Commit Graph

508 Commits

Author SHA1 Message Date
SkyratBot
ead1aa0b76 [MIRROR] TGUI for Techfabs II: The Great Recategorizing (AND ICONS) (AND MECHFABS) (AND AUTOLATHES) [MDB IGNORE] (#16616)
* TGUI for Techfabs II: The Great Recategorizing (AND ICONS) (AND MECHFABS) (AND AUTOLATHES)

* Still doesn't compile but there's no more conflicts

* [PR PR] Makes #16616 Compile And Work (#16656)

Oh hey, it compiles!

Co-authored-by: scriptis <scriptif@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: RimiNosha <106692773+RimiNosha@users.noreply.github.com>
2022-10-06 11:54:38 +01:00
SkyratBot
2b60c5d7a3 [MIRROR] Cargo boxcutter [MDB IGNORE] (#16582)
* Cargo boxcutter (#70170)

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

* Cargo boxcutter

Co-authored-by: Shadyyy66 <114319683+Shadyyy66@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2022-10-01 09:08:02 +01:00
SkyratBot
0339798a42 [MIRROR] Removes network cards and printers from tablets [MDB IGNORE] (#16451)
* Removes network cards and printers from tablets

* merge tablet_presets

* printer.dm should have been deleted, missed change

* update contractor tablet

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-09-27 23:16:32 -04:00
SkyratBot
d0b706c041 [MIRROR] Removes AI and Charge parts from tablets, adds support for more later. [MDB IGNORE] (#16381)
* Removes AI and Charge parts from tablets, adds support for more later.

* merge conflict

* remove modular tablet loadout item

* fix SR maps referencing tablets, add clear PDA instead of modular tablet loadout

* remove pda loadout item

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-09-27 17:52:24 -04:00
SkyratBot
6f529588eb [MIRROR] Add the atmos thermal imaging goggles [MDB IGNORE] (#16327)
* Add the atmos thermal imaging goggles (#68878)

* add atmos thermal imaging goggles, which shows the temperature of the gas mixtures around the user.

* Add the atmos thermal imaging goggles

Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com>
2022-09-19 22:15:30 -07:00
SkyratBot
3cbfb20f16 [MIRROR] Adds a Service Plumbing Constructor [MDB IGNORE] (#16255)
* Adds a Service Plumbing Constructor

* Update chem_dispenser.dm

* Update code/modules/reagents/chemistry/machinery/chem_dispenser.dm

Co-authored-by: pizzie11 <arandom11111@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-09-17 13:01:11 -07:00
SkyratBot
77c20e53bd [MIRROR] medical/security modsuit updates and modules [MDB IGNORE] (#15953)
* medical/security modsuit updates and modules (#69194)

tweaks the colors on the security modsuit to be lighter, i think i did that on the original pr but it got reverted due to merge conflicts
makes the standard quick carry module have nitrile level carrying instead of latex level
environmental bodybags are now always pressurized
adds medical and security hardlight bags, which are environmental bags you can use to move people through space, security ones can be sinched to prevent escape
adds a medical version of the prisoner capture module, for patient transport, prisoner capture and patient transport now use the medical/security holobags, medical one deploying them faster. when you move too far out of range the holobag dissipates
adds a defibrillator module, extends shock paddles
adds a thread ripper module, this module temporarily rips away the matter of clothing, to allow stuff like injections, surgery, defibrillation etc through it
adds a surgery processor module, essentially a portable surgery computer like borgs have
fixes a bug where you can unwield defibrillator paddles just after starting the do_after to defib onehanded
fixes a bug where the modsuit gps would have a broken name when renamed

* medical/security modsuit updates and modules

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-09-04 12:57:06 +01:00
SkyratBot
fd5eef46ff [MIRROR] Coffeemaker Fixes [MDB IGNORE] (#15750)
Coffeemaker Fixes

Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-28 14:17:51 -04:00
SkyratBot
35f2361a90 [MIRROR] The Ambrosia of the Corporate Masses: Coffeemakers [MDB IGNORE] (#15666)
* The Ambrosia of the Corporate Masses: Coffeemakers

* oops

* this is so me when i copy paste merge conflict markers

Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-08-27 16:24:03 -04:00
SkyratBot
4a0711e6e3 [MIRROR] Replaces non-departmental required experisci experiments with extremely expensive discount experiments [MDB IGNORE] (#15659)
* Replaces non-departmental required experisci experiments with extremely expensive discount experiments

* Update all_nodes.dm

Co-authored-by: Spookuni <70739420+Spookuni@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-08-17 14:46:06 +01:00
SkyratBot
4d913a19bd [MIRROR] Player-craftable Trapdoors [MDB IGNORE] (#15618)
* Player-craftable Trapdoors

* Update trapdoor.dm

Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-08-13 22:05:53 -07:00
SkyratBot
e32ad68c3c [MIRROR] Fax Machine [MDB IGNORE] (#15573)
* Fax Machine (#69083)

* Adds the Fax machine, which allows you to send and receive faxes from around the station.

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

* Fax Machine

* our maps

Co-authored-by: twilightwanderer <88540658+twilightwanderer@users.noreply.github.com>
Co-authored-by: twilightwanderer <twilightwanderer@ users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-08-13 18:11:24 -07:00
SkyratBot
dbd4667d23 [MIRROR] Adds keyboard shell [MDB IGNORE] (#15610)
* Adds keyboard shell (#69105)

Adds keyboard shell.

Works very similar to the thought listener component for BCIs
It opens up an input panel when you use it (tgui_input_text)
Players with the illiterate quirk cannot use this shell. When they try to use it they get a warning message.
It's printed out as assembled (like compact remote or controller)
It can fit in a bag but not in a box
Has small capacity (SHELL_CAPACITY_SMALL)
Available after researching the Advanced Shells tech node
Can be printed from the component printer or the protolathe
Costs 2000 glass and 10000 iron sheets to print (slightly more than the controller shell)
Has 3 outputs. First one returns the entity who used the shell, second is the text that entity wrote and submitted, third one is triggered after the input window is closed. (by submitting, cancelling or just hitting the X button)
Icons (screenhots from the dream maker)

* Adds keyboard shell

Co-authored-by: YusufEmirKoroglu <67878361+YusufEmirKoroglu@users.noreply.github.com>
2022-08-13 17:31:39 -07:00
SkyratBot
9a1cd0c107 [MIRROR] Removes the "proximity crew pinpointer" (the ones parameds spawn with), paramedic PDAs start with the lifeline app instead [MDB IGNORE] (#15461)
* Removes the "proximity crew pinpointer" (the ones parameds spawn with), paramedic PDAs start with the lifeline app instead (#68993)

* Parameds start with the Lifeline tablet app instead of a proximity pinpointer, with a Calomel bottle replacing their now empty medical belt slot.

* Removes the "proximity crew pinpointer" (the ones parameds spawn with), paramedic PDAs start with the lifeline app instead

* wew

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-08-08 01:51:25 +01:00
SkyratBot
b1bd40e760 [MIRROR] [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition> [MDB IGNORE] (#15362)
* [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition>

* Fixes merge conflicts and compilation errors, alongside fixing the joker card to make it fully functional again

* Fixed a bunch of info variables in map files

* Alright this is why I wanted this merged yesterday

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-04 15:50:15 +01:00
OrionTheFox
a5bfedf7c8 [MANUAL MIRROR] Add a long-range version of the gas analyzer [MDB IGNORE] (#14930)
* Add a long-range version of the gas analyzer (#68051)

* Add a long-range version of the gas analyzer, a tier 2 engineering variant of the analyzer.

* Remove our version

* new iicon??

