Commit Graph
1071 Commits
Author SHA1 Message Date
Hayden RedactedandGitHub 582e0fee9f Adds a Notice to the Examine of Welded Airlocks (#32060) 2026-06-04 23:20:39 +00:00
PollardTheDragonandGitHub 384de2908e Fixes blast door collisions (#32061) 2026-05-28 06:35:21 +00:00
PollardTheDragonandGitHub a36183f361 Fixes collision on double airlocks (#32047) 2026-05-21 19:28:13 +00:00
MixityMaxityandGitHub 9b570fc75c Wallening Mapping QoL (#31956)
* manual rotation vars and subtypes

* hacky (?) spawner fix

* light map fixes

* linter
2026-05-13 22:10:25 +00:00
68fb77a19a Wallening 2: Return of the attack of the girders [MDB IGNORE][IDB IGNORE] (#30609)
* WE HAVE LIFTOFF

* Reinforced wall + fixes

* (Reinforced) windows

* Adds nameless plasmaglass sprites

* Plasma windows

* Unnamed cult walls

* Add window edges back

* Wooden walls

* Plasma walls + THANK YOU CHAP

* Oops

* Wooden names

* Cult walls

* Plasma walls

* Uranium walls

* Golden walls

* Silver walls

* False wall basics

* All false walls

* Remove old walls

* Fixes

* First girders

* Build steps

* New floors and decalized floor tiles.

* satisfy linter

* Add command decals, remove old "blue tile" decal

* update script number

* have ATMs put their decals on last

* add engineering decals

* update spritesheets

* lots of tile coloring fixes

* more engi tile fixes

* more tile fixes

* linters

* fixes conflict?

* conflict fixes

* fix layering issue

* cult, necropolis, plastitanium, rocks, backrooms walls

* survival pod walls, prepare for titanium, plastitanium fwall fix

removes diagonal smoothing and the nodiagonal subtype from titanium walls as survival pod walls are a subtype of titanium

* linters

* linters again

* linters number 1 million and counting

* titanium walls

* brass walls, floors, windows

* titanium window, plastitanium window

* brass window smooths with wood and brass walls

* linters number 1 million and one

* all walls smooth with airlocks

in preparation for airlock sprites in a separate PR

* now all walls smooth with airlocks

* windows smooth with airlocks

* separate wallbumps, partially add apc

* tinted window

* survival pod windows

* oops i reverted apc.dm

* mapping fixes

* more mapping sprites

* more mapping stuff, fix my ungodly smooth rocks

* linters

* apc fix

* air alarm, apc, fire alarm offset preparations

* fire alarm implementation + rock fixes + firelock smoothing

* airlocks + supposed map fixes

* engi/atmos airlocks + overlays

* the rest of the doors lol

* linters + freezer fix

* fixes

* shuttle airlock + misc fixes

* firelocks

* fix

* oops

* i need to stop pushing fixes early

* shuttle airlock quickfix

* external airlocks + hatches + fixes

* centcom doors

* highsec airlocks

* vault airlock, double airlocks

* yaya deconflictsies

* lotsa fixes

* light fixes + blastdoor fixes

* firelock gap fix

* light construction fix + rcd fix

---------

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Alexios <skillpointHD@Gmail.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
2026-04-22 14:49:30 +00:00
CRUNCHandGitHub 50aa879eb4 Update door.dm (#31866) 2026-04-13 23:32:16 +00:00
PollardTheDragonandGitHub 394c3b0108 Stealth and Steel: The Space Ninja (#31497)
* Space Ninja Antag Datum

* Small fixes

* Ninja outfit, ekatana, actions

* Ninja scanner and spans

* Ninja uplink implant

* Ninja bombs

* Ninja bomb flare grants

* Ninja modsuit, objective payouts

* Fixes objectives

* Ninja stealth fix, modsuit sprites and final implementations

* Lints

* Ninja scanner sprites

* Ninja Suit and Energy Shuriken Sprites

* Fixes config, Adjusts stim ability, adds shuriken printer and e-shurikens, uplink stuff

* Fixes a duplicate icon

* Attack chain

* Energy katana item sprite

* Ninja net gun

* Brazil

* Spawning ninjas, ninja on traitor panel, ninja spawn sound

* Linter

* Objective stuff

* Fixes n grey suits

* Objectives

* Trim intro sound

* Event, spawn point

* Ninja Outfits, Vox Check, Bug Fixes, Mirror at ninja spawn

* Address code review

* Oops

* Uncomments an important thingy

* Update: Gave space ninjas access to maints and an agent ID card. Updated net description.

