Commit Graph

1860 Commits

Author SHA1 Message Date
SkyratBot
02e3251f84 [MIRROR] Makes gasses use defines [MDB IGNORE] (#21492)
* Makes gasses use defines

* Mirror!

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-06-01 15:24:31 +12:00
SkyratBot
34a15461b5 [MIRROR] Fixes some missing textures on the labcoat suit storage + makes the paper hat a craftable item [MDB IGNORE] (#21501)
* Fixes some missing textures on the labcoat suit storage + makes the paper hat a craftable item (#75681)

## About The Pull Request

Fixes epipens, pillbottles, and test tubes having a missing texture when
put into suit storage.
Makes pills and patches invisible on the player when put into suit
storage.
Turns the paper hat into a craftable item, and by extention fixing an
issue where a paper hat would appear on your head when you put paper
into suit storage.

fixes: #69504

## Why It's Good For The Game

Fixes some missing texture sprites, makes it so the paper hat does not
appear on your head when you put it in suit storage.
Pills and patches also appeared on your body when put into suit storage,
which I thought looked weird, since they would be in your pocket or
something.

## Changelog

🆑 Seven
fix: Fixes epipens, pillbottles, and test tubes missing texture when put
into suit storage
fix: A paper hat no longer appears on your head when putting paper into
suit storage
add: The paper hat is now a craftable item
image: Pills and patches are no longer visible on a person when put into
suit storage
/🆑

* Fixes some missing textures on the labcoat suit storage + makes the paper hat a craftable item

---------

Co-authored-by: Lufferly <40921881+Lufferly@users.noreply.github.com>
2023-05-29 18:30:09 +01:00
SkyratBot
f9b66de42e [MIRROR] Fix broken icons in the crafting menu [MDB IGNORE] (#21439)
* Fix broken icons in the crafting menu (#75649)

## About The Pull Request

**1. Rolling Pin Icon Fix**

The rolling pin icon shows up correctly under the tools section
![Screenshot
(224)](https://github.com/tgstation/tgstation/assets/110812394/2e90c98a-ca0a-4619-b428-687ee76ee429)

The problem was with the text

`#define TOOL_ROLLINGPIN "rolling pin"`

`"rolling pin"` has a space in it's name, so when it's sent to the UI
and used as a css class identifier it get's treated as 2 separate
classes
class1 = rolling
class2 = pin
Causing undefined results. So i made sure to remove this space when
inserting this name as a sprite sheet and also remove the space manually
in the Client-Side UI

Fixes #75525

**2. Basketball Hoop Icon Fix**

The basket ball hoop has the correct icon in the crafting menu
![Screenshot
(225)](https://github.com/tgstation/tgstation/assets/110812394/8ef100a8-2ee8-4764-9a9c-b764212f4d6c)

This is not an `32 x 32` icon but an `32 x 64 ` icon so we assumed the
icon size wrong hence it got rendered incorrectly. Now in the back end
we query the size of the icon using the datum sprite sheet before
sending it to the UI, so this should also fix a lot of other broken
icon's that are not the standard `32 x 32` that went un noticed

## Changelog
🆑
fix: rolling pin icon show's up correctly under the tools section in the
crafting menu i.e. for those recipes that require it
fix: basketball hoop icon and other sprites that are not the standard
`32 x 32` now show's up correctly in the crafting menu
/🆑

* Fix broken icons in the crafting menu

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-05-26 09:06:32 -07:00
SkyratBot
7dad8c75ca [MIRROR] Adds a eye-dropper right-click function to the painting canvas. [MDB IGNORE] (#21411)
* Adds a eye-dropper right-click function to the painting canvas. (#75571)

## About The Pull Request
Having used the painting UI to kill some time during long rounds for a
decent chunk of the past year, the need of a quicker and less tedious
way to fix a misclick or mistake like drawing over the wrong pixel has
become clear to me, as well as getting some feedback on the palette
component I made last year.

As the title suggests, this PR adds an eye-dropper function to the
canvas. Right-Click a pixel on the canvas, and the painting tool will
copy its color. Simple as, works on both finished and unfinished
paintings.

As a bonus, you can also right-click one of those selectable
white/colored squares on the color scheme near the bottom of the UI (if
using spraycan/palette) to change its color without having to go back to
main game window and a radial menu.

EDIT: With the tooltip added to the UI, I can say it's ready.

## Why It's Good For The Game
This PR aims to add better options to change colors on the go and
improve the user experience on the painting UI.

## Changelog

🆑
qol: Adds a eye-dropper-like right-click function to the painting canvas
UI. Right-Click a pixel on the canvas while holding a painting tool to
have it copy its color.
qol: Also adds a right-click function to the color palette at the bottom
of the UI to allow users to set its colors without having to alternate
between the game window and the UI.
qol: Lastly, a tooltip has been added near the top-left corner of the
same UI to let players know of these features.
/🆑

* Adds a eye-dropper right-click function to the painting canvas.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-05-25 17:24:49 -07:00
SkyratBot
e2c2ee5eb7 [MIRROR] Reworks gym equipment [MDB IGNORE] (#21300)
* Reworks gym equipment (#75389)

## About The Pull Request

Gym equipment are currently ported from Goon code, and I didn't like how
it currently worked as it was buggy and the code was a mess. I decided
to just rework how they worked entirely. I left the parts that weren't
Goon code (like tooltips & deconstruction) alone because it's not goon
code and I think it's fine that way.

- Now you buckle yourself to it (like a chair, I didn't like how it
didn't work like one) and can work out with an action button you get on
buckle, you can do as many sets as you want, then unbuckle & go.
- You aren't hardstunned for 8 seconds for clicking on it anymore, you
aren't flying around because the stun doesn't even last the duration of
the animation anymore.

