d604846209 [MIRROR] TGUI list input conversions [MDB IGNORE] (#9996)
* TGUI list input conversions (#63315)

Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: Sealed101 <75863639+Sealed101@ users.noreply.github.com>

* TGUI list input conversions

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: Sealed101 <75863639+Sealed101@ users.noreply.github.com>
2021-12-10 18:10:25 +00:00
SkyratBot
f48e9c1a8c [MIRROR] Makes welding plasma bars/statues/floors use flooder component [MDB IGNORE] (#9959)
* Makes welding plasma bars/statues/floors use flooder component (#63154)

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

* Makes welding plasma bars/statues/floors use flooder component

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-12-08 19:38:06 -05:00
SkyratBot
a88f96256b [MIRROR] Stops transit tube dispensers from transporting anchored objects such as immovable rods [MDB IGNORE] (#9940)
* Stops transit tube dispensers from transporting anchored objects such as immovable rods (#63108)

Stops transit tube dispensers from transporting anchored objects such as immovable rods

* Stops transit tube dispensers from transporting anchored objects such as immovable rods

Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
2021-12-07 16:20:25 -05:00
SkyratBot
463c2fc71d [MIRROR] multiz movement refactor redux [MDB IGNORE] (#9925)
* multiz movement refactor redux (#62132)

* multiz movement refactor redux

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-12-07 08:27:12 -05:00
SkyratBot
0a8b47c9f3 [MIRROR] Adjusts the greyscale sprites of the benches [MDB IGNORE] (#9915)
* Adjusts the greyscale sprites of the benches (#63261)

* Adjusts the greyscale sprites of the benches

* More of a wooden color for the benches

* Adjusts the greyscale sprites of the benches

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-12-07 00:10:30 +00:00
Tom
4603f40235 Replaces Captain and NT Rep sidearms with default energy guns (#9805) 2021-12-04 02:41:51 +00:00
SkyratBot
959f66bf47 [MIRROR] Fixed spelling of possession, Separate, and Cemetery [MDB IGNORE] (#9862)
* Fixed spelling of possession, separate, and cemetery (#63203)

Just fixes some spelling for gangs. I also fixed misspellings for "posession" to "possession". Fixed "seperate " to "Separate" Fixed "Cemetary" to "Cemetery"

* Fixed spelling of possession, Separate, and Cemetery

Co-authored-by: Doctor Pope <84367152+Dr-Pope@users.noreply.github.com>
2021-12-03 16:58:40 -05:00
SkyratBot
eb25658e2f [MIRROR] adds the ability to splat the goat [MDB IGNORE] (#9860)
* the goat plushie can be run over (#63148)

You can now run over the plushie with the tram, splatting it into the ground

Non-joke reason: The tram now sends a signal to the destination turf, which can be used by objects to have unique interactions with the tram when being ran over.

* adds the ability to splat the goat

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2021-12-03 16:56:06 -05:00
SkyratBot
0ab153e59f [MIRROR] Fixes another TK teleportation trick, but more literally [MDB IGNORE] (#9803)
* Fixes another TK teleportation trick, but more literally (#63125)

Stop people with TK being able to instantly teleport onto weight machines

* Fixes another TK teleportation trick, but more literally

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2021-12-01 10:24:23 -05:00
OrionTheFox
73dff88937 [MANUAL MIRROR OF 9774 AND 9798] DELTASTATION: Complete service + arrivals revamp, cargo tweaks (some maintenance was harmed in the making of this pr) (#9779)
* DELTASTATION: Complete service + arrivals revamp, cargo tweaks (some maintenance was harmed in the making of this pr) (#62972)

* manually update our modular map mmm

* shuddle

* vacant office > NT rep office

now with lights

* '

* did i even make a change?

* ggggggg

* reinforced + spawn

* Manual mirror of #9798

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2021-12-01 07:43:53 +00:00
SkyratBot
c44e22c5da [MIRROR] Industrial lift should no longer phase through floors and ceilings [MDB IGNORE] (#9765)
* Industrial lift should no longer phase through floors and ceilings (#63067)

About The Pull Request

There was no check to see if there was a ceiling above the elevator, so you could always go up if you wanted to, you just couldn't go down.