* Update scanner examine

* Removes excess file

* Makes ninja scanner fit in belts and ninja suits. Gives them NV goggles

* Fixes modsuit sprite issue

* Energy shuriken fixes

* Scanner fix

* Printer fix

* Fixes some runtimes

* Fixes capture teleport

* Clothes rename

* Buffs energy katana, adds soft no-drop to ekatana, buffs ninja modsuit, fixes equip bug

* Adds research levels to ninja gear

* Fixes ninja capture issue

* Remaps ninja dojo

* Better cuff removal

* Forgor

* Fixes action availability

* Updates walls at dojo

* Improves ninja modsuit

* Windoors can now be opened with the katana

* Adds advanced pinpointer to ninja uplink

* Fixed energy nets sticking

* Fixes slime people ninjas

* Adds reroll to ninja capture if target is DNR. Prevents off Z-level targets

* Oop

* Adds reactor sabotage objective.

* Fixes ninja cuffs

* Removes Carp scroll from uplink. Adds Krav Implant to uplink
2026-03-25 23:11:10 +00:00
PollardTheDragonandGitHub fd3be1aa32 Fixes door buzz (#31632) 2026-02-21 00:16:47 +00:00
Christer2222andGitHub b5eabdf1a9 You can now stick forks into outlets (#31435)
* now shocks

* machines + added get_internal_wires

* removed duplicate variable on syndicatebomb

* adds wire tearing, check if the door has a plating

* return a few item_interaction_complete

* linting + unpowered message

* removed some checks  + floodlights + ChemMaster

* cut_random_uncut() -> cut_random_uncut_wire()

* simplified random wire selection

* return ..() + removed /

* early return if not machine

* get_internal_wires() comment

* attackchain

* attackchain + comment removal

* duplicate variable removal

* removed extra lines

* removed some / + removed unnecessary checks

* removed uncut wirecount function + extra check to cooking machinery

* attack chain signal

* space

* removed some \thes
2026-02-17 19:12:09 +00:00
warriorstar-orionandGitHub 9238ae0f0e add the ability to build airlock chambers (#31514)
* add the ability to build airlock chambers

* fix identical variables lint

* switch to span macros

* make return values consistent

* can remove access elecs with crowbar
2026-02-11 22:28:54 +00:00
203105788c [IDB Ignore] Heretic: The Mansus Re-Opened (#30738)
* fixes

* fuck my stupid chungus life

* Minion limit, heal fix, dead sac fix

* cooldown, no sacrificing star gazer or ascended alive heretics

* blade debuff

* oopsy

* Update tgui.bundle.js

* map diff bot what ya doing

* fuck that chat spam

* lets heretic armour hold a haunted longsword

* why not it makes sense

* do_after

* god I hate this bullshit

* other lewc stuff

* push

* heretic id card fix

* she tg on my ui till I css

* yes

* spent

* fix / ipc buff (real)™️

* moderate again

* revert

* no reserve

* bringing up to master

* update map files to master

* didnt replace centcomm

* beginning some rebalancing

* aggressive spread tweaks

* lots of tweaks and fixes

* trying to un-key the maps

* maybe this time

* this time????

* oops

* sql fix

* basicmob conversion

* paintings! and a critical influence fix

* rust + tweaks

* monster tweak

* small change

* removing this

* more tweaks. no more dusting

* added some examine_more

* flower seeds

* various tweaks. more to come

* no more conduit spacing

* fixed some dumb stuff

* silly stuff

* its always prettier

* bugfixes and linters

* linters, wow

* oops

* bah

* linter

* fuck you

* temp check

* hidden influence drain

* influence visible message

* tweak fix

* void cloak bugfix

* small fixes

* fixes

* do_after_once broken

* fixes and tweaks

* heretic blade potential fix + sacrifice changes

* batch of fixes

* tiny tweak

* rebuilt TGUI

* no greentext + rerolls

* logging + bugfix

* unused var

* small fix

* various fixes

* comment

* projectile change

* tgui rebuild

* tgui bundle redo

* rune issue solved

* influence visible now

* fix ui reloading

* new moon ascension + fixes + icons

* tweaks, species sprites

* tgui rebuild

* small tweak + linter

* harvester icon tweak

* spans

* fixes and tweaks

* caretaker nerf + tweaks

* potential fix for knowledge

* roller fix

* mad mask

* Update tgui.bundle.js

* void phase tweak

* Update tgui.bundle.js

* misc tweaks

* fix heretic not retargeting correctly with cryo

* simplify logic

* this is better

* lots of fixes and tweaks

* Update tgui.bundle.js

* linter

* linter

* fireshark and greyscale insanity

* fish

* Update tgui.bundle.js

* linter

* linter

* tgui

* no window shopping

* fish fix

* tgui rebundle

* moon smile runtime fix

* various fixes

* sacrifice fixes

* insanity is easier now, madness mask changes.