Video demonstration

https://github.com/tgstation/tgstation/assets/53777086/f5ae86f1-65fb-46c6-8a5f-8f9d9f0548b3

## Why It's Good For The Game

Reworks old code
Removes un-documented Goon code
Makes gym equipment less broken than it currently is.

## Changelog

🆑
qol: Gym equipment was reworked. You now buckle yourself to weight
machines to use them, rather than clicking on it and getting stunned for
a few seconds. It also means it works like a chair now.
qol: Gym equipment no longer breaks a sweat in no gravity.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Reworks gym equipment

* updatepaths

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-05-23 16:03:21 +00:00
SkyratBot
7415526265 [MIRROR] You can tip flashed borgs [MDB IGNORE] (#21339)
* You can tip flashed borgs (#75539)

## About The Pull Request

Fixes tippable not working on flashed mobs by letting it work on those
who are forced standing even if they aren't conscious, then gives that
trait to borgs.
I thought this would be the best fix for it because borgs technically
are just forced standing anyways, and I didn't want to just add an
issilicon check.

## Why It's Good For The Game

Fixes an old bug that I should've fixed a long time ago, makes tipping
something that can realistically happen in-game.

## Changelog

🆑
fix: Borgs can be tipped over while flashed.
/🆑

* You can tip flashed borgs

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-05-21 22:49:08 -07:00
SkyratBot
0391d4b7b2 [MIRROR] Cursed quirk doesn't go away after triggering a single time [MDB IGNORE] (#21271)
* Cursed quirk doesn't go away after triggering a single time (#75477)

## About The Pull Request

Fixes #75471
Someone added some optional initialise arguments and forgot to make an
important one optional, leading to it always setting the "permanent"
value to "null", which of course evaluates falsily to FALSE.

## Why It's Good For The Game

If you take this quirk you _want_ to be repeatedly pulverised by vending
machines until your skull pops. We shouldn't deny people their agency.

## Changelog

🆑
fix: The Cursed quirk will once more plague you with bad luck for your
entire shift rather than just once.
/🆑

* Cursed quirk doesn't go away after triggering a single time

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-05-20 22:22:58 +01:00
SkyratBot
6c9be73f51 [MIRROR] Adds TTS to the game. Players can select their own voices in preferences. [MDB IGNORE] (#21232)
* Adds TTS to the game. Players can select their own voices in preferences.

* [SEMI-MODULAR] [MIRROR FIX] Fixes the TTS PR. (#21267)

Fixes the TTS PR.

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2023-05-19 01:47:19 +01:00
SkyratBot
58ccdc909d [MIRROR] Makes elder atmosian statue craftable [MDB IGNORE] (#21261)
* Makes elder atmosian statue craftable (#75475)

## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/74534 by making
elder atmosian statue craftable. I am not 100% sure if this is the
intended way for it to be able to be made or if it's even the right
amount of materials but if I need to change it please let me know.
## Why It's Good For The Game
Fixing issues is good, having uncraftable things is bad.
## Changelog
:cl:Reality Overseer
fix: makes elder atmosian statue craftable
/🆑

---------

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

* Makes elder atmosian statue craftable

---------

Co-authored-by: RealityOverseer <76832653+RealityOverseer@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2023-05-18 19:03:19 +02:00
SkyratBot
9f3909a809 [MIRROR] Blobs and Kudzu are killed by chasms. [MDB IGNORE] (#21252)
* Blobs and Kudzu are killed by chasms. (#75469)

## About The Pull Request

Fixes #75451
Originally I just whitelisted them because they're structures that are
supported by their surroundings... but there's still the theoretical
scenario where it has expanded over a reasonably large chasm and then
becomes almost impossible to remove because you can't easily get at the
ones in the middle, and it would be "levitating" after you cut off
everything around the edge.

So instead this adds a trait which restores the original behaviour of
chasms where they delete stuff which falls into them and applies it to
Blobs and Kudzu.

## Why It's Good For The Game

It's a very niche scenario but "expanding structure falls into abstract
chasm storage" causes issues where it potentially keeps processing in
there and there isn't much you can do about it.
Maybe there's other stuff that commonly falls into chasms we'll decide
that we want to delete instead of keeping in pools now that you can just
slap a trait onto something to do it, future consideration.

## Changelog

🆑
fix: Blob and Kudzu tiles which expand into chasms will now be correctly
destroyed by the chasm.
/🆑

* Blobs and Kudzu are killed by chasms.

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-05-18 18:59:37 +02:00
SkyratBot
d3f2386664 [MIRROR] Bible refactor [MDB IGNORE] (#21190)
* Bible refactor

* Delete book.dm

* updatepaths

* you're meaning to tell me i have to edit CODE??

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-05-16 09:34:10 -04:00
SkyratBot
6574eb3faa [MIRROR] Sign language Fixes & Spellcasting, just for fun [MDB IGNORE] (#21144)
* Sign language Fixes & Spellcasting, just for fun (#74768)

Fixes #72165
First PR, first-time coder, this might be a doozy but _hopefully_
everything is fine.

## About The Pull Request

This fixes signers being able to speak with sign language while cuffed
or emotemute, bringing the feature back to how it was initially
intended.

This also fixes signers only being able to sign spells based on their
ability to speak. Before this PR, signers could cast spells with sign
language, but it was dependent on their ability to speak with their
mouth, allowing them to sign spells even if they would not be able to.
Instead, it has been changed to work so that one can sign spells only
when both of their hands are completely empty.
## Why It's Good For The Game

First of all, signers should probably not be able to speak when cuffed
or emotemute, I'm not sure when this broke but somewhere along the lines
it did and this is simply bringing it back to how it was supposed to be.

