* Layer overhaul (#57915)
## About The Pull Request
Changes up some layer and plane defines for no particular reason lol
## Why It's Good For The Game
Planes actually override layers, and layers control ordering within planes. A lot of the usage of plane and layer was wholly unnecessary. This refactor helps future maintainability while also being needed staging for _future features._
* Layer overhaul
* aaaaaaaaa
a
Co-authored-by: Rob Bailey <actioninja@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Some explosions code cleanup (#57493)
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
* Some explosions code cleanup
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Minor typo and comment fixes follow-up for ID card rework (#57318)
* Minor typo and comment fixes follow-up for ID card rework
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Chef Produce Console, for cases where there are no botanists (#57298)
* Chef Produce Console, for cases where there are no botanists
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs (#57263)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Beauty is now an element. Fixing an issue with enter/exit area comsigs. (#57147)
Co-authored-by: Ghommie <425422238+Ghommie@ users.noreply.github.com>
* Beauty is now an element. Fixing an issue with enter/exit area comsigs.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Ghommie <425422238+Ghommie@ users.noreply.github.com>
* everything but da map
* everything but da map
* Makes it work ~somehow~, I have genuinely no clue why
Stumbled upon the fix by pure luck
* Trailing newline
* . = ..()
* what the fuck?
* this works
* mapping is pain
* why tf is the CI failing, run it again
* hhh
* wack
* Resolves map conflict
* a
* Actually solves the conflict now
* please
* Webedit spacebar to rerun CI
* i swear to fucking god
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* id console -> modular console
* Rerun CI
* deletes the fucking map
* fixes the merge conflict AGAIN
Co-authored-by: Ranged <nickvanderkroon@gmail.com>
* repaths plasteel tiles to iron
* Update robot_modules.dm
* a
* fuck me
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* [READY] Adds station traits: Small modifiers that can randomly be chosen each round
* conflicts
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Regular CTF no longer has wounding (#56093)
🆑 coiax
tweak: Regular Capture-The-Flag players can no longer be wounded.
Simulated participants in the Medieval Shuttle can still be violently
murdered with wounds however.
/🆑
CTF is very fast paced, and if you've taken damage without your shield,
you are nearly dead most of the time. However, if you do survive, you're
supposed to slowly heal, but wounds are untreatable on the battlefield.
People still being able to be bloodily stabbed in the Medieval Shuttle
is definitely a feature.
- Aliens (xenomorphs) are still immune to wounds, but that immunity is
now done with a trait, rather than a typecheck.
* Regular CTF no longer has wounding
Co-authored-by: coiax <jack@billbuddy.co.uk>
* Export scanner doesn't need to link + old bounty code is gone (#55504)
Removes the Export scanner's need to link with a console and cleans up the old bounty code
* Export scanner doesn't need to link + old bounty code is gone
Co-authored-by: spessbro <51048066+spessbro@users.noreply.github.com>
* Luxury shuttle scanner gate bugfixes and improvements (#55107)
Oh man this one took me a hot second.
Luxury Shuttle gates now do the following:
Respect simplemobs dragging through credits so they can be considered legitimate passengers.
Respect vehicles and by proxy mechs so that you don't block the narrow causway into the shuttle. Entering the gate with cash will add both yourself and the vehicle to the whitelist. Entering the gate in a whitelisted vehicle, but without paying yet will throw angry buzzing at you as expected.
The shuttle will only take the correct credit count now, or at least provide the correct change.
The scanner is now invincible as it LITERALLY only exists on a roundend shuttle.
* Luxury shuttle scanner gate bugfixes and improvements
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* the flight plans filed with the agency lists etc etc (#55214)
Someone reported an issue on the discord where, since BYOS shuttles now have shuttle computers, they can now be hijacked partially or completely before it's actually time for evac. This has been confirmed as unintended behavior by anne, who submitted the hijack rework port, so this PR fixes that by requiring the shuttle to have at least "docked" before the ability to hijack it is available
* You can no longer hijack a BYOS before it's "docked"
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Non-human mobs can now benefit from held id cards and economy. (#54647)
* Non-human mobs can now benefit from held id cards and economy.
* Moved these getters toward the upper end.
* oui?
...
dump eet.
* .tee pump
...
?iuo
* Non-human mobs can now benefit from held id cards and economy.
Co-authored-by: Rohesie <rohesie@gmail.com>
* Implements timed_action_flags for do_after-like procs (#54409)
Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more.
There's more work to be done for them, but one thing at a time.
* Removes the `uninterruptible` check in favor of the more granular `timed_action_flags`
* Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better.
* Implements timed_action_flags for do_after-like procs
* Update horror_form.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Shuttle nav compuer docking cameras can no longer swap across z-levels. (#54348)
Shuttle docking nav computers can pick locations across z-levels. This is most likely an oversight, as shuttles should only be able to dock using this console on their own z-level.
Currently doesn't do anything bad as Icebox is the only map that supports this sort of multi-Z camera movement and has a distinct lack of pilotable shuttles, but patching this before it becomes an issue.
* Shuttle nav compuer docking cameras can no longer swap across z-levels.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Shuttle tweak and fix (#54395)
Fix lavaland podding
Make lavaland pod destinations hidden
Removed unused variables from connect_to_shuttle() proc
Shuttle consoles remove old custom port id from possible destinations when connects to new shuttle
Custom ports keeps clear from unwanted numbers.
Now shuttle machinery property connects to additional loaded shuttles.
Add some docking_port register logging and safety.
* Shuttle tweak and fix
Co-authored-by: Dennok <Deneles@yandex.ru>
* Ports #10649 from Citadel: An attempt at making hijack not shit and more about point defence (#54146)
So essentially there was discussion already here (https://tgstation13.org/phpBB/viewtopic.php?f=33&t=27620) about how hijack is one of the few objectives on Manuel that you can murderbone with, which is mildly at odds with the intention of the server.
Personally, I think hijack is just straight up terrible regardless of what server you're on. The way it functions is dreadful. Nobody must be aboard the shuttle in any part of the shuttle at all. This means you have people hiding in the walls or hiding in some invisible corner of the shuttle, cucking you of the hijack. For the most part, the only way to actually hijack the shuttle is to render it completely inhospitable or destroying it utterly save for, maybe, one square. The one you are standing on.
It's absurd. So, I knew kev made a pretty honest attempt at reworking hijack. And it works pretty well. It doesn't necessarily solve the problem of hijackers being mandatory mass shooters, but it goes some ways to improving the objective in a more interesting fashion, and allows for the discussion around the objective to be a little more open ended for the sake of the higher roleplay servers without actually detracting from the lower roleplay servers at all. If anything, this should improve the experience of being that gamer to stage a hijacking all the more interesting and about robustness, and less of hide-and-go-seek.
* Ports #10649 from Citadel: An attempt at making hijack not shit and more about point defence
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>