There was also an issue where if the menu was opened and any change was made either up or down, it wouldn't be taken into account by the lift and it would do it anyway. That means that the top level could become unsuitable by someone blocking it off and the elevator wouldn't care.

Finally, should fix the issue where the radial menu doesn't update when the lift move, causing you to be able to make illegal moves because there was no sanity checks. Now there is some sanity checks, and the menu will additionally close if the elevator has moved since you opened it. Just click on it again to open it once more.

I also ended up documenting some of the code there while I was there, and improved a few variable names because they didn't follow coding standards.
Why It's Good For The Game

Going through floors and ceilings was in general a pretty bad thing about elevators. Now it shouldn't happen anymore.
Changelog

cl GoldenAlpharex
fix: Elevators are no longer defying the laws of physics and therefore can no longer phase through ceilings or floors.
fix: When an individual is interacting with an elevator and said elevator is moved, their menu will be closed if they weren't the one to cause that move, to prevent more physics-defying operations.
code: Improved the industrial lift code by adding documentation and trying to enforce the coding standards in there while I was at it.
/cl

* Industrial lift should no longer phase through floors and ceilings

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-11-29 01:56:59 +00:00
SkyratBot
38f6ece63b [MIRROR] The Tramstation Tram no longer shoves the handicapped out of their wheelchairs when moved [MDB IGNORE] (#9763)
* The Tramstation Tram no longer shoves the handicapped out of their wheelchairs when moved

* Feeeeex

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-11-29 01:03:39 +00:00
SkyratBot
ed90e4a14f [MIRROR] Moves deconstructing beds and chairs to right click [MDB IGNORE] (#9714)
* Moves deconstructing beds and chairs to right click (#63038)

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

* Moves deconstructing beds and chairs to right click

* Fixing linter conflicts, guh

Co-authored-by: Bond <58570888+TheBonded@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-27 19:59:15 +00:00
SkyratBot
40f7364842 [MIRROR] Refactor cult dagger rune drawing and null rod rune clearing into components + minor rune / blood magic tweaks [MDB IGNORE] (#9662)
* Refactor cult dagger rune drawing and null rod rune clearing into components + minor rune / blood magic tweaks (#62918)

The act of inscribing runes, anchoring / unanchoring cult structures, deconstructing cult girders, and purging cultists of holy water have all been moved off of the cult dagger itself and onto a component, cult_ritual_item.

The act of destroying a cult rune or heretic rune with the null rod have been moved off of their respective items and onto the nullrod itself.

Added a signal, COMSIG_ITEM_ATTACK_EFFECT, for the above purposes.
Various cult spells and dagger interactions have had their code improved slightly.

* Refactor cult dagger rune drawing and null rod rune clearing into components + minor rune / blood magic tweaks

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2021-11-23 12:45:12 -05:00
SkyratBot
d0a9c24bbd [MIRROR] A step up: The Lawyer Suit Resprite! [MDB IGNORE] (#9642)
* A step up: The Lawyer Suit Resprite! (#62961)

Co-authored-by: Changelogs <action@ github.com>

* A step up: The Lawyer Suit Resprite!

Co-authored-by: Imaginos16 <77556824+Imaginos16@users.noreply.github.com>
Co-authored-by: Changelogs <action@ github.com>
2021-11-23 09:53:08 -05:00
SkyratBot
137bd41185 [MIRROR] Fixes some issues and an exploit with abandoned crates. [MDB IGNORE] (#9628)
* Fixes some issues and an exploit with abandoned crates. (#62949)

* Fixes some issues and an exploit with abandoned crates.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-11-22 23:15:18 +00:00
GoldenAlpharex
7534cd43c5 Whoops (#9534) 2021-11-18 02:37:03 +00:00
SkyratBot
c728650fa7 [MIRROR] implements pews needing a tool to be rotated [MDB IGNORE] (#9530)
* implements pews needing a tool to be rotated (#62373)