* bugfixing + teleport change

* linters + tweaks

* Update code/modules/antagonists/heretic/status_effects/mark_effects.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com>

* Update code/modules/antagonists/heretic/status_effects/mark_effects.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com>

---------

Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com>
Co-authored-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: Paul <pmerkamp@gmail.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
2026-01-27 20:36:52 +00:00
6c294803a2 Adds Door/Window Barricading Mechanics (#31417)
* redoes entire pr to prevent linters and stuff

* teehee silly me i forgot to fix this

* some small fixes

* hp changes

* code formatting stuff

Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>

* formatting

Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>

* removes var that doesn't need to exist

* review+linters

* more linters

* OOPS

Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>

* removes an src.

Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>

* Revert "removes an src."

This reverts commit 1716bf7e60.

* review+consistency

* review, some fixes, and consistency

* Apply suggestions from code review

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>

* review

* Apply suggestions from code review

Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>

* call me jesus because i just converted someone into a NONE

* Apply suggestions from code review

Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>

* formatting stuff

Co-authored-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>

* success

* e

* Update door.dm

* Update code/game/machinery/deployable.dm

Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>

* Update deployable.dm

* Update code/game/machinery/deployable.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>

---------

Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>
Signed-off-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Co-authored-by: spacegeese <136994596+spacegeese@users.noreply.github.com>
Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2026-01-27 01:38:47 +00:00
kyunkyunkyunandGitHub b0463d3c83 Convert most spans to defines (#31080)
* spanish?

* aaaagain

* keep maptext

* Update robot_items.dm

* Update span_defines.dm

* compiles

* Update silicon_mob.dm

* compile
2025-12-13 23:55:48 +00:00
ToasticalandGitHub a1fc8db55f standardize temperature_expose args (#30903)
* standardize temperature_expose args

* some i missed

* remove dubious use of temperature_expose()

* fix hardsuit tank insertion proc

* remove unused gas_mixture arg

* revert test_tiny.dmm
2025-12-01 18:58:38 +00:00
80453f856d Fix windoor autoclosing when valid mobs stand among dead mobs. (#31077)
* Fix windoor autoclosing when valid mobs stand among dead mobs.

* Apply suggestions from code review

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: Alan <alfalfascout@users.noreply.github.com>

---------

Signed-off-by: Alan <alfalfascout@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
2025-11-27 09:49:42 +00:00
ToasticalandGitHub 51c47d8342 Fix compiler errors for 1670 (#30874)
* stage 1

* hud alist

* mobs and parry

* stage ?

* we dont even need an alist here
2025-11-11 10:38:24 +00:00
PollardTheDragonandGitHub e4b5e22917 Fixes some basic mob zaps (#30569) 2025-09-28 16:29:35 +00:00
211ccbe233 Converts airlocks to have departmental based wires. (#30196)
* the majority

* Update code/game/area/ss13_areas/science_areas.dm

Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>

---------

Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
2025-09-22 17:41:26 +00:00
warriorstar-orionandGitHub 3208049a8a Attack chain migration: structures. (#30365)
* Attack chain migration: structures.

* whoops

* wth
2025-09-14 19:21:36 +00:00
6862135913 Ports some old TG lighting + opacity refactors (#29724)
* lighting ports

* missed these

* fix

* tweak optical scanners

* Update code/datums/elements/light_blocking.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com>

---------

Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
2025-09-08 19:25:37 +00:00
kyunkyunkyunandGitHub 1f461fe2d2 Nullify all armor that is equal to armor = null (#30116)
* nullifier

* manually remove identical vars
2025-08-19 13:13:41 +00:00
ContrabangandGitHub 1504ed98be massive burndown (#29894) 2025-07-27 20:52:39 +00:00
kyunkyunkyunandGitHub 4ac4ce6eef Make multitile airlocks/poddoors non directional (#29551)
* less dirs

* cleanup a bit more

* should've read docs

* updatepaths

* mb now
2025-07-15 20:38:26 +00:00
kyunkyunkyunandGitHub 2bc70f523c Sorta revert of #29402 (#29436)
* Revert "Remove useless fillers for multitile doors (#29402)"

This reverts commit e351e69ad5.

