* Better meteors
* Update move loop flags file references in comments.
* Adds MOVEMENT_LOOP_FORCE_MOVE, adds support for it to all movement types.
* Standardize meteor and rod movement.
* move_towards fixes
* Faster movement, fixed rod directions.
* Fix and simplify move_towards movement type.
* Bad comment.
* Oops.
* Revert requirements.txt change, doesn't belong in this PR.
* Apply suggestions from code review
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>
---------
Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Initial commit. Event.
* Started converting mobs to basic mobs. Migo and Creature. Needs aggressiveness AI
* Makes CI happy
* Fixes some file names
* Ticks files
* Fixes file again
* Update code/modules/events/demon_incursion.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Announcement sound, spawn adjustments
* Reduced spread when portals multiply
* Elite spawns when portal count gets high
* Fixes missing comma
* Converted migo, blank, and most of hellhounds to basic mobs. Added new controllers and behaviors
* Fixes
* Linters!
* Faithless moved to basic mob
* LINTERS
* Makes skeletons basic mobs
* Fixes, Ranged Attacks, Ranged variants of nether mobs
* Handles portal expansion chance
* Linters
* Fixes mobs not breaking shit
* Fixes ranged attacks
* Fixes ranged attacks
* oops
* Another oops. No config changes are needed here
* Twenty percent chance that a nether mob is a grappler
* Dimensional tear fixes
* Adjusts awaken distance for hostile mobs, makes variable melee attack rate for basic mobs
* Variable initial spawns, variable spread rates.
* Whole lot of fixes from merge, hellhound completion
* Updated lavaland winter biodome
* Makes basic mobs able to hurt other mobs
* Makes spawners properly rally basic mobs to beat up the attacker
* Extra line
* Removed comment
* Makes hellhounds stop resting when attacked or when they find a new target
* Fixed initial portal spawn amounts
* Borgs now affected by basic mobs
* Nerfs portal spawn rate, nerfs portal integrity, nerfs portal max mobs
* Grapplers now teleport to missed turfs
* Removes duplicate notices
* Buff portals a small bit
* Makes nether portals no longer RR - the body is now recoverable from the blank it became
* Makes portals layer above mobs
* Removed excess ranged attack var
* Changes list for determining start count to rely on mobs with client instead of all clients
* Nerfs portal max mobs
* Portals can no longer spread to within 3 tiles of another portal except on initial event start
* Adjusts target portal count for big mobs
* Spawners now properly remove nest values of basic mobs
* Portals now glow an evil red. When portals are destroyed, 50% chance per mob to slay the mob
* add prowling and return to home behaviors
* cut this down
* be a tiny bit smarter
* Some code cleanup
* Removes hostile base type, removing excess code
* Gives /obj/ a basic mob attack handler. Fixes turrets
* Gives basic mobs a HUD
* Fixes skeleton death flag
* Adjusted initial spawns
* Incursion portals now slowly convert turfs, up to range 3 of them, to hellish flooring
* Increases reward per destroyed portal
* Makes the final portal of an incursion play a sound on destruction, couple portal fixes
* Fixes basic mob xenobiology interactions
* Non-shit portal sprites
* Adds hostile machine element, mobs now actively target turrets and emitters
* Properly gibs things when they should gib
* Linter fix
* Portals now layer under living mobs but over dead ones
* Adds blackbox checking for demon incursion portal counts
* Increases mob sight range slightly to account for widescreen, adds alt-color for grappler, delays incursion announcement a bit more
* Portals now are more likely to spread the less there are
* Incursion portals now repair themselves after not being damaged for some time
* Grilles now shock basic mobs
* Portals will now clean up basic mob corpses near them by gibbing them
* Portal spread chance is now exponential regression
* Portal mob spawns now linearly scale in time
* Fixes some skeleton oversights in ruin mapping
* Demon incursions no longer can spread to tiles in a space area, such as near brig plating
* Moves corpse cleanup to mobs via component
* Portals now drop bodies that are being eaten when they're destroyed.
* Addresses code review
* Docs some vars
---------
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
* 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
* 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>
* 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.