About The Pull Request

    PR'ed for Hacktoberfest (so if this passes muster I'd appreciate it being tagged with hacktoberfest-accepted)
    Pews now require a wrench in hand to be rotated
    closes

    Can rotate pews #50136
    image

Why It's Good For The Game

This prevents people from easily messing up the chapel and publicly placed pews
Changelog

cl
add: Wooden pews now require a wrench in hand to be rotated
/cl

* implements pews needing a tool to be rotated

Co-authored-by: phasenoisepon <82134074+phasenoisepon@users.noreply.github.com>
2021-11-17 20:10:56 -05:00
SkyratBot
16e3baa55e [MIRROR] Comfy chair code improvements [MDB IGNORE] (#9494)
* Comfy chair code improvements (#62842)

* Comfy chair code improvements

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-11-16 15:55:22 -05:00
Gandalf
4a950241b6 [PRIORITY] MODULARISATION AUDIT PART 1: MAKING SKYRAT GREAT AGAIN (#9464)
* EFT

* E

* EEE

* E

* INTO TO ORBIT

* I hate this but I'm going to ignore it.

* Seriously, fuck this.

* Update CentCom_skyrat_z2.dmm

* Update tgstation.dme

* oops

* Update positronic_alert_console.dm

* E
2021-11-16 12:01:30 -05:00
SkyratBot
af127f47b1 [MIRROR] Smooths the gliding of moving trams and its passengers. [MDB IGNORE] (#9488)
* Smooths the gliding of moving trams and its passengers. (#62587)

This makes the glide size of movables inside a tram match that of the platform they are on when the tram is moving (which should in turn match the tramprocess substystem wait).

This will stop slower mobs from looking all jittery when moving on a tram at the cost of a blockier movement while moving inside a moving tram*. This is a small price to pay also considering there's not much space to move around inside the tram anyway and it isn't as annoying.

*Byond/our code doesn't support concurrent glide sizes ( basically if you try to change it midmovement, it'll also update the speed of the current movement step). There's no efficient and universal solution to this.

* Smooths the gliding of moving trams and its passengers.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-11-16 08:33:09 -05:00
SkyratBot
e73b2b4b01 [MIRROR] Double beds can now have two people buckled to them at a time. Also doubles the material costs to make them and their sheets. [MDB IGNORE] (#9477)
* Double beds can now have two people buckled to them at a time. Also doubles the material costs to make them and their sheets. (#62813)

* Double beds can now have two people buckled to them at a time. Also doubles the material costs to make them and their sheets.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-11-15 13:01:08 -05:00
SkyratBot
be852cdc9e [MIRROR] Changes chem lockers to pharmacy access [MDB IGNORE] (#9454)
* Changes chem lockers to pharmacy access (#62531)

About The Pull Request

Changes the access requirement of chemistry lockers from chemistry access to pharmacy access
Why It's Good For The Game

It's a minor change that I'm making it mostly to remove the clutter of needing to ask a chemist, the CMO or god forbid the Captain (if you get really unlucky with how the station's roles are assigned) to open the chemistry locker in pharmacy if you want to get an empty pill bottle or medical gel as an MD. It's not going to allow anyone that wouldn't already been able to easily get the things from the locker to obtain them or vice versa, and it makes sense for MDs to have easy access to most of the items inside. It's just QoL.
If there was different code for each, I'd make this change only for the chem locker in pharmacy, but that isn't the case and having it also affect the one in plumbing has virtually no consequences
Changelog

cl
qol: changes the access requirement of chem lockers from chemistry access to pharmacy access
/cl

* Changes chem lockers to pharmacy access

Co-authored-by: FernandoJ8 <80640114+FernandoJ8@users.noreply.github.com>
2021-11-15 00:33:11 +00:00
SkyratBot
270a8253bf [MIRROR] Routine Cargo Departmental Deliveries [MDB IGNORE] (#9405)
* Routine Cargo Departmental Deliveries (#61992)

About The Pull Request

Document: https://hackmd.io/@ bazelart/HkY-SO9VF

Each department's request console is upgraded. Instead of making requests, they are only able to see crates related to their department that helps the department. They can order one for free (so not out of anyone's wallet) and it will arrive at cargo. Cargo gets the price of the ordered crate for bringing it to the department that ordered it (via an area check, of which the crate will remain locked until satisfied, emitter cracking aside).