* keep em

* now we are safe
2025-05-25 16:49:37 +00:00
kyunkyunkyunandGitHub e351e69ad5 Remove useless fillers for multitile doors (#29402)
* fix

* OH so that was the issue

* ...
2025-05-25 15:45:48 +00:00
warriorstar-orionandGitHub af87e274ed refactor explosive holopara bomb to component (#29338)
* refactor explosive holopara bomb to component

* fix examine range

* proper signals

* fixing this oneoff for airlocks as a high-priority target

* proper support for pull
2025-05-25 15:35:12 +00:00
kyunkyunkyunandGitHub ec6a23eec5 Make multitile airlocks/poddoors directional (#28928)
* Update multitile airlocks

* Update shuttle_rotate.dm

* updatepaths

* code review changes + linters

* i failed my own linters

* updatepaths
2025-05-04 02:35:33 +00:00
warriorstar-orionandGitHub fa1faf6054 add 'get machines by type' to SSmachines (#28979) 2025-04-16 17:17:54 +00:00
warriorstar-orionandGitHub e5b7eb9559 Space ruin: The sieged lab, a submap extravaganza. (#28393)
* Space ruin: The sieged lab, a submap extravaganza.

* fix airlock access

* fix skiff, make whole lab teleproof for now

* indestructible rivet command room

* add strategically placed helpful items/spawners

* fix gun rack placement

* no butchering on harbinger murder

* small adjustments

* esword drop as a treat, m90 seems excessive

* make boss door obvious

* Lots of map/boss fixes

* Update everything for razor wire, try and unfuck some weird AI behavior

* stupid mines

* sort and fix comments for different ruin categories

* always place ruin for TM

* first batch of fixes

* reinforce hard rock walls

* tweaks

* improve hard rock design

* tiny cleanups

* singleton out med and sci rooms

* kitchen rework updatepath

* run updatepaths

* update maplint exceptions
2025-04-08 18:16:28 +00:00
warriorstar-orionandGitHub ff0c749f31 refactor: add commonly used investigate category defines (#28826) 2025-03-30 23:10:48 +00:00
MigratingcocofruitandGitHub ebf7fdbfd2 Radiation Rework (#28320)
* initial changes

* Rad wave is working. now to implement the rest

* Makes the waves square

* Makes wave square

* multiplies the strength in all instances of radiation_pulse by 4 because each pulse makes one wave instead of 4 now

* Undef thing and apply suggestion

* Make radiation_pulse() not radiate the radiation source and implements contamination

* Adds contamination to uranium walls and meteors

* Fixes stuff

* Handle some contamination on attack still need to take care of meteors

* Fixed the meteor stuff

* Introduce emission types

* moves contaminate_touch to an atom proc and renames it to contaminate_atom

* deduplicates some contamination code

* Move inherent radioactivity to a component and signals from the atom vars and behaviour

* fix some things with the new component

* Update inherent_radioactivity.dm

* implement contaminating things that hit things that are inherently radioactive

* window things

* adds emission type to the rad_act call

* Changes radiation insulation values on a bunch of stuff

* fixes radioactive component radiating the wrong type

* more adjustments

* refactros rad_act

* adjustments to collector power production

* Adds plastitaniumglass windows and makes further adjustments

* Adds sprites to the shards and plastitanium directional window

* Update misc_cleanables.dm

* removes alpha rad insulation from floor turfs

* Fixes a bug with the starting tile of radiation waves

* More adjustments

* Adjusting singularity rad production

* reduces window half life a bit to make power smoother and buffs full window rad conversion

* Strengthens gamma and beta radiation effect on mobs.

* Makes radsuit block radiation completely

* Fixes Geiger Counters

* Fixes contamination not irradiating the contaminated thing

* Fixes inherent radioactivity not processing. Also makes it stop processing when a nuke core is contained

* Fixes ghost contamination

* Adds info to the collector

* Handles alpha radiation better on humans and changes some instances of rad_act to base_rad_act

* oops

* adjustments and fixes to alpha rad handling on mobs

* Make collector info more compact

* Core no longer radiates and contaminates from within the nuke until the plates are removed

* Contamination no longer counts as being inside a mob(it is supposed to be surface level)

* Adds inherent radioactivity to a bunch of uranium things. makes it all process.

* Nerf full windows

* Adjustments to collector and fulltile window radiation absorption

* Reduces passive contamination, especially while on the floor

* Adds different rad types to the geiger counter and fixes a runtime

* Makes full tile windows strong again and disallows building them on top of collectors

* adds emissive blockers to the rad blacklist and gives windows and collectors priority when irradiating for increased consistency

* Gives each contamination type it's own color.