Second of all, spells were created long before sign langauge (I believe,
don't quote me on that), but sign language is just another language and
still can communicate the same. Furthermore, signing spells instead of
speaking them is overall more difficult to work with given the fact that
it won't work if you are holding items, restrained, have a limb disabled
or amputated, or are emotemuted. The one benefit that sign language
provides is being able to sign when otherwise mute, but this only really
applies in select cases. I feel the downsides definitely outweigh the
upsides in this case, and it will be more of a gimmick so that mute
players can still play antags like heretic.

* Sign language Fixes & Spellcasting, just for fun

---------

Co-authored-by: Sylvette <96358436+SylvetteSylph@users.noreply.github.com>
2023-05-15 14:10:22 +01:00
SkyratBot
199feff17d [MIRROR] [no gbp] Golem mineral functionality tweaks/fixes [MDB IGNORE] (#21121)
* [no gbp] Golem mineral functionality tweaks/fixes (#75343)

## About The Pull Request

Fixes a couple of things people have pointed out about golem
transformations.

- Diamond golems now stop being invisible when they attack or throw
something, they also turn invisible a bit slower.
- Using a bluespace knot takes 2 seconds instead of 3 seconds.
- Bananium Golems only slip you if they are lying down.

In order to achieve that last one I refactored the slipperiness
component to take an optional extra callback, and then killed a subtype
of it which could be replaced with passing in a callback. I tested it
and it seems to work the same as it used to.

These are largely how things were supposed to work and I just overlooked
them.
I am sure this won't be the last PR of a similar vein while people try
these out, provided that I actually hear anything they are saying about
it.

## Why It's Good For The Game

Diamond golems shouldn't be able to attack you while remaining invisible
and untargetable even if it is funny.
Clown golems aren't supposed to be able to slip you by swapping places
with you even if it is funny.
The bluespace hand was basically just worse than using the crystal and
not eating it, maybe still needs another buff after this one.

## Changelog

🆑
fix: Diamond Golems can no longer attack or throw things and remain
invisible.
fix: Bananium Golems are only slippery if you actually tread on them
(aka: while they are resting).
balance: Golem bluespace teleportation is slightly quicker.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* [no gbp] Golem mineral functionality tweaks/fixes

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-05-14 16:05:27 -07:00
SkyratBot
0da058bbf5 [MIRROR] Grilling items now only smoke when the griddle is on [MDB IGNORE] (#21097)
* Grilling items now only smoke when the griddle is on (#75265)

## About The Pull Request

Prior to this change, if you put an item on the griddle, it immediately
began to smoke, regardless of whether the griddle was on or not. Now
smoke will only appear when the griddle is turned on.

## Why It's Good For The Game
Graphic QoL for chefs

https://user-images.githubusercontent.com/10997188/236855447-8912a689-bec3-4cba-a6f3-45c428d7af29.mp4

## Changelog
🆑
fix: fixed griddle code so that the smoke over the grilling items
appears only when the griddle is on
/🆑

* Grilling items now only smoke when the griddle is on

---------

Co-authored-by: Vallat <vox.crit2013@gmail.com>
2023-05-12 00:50:23 -07:00
SkyratBot
756246c939 [MIRROR] Fixes jetpack "Cannot modify null.oldposition" runtimes [MDB IGNORE] (#21098)
* Fixes jetpack "Cannot modify null.oldposition" runtimes (#75355)

Order of operations. We were deleting the trail effect BEFORE
unregistering the mob from the signals that controlled its behavior, so
it was trying to do the thing to something that didn't exist anymore.
Honk.

![image](https://github.com/tgstation/tgstation/assets/6209658/6d7c2eec-547c-47f5-9093-7df42514932c)

* Fixes jetpack "Cannot modify null.oldposition" runtimes

---------

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2023-05-12 00:50:08 -07:00
Gandalf
f2b328e14a Post Mirror Grounding (#21034)
* PT1 MAP RESET

* Lints

* [MDB Ignore] Adds a unit test for typepaths that are required to be mapped onto each station map (#74985)

Inspired by #74967 and #68459 , and the fact that Tramstation regresses
very often -

Adds a unit test, `required_map_items`, which ensures that certain
typepaths which should definitely be mapped onto every map is mapped
onto every map

It can also be used to ensure that items which should not be mapped in
multiple times are not, among other things.

I included a few examples -
- Min 1, max inf of each head of staff stamps
- Min 1, max 1 departmental order consoles
- Min 1, max inf comms console
- Min 1, max 1 Pun Pun
- Min 1, max 1 Poly
- Min 1, max 1 Ian

If, in the future, a mapper decides they (for some reason) do not want a
certain previously-required item on their map, the test can be adjusted
such that it allows excluding or something, but currently it should be
for items which require conscious thought about.

I attempted to make this a linter before realizing two things
1. Someone might make a spawner which spawns the items, or they might
get placed in a locker, in any case this accounts for everything on init
2. Linters run on every map, non-station maps included

So I went with a test

Why is it always the CMO stamp?