Ordering a crate puts the console on a cooldown depending on the price of the crate ordered. The time ranges from 10 minutes at the lowest value, to capped at 20 minutes at 4x the default crate's price. the price in time follows a ease in out circular function, where the time increases slowly as the time goes up, but a lot in the middle. towards the higher end it slows down again.

Cargo will start with far less money, but this is countered by the new source of income.

Finish Mapping it
Finish tgui panel for department orders
Testmerge it for balance and feedback who cares

    Maybe give multiple destination areas, just in case one area gets obliterated who cares!

Why It's Good For The Game

Cargo starts with a budget to spend on themselves, which lets them order their department rewards before doing anything. There is no inherent reward to delivering to other departments other than social expectations of filling the job, which means cargo will simply ignore deliveries and requests if there are more self-important things going on, since those deliveries both cost cargo and do not help cargo in any way
Changelog

cl
add: replaced the request consoles in each department with department order consoles, which order for free on a cooldown. cargo gets these orders and delivers the crates, which are locked until delivery. upon delivery, cargo gets paid the value of the crate, and can then sell the crate back on the shuttle.
balance: cargo doesn't start with a budget, other departments get what their budget was split up amongst them
/cl

* Routine Cargo Departmental Deliveries

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-14 12:04:29 -05:00
GoldenAlpharex
bdbad2e39e Makes a fireplace's fire last a lot longer (#9423)
* Last longer damnit

* Fuck it go higher
2021-11-14 03:12:41 +00:00
SkyratBot
9a58a61c6c [MIRROR] Change maint crate spawners to be randomized [MDB IGNORE] (#9428)
* Change maint crate spawners to be randomized (#62742)

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

* Change maint crate spawners to be randomized

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-11-13 09:01:49 -05:00
Azarak
3877f2a70c Pollution changes (#9372)
* Pollution changes

* Define
2021-11-11 11:17:41 -05:00
SkyratBot
71b5f92eda [MIRROR] [MDB IGNORE] dir sanity, primarily on WALLITEMs [MDB IGNORE] (#9315)
* [MDB IGNORE] dir sanity, primarily on WALLITEMs (#62601)

About The Pull Request

Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable.

This leads to a headache when it comes to working out what conflicts with what, and what needs placing where.

Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction.

Some implications of this setup were:

    You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC.
    You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall.

Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC:

endless-stack-of-intercoms

Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all!

Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y!
Inventory: Table of various paths, related paths, and the adjustments they used

Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign.

Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup.

tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere.
Why It's Good For The Game

fml
Changelog

cl
refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual!
fix: You can no longer stack an indefinite amount of Intercoms on the same wall.
fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items.
fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall.
fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other.
fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances.
fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on.
qol: Defibrillator mounts now better indicate which side of the wall they are on.
fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one.
/cl

* [MDB IGNORE] dir sanity, primarily on WALLITEMs

* apc directionals

* bluespace vendor fix

* defib fix

Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2021-11-10 17:17:26 -05:00
SkyratBot
4eb10ac1fc [MIRROR] Locker Shoving Re-Reloaded [MDB IGNORE] (#9350)
* Locker Shoving Re-Reloaded (#62618)

* Locker Shoving Re-Reloaded

The signals here were weird, converted them to connect loc. I did my best to make sure behavior matched what
existed pre arcane pr
Unshat shove code considerably, believe it or not it used to be worse.

* Locker Shoving Re-Reloaded

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-11-09 16:44:40 -05:00