* Gives each contamination type it's own color.  And makes the rad hud display them separately

* Changes how much the radiation wave affects the source tile, adds decay for performance reasons and adjusts collector parameters as well as SM and singulo rad production

* improves performance at very high rad amounts

* Fixes supermatter sliver box not containing radiation

* Restores supermatter sliver to old behaviour(not inherently radioactive)

* Slight nerf to fulltile windows and removes an unnecessary multiplication from rad wave processing

* Removes redundant line from window rad act

* Fixes radiation waves ignoring walls

* fixes it better

* more adjustments to collector stats

* Adjustment to collector gamma absorption

* increases grille beta blocking

* Review changes
2025-03-02 20:34:45 +00:00
659aba36f8 used > user (#28536)
Co-authored-by: Toastical <toastical@toaster.com>
2025-03-01 03:37:27 +00:00
SilverplateandGitHub eb1d866fa7 Refactors SSTicker checks (#28469)
* SSTicker check update

* Wilk first pass
2025-03-01 03:29:36 +00:00
Charlie NolanandGitHub 194e851b8f SSair performance improvements (#28271) 2025-02-12 22:39:09 +00:00
Vi3triceandGitHub 8a47c1a835 Clean up firedoors and add proper emag behavior (#28087)
* That was a lot of running around

* This ordering is better

* Update areas.dm

* Update firedoor.dm
2025-02-02 19:14:07 +00:00
warriorstar-orionandGitHub f479ace54f Attack chain migration: /obj/machinery (#27784)
* one at a time let's go

* air alarm

* so many

* meh

* hell

* hell

* hmm

* Attack chain migration: /obj/machinery

* what the fuck?

* hell

* review fixes

* whoops

* fix build

* nuke fixes, more tests

* gland dispsenser and start of autolathe test

* var renames

* small fixes

* i tire of life

* more tests

* more tests

* more tests

* shrink map

* customize autolathe design disk load delay

* cell charger

* fire alarm frame installation test

* funny and burz reviews

* nuke fixes
2025-01-26 00:23:42 +00:00
fda350cd1e Migrates door remotes to the new attack chain + fixes janikeyring (#27925)
* migrates door remotes + removes unused airlock var

* remove janikey do_after bar

* me stoopid

* initializes + remove extra line

---------

Co-authored-by: Toastical <toast@toaster.com>
2025-01-21 17:18:43 +00:00
93ed0f096d Refactors AI / camera eyes and slows holopad holograms to walk speed (#25078)
* Refactor/deduplicate camera eye code

Camera Eyes previously had duplicated logic across several files. This
change uncooks the spaghetti. Additionally, half-baked support for TG's
multicam feature has been removed, as it was not functional or in use.

* lets ff now

* Camera Eye refactor fixes and finishing touches

This change completes a refactor of AI eyes, which were previously used
by xenobio consoles, syndicate and abductor camera consoles, shuttle
docking computers, holograms, and, of course, the AI. Duplicated logic
has been extracted to an abstract base mob, /mob/camera/eye, from which
new types for each of the above now derive.

Functionality is largely the same, with only a few minor cosmetic
differences (i.e. camera eyes are now appropriately named given their
type and user), as well as a quality-of-life enhancement for holograms,
slowing their movement speed to base run speed to prevent users from
accidentally zooming out of calls.

* Camera eye refactor: Fix AI acceleration toggle

The acceleration toggle was broken in the camera eye refactor, as
previously the boolean was stored on the AI rather than its eye. This
change fixes that.

* Camera eye refactor: Fix syndicate cam visibility

With the camera eye refactor, the syndicate advanced camera consoles
lost the ability to view maintenance tunnels and other areas without
active cameras, seeing static in their place instead (as all other
cameras do). This change reinstates the original behavior.

* Camera eye refactor: Convert spaces to tabs

* Camera eye refactor: Fix CRLF

* Apply suggestions from code review

General minor code quality improvements suggested by GDNgit

Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com>

* Apply suggestions from code review

Rename parameter names to avoid src accesses, remove an ambiguous and
unused mob_define and holopad range variable from a previous WIP, change
the for loop in /mob/camera/eye/relaymove to a for-to loop, and change
the chat message warning, sent when an AI Eye is created on an AI that
already has one, to a stack trace

* Adds toggle to AI commands for fast holograms

* Refactor ripped Hologram Eye relaymove

Previously, the relaymove proc for hologram eyes was redundant and
nearly impossible to read. It has been separated out into a few
different named procs, and has had its use of `spawn` removed.

* Remove unnecessary src access

* Fix bug involving shuttle placement outlines

The camera eye refactor that this commit is a part of introduced a bug
that prevented shuttle placement outlines from showing up on first use
of the shuttle console. This change fixes that bug.