Not necessary (unless I find a map missing something, then this will be
updated)

* yay

* Update VoidRaptor.dmm

* Update blackmesa.dmm

* wew

* New sand and water sprites (ported from Bay) (#75254)

* e

* Update AntagInfoClock.tsx

* Update LimbsPage.tsx

* Update area_spawn_entries.dm

* Update LimbsPage.tsx

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-05-10 01:24:11 +00:00
SkyratBot
aba26adc5f [MIRROR] Refactors High Luminosity Eyes, fixes a ton of bugs related to it as well as qol improvements [MDB IGNORE] (#21048)
* Refactors High Luminosity Eyes, fixes a ton of bugs related to it as well as qol improvements

* Update eyes.dm

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-10 02:19:58 +01:00
SkyratBot
fae04f1fb6 [MIRROR] Crate, Closet Refactors & Access Secured Stuff [MDB IGNORE] (#21024)
* Crate, Closet Refactors & Access Secured Stuff

* CI

* e

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 04:32:41 +01:00
SkyratBot
5e9d2379bf [MIRROR] Stock Part Resprite [MDB IGNORE] (#21014)
* Stock Part Resprite

* wew

* alright

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 04:10:18 +01:00
SkyratBot
aac6045ba8 [MIRROR] Golem Rework [MDB IGNORE] (#21001)
* Golem Rework

* SECT 9

* ok

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 03:56:30 +01:00
SkyratBot
88e4c08a98 [MIRROR] New Medical job: The Coroner [MDB IGNORE] (#20963)
* New Medical job: The Coroner

* Fixes coroner (code-side) (#21005)

* Fixes coroner

* Update jobs.dm

* trailing newline

* wew

* VR Replacements

* w

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-08 03:44:11 +01:00
SkyratBot
b672fd0791 [MIRROR] Miners with style meter can now parry kisses [MDB IGNORE] (#20935)
* Miners with style meter can now parry kisses (#75148)

## About The Pull Request
idea by hometownfunky
## Why It's Good For The Game
True gamers don't get hit
## Changelog
🆑
add: miners with style meter can now parry kisses
/🆑

* Miners with style meter can now parry kisses

---------

Co-authored-by: Striders13 <53361823+Striders13@users.noreply.github.com>
2023-05-06 02:30:59 +01:00
SkyratBot
c4d4e1da63 [MIRROR] Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. [MDB IGNORE] (#20916)
* Minerals have been refactored so costs and minerals in items are now in terms of mineral defines.

* AI GEN RUN ONE

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:48:10 +01:00
SkyratBot
16b64484e9 [MIRROR] Ore silo will put machines off its level on hold, instead of disconnecting [MDB IGNORE] (#20859)
* Ore silo will put machines off its level on hold, instead of disconnecting (#74990)

## About The Pull Request

There's a problem where people would try to rebuild a whiteship and use
an Ore Silo for it. However, it would automatically unlink everything
when moving, because it's checking for z level as soon as it changes z
level itself, before the Ore silo has 'moved' as well.

~~To fix this, I'm now only disconnecting ore silos when a shuttle
moves. This mostly does the same as before, but technically you can sync
an unwrenchable connected machine and bring it to space with you
(without using a shuttle) to stay connected, but I don't see this as a
problem, and my original point of the PR was to prevent Lavaland ORMs.~~

I decided against this, instead I've made it so machines that aren't on
a valid level (either both on the same z level or both on the station
level) will be considered 'on-hold', much like if the QM has set it to
hold through the silo directly. This means that machines no longer
disconnect from the Ore silo on moving, they just can't access the
materials in it. This affects gameplay in 2 ways:

1. You no longer need to resync when you bring the machine back
2. It won't unsync itself every time you move station z-level with its
silo (such as on a whiteship).

I also made disconnecting from an ore silo actually remove them from the
ore silo's list of connected machines.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/69863

## Changelog

🆑
balance: Machines (such as ORM and Techfabs) will no longer unsync from
Ore silos when it moves Z-level, instead it will prevent materials from
being used, as if it was on hold.
/🆑

* Ore silo will put machines off its level on hold, instead of disconnecting

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-05-02 15:50:25 -04:00
SkyratBot
ef6828cf15 [MIRROR] [NO GBP] Style meter fixes [MDB IGNORE] (#20896)
* [NO GBP] Style meter fixes (#75090)

## About The Pull Request
Fixes:

- Crusher mark score applying to attacked corpses
- Parrying not working, in 2 different forms
- The style bar not being accurate with >= 600 style points

## Why It's Good For The Game
Bugs bad

## Changelog
🆑
fix: Style meter parrying works again
fix: Style meter bar now works correctly with very high style point
count
/🆑

* [NO GBP] Style meter fixes

---------

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-05-02 15:45:08 -04:00
SkyratBot
96676cc94e [MIRROR] Gunpoints now take half a second to activate, make gasp sounds, and briefly immobilize the shooter and target, other small balance changes [MDB IGNORE] (#20882)
* Gunpoints now take half a second to activate, make gasp sounds, and briefly immobilize the shooter and target, other small balance changes (#74036)

## About The Pull Request
This PR messes around with gunpoints a bit, with the purpose of making
them more viable in certain scenarios without making them obnoxious. The
biggest change is that gunpoints now require a 0.5 second do_after()
where neither the shooter nor the target moves, and immobilizes both of
them for 0.75 seconds if point blank, or half that if you're 2 tiles
away. Originally you were supposed to only be able to initiate a
gunpoint from point-blank, but #56601 seems to have removed that
requirement, so we'll run with it and just leave it as advantageous to
gunpoint closer up. The do_after() reinforces that it should be used as
an ambush tactic, and so you can't use it on someone who's actively
fleeing or fighting you.

Getting held up will now make you emit a shocked gasp sound, a la Metal
Gear Solid, which combined with the short immobilize will hopefully make
it more noticeable that someone's pointing a gun at you.

Holdups will now immediately give a 25% bonus to damage and wounds,
instead of having to wait 2.5 seconds to hit the double damage stage.

Finally, right clicking someone that you're holding up will no longer
shoot them. That just feels like good consistency.

