Files
Bubberstation/code/modules/buildmode
vinylspiders ae3a8acb8e * Turns mush cap into an extorgan
* Trimming the fat

* Trimming the fat

* Update mushpeople.dm

* Adds colorblindness as a mild brain trauma (#76527)

What the title says.
The brain trauma makes the whole screen monochrome until cured.

![image](https://github.com/tgstation/tgstation/assets/82850673/442d24a8-6625-454c-bc28-64b786b03f49)

I feel like the current pool for mild brain traumas is quite lame, this
helps spice it up a bit with something that is quite annoying and
distracting but not game breaking (as mild brain traumas should
generally be).

🆑
add: Added colorblindness as a mild brain trauma.
/🆑

---------

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

* Fix species `var/hair_color` not being used for, well, hair color (#82168)

`var/hair_color` for species was intended to be used as a "this species
uses this type of hair color thing"

But at some point that got completely lost and now it's only used for
sprite accessories

This fixes that. That means Slimepeople now have properly slimey hair.
And Ethereals are less snowflake once more.

🆑 Melbert
fix: Fixed Slimepeople's hair not matching their slimey colors.
/🆑

* Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)"

This reverts commit c4cb756.

* Revert "Adds colorblindness as a mild brain trauma (#76527)"

This reverts commit eb815f5.

* Update _species.dm

* unused var

* Caps list..

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Attempts to fix CI errors

* Update cap.dm

* Update _external_organ.dm

* Update monkey.dm

* Revert "Update monkey.dm"

This reverts commit 29f54c8.

* Revert "Update _external_organ.dm"

This reverts commit 8de5ea7.

* Update _external_organ.dm

* Revert "Update _external_organ.dm"

This reverts commit 644cc56.

* Fix CI maybe?

* Update cap.dm

* Update DNA.dm

* Some cleanup/updating to upstream

* Update global_lists.dm

* Mush

* Update mushpeople.dm

* Hopefully the last fix

* Doing this differently

* Update organ.dm

* Update organ.dm

* Update organ.dm

* Update organ.dm

* Update organ.dm

* OK

* Update organ.dm

* Update podpeople.dm

* maybe

* Hm

* Hm

* Will this break things?

* Revert "Will this break things?"

This reverts commit bd288c6.

* Test

* Update organ.dm

* Update organ.dm

* Revert "Update organ.dm"

This reverts commit ca77ff9.

* Update organ.dm

* .

* .

* .

* Update snail.dm

* Monkeys now use height offset (and monkey tail works) (#81598)

This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).

This reverts a lot of changes from
tgstation/tgstation#73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.

I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).

Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):

Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)

* Removes unneeded files

* Revert "Removes unneeded files"

This reverts commit 6469d37.

* .

* ok

* Update tails.dm

* Update monkey.dm

* Fix monkey screenshot test

* Update species.dm

* Update reinf_walls.dm

* Maintenance

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com>
2024-05-23 02:37:43 +02:00
..
2024-05-23 02:37:43 +02:00

Buildmode

Code layout

Buildmode

Manager for buildmode modes. Contains logic to manage switching between each mode, and presenting a suitable user interface.

Effects

Special graphics used by buildmode modes for user interface purposes.

Buildmode Mode

Implementer of buildmode behaviors.

Existing varieties:

  • Basic

    Description:

    Allows creation of simple structures consisting of floors, walls, windows, and airlocks.

    Controls:

    • Left click a turf:

      "Upgrades" the turf based on the following rules below:

      • Space -> Tiled floor
      • Simulated floor -> Regular wall
      • Wall -> Reinforced wall
    • Right click a turf:

      "Downgrades" the turf based on the following rules below:

      • Reinforced wall -> Regular wall
      • Wall -> Tiled floor
      • Simulated floor -> Space
    • Right click an object:

      Deletes the clicked object.

    • Alt+Left click a location:

      Places an airlock at the clicked location.

    • Ctrl+Left click a location:

      Places a window at the clicked location.

  • Advanced

    Description:

    Creates an instance of a configurable atom path where you click.

    Controls:

    • Right click on the mode selector:

      Choose a path to spawn.

    • Left click a location (requires chosen path):

      Place an instance of the chosen path at the location.

    • Right click an object:

      Delete the object.

  • Fill

    Description:

    Creates an instance of an atom path on every tile in a chosen region.

    With a special control input, instead deletes everything within the region.

    Controls:

    • Right click on the mode selector:

      Choose a path to spawn.

    • Left click on a region (requires chosen path):

      Fill the region with the chosen path.

    • Alt+Left click on a region:

      Deletes everything within the region.

    • Right click during region selection:

      Cancel region selection.

  • Copy

    Description:

    Take an existing object in the world, and place duplicates with identical attributes where you click.

    May not always work nicely - "deep" variables such as lists or datums may malfunction.

    Controls:

    • Right click an existing object:

      Select the clicked object as a template.

    • Left click a location (Requires a selected object as template):

      Place a duplicate of the template at the clicked location.

  • Area Edit

    Description:

    Modifies and creates areas.

    The active area will be highlighted in yellow.

    Controls:

    • Right click the mode selector:

      Create a new area, and make it active.

    • Right click an existing area:

      Make the clicked area active.

    • Left click a turf:

      When an area is active, adds the turf to the active area.

  • Var Edit

    Description:

    Allows for setting and resetting variables of objects with a click.

    If the object does not have the var, will do nothing and print a warning message.

    Controls:

    • Right click the mode selector:

      Choose which variable to set, and what to set it to.

    • Left click an atom:

      Change the clicked atom's variables as configured.

    • Right click an atom:

      Reset the targeted variable to its original value in the code.

  • Map Generator

    Description:

    Fills rectangular regions with algorithmically generated content. Right click during region selection to cancel.

    See the procedural_mapping module for the generators themselves.

    Controls:

    • Right-click on the mode selector:

      Select a map generator from all the generators present in the codebase.

    • Left click two corners of an area:

      Use the generator to populate the region.

    • Right click during region selection:

      Cancel region selection.

  • Throwing

    Description:

    Select an object with left click, and right click to throw it towards where you clicked.

    Controls:

    • Left click on a movable atom:

      Select the atom for throwing.

    • Right click on a location:

      Throw the selected atom towards that location.

  • Boom

    Description:

    Make explosions where you click.

    Controls:

    • Right click the mode selector:

      Configure the explosion size.

    • Left click a location:

      Cause an explosion where you clicked.