* Unrevert some changes from #26306 lost in merge

* Remove erroneous free xray vision on advanced cams

* Autodoc camera acceleration vars

* Remove redundant null var initialization per code review

Co-authored-by: Drsmail <60036448+Drsmail@users.noreply.github.com>
Signed-off-by: asciodev <81930475+asciodev@users.noreply.github.com>

* Changed variables to camel_case, autodocs, cleanup

Changed a number of camera eye-related variables to camel_case style,
added appropriate autodoc comments, as per code review. Also removed an
unused cameranet function, modified the call signature of a cameranet
function to be more semantic, and changed a qdel-on-initialize in camera
eyes to return INITIALIZE_HINT_QDEL instead.

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>

* Remove stray qdel(src) per code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: asciodev <81930475+asciodev@users.noreply.github.com>

---------

Signed-off-by: asciodev <81930475+asciodev@users.noreply.github.com>
Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com>
Co-authored-by: Drsmail <60036448+Drsmail@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
2025-01-17 18:22:43 +00:00
dac57002ff [PORT] Add mantis blades (new traitor item) (#27594)
* add mantis blades

* fix nuclear only

* fix .dme edit

* fix linter

* new attack chain

* maybe fix linter

* add NT mantis blade to syndicate 6

* newline

* add list

* fix nested types

* ability to pry open doors with two blades

* Update code/game/machinery/doors/airlock.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com>

* requested changes

* remove transform

* replace sleep with addtimer

* Update code/datums/uplink_items/uplink_general.dm

Co-authored-by: PopeDaveThe3th <80988376+PopeDaveThe3th@users.noreply.github.com>
Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com>

* Update code/datums/uplink_items/uplink_general.dm

Co-authored-by: PopeDaveThe3th <80988376+PopeDaveThe3th@users.noreply.github.com>
Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com>

* Update code/game/objects/items/weapons/storage/uplink_kits.dm

Co-authored-by: PopeDaveThe3th <80988376+PopeDaveThe3th@users.noreply.github.com>
Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com>

* Update code/modules/research/designs/weapon_designs.dm

Co-authored-by: PopeDaveThe3th <80988376+PopeDaveThe3th@users.noreply.github.com>
Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com>

* Update code/modules/research/designs/weapon_designs.dm

Co-authored-by: PopeDaveThe3th <80988376+PopeDaveThe3th@users.noreply.github.com>
Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com>

* Update code/modules/surgery/organs/augments_arms.dm

Co-authored-by: PopeDaveThe3th <80988376+PopeDaveThe3th@users.noreply.github.com>
Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com>

* Update code/modules/surgery/organs/augments_arms.dm

Co-authored-by: PopeDaveThe3th <80988376+PopeDaveThe3th@users.noreply.github.com>
Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com>

* Update code/modules/surgery/organs/augments_arms.dm

Co-authored-by: PopeDaveThe3th <80988376+PopeDaveThe3th@users.noreply.github.com>
Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com>

* Update code/modules/surgery/organs/augments_arms.dm

Co-authored-by: PopeDaveThe3th <80988376+PopeDaveThe3th@users.noreply.github.com>
Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com>

* Update code/modules/surgery/organs/augments_arms.dm

Co-authored-by: PopeDaveThe3th <80988376+PopeDaveThe3th@users.noreply.github.com>
Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com>

* Update code/modules/surgery/organs/augments_arms.dm

Co-authored-by: PopeDaveThe3th <80988376+PopeDaveThe3th@users.noreply.github.com>
Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com>

* add safetys and some cleanup

* return parry sound

* snake case and replace CALLBACK with VARSET_CALLBACK

* move attacking logic and update item and uplink description

* cleanup

* first attempt

* fix conditional statement

* update paradise.dme

* edit whitespace

* signal interceptors

* improve some logic

* oops

* use COMSIG_INTERACTING

* return one whitespace

* subtype for mantis blades

* replace .GetComponent() with signal

* fix typo

* better naming

* attempt_cancel_message and some logic

* split logic

---------

Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: PopeDaveThe3th <80988376+PopeDaveThe3th@users.noreply.github.com>
2025-01-17 18:16:59 +00:00
Charlie NolanandGitHub d28c584f0c Fixes uninstalled windoor electronics. (#27907) 2025-01-10 19:32:50 +00:00
warriorstar-orionandGitHub 0eafad8475 Refactor /mob/unEquip. (#27720)
* Refactor /mob/unEquip.

* fix things found in testing

* more fixes from testing

* fix removal of hooded suits

* fix flayers inability to deploy swarmprod

* fix changeling blade activation

* unnecessary parens

* pass default unequip args to proc overrides

* fix belts being able to forceMove into full hands
2025-01-10 01:58:35 +00:00
Charlie NolanGitHubBurzahparadisess13[bot] <165046124+paradisess13[bot]@users.noreply.github.com>
e6f99049f6 MILLA phase 2 (#27659)
* MILLA phase 2

* Lint.