* Retrofit TG pathfinder with upstream improvements
* i know how things work
* don't use HAS_TRAIT for things that aren't traits
* unique filenames
* i'm just a goofy lil moron
* use new block syntax
* apparently values don't need clamping with new block syntax?
* silence invalid JPS dest runtime
* fix runtime passing ID instead of access list
* LINDA -> MILLA
* Tiles now change their atmos mode properly.
* Fixed a bug that made walls generate supercold air when deconstructed/destroyed.
* Apply suggestions from code review
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com>
Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>
* Begone, var!
* MILLA -> milla
* Lint.
* More lint.
* Prevent negative/NaN atmos from spreading.
* Made fires start more reliably.
* Undef what the rest should not see.
* Enums are nice.
* Match LINDA better.
* Debugging verbs.
* Debug verb fixes.
* Labelled more lavaland stuff with ATMOS_MODE_LAVALAND
* Block superconductivity on a couple more things for Lavaland.
* Updated milla.dll
* Lavaland map fixes.
* Missed a spot.
* Begone, var! (again)
* Add libmilla_ci.so for continuous integration tests.
* Install/contributing instructions for MILLA.
* Directional plasmaglass windows on shuttles shouldn't stop protecting from heat after moving.
* Banish bad naming.
* Better naming and debug stats for SSair.
* Apply suggestions from code review
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>
* Magic numbers and formatting.
* Don't screw up the temperature during reactions.
* Efficiency and readability.
* Fix hotspots.
* Removed redundant safety (MILLA will already output an error)
* Optimizations.
* oops
* TGS build script update.
* Change API of gas_mixture and how you get one from a turf.
* Get in there.
* so many vars
* MILLA binary updates.
* Lint
* Made MT cost more honest.
* Gave MILLA a read-only mode.
* More read-only vs synchronized mode work.
* Even more.
* Synchronize disposals.
* Updated a bunch of stuff to use SSair.synchronize or GM.synchronize.
* MILLA <3 Tracy
* lint
* cargo fmt
* more lint
* Test needed MILLA sync.
* Silence atmos machinery that's behaving as intended, but continue objecting to other potential failures to synchronize.
* Push new MILLA DLL
* Build MILLA
* Update PR instructions for MILLA.
* Add some fancy plasmaglass windows to the Lifebringers' ship.
* The golems remembered that they should insulate *all* their engines.
* First round of TM bugfixes.
* Build MILLA
* fix two lavaland ruin turf types
* bunch more maps
* fixes milla ci and makes the interesting turf verb better
* Solid turfs can no longer conduct heat (for now...)
* Made indoor tiles in beach and winter biodomes not lavaland air.
* Re-added random IT teleport, adjusted warning message
* Fixed a tinted window on Lavaland to be a plasglass window instead.
* Made firelocks and holofans heatproof
* Made RPD auto-wrench pipes if you have a wrench in your offhand.
* Runtime fixes.
* Made visuals update more reliably.
* Lint
* Update .github/CONTRIBUTING.md
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>
* Build MILLA
* The Syndicate have installed tiny fans on their research base.
* The syndicate have figured out how to make plastitanium windows heatproof.
* This is getting out of hand. Now there are two of them.
* Un-break the auto-wrenching that I broke before committing.
* Build MILLA
* Build MILLA
* Massive MILLA refactor, assorted bugfixes.
* Build MILLA
* Explicit typing.
* Less sleeping/blocking.
* Build MILLA
* Yes, yes, this part can sleep.
* Build MILLA
* SSair reporting improvements.
* Build MILLA
* Please do not dock twice and splat yourself.
* Build MILLA
* Pls to not make SM go nuts.
* Build MILLA
* Build MILLA
* Added stricter lower bounds on plasmafire, fixing perpetually-burning SM.
* Build MILLA
* Lint
* Temporary logging, begone.
* Build MILLA
* Prevent hotspot strobing.
* Add in radiate_to_spess behavior.
* Build MILLA
* progress
* Compiling is good.
* bugfixes
* Progress.
* Ruins update.
* This one exists.
* Fixup temporary hotspots to last longer than one tick.
* Add/fix comments.
* Cut the slash.
* Fix test.
* No sleep for you.
* Build MILLA
* Prevent nested MILLA safety from runtiming.
* Build MILLA
* Runtime fix.