## Why It's Good For The Game
Hopefully makes gunpoints a little more viable for when you want to
stick someone who's not expecting it up without them immediately jetting
off. In the future I'd like to ape Baycode and let the gunman have an
action that toggles whether the victim is allowed to move, so you can
order them to move to a second location without instantly shooting them,
but that'll come later.
## Changelog
🆑 Ryll/Shaps
balance: Holding someone at gunpoint now requires both the shooter and
the victim to hold still for half a second before activating, so you
can't hold-up people fleeing or fighting you. After that, it will
briefly immobilize the both of you, 0.75 seconds if adjacent, or half
that if you're two tiles away. Nuke ops are immune to the
immobilization, since they're ready to die anyways.
balance: Holding someone up will immediately apply a 1.25x damage and
wound multiplier, rather than waiting 2.5 seconds to hit 2x.
soundadd: Being held up will now make the victim play a sharp gasp
sound, a la Metal Gear Solid.
qol: Trying to hold someone up that you're already holding up will no
longer shoot them.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Gunpoints now take half a second to activate, make gasp sounds, and briefly immobilize the shooter and target, other small balance changes

---------

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-05-02 12:32:43 +01:00
Hatterhat
f203dec6a2 [does commenting count as modular] style meter users can now flip (#20861)
* hey the projectile parry runtimes btw

* comments (mildly improved)

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2023-05-01 13:28:33 -07:00
SkyratBot
7028b1d32e [MIRROR] Converts Spiderlings from Structures to Basic Mobs [MDB IGNORE] (#20852)
* Converts Spiderlings from Structures to Basic Mobs (#75001)

If I could've made this more atomic, I would have in a heartbeat, trust
me.

## About The Pull Request

Hey there. People were mocking us for having spiderlings still be a
subtype of `/obj/structure`. I decided to take a lot of time to fix
that. A lot of behavior it was implementing was just pseudo-mob stuff,
so it was actually easier than it looked for the raw conversion. A lot
of the footwork on spider stuff in the basic framework was already done
previously by Jacquerel, so that was pretty nice.

However, there are two new things that weren't introduced in the code
that had to be put in.

A) A component to handle growth and differentiation into a mob. This may
have already existed, no clue. If it does (and it's NOT
evolutionary_leap), let me know.
B) AI Behavior to handle seeking out a vent, entering a vent, and then
exiting out of a different vent. I may have gone a bit wacky on the
code, but it certainly works as expected (spiderling goes in one vent,
exits the other). Let me know if you can think of a way it can be better
optimized, but it was deliberately written to be very failsafey in case
shit goes yonkers.

One fundamental difference between structure spiderlings and basic mob
spiderlings (beyond the AI and not just a random prob() check for
movement) is the fact that they had vent movement coded in... but we
_really_ don't need stuff like that for our intents and purposes. If the
range turns out to be too OP in the current framework, we can always
change it up a bit, but also there's a _lot_ of vents we can end up in
the station (my testing had one spiderling end up in the AI sat to get
obliterated).
## Why It's Good For The Game

Spiderlings aren't structures! They behave like a mob should! Players
can possess spiderlings! They work seamlessly with differentiating into
a giant spider! Better AI! More room for people to add into this very
under-utilized buggers!
## Changelog
🆑
refactor: Spiderlings are now basic mobs, report any complete
weirdness/deviation from known behavior. They should be a lot more
intelligent now though.
add: AI Spiderlings are super fragile, but they're also super fast,
especially when they get into a vent. Once they're in circulation, they
could end up everywhere! Maybe in the armory, maybe in a locked closet
in maintenance. Be sure to be vigilant and splat them whenever you can
to save the station from a whole lotta heartache!
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Converts Spiderlings from Structures to Basic Mobs

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2023-04-30 12:54:58 -07:00
SkyratBot
05e8371998 [MIRROR] Cleans up + Improves bows, Sorts files, Adds the Divine Archer clothing, weapon, rite [MDB IGNORE] (#20825)
* Cleans up + Improves bows, Sorts files, Adds the Divine Archer clothing, weapon, rite

* fix

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-04-29 15:29:35 -07:00
SkyratBot
102748fc27 [MIRROR] Cosmic Ascension Balance Patch [MDB IGNORE] (#20808)
* Cosmic Ascension Balance Patch

* conflict

---------

Co-authored-by: Comxy <tijntensen@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-04-29 09:59:15 +01:00
SkyratBot
d9f3476b8d [MIRROR] Craftable material sniffers [MDB IGNORE] (#20824)
* Craftable material sniffers (#74798)

## About The Pull Request

Are YOU annoyed about never finding the fucking mats you need? Slap some
cable coil on an analyzer and find that untouched sheet of iron and or
glass. It's a pinpointer for basic sheets.

## Why It's Good For The Game

Originally I meant to give this as something borgs might want, but I
realized they really won't have a great time using it and the situation
is more about botanists not being asked, and not knowing how to grow
lots of iron, repeat for all other departments. Awareness problems!!!

But I still like the item as a miscellaneous craftable.

## Changelog
🆑
add: Craftable Material sniffers
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>

* Craftable material sniffers

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
2023-04-29 09:56:13 +01:00
SkyratBot
9c2e07ee7c [MIRROR] Miner Style Points 2: Style on Everyone [MDB IGNORE] (#20826)
* Miner Style Points 2: Style on Everyone (#74690)

## About The Pull Request
A re-open of https://github.com/tgstation/tgstation/pull/66326 with
Fikou's permission

Adds the style meter, it can be bought from the mining vendor for 1500
points, it is an attachment to your glasses.
The style meter creates a display on your hud, with your recent actions,
like attacking enemies, killing them, mining ore etc. Actions like
spinning or flipping increase your score multiplier, making you get more
points.
Your style meter affects how much ore you get from mining rocks. By
default with the meter, you get 20% less ore, but at the highest, you
can get 1.2x the ore from mining. In addition, on B-tier or above, you
can "hotswap" items, by attacking an item in your backpack with one in
your hand (should it fit and all that). Also features a leaderboard for
highest style point count!