* CORRECTLY NAMED new icon

* remove old node

Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com>
2022-07-16 11:53:34 +01:00
SkyratBot
0777ed611a [MIRROR] You can now tape people's mouths closed (Also tape GAGS) [MDB IGNORE] (#14894)
* You can now tape people's mouths closed (Also tape GAGS)

* Apply suggestions from code review

Co-authored-by: Ebb-Real <95765134+Ebb-Real@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-07-13 21:32:06 +00:00
Pinta
886b9ad109 [SEMI-MODULAR] Ports over the anesthetic machine rom Beestation (#14452)
* we did it boys, medical RP is solved

* Update modular_skyrat/modules/medical/code/anesthetic_machine.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update modular_skyrat/modules/medical/code/anesthetic_machine.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update modular_skyrat/modules/medical/code/anesthetic_machine.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update modular_skyrat/modules/medical/code/anesthetic_machine.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update modular_skyrat/modules/medical/code/anesthetic_machine.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update obj_flags.dm

* Update anesthetic_machine.dm

* Update anesthetic_machine.dm

* Update anesthetic_machine.dm

* gee, I sure hope somebody got fired for that blunder

* Update anesthetic_machine.dm

* box

* adds to R&D

* Update code/__DEFINES/obj_flags.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update code/modules/mob/living/carbon/life.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/medical/code/anesthetic_machine.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update anesthetic_machine.dm

* Update modular_skyrat/master_files/code/modules/research/designs/misc_designs.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update anesthetic_machine.dm

* Update tgstation.dme

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-07-12 19:16:20 -04:00
SkyratBot
553b6ae47f [MIRROR] Combat mech research nodes now require mech-themed experiments rather than bomb experiments. [MDB IGNORE] (#14863)
* Combat mech research nodes now require mech-themed experiments rather than bomb experiments. (#67756)

* Mechs require a new Mech scanning experiment centered around damaging/destroying mechs, instead of being behind weaponry, which requires ordnance research.

* Combat mech research nodes now require mech-themed experiments rather than bomb experiments.

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2022-07-12 01:12:57 +01:00
SkyratBot
32e95d68ac [MIRROR] Adds logging for experisci completion [MDB IGNORE] (#14737)
* Adds logging for experisci completion (#68147)

Adds logging for experisci completion

* Adds logging for experisci completion

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
2022-07-04 23:51:02 -07:00
SkyratBot
4cf8844d3d [MIRROR] Watering cans for botany [MDB IGNORE] (#14599)
* Watering cans for botany (#67712)

* Watering cans for botany

* Clean up weird bugs by just coding the feature out

* 70u for the old can and /// like it should be

* Updated can icons courtesy of Wallem

* Swaps botany buckets for watering can on maps

* A line

* Watering cans for botany

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-28 17:25:54 +01:00
SkyratBot
89b60b4144 [MIRROR] Adds the Active Sonar mod to the game. [MDB IGNORE] (#14513)
* Adds the Active Sonar mod to the game.  (#67828)

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

* Adds the Active Sonar mod to the game.

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
2022-06-25 22:17:18 +01:00
YakumoChen
2be17492fd Permit HUD QOL (#14364)
* Update hud_glasses.dm

* Update cargo.dm

* Update wardrobes.dm

* Update wardrobes.dm

* Update wardrobes.dm

* Update wardrobes.dm

* Lol overwrites

* Update tgstation.dme

* Update hud_glasses.dm

* Update hud_glasses.dm

* Update all_nodes.dm
2022-06-19 10:13:57 -07:00
SkyratBot
b07b1752e5 [MIRROR] Projectile Dampener Module is now printable [MDB IGNORE] (#14397)
* Projectile Dampener Module is now printable (#67390)

* The projectile dampenaer MODsuit module can now be researched through security modsuit node, and can be printed.