* Build MILLA
* Fix canisters not updating icon when gas contents change.
* Build MILLA
* Build MILLA
* Fixed an issue that made mechs very cold on environment air.
* Build MILLA
* oops
* Build MILLA
* Walls can make loud noises again.
* Build MILLA
* Fixes a rare runtime.
* Build MILLA
* Update .github/DOWNLOADING.md
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>
* Review suggestions
* Lint
* Build MILLA
* bound_mixtures now only contains mixtures that can be written
* Build MILLA
* Apply suggestions from code review
Co-authored-by: Matt <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>
* Build MILLA
* Restore the original async behavior of pyro anomalies.
* Build MILLA
* Build MILLA
* Make the safety assertion in /datum/milla_safe safer.
* Build MILLA
---------
Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>
Co-authored-by: FunnyMan3595 (Charlie Nolan) <funnyman@google.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com>
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
Co-authored-by: paradisess13[bot] <165046124+paradisess13[bot]@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: GDN <Roanrichards1@Gmail.com>
* Full Auto Gun Mode Component
* Apply some refactoring
* spaces mhmm
* Some signal movement
* Apply DGamerL suggestions
* Unknown SIGNAL_HANDLER no more
* Fix runtime if uid is passed
* Why the hell you even care
* god you serious
---------
Co-authored-by: Gottfrei <zweisen@gmail.com>
* Makes grilles and windows easier to smash
* Some cleanups, windoors too
* Adds tables, also holy shit these things are robust
* Update code/game/objects/structures/window.dm
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
* Make some reinforced windows stronger, too
* Sean review, addresses a bug I noticed
* Hanging return
* re-adds take_damage
---------
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
* Projectiles no longer have a chance to get blocked by broken grilles
* Better code is better
* Removes errant space
---------
Co-authored-by: adrermail@gmail.com <adrermail@gmail.com>
* move along move along
* Update bot.dm
* Diagonals are now more expensive
* Update path.dm
* Update parrot.dm
* Update path.dm
* Tweaks
* Fix cleanbot, add path safety
* Tweaked, added a safety, removed the previous one
* Update medbot.dm
* path.len isn't very safe as a whole, floorbots also had order of operations wrong
* Update medbot.dm
* clings not even once
* Back to the drawing board
* Update path.dm
* Make mules actually clear the drawn path.
* Make bots use step_towards unconditionally instead of flipping between step_to and Move
* Making extra sure the path is cleared. Somehow path was left over.
* Check for length as get_path_to is always true
* This and that
* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic
* Refactors Electrocution and Tesla Zapping---Improves Supermatter and Tesla
* forgot this one
* fixes and styling
* last tidbits hopefully
* machine frames
* use flags
* styling
* Adds support for self-filling reagent containers
* Sets tool_behaviour on the default set of tools
* Fixing merge conflicts
* Refactors welder to use tool behaviour
* The refactor: part I
* The refactor: part II
* Tool Refactor Part III: Revenge of the Maint
* Tool Refactor Part IV: A New Hope
* Tool Refactor Part V: The Oldcoder Strikes Back
* Tool Refactor Part VI: Return of the Coder
* VII
* Holy shit, it compiles?!
* Nannek I completed your TODO, you owe me ice cream
* Tool helpers; telepad is compliant
* Bugtest, Round 1: Fight
Fuck refactoring disposals
* Buggfixing, Round 2: Electric Boogaloo
* Personal crafting uses tool behaviours now
* Construction datums use new tool behaviours; better way of handling fueltank refuelling; more bugfixing
* multitool_check_buffer change; removes some useless things in tool_helpers
* proc name change
* TRUE/FALSE changes
* Bugfixing, Round 3: A Good Day To Bugfix Hard
Fixes multiple issues raised by the testmerge
* Minor style changes
* Some runtime fixes
* fixes#12892
* Alternative fix. Better behaviour
* qdel atmos thingy when loc is null
* Eye colour init protection
* Whoops. Forgotten /
* Suggestions update
* Fixed a runtime where IPCs losing their arms would cause a runtime in the hand
* Fixes mobs being able to nuzzle a grill to dead and a runtime there
* Added extra logging to the NPCpools