New streamable: https://streamable.com/eewi6l

The following are sources of points:

- Killing things
- Killing big things
- Killing small things
- Punching things
- Melee'ing things
- Mining rocks and ores
- Having matrix traps detonate
- Hit, defuse, and detonate gibtonite
- Detonate crusher marks
- Scan geysers
- Parry projectiles (others or your own)

Oh, right. While wearing the style meter, you're able to parry any
lavaland-based projectile by clicking on it or the tile it is on, which
reflects it back in a 7 degree arc, making it 20% faster and 15% more
damaging. Usually not very easy.

Maybe-plan in the future for some syndicate variant of this (with bullet
parrying and appropriate style sources, etc.), but not for this PR

Thanks to Arcane, multitooling the style meter will make it play some
sounds on rank-up.

![image](https://user-images.githubusercontent.com/41448081/231605640-a01c2b60-1ba1-4390-8bea-0aa804ea1973.png)

https://streamable.com/nheaky

Parrying in action

## Why It's Good For The Game
Makes miners bring more ore in a fun way.

## Changelog
🆑 Fikou, Zonespace, Arcane for voicing
add: The mining vendor now has a style meter. This meter gauges your
style points and uses them to improve your ore yield.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>

* Miner Style Points 2: Style on Everyone

---------

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
2023-04-28 19:54:39 -07:00
SkyratBot
49b803a98a [MIRROR] Fixes crafting tools not taking into account subtypes [MDB IGNORE] (#20807)
* Fixes crafting tools not taking into account subtypes (#74971)

## About The Pull Request
Does what #74968 intended to do, it fixes crafting tools checking if the
required item is a subtype of the available items, instead of the other
way around. What this meant is for example

![image](https://user-images.githubusercontent.com/23585223/234320690-aa0b2c2d-a8c6-447b-be32-3554fa8310c8.png)
this wouldnt work, even though cheap lighters are a subtype of lighters,
as /obj/item/lighter/greyscale
but if i instead spawned the base /obj/item, which /obj/item/lighter is
a subtype of

![image](https://user-images.githubusercontent.com/23585223/234320959-bd388520-7d2b-4028-abab-a7638ba4adda.png)
it would work. obviously this is funnily broken

## Why It's Good For The Game
Bug gone!

## Changelog
🆑
fix: Fixes crafting tools not taking into account subtypes, i.e. you can
craft a filet migrawr with any lighter.
/🆑

* Fixes crafting tools not taking into account subtypes

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-04-28 23:17:20 +01:00
SkyratBot
e6f66d3a4a [MIRROR] Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes [MDB IGNORE] (#20719)
* Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes (#74791)

## About The Pull Request

Replaces weakref usage in AI blackboards with deleting signals

All blackboard var setting must go through setters rather than directly

## Why It's Good For The Game

This both makes it a ton easier to develop AI for, and also makes it
harder for hard deletes to sneak in, as has been seen with recent 515
prs showing hard deletes in AI blackboards

(To quantify "making it easier to develop AI", I found multiple bugs in
existing AI code due to the usage of weakrefs.)

I'm looking for `@ Jacquerel` `@ tralezab` 's opinions on the matter, also
maybe `@ LemonInTheDark` if they're interested

## Changelog

🆑 Melbert
refactor: Mob ai refactored once again
/🆑

* Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-04-26 21:17:15 +01:00
Tom
6435018ba7 Add logging for manually changing your targeted zone (#72814) (#20787)
* Add logging for manually changing your targeted zone (#72814)

See title.
Surgery hud is exempt from this.

Requested by @Mothblocks

Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>

* Delete 

---------

Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
2023-04-26 10:44:01 -07:00
SkyratBot
2293301235 [MIRROR] Burning and acid components fixes and improvements [MDB IGNORE] (#20731)
* Burning and acid components fixes and improvements

* conflicts

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-04-25 20:02:05 -07:00
SkyratBot
60b7a685ea [MIRROR] Fixes spawners being forcemoved during crafting [MDB IGNORE] (#20758)
* Fixes spawners being forcemoved during crafting (#74946)

## About The Pull Request

Lizard skin boots create a spawner as their crafting result. The spawner
works fine and creates the boots, but then then the crafting system
moves the spawner into the world after it has been marked for deletion.
So you end up with both the boots and the spawner, with the spawner
covering up the boots and being non-interactive.

![dreamseeker_0l714SdfxT](https://user-images.githubusercontent.com/13398309/233877092-98831311-3b3d-4df8-ae74-788470ed4f55.png)

This PR just adds a check for spawners to ensure that doesn't happen.

Closes https://github.com/Skyrat-SS13/Skyrat-tg/issues/20728

## Why It's Good For The Game

Fixes some jank. It's a pain to craft these, so having this be the
payoff is disappointing.

## Changelog
🆑
fix: crafting lizard skin cowboy boots no longer places a spawner object
over the created boot item
/🆑

* Fixes spawners being forcemoved during crafting

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-04-25 17:41:03 +01:00
SkyratBot
59b73c3d65 [MIRROR] Cleans up thermite component code [MDB IGNORE] (#20686)
* Cleans up thermite component code (#74825)

## About The Pull Request

Nothing too interesting to be quite honest, just cleans up the thermite
component code a bit because it was a bit weird.

## Why It's Good For The Game

This probably fixes a few rare bugs where the thermite overlay
disappears due to an update_icon call. Slightly neater code.
Also, adds an examine message to thermite walls because small QoL stuff
is neat.