* Projectile Dampener Module is now printable

Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2022-06-19 10:11:27 -07:00
SkyratBot
3f95ebbd5e [MIRROR] Fishing, Version 1 [MDB IGNORE] (#14370)
* Fishing, Version 1 (#67691)

Adds fishing and fishing minigame.
You use fishing rod to fish.
Equipping specific bait/hook/reels will affect your success chances.
You can fish out fish,items and other things.

Fishing Equipment
Fishing rods have three slots: Bait, Reel and Hook.
Any food can be used as bait but dedicated bait makes fishing easier.
You can buy hook and line sets
New bait types:

Worms : Buy can of them at cargo (alternative acquirement method pending)
Doughballs : Use knife on flat piece of dough to get five of them.
Fishing rod types:

Basic : Print these at the lathe, nothing fancy here.
Tech: Experimental tech. Provides infinite bait
Fishing rods can also hook and reel normal items.

Equipment screen and reeling video
Fishing spots
Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then.

Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in.
Maintenance moisture traps.
Beach away mission water.
Fishing portal available for purchase from cargo - This is stopgap until we fill more spots.
Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations.
All fish types can have specific traits, most common ones being favourite and disliked bait types/categories.

Other
Fishing catalog now lists fishing related info
New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this.
Fish now have average weight and size. Make sure to boast if you catch a big one.
Adds tgui mouse passthrough
Screens
Sprites:

Fishing portal sprite by @ ArcaneMusic
Other sprites by @ Mey-Ha-Zah
Bad ones by me. (Could still use better fishing minigame backgrounds)
Sounds:

https://freesound.org/people/soundscalpel.com/sounds/110393/
https://freesound.org/people/soundslikewillem/sounds/343748/

* Fishing, Version 1

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-06-17 00:30:40 +01:00
Melli
db55858aae [READY] [SEMI-MODULAR] Port several (HUD) glasses from several Bay codebases (#13879)
* Add Aviators and Aviator HUDs

* fuckkkk it wasnt in tgstation.dme 💀

* Add toggleable modes for the Aviator HUDs

* fix missing sprite for on_mod aviator_sec_flash

* Add Aviator HUDs to techtree

* Add retinal projector meson

* Change AviatorSec from red to blue sec theming

* ofcourse I forgot the on_mob sprites

* Fix small naming bug

* Make retinal projectors not brighter

* Add more retinal projectors

* Fix some issues with retinal projector sprites

* Add Aviators (HUD+Prescpt) and Ret.Proj to loadout

* Jesus fuck why did I try refactoring super tired

* Add civilian retinal projector

* Add Science Aviators and Ret.Proj

* Fix inconsistent indentation clothesmate.dm

* Implement modes (flash/cont/off) into retinal proj

* Add research node for science aviator

* Add Ret.Proj to techtree and designs

* Split designs into designs.dm

* block spacing + early return tenary for proc

* Boil other procs down to one mode toggle + misc

* Messed up code indentation in all_nodes.dm

* Take out suicide message for aviators

* Oops, apparently ..() is absolutely meaningless if no parent is defined

* Update modular_skyrat/modules/modular_items/code/modular_glasses.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Remove single-char vars

* Apply reviews to loadout,descriptions and tinting

* Make fake aviators a subtype of fake sunglasses

* add \improper to the parent AR type

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Instead of printing to chat, print as balloon

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-06-08 02:18:50 +01:00
SkyratBot
7d84bde9c6 All AI Lawsets are rebalanced, can be researched, appear in config, and random spawners for AI upload. (#14162)
Co-authored-by: Tim <timothymtorres@gmail.com>
2022-06-07 14:39:59 +01:00
Zonespace
be8aae16f5 hello again (#14053) 2022-06-03 14:36:56 +01:00
SkyratBot
1b0ca6cc10 [MIRROR] When AI rolls "Unique AI" station trait, upload modules won't be available until research, and research requires more points. [MDB IGNORE] (#14002)
* When AI rolls "Unique AI" station trait, upload modules won't be available until research, and research requires more points. (#66633)

Rolling unique AI station traits removes boards from map and changes research costs of other lawsets.