* Build Rust library

* Assorted bugfixes and tweaks

* Simplify fire mechanics and make hotspot sending to DM more reliable.

* Assorted tweaks, fixed an issue in the core engine and removed the softcap it made necesary.

* SM fixes, slower plasmafire, less overpowered pyro anomalies, and air alarm improvements.

* Review fixes.

* Build Rust library

* Unbalanced icon.

* Rebalance immovable rods.

* Unbalanced has alerts, can fight airflow (but get slowed)

* Build Rust library

* Stronger space cooling, slower temperature flow, faster burns, burnt floors, and a hotspot display fix.

* Build Rust library

* Tweaks to avoid merge conflict

* Oops.

* Build Rust library

* Rebalance wind.

* Rebalance temperature flow and space cooling.

* Fix gas flamethrower.

* Build Rust library

* Make air push slowdown directional, so you don't get slowed while moving with the air.

* Variable name cleanup.

* Reduce the speed of wind pushes.

* Prevent wind pushes from breaking your pull.

* Prevent swaps during wind push.

* Made supermatter crytals reliably run last in atmos machinery.

* Sped up plasmafire burning, but dropped the minimum burn amount.

* Rebalanced SM heat output.

* Rebalanced pyro anomaly.

* Build Rust library

* Lint

* Build Rust library

* Uncap fuel burnt readout.

* Added Custom air alarm mode, dropped Refill cap to ONE_ATMOSPHERE.

* Updated air alarm modes to use pressure settings instead of ONE_ATMOSPHERE

* Added a list of areas not in Filtering to atmos alert computer.

* Increase pressure gradient and vent output, especially at low distro pressure.

* Changed Immovable Rod from Moderate to Major.

* Lint

* Build Rust library

* More lint!

* Build Rust library

* Magboots, scaled slowdown, and nukie borg immunity

* Wind image

* Wind v2

* Wind v3

* pngcrush

* pngcrush again

* Moved hotspot removal into SSair, add wind effect.

* Lint

* Build Rust library

* Fix hotspots.

* Hotspot visual based on gas burnt

* Build Rust library

* Scaled wind to gas amount, stopped first wind push while moving.

* Made Rust panic logging safer.

* Made MILLA full tick and sleep timers more honest.

* Pressure overlay, ghost mode, atmos goggles.

* Build Rust library

* Lint

* Build Rust library

* More lint-y stuff.

* Build Rust library

* Repair pressure overlay if it loses its loc.

* Bind pressure overlays to their tile better.

* Build Rust library

* Make the pressure overlay work on z=1 and not proliferate effects.

* Don't block the supply shuttle.

* Don't fine for special effects.

* Maybe don't fine for ghosts, either.

* Build Rust library

* Make pressure overlay play nice with shuttles.

* Build Rust library

* Pressure scanning for borgs.

* Build Rust library

* Lint

* Build Rust library

* Made explosions not generate so much wind.

* Removed an old and non-functional proc.

* Clientless mobs can get pushed again.

* Build Rust library

* cargo fmt

* Build Rust library

* Don't divide by zero.

* Plasmafire generator for the Shadow

* Update shadow to use plasmafire generators

* Fix shadow's plasmafire generators going out on depart.

* Prevent heat2color from runtiming at absolute zero.

* Better nanofrost

* Build Rust library

* Singularity immunity

* Build Rust library

* Add back meson mode to atmospheric scanner goggles, so they don't stare deeply into the SM

* Build Rust library

* Dump panic outputs into data/ instead.

* Build Rust library

* Apply suggestions from code review

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>

* Saner handling of MILLA crash.

* Build Rust library

---------

Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>
Co-authored-by: paradisess13[bot] <165046124+paradisess13[bot]@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2025-01-01 20:12:05 +00:00
warriorstar-orionandGitHub c6fc2fbe00 Remove hopefully unused 'unpowered' airlock subtype. (#27732) 2024-12-24 02:14:21 +00:00
79bad427c8 Movement cross/uncross implementation. (#26762)
* refactor: Movement cross/uncross implementation.

* wrong var name

* fix unit tests dropping PDAs into nowhere

* Add documentation.

* remove unused constants

* say which procs are off limits

* fix simpleanimal z change runtime

* helps not to leave merge conflicts

* kill me

* fix typecast

* fix projectile/table collision

* treadmills don't cause MC to crash anymore

* connect_loc is appropriate here

* fix windoors and teleporters

* fix bonfires and clarify docs

* fix proximity sensors

Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers

* lint

* fix: polarized access helper false positives

* Revert "fix: polarized access helper false positives"

This reverts commit 9814f98cf6.

