* Added happy friend time mechanics working properly for fox and cat.
* Added vore mechanics and vore overrides
* No longer enable vore on simple animals by creating a "/vore" subtype. Instead we simply enable vore on the main type. Consensus being we don't need a type for non-vore versions of stuff.
* This allowed us to revert many path references throughout the codebase to the original non-vorestation back to their original values. In these cases the "Vorestation Edit" comment is removed.
* Moved the vore overrides for upstream simple animals into its own file zz_vore_overrides.dm
Links many map-specific details such as the station name, z-level information, and allowed jobs from global vars to map datum vars, which should help us maintain multiple maps at once in the future, which will be needed for the future Southern Cross.
Note that a config change will be needed to change GENERATE_ASTEROID to GENERATE_MAP, otherwise no changes should be required to continue normal map usage.
To change to a different map, it's suggested to tick the file that ticks all the other needed files, which for the Northern Star is called northern_star.dm.
Updates Bump() code.
Intents now use constants.
Simple animals can now use languages without overriding say().
There is now a difference between being able to smash normal and reinforced walls.
Reworks simple_animal/attackby so that constructs don't need to override it simply to add damage resistance.
Fixes runtime when a borg is reset.
Fixes issue where /proc/select_active_ai_with_fewest_borgs() would not always return the intended AI.
Fixes issues with new borgs spamming the master AI with creation messages under some circumstances.
Continues the wiring upgrade. Now cameras, airlocks, robots, and air alarms also use the new wire datum system.
Global wiring code is now removed but there are sneaky objects which didn't rely on them such as mulebots and autolathes.
Fixes a few issues from the previous upgrade.
AIs and borgs now share law statement procs, rather than have 95% identical code variants.
Improved handling available law-statement channels. Now lists all available radio channels + any additional variants (such as "Binary", "Holopad", etc.)
Fixes a bug where synths could not state laws on the binary channel due to improper return-value.
First pass on major conversion of xenomorphs to a human subspecies. Additional condensing of various redundant mob verbs.
Converted larva and diona to their own class, collapsed the rest of xenomorphs into a human species, other stuff.
Completely removed attack_alien(). Still have to reimplement some of the lost behavior for human/alien.
Reapplies lost attack_alien() functionality other than tackling/caressing.
Further alien/humanoid cleanup and xenospawn fix-ups. Also uncommented caste verbs.
Removed half-finished abilities system since species.dm handles it.
All xenomorphs functionality should be working now, other than the HUD, tackling and the xenomorph balance issues.
Added icons for xenomorph castes, moved broadcast languages into datums, removed alien_talk and robot_talk vars.
Merged with organ removal code.
Reapplied verbs to simple_animals/slimes. Updated species definitions to have appropriate organs.
Readded tackle as a human verb.
Borer changes regarding brain removal.
Working on moving the human HUD to the species datum a bit. Mixed results.
Moved Cortical Link to a language, added borer husks.
Tidied up the HUD stuff. Still need to make it rebuild properly when species is changed, but this will do for no
Compile fix, forgot the DME.
Fixed up ventcrawl, added new organ mechanics for dionaea.
Fixed up some overlooked sections causing mobs without brains to die immediately.
Fixed up plasma generation for queens, bugs with organs, force_organ issues with set_species().
We discovered that most of the problems were were having was because of BYOND passing lists (e.g. SE and UI) by-ref instead of the assumed by-val.
This commit adds dna.Clone() and (UI|SE).Copy() where needed. These should be used where DNA or SE/UI lists are COPIED, otherwise changes made in the reference will affect the real strand.
This change also messes with the gene activation logic.
Conflicts:
code/game/dna/dna2_domutcheck.dm
code/game/dna/genes/powers.dm
We discovered that most of the problems were were having was because of BYOND passing lists (e.g. SE and UI) by-ref instead of the assumed by-val.
This commit adds dna.Clone() and (UI|SE).Copy() where needed. These should be used where DNA or SE/UI lists are COPIED, otherwise changes made in the reference will affect the real strand.
This change also messes with the gene activation logic.
DNA now stores blocks internally as numbers and only makes the uni_identity and struc_enzymes strings when something has changed. This is vastly more efficient.
In addition, the API for using it has been simplified. Common tasks, such as setting a sub-block, or getting a value from the block, are handled entirely by the DNA datum with simple, easy-to-use procs.
Tested on local server, but may need balancing and additional look-over since the code is from our server (/vg/) and I likely broke or forgot something.
- modifying how runes are called to use reflection
- adding highlander code to make sure that there can only be one mask
- adding Spread Shadows spell
- adding cult admin investigation log
- adding mask icon
- creating the mask entity
- modifying the code for cult icons
- updating the camera net
- adding visibility network updates to all mobs
- unifying the culting and deculting process
- adding "Make Mask" function to Player Panel