* When AI rolls "Unique AI" station trait, upload modules won't be available until research, and research requires more points.

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2022-05-31 10:16:10 +01:00
SkyratBot
11a1410ae6 [MIRROR] Scipaper rebalancing: Nitrium and halon shell removal. Nitrous added. Emphasis on BZ. [MDB IGNORE] (#13962)
* Scipaper rebalancing: Nitrium and halon shell removal. Nitrous added. Emphasis on BZ.

* Scipaper rebalancing: Nitrium and halon shell removal. Nitrous added. Emphasis on BZ.

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-05-28 15:48:48 +01:00
SkyratBot
cac326409b [MIRROR] Cytology techweb tweaks and microscope crafting recipe [MDB IGNORE] (#13971)
* Cytology techweb tweaks and microscope crafting recipe (#67012)

* Cytology techweb tweaks and microscope crafting recipe

Co-authored-by: Andrew <mt.forspam@gmail.com>
2022-05-28 13:53:46 +01:00
SkyratBot
4b46d2cb77 [MIRROR] Standardizes ID cases and fixes cell charger/APC module [MDB IGNORE] (#13794)
* Standardizes ID cases and fixes cell charger/APC module (#67168)

Removes cell chargers showing up twice in Industrial Engineering, and fixes the APC module's sprite.
To prevent more bugs like this, I standardized other IDs to all use snake_case.

* Standardizes ID cases and fixes cell charger/APC module

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-05-23 17:58:24 +01:00
SkyratBot
9e30f1befd [MIRROR] MODsuit module update: new stuff and improved old stuff [MDB IGNORE] (#13685)
* MODsuit module update: new stuff and improved old stuff (#67042)

Doubles the range of the MOD Pathfinder AI
Fixes modules rendering below the suit.
Adds the ability for modules to be used when inactive.
Documents/cleans up some code.
Updates some old descriptions and explains some concepts better.
Armor Booster and Ash Accretion can no longer boost your speed over no slowdown at all.
Makes flashlight module start with 4 instead of 3 range, so it's better for people that don't know about configuration.
Doubles t-ray module range, from 2 to 4 (t-ray scanner is 3).
Puts the noslip module lower in progression, lowers its' price to 2.
New sprites for the magnetic harness module by Onule.
Brings back the holster module, it can now be used when the suit is inactive, can be printed with security suit research.
Adds the power kick module for the ERT Commander. It's a powerful kick.

* MODsuit module update: new stuff and improved old stuff

* should be all

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-05-19 07:29:57 -07:00
SkyratBot
9e9b8584d6 [MIRROR] Removes CPU, Sensors and Identify ModPC parts. [MDB IGNORE] (#13594)
* Removes CPU, Sensors and Identify ModPC parts.

* Update computer_part_designs.dm

* Update tablet.dm

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-05-15 19:43:02 -07:00
Gandalf
42674e1d25 https://github.com/tgstation/tgstation/pull/66386 2022-05-07 23:43:54 +01:00
SkyratBot
7de610b221 [MIRROR] Printable N-Spects [MDB IGNORE] (#13150)
* Printable N-Spects (#66510)

Makes N-Spects printable (unlocked with Basic Security Equipment) and removes the line in their description about them being hard to replace.

* Printable N-Spects

Co-authored-by: Spock <zacharysdf@gmail.com>
2022-04-26 16:46:38 -07:00
SkyratBot
b501ff54ea [MIRROR] Adds the Accounting Console to the game (HOP Job Content) [MDB IGNORE] (#13119)
* Adds the Accounting Console to the game (HOP Job Content)

* Update economy.dm

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-04-26 15:27:04 +01:00
SkyratBot
a2aac9dd31 [MIRROR] updateDialog and updateUsrDialog cleanup [MDB IGNORE] (#13118)
* updateDialog and updateUsrDialog cleanup (#66494)

This PR focuses on cleaning up two procs - updateDialog and updateUsrDialog. Both of which are/were used updating for old HTML UIs. As these UIs got converted to TGUI over time, these old code fragments started to pile up, often due to coders simply overlooking them. This resulted in them being dead code doing nothing when called, or randomly opening up windows when they shouldnt, for example when a vending machine is screwdrivered and UI cannot even be interacted with.