## Changelog

🆑
qol: Thermited walls now get an examine message telling you they are, in
fact, thermited.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Cleans up thermite component code

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-04-21 17:21:21 -04:00
SkyratBot
fe47d6ba35 [MIRROR] Refactors sheet crafting to better support directional construction [MDB IGNORE] (#20594)
* Refactors sheet crafting to better support directional construction (#74572)

## About The Pull Request

0426f7ddba/code/game/objects/items/stacks/stack.dm (L449)

Ok, but can we not?

This PR refactors sheet crafting to generalize all the cases that were
previously locked behind grille/window type checks and such. In their
stead there are bitflags that can be set to achieve certain behaviors.

All the behavior from before should be preserved, but now it can be
extended to other items. E.g. if you want a railing that can be crafted
underneath directional windows, or an item that behaves like a grille
does--it's just a matter of setting the right obj_flags for it now.

This makes it very simple and painless to add new recipes that use
directional crafting! It's all modular now.

<details><summary>Details</summary>

---

### What I've done:

-Eliminated all the type checks, instead it will now be handled by
object flags and recipe vars, making for a much more configurable
system.

-Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and
`IGNORE_DENSITY`.
-Additionally, I renamed the existing flag `NO_BUILD` to
`BLOCKS_CONSTRUCTION`.

-Changes the proc `valid_window_location` to `valid_build_direction`,
and makes it work for things other than windows.

-Removed a deprecated `window_checks` var from the stack_recipe datum.
-Added three more vars to the stack_recipe datum: `check_direction` and
`check_density`, `is_fulltile`

-Decoupled `on_solid_ground` from the object density check. Now you can
set those separately, allowing you to make recipes that forbid/allow
building things over other things while in space.

---

### What the new flags do:

`BLOCKS_CONSTRUCTION` works as before---prevents objects from being
built on the object. I felt that the previous name was not descriptive
enough, you should know exactly what it does just from looking at the
name.
_example: dna scanner_

`BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent
objects from being built on it when their directions are the same.
_example: directional windows, windoors, railings_

`IGNORE_DENSITY` -- setting this on an object will cause its density to
be ignored when performing the construction density check. This could
have other potential uses as well in the future.
_example: grilles, directional windows, tables_

These three flags cover all the bases for the types of items that are
currently craftable, so there is no more need for any type checking or
weird snowflake window checks. Simply set the appropriate flag and it'll
work as you would expect.

---

### What the recipe vars do:
`check_direction` tells the recipe to check if there's something in that
direction with the `BLOCKS_CONSTRUCTION_DIR` flag set.

`check_density` tells the recipe to run the density check when set. This
is true by default. There are very few items in the game that currently
have this set to false--namely grilles. Setting this to false will make
it so that the object can be constructed regardless of what is in that
tile (unless `one_per_turf` is also set, which will make it so that you
can't craft the same thing twice in the same turf).

`is_fulltile` is used for fulltile windows, but it doesn't necessarily
have to be--you can give this to any recipe and it will adopt the same
properties as that of the fulltile window. Basically they have a special
case where they shouldn't be able to be built over directional
constructions, where normally things would be able to be. Setting this
makes check_direction true as well.

---

### In summary:

Sheet crafting still works just as it did before. But the backend of it
has gotten a glow up and will be able to more easily support new
behaviors.

</details>

## Why It's Good For The Game

This makes the crafting system much more flexible to add recipes to, and
will prevent bad code practices of stacking more conditionals down the
line whenever someone wants to add an item that behaves like grilles or
directional windows in how they are constructed.

It had to be done. Those window checks were a mess.

## Changelog

🆑
qol: added fifty stack versions of remaining glass sheet stacks for ease
of debugging
refactor: refactored sheet crafting to better support directional
constructions that aren't windows
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Refactors sheet crafting to better support directional construction

* fex

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/20636

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 02:14:10 +01:00
SkyratBot
fcfcc2f9d9 [MIRROR] Implanted foreign bodyparts will resist being removed on species change [MDB IGNORE] (#20555)
* Implanted foreign bodyparts will resist being removed on species change (#74701)

## About The Pull Request

Title.
Also, to make bodypart code slightly nicer, I retooled some variables to
be part of a new bitfield called bodypart_flags.

## Why It's Good For The Game

We've been trying to move away from the species datum for limb stuff
precisely because of funny shenanigans like this, no?

## Changelog

🆑
refactor: Implanted foreign limbs will no longer be wiped by species
change.
/🆑

* Implanted foreign bodyparts will resist being removed on species change

* fex

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 01:57:46 +01:00
SkyratBot
dad84df983 [MIRROR] Makes a whole bunch of wooden objects flammable [MDB IGNORE] (#20670)
* Makes a whole bunch of wooden objects flammable (#74827)

## About The Pull Request

This whole PR started because I realized that baseball bats are not
actually flammable which I found weird, then I looked at a whole bunch
of other stuff that really should be flammable but also isn't.

## Why It's Good For The Game

Makes wooden objects behave slightly more consistently? Honestly, most
of these seem like oversights to me.

## Changelog

🆑
balance: The following structures are now flammable: Picture frame,
fermenting barrel, drying rack, sandals, painting frames, paintings,
spirit board, notice board, dresser, displaycase chassis, wooden
barricade
balance: The following items are now flammable: Baseball bat, rolling
pin, mortar, coffee condiments display, sandals, wooden hatchet, gohei,
popsicle stick, rifle stock
/🆑

* Makes a whole bunch of wooden objects flammable

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
2023-04-21 01:42:34 +01:00
SkyratBot
d5f9f5bff1 [MIRROR] Refactors genetic damage component to be a status effect [MDB IGNORE] (#20671)
* Refactors genetic damage component to be a status effect (#74799)

## About The Pull Request

The genetic damage component looked like a status effect, swam like a
status effect, quacked like a status effect, but wasn't a status effect.

Irradiated component is also guilty of this, but it has the excuse of
also getting applied to items. This one only applies to mobs though,
so...