* hopefully the right change for mindflayer steam

* Changes following cameras

* fix glass table collision

* appears to fix doorspam

* fix ore bags not picking up ore

* fix signatures of /Exited

* remove debug log

* remove duplicate signal registrar

* fix emptying bags into locations

* I don't trust these nested Move calls

* use connect_loc for upgraded resonator fields

* use moveToNullspace

* fix spiderweb crossing

* fix pass checking for windows from a tile off

* fix bluespace closet/transparency issues

* fix mechs not interacting with doors and probably other things

* fix debug

* fix telepete

* add some docs

* stop trying to shoehorn prox monitor into cards

* I should make sure things build

* kill override signal warning

* undef signal

* not many prox monitors survive going off like this

* small fixes to storage

* make moving wormholes respect signals

* use correct signals for pulse demon

* fix pulse heart too

* fix smoke signals

* may have fucked singulo projectile swerve

* fix singulo projectile arcing

* remove duplicate define

* just look at it

* hopefully last cleanups of incorrect signal usage

* fix squeaking

* may god have mercy on my soul

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* lewc review

* Apply suggestions from code review

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* burza review

* fix bad args for grenade assemblies

* Update code/__DEFINES/is_helpers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

---------

Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2024-12-21 08:07:44 +00:00
QwertytofortyandGitHub 0caf77d272 Attack Chain Migration: /obj/item/card (#27556)
* the work so far

* She returns on my TRUE till I ITEM_INTERACT_SUCCESS

* do this too (rip good commit name)

* Did you know? You can stamp ID cards!
2024-12-15 21:06:48 +00:00
c6fcd16078 Buffs Brass - Adds a Selection of New Brass Furnishings (#27465)
* creation

* Update clockwork-overlays.dmi

* Update computer.dmi

* Update computer.dmi

* Update Operating.dm

* airlock

* Update airlock_types.dm

* Update code/game/machinery/Sleeper.dm

Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

---------

Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
2024-12-10 16:04:47 +00:00
warriorstar-orionandGitHub 4146b973f0 Attack Chain Migration: /obj/item/airlock_electronics/destroyed (#27538)
* Attack Chain Migration: /obj/item/airlock_electronics/destroyed

* don't register signals on global procs
2024-12-05 05:27:36 +00:00
warriorstar-orionandGitHub 525c68d617 Attack chain, initial setup. (pull *immediately* for *any* TM issues) (#26834)
* refactor: Attack chain, initial setup.

* migrate curtain to make dreamchecker happy

* update thurible

* don't call attacked_by separately for legacy attack chain

* remove duplicate proc

* condense similar code, put allowances for legacy code in new procs

* update docs, include diagram source

* add comment on how to update diagram

* fix admonition

* mindflayer updates

* remove commented out code

* clarify all steps

* after_attack should be overridable

* whoops

* retrofit recent changes

* duh, can't restrict this yet because of tool_acts

* i hate ore bags with the fire of a thousand suns

* return correct value for object attack logic

* Various cleanups.

We don't want to attempt to pull stuff out of `/obj/item/attackby`,
because those pieces are part of the related objects' migrations, not
`/obj/item` itself. Attempting to do this causes knockon effects where
things expected to call e.g. `/obj/item/storage/attackby` in the call
chain were not ferried over to the new item interaction code, because
the related objects hadn't actually been migrated over yet.

I've used refactoring /obj/vehicle as the example for migrating
`attackby` methods instead.

* simplify some argument names

* fuck it

* make it do the thing

* Rename CI module call

* Prove that CI works

* improve test output

* aaand fix it again

* fix curtain tool interactions

* fix compile error

* fix compile error

* Better docs, introduce migration plan tool.
2024-12-02 23:36:36 +00:00
ContrabangandGitHub 8352613d03 Adds CI for missing icon_states (#27063)
* Adds CI for missing icon_states

* yeah

* more fixes

* more fixes

* seems good

* moar

* fix

* yea

* hrtyhrt

* yeah

* WOE
2024-11-14 17:58:06 +00:00
Henri215andGitHub b38c4bbd4c A few description grammar fixes (#27134)
* Double spaces

* more space and misspelling

* Fixing punctuations

* Not now

* double dots

* Apply suggestions from code review

Signed-off-by: Henri215 <77684085+Henri215@users.noreply.github.com>

---------

Signed-off-by: Henri215 <77684085+Henri215@users.noreply.github.com>
2024-11-10 13:38:28 +00:00