However, there were also some desirable uses - like opening a window when an ID is inserted into civilian bounty console, which you are then gonna obviously use to pick a bounty. I kept these uses and replaced them with proper ui_interact, so they now always work, instead of them working only when you had them set as a currently used machine on mob. The list of these changes is:

    Civilian Bounty Console will now always bring up its UI when you insert the ID.
    Air Alarm and APC will now always bring up its UI when you unlock their controls.
    Portable Chem Mixer, Chem Dispenser, Chem Heater, Improvised Chem Heater, Chem Spectometer and Chem Master will now always bring up their UI when you add or replace beaker to them.

Two old /Topic calls were cleaned up as well, as they were no longer relevant.

Removes dead or outdated code, adds sensible UX when working with certain UIs.

* updateDialog and updateUsrDialog cleanup

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
2022-04-26 15:26:56 +01:00
SkyratBot
5da7c0eb6b [MIRROR] Redoes decal painter UI and adds tile sprayer [MDB IGNORE] (#13072)
* Redoes decal painter UI and adds tile sprayer

* wew

* wew

Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-24 21:33:39 +01:00
SkyratBot
c0b6fd78cc [MIRROR] Medilathe can now print pill bottles [MDB IGNORE] (#13031)
* Medilathe can now print pill bottles (#66417)

Co-authored-by: bumtickley00 <pebis@ lol.com> (really?)

* Medilathe can now print pill bottles

Co-authored-by: Tony <19880843+AdmiralPancakes1@users.noreply.github.com>
2022-04-23 15:03:43 +01:00
ghost sheep
ab33e73a8f [Semi-modular] Adds wirebrush tool for Janiborgs to Cyborg Utility Research (#12963)
* [Semi-mdlr] Adds wirebrush tool for Janiborgs to Cyborg Utility Research

* My bad
2022-04-22 15:16:53 +01:00
SkyratBot
010748c674 [MIRROR] Circuit laserpointers [MDB IGNORE] (#12906)
* Circuit laserpointers (#66175)

* unfinished circuit laserpointer module

If this makes a pr I will be very mad

* Almost done making it function

* adds it to the research path

* lets it be logged

* Makes it work and printable

* removes felinid moving to save time dilation + removes cyborg stun because just no

* minor changes

* removes unused var oops

* guh?? (alphabet)

* Circuit laserpointers

Co-authored-by: Bond <58570888+TheBonded@users.noreply.github.com>
2022-04-19 19:10:27 +01:00
SkyratBot
6aebab2146 [MIRROR] MODsuit module update: clamp nerf, replacement of holster and pepper spray modules, some tweaks to suit starting modules [MDB IGNORE] (#12783)
* MODsuit module update: clamp nerf, replacement of holster and pepper spray modules, some tweaks to suit starting modules

* Update mod_control.dm

* fixes

* fix2

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-04-18 20:34:32 -07:00
SkyratBot
eb384b9cb9 [MIRROR] Actually Actually Fixes Illegal Tech [MDB IGNORE] (#12878)
* actually actually fixes illegal tech (#66241)

* Actually Actually Fixes Illegal Tech

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
2022-04-18 16:27:21 -07:00
Pinta
bd4e0c0f4f [MOSTLY MODULAR] Oppressive Force Relocation Medicell (#12654)
* start