## Why It's Good For The Game

Easier to maintain code, that's about it.

## Changelog

Not player facing.

* Refactors genetic damage component to be a status effect

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
2023-04-21 01:42:25 +01:00
SkyratBot
0a1fbbd258 [MIRROR] Turns loomable component into a bespoke element [MDB IGNORE] (#20618)
* Turns loomable component into a bespoke element (#74685)

## About The Pull Request

Thought https://github.com/tgstation/tgstation/pull/74552 was good?

YOU WON'T BE READY FOR THIS ONE...

## Why It's Good For The Game

free miniscule amount of performance by getting rid of some silly
component datums

## Changelog

player dont care

---------

Co-authored-by: san7890 <the@ san7890.com>

* Turns loomable component into a bespoke element

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-04-17 21:52:01 -07:00
SkyratBot
0d5e4e4ec9 [MIRROR] Basic pollen-particles for plants pollenating. [MDB IGNORE] (#20592)
* Basic pollen-particles for plants pollenating. (#74675)

Legally endorsed nightcode 👍

## About The Pull Request

When 2 plants are adjacent to each other, they will begin to
cross-pollenate, sharing their potency, instability, and yield values
between the two. This has been in the game since #50001 , however we
never added a more clear visual tell that cross-pollenation exists.
Thanks to the magic of *barticles*, now you can!

![image](https://user-images.githubusercontent.com/41715314/231359363-07c7f354-d2f6-4d5e-8b59-5f968781135f.png)
_pictured: wheat and tomatoes pollenating_

Adds a simple particle effect, largely lifted from bonfires, that
indicates that two plants are sharing stats at minimum.

## Why It's Good For The Game

Following discussion from #74621, it was decided we needed and preferred
a more visual cue to the mechanic. As a general point I think that's a
longer term fix to the issue, and this adds more visual clarity to an
otherwise arcane mechanic (heh).

Looking for feedback on how to improve the look of the particles but for
fast nightcode I think I did okay for a first try

## Changelog

🆑
imageadd: Hydroponics trays now have pollen particles that they generate
when they share stats and chems. Non-allergenic!
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Basic pollen-particles for plants pollenating.

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-04-17 17:53:30 +01:00
SkyratBot
9cee4ee779 [MIRROR] Optimizes particle holders [MDB IGNORE] (#20599)
* Optimizes particle holders (#74524)

## About The Pull Request

It isn't really an issue now, but these will be used more in future, so
let's start off strong.

There's a lot of work going on here that doesn't really need to be
happening, mostly off not knowing a trickTM.

Biggest one is vis_locs and vis_contents are linked lists, being in one
requires being in another. Atoms clear out their vis_locs on Destroy, so
we do not need to "own" references to things that have us in their
vis_contents.

This combined with knowing our old loc's loc off Moved made the use of
weakrefs here unneeded. Similarly, atoms inside atom movables qdel on
when the upper layer is deleted, so most cases of the qdeleting signal
were unneeded.

Also, we only cared about movement if we were an item (speaking of
which, I swapped out the isitem stuff with a flag that gets passed into
the new() call)

## Why It's Good For The Game

Speed

* Optimizes particle holders

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-04-16 23:59:20 +01:00
SkyratBot
327ebcb31c [MIRROR] Reworks burning objects to be a component [MDB IGNORE] (#20543)
* Reworks burning objects to be a component (#74688)

## About The Pull Request

Title.

## Why It's Good For The Game

Simply put, allows for atoms which are not /obj but use atom_integrity
to burn up too, which is nice and good.
But also, it allows for neat behavior like burning particle effects
(only structures use that right now to spawn smoke)

![image](https://user-images.githubusercontent.com/82850673/231595051-2a8d0574-33cc-4cd9-9d61-65566decf4ef.png)

## Changelog

🆑
add: Burning structures spawn smoke particles. Sick.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Reworks burning objects to be a component

* modular

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-04-14 23:44:14 +01:00
SkyratBot
82f5bf7af2 [MIRROR] Fixes omen component door crushing failing, fixes tilted vendors double dipping on omen people [MDB IGNORE] (#20540)
* Fixes omen component door crushing failing, fixes tilted vendors double dipping on omen people (#74692)

## About The Pull Request

- Fixed door crush always failing.
- It passed `forced = TRUE` and not `force_crush = TRUE`, so it just did
a limp close -> re-open. Fixed that

- Fixed tilted vendor double dip
- It checked for tiltable but not already tilted, meaning you can get
crushed -> move -> get crushed by the same vendor. Fixes that

## Why It's Good For The Game

Curses

## Changelog

🆑 Melbert
fix: Omen Component door crush works
fix: Omen Component vendors will no longer double dip (double tip)
/🆑

* Fixes omen component door crushing failing, fixes tilted vendors double dipping on omen people

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-04-13 22:13:16 -07:00
SkyratBot
9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
SkyratBot
3a5a1d4058 [MIRROR] Imports and Contraband: Different! Cargo crates without locks! MEAT! [MDB IGNORE] (#20423)
* Imports and Contraband: Different! Cargo crates without locks! MEAT!

* helping make 20423 a little more mergeable (commits to a nonmaster branch) (#20434)

* regal condor my beloved

* damn ok

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>

* [merges to pr 20423, get this first] more nitpicks in regards to the imports pr (#20497)

missed mirror and a nitpick i forgot

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:03:30 +01:00
SkyratBot
fe8fc4d010 [MIRROR] Split weapons_and_items.dmi icons into their own categories [MDB IGNORE] (#20360)
* Split weapons_and_items.dmi icons into their own categories

* update modular

* I hate the dme

* random ass define removal fix

* missing icons fix

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 19:53:43 +01:00