* It's important to have this be a standard part of every medical doctor's kit

* Update modular_skyrat/modules/modular_weapons/code/medcells.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update modular_skyrat/modules/modular_weapons/code/medcells.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* fun removal

* removes the fools

* refactors a whole bunch of code

* safety

* Update medcells.dm

* wew boy

* Update medcells.dm

* Update medguns.dm

* adds to techweb

* Update mediguns.dm

* Update medcells.dm

* Update medcells.dm

* Update medcells.dm

* body safety

* Update medcells.dm

* Update medcells.dm

* Update medcells.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-04-11 02:45:26 +01:00
SkyratBot
85ab6b0252 [MIRROR] Turbine Rework [MDB IGNORE] (#12634)
* Turbine Rework (#65586)

This PR rework the atmos turbine into a 3x1 multiblock machine.
The calculations are now done by simulating the flow of gases and expansion work that they do inside the turbine (heavily simplified), now a pressure differential between the inlet and outlet will heavily change the output of current that the machine is able to deliver.

The machine will not use stock parts for upgrades, but instead it will use 3 main components that are to be made by hand (except for the first tier that can be printed)
Those are compressor part, rotor part and stator part.
There are 4 tiers to them where the last one will use metallic hydrogen to be made, but will significantly increase the output and resistance of the machine.

-- Docs for the turbine:

A work based engine that “simulates” the flow of gas to calculate the energy produced by the moving gases.

These gases cool down while passing through due to the work done on the turbine blades and the expansion it get inside the machine
The new turbine

The machine will be expanded into a 1x3 multiblock machine that will accomodate 3 parts to it:

    An input compressor
    An output turbine
    A core rotor

There are 3 other main component that are:

    The Compressor Blade part
    The Rotor Shaft part
    The Stator Generator part

These three are the main (and only) upgrade path the machine can follow.
Parts
Input Compressor

It handles the input of gases inside the machine, it contains the Compressor Blade part.
This part moves the gas in, compresses it and increases its temperature by the amount of work the compression of the gas does.
Output Turbine

It handles the output of the gases outside the machine, it contains the Stator Generator part.
The gases moving through will expand 6x the initial volume and cools down before getting expelled.
Core rotor

Main part of the multiblock machine. It contains all the logic for building and processing the turbine.
Can be connected to a computer for control.
Contains the Rotor Shaft part.
Upgrades

The three installable parts can be upgraded with specific sheets to improve their efficiency and resistances. Each tier up will increase the max RPM reachable by the turbine and the max input temperature that the machine can take before starting to be damaged.

Each first tier part can be printed in any Lathe (proto/auto) but it requires hand crafting with different materials to be upgraded.

    Compressor Blades can be upgraded with plasteel, titanium and metallic hydrogen.
    Rotor Shaft can be upgraded with plasteel, titanium and metallic hydrogen.
    Stator Generator can be upgraded with titanium, metallic hydrogen and zaukerite.

-- End docs

Fixes #50667 (Infinite power generation by piping turbine output into its input. This worked because there was no temperature threshold, and the cost of applying pressure via pumps was lower then the power generated -Lemon)

Better turbine in many aspects, preparation for SM rework

* Turbine Rework

* conflicts

* ew

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-11 01:37:43 +01:00
SkyratBot
4aca943f84 [MIRROR] Replaces the accounting machine with all IDs having their own bank account by default. [MDB IGNORE] (#12625)
* Replaces the accounting machine with all IDs having their own bank account by default.

* Update _job.dm

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-11 00:56:46 +01:00
SkyratBot
b5637295af [MIRROR] Science Night Vision Goggles [MDB IGNORE] (#12602)
* Science Night Vision Goggles (#65867)

This adds science NV goggles to the game, (chemscan night vision goggles) available after NV tech is researched. And gives a research scanner to science sunglasses.

* Science Night Vision Goggles

Co-authored-by: Ebb-Real <95765134+Ebb-Real@users.noreply.github.com>
2022-04-08 03:32:16 +01:00
Gandalf
b2cf8866ee Upstream merge 65375 (#12455)
* Reworks & TGUIs mecha equipment (#65375)

TLDR
Mech UI now TGUI: https://streamable.com/ahjydy
Mechs now use "slots" for equipment
They can only mount 2 guns(left and right arm, left and right click to use)
Tesla & Concealed bay is removed
Removed mech damage deflection

Full list of changes
Note: weapons in this section refer to all click-using equipment such as guns/hydraulic clamp/etc

Hackmd: https://hackmd.io/lgr-LetfSKyHzPP0zQUXPA
Tesla has been removed (Tesla gives you effectively infinite power on station and off station(where the design direction for mechs is intended) they are useless)
Concealed mech bay has been removed (Concealed mecha bay relied on selection for visibility so it doent make sense to exist when all equips are "selected", the code was bad (instead of flag or something you just used locate() everywhere)
Honker no longer has snowflake UI (I'm sorry but if I have to make a third UI for this im going to go insane)
Mechs now mount 2 arm weapons, and certain amount of "utility", "armor" and "power" module types
The two arm weapons do not share a cooldown anymore UNLESS they are identical weapons
left click to shoot left weapon right click for right weapon, this will shoot the weapon unless you click next to you with a ranged weapon it will then try to melee (This also applies to attaching the weapon to the mech)
It is no longer possible to deflect or have multipliers for damage from innate or armor sources, armor will now just apply a direct armor change
Since plasma generator needed to be selected to use you now need to click on the power generator with a stack of plasma to refill it
Internal damage:
The mech no longer needs to be low health to take internal damage
Internal damage now no longer has several convoluted ways to fix each different type and is now a timed action performed in the UI
Weapons no longer have an RNG chance to be damaged or immediately deleted by damage
Weapons will now take damage aimed at the right and left arms respectively, this can be repaired using the new UI. NOTE: this is intended to be implemented as weapon/module disabling but I left it out of this PR to try resemble some shortness
Both internal and equipment damage have minimum thresholds of damage required in a hit before they attempt to check whether the mech should take internal or equipment damage, teh threshold is lower for equipment damage
You can no longer reload weapons using energy

Demo Video
https://streamable.com/ahjydy

* Reworks & TGUIs mecha equipment

* Update firefighter.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: SkyratBot <skyratcommunity@gmail.com>
2022-04-01 01:18:03 +01:00
Pinta
0c66c10298 [SEMI-MODULAR] Medical Smartdarts (#11836)
* adds the base dart in

* the gun

* the gun ammo

* injection mechaincs

* adds to chem-master

* fixes smartdarts on syringe guns

god, I hate having to make non-modular changes like this....

* Apply suggestions from code review

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update smartdarts.dm

* Update smartdarts.dm

* Update chem_master.dm

* code refactoring

* Update chem_master.dm

* Update code/modules/projectiles/guns/special/syringe_gun.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update code/modules/reagents/chemistry/machinery/chem_master.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update smartdarts.dm

* adds a chemical whitelist system

* dart sprites

* dartgun sprites

* adds it to R&D

* Update dartguns.dmi

* Update code/modules/reagents/chemistry/machinery/chem_master.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update smartdarts.dm

* formatting changes

* Update chem_master.dm

* spacing procs

* Update modular_skyrat/modules/medical/code/smartdarts.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* injection message only shows when trying to inject mobs

* Update smartdarts.dm

* Update smartdarts.dm

* Update chem_master.dm

* Update smartdarts.dm

* Renaming

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update smartdarts.dm

* Update chem_master.dm

* Update code/modules/reagents/chemistry/machinery/chem_master.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update smartdarts.dm

* fixes transfer amounts

* now injects pure chemicals

* OD protection

* Update modular_skyrat/modules/medical/code/smartdarts.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update smartdarts.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-03-30 19:09:18 -04:00