- distance is INFINITE, 0, or a positive integer based on get_dist() between
the examiner and examinee's turfs when they are on the same Z. When the
examiner is dead or a ghost, distance is always 0.
- also updates /examine( implementations to use it!
- adds w_class_to_name proc for reusing "It is a X item." examine behavior.
* Work on the Bluespace Worm, Again.
Space worms propagate their sprites/tooltips/meat types/segment types from the head back.
Space worms have modified organ lists, only having a brain in their head.
Bluespace worms have a unique sprite done by Sypsoti/Schnayy
Bluespace worms have more xeno-organs in addition.
Bluespace worms convert eaten things to Magmellite, instead of Phoron.
* Target through walls.
Distance traveled when not hitting a solid structure during charge is based on the length of the worm.
Bluespace Worms drop xeno hide.
* can_demolish includes trees and barricades
simplemobs can now actually attack trees
* Truncated version of my Bluespace Worm pr.
Simplemob AI can be permitted to demolish walls, mineral turfs, and other common obstructions.
Simplemob AI can be given vision through walls, to make greater use of wall demolishing.
Spaceworm now has an AI controller with x-ray and demolishing capability to tunnel through rock / into buildings, and a wind-up charge that devours impacted mobs or structures.
* Thermic spiders are demolishers, and able to detect prey through walls.
* Inert.
* Decreased chance for thermic spiders to spawn, matching carriers and webslingers.
* Adjust for continued response & thoughts.
Thermic dropped to only Demolishing by default. Still a barricade buster, not a wallhacker.
Phorogenic bumped to be Demolishing. It's big, purple, and unlikely to care there's a twig in the way of its target.
Thermic now has an xray variant for PoI or adminspawn, similar to carriers having the recursion variant.
* Spiders:
Demolishing Phorogen and Thermic moved to subtypes
AI targeting only loops over range once, typecache manually checked for machines instead of making a new list from range again.
* AI targeting dist check instead of range
== FALSE check is a ! prefix, me.
Worm no longer early returns off its overshoot charge call as it does nothing but end the proc regardless of a successful movement
* Pain in two letters.
* Upkeep on Mech code.
Assembly Mines fixed, they do not spawn with an explosive payload from parent.
Vehicles no longer ignore cliffs.
Exosuits no longer ignore cliffs.
Objects can fall off cliffs. Objects with a buckled person will hurt the person. (Rollerbeds looking at you.)
Jumpjets added to allow planetary traversal, primarily useful upon the Serenity, Hoverpods, and Marauders (adminspawn). When toggled, they allow movement vertically, and prevent falling through open spaces. When used as the active equipment, it will launch the exosuit toward the target turf. When not on one of the above mentioned suits, it will cause a small explosion on launch, damaging the exosuit and anything directly nearby.
* Fighters are flying.
* Revert step delay floor adjustment. Flat strafing modifier of 1/5th of a second should be enough.
* Correction and Tweak.
* Fix stupidity.
NB. In some cases we go from a more complex image() to a single icon_state string and I assume this works for every case but do not care to check because of the sheer scale of extra fiddly effort. Buyer beware, not my code.
* Adds linter defines to repo.
* Uncomments linter defines already in the code.
* Resolves unreachable code linter errors.
* Nukes decade+ old syndie specops code except for computer since that's mapped in?????
* Resolves procs has no parent linter error.
* Proc signature fixes
* Bad comments
* "In" danger
* Type safety
* Implied nested list abuse
* Top level ..() usage
* Sleepy coder typos
* Invalid kwargs calls
* Pointless returns
* Linter hacks (see full message)
Byond doesn't care and it has no effect but linter doesn't like var/proc
for holding references to procs, despite that it's valid byond code.
Also, the linter seems to have serious issues figuring out relative
proc names. This commit is a sort of take-it-or-leave-it thing. It's not
required, it just cuts down on warnings, but this code is valid DM code.
* WHATEVER THIS IS
* Trick dreamchecker linter into ignoring this file's sins in it's weird use of vars
* Fix list decoration syntax - Its a list, not list of lists
- To declare that a var is a list you can `var/list/blah = list()` syntax or the `var/blah[0]` syntax. Both do exactly the same thing. But if you do `var/list/blah[0]` that is just like doing `var/list/list/blah = list()`
* Hopefully stops the ai holder subtype folder from going quantum and sometimes changes capitalization over time, and incidentally causing 20+ linter errors.
* Fixes unwrapped negated object in list linter error.
* Resolves colon-like list accessing linter error.
* Turns linter on in linter config.
* Fixes closet indentation properly and cleans up suit storage unit switch.
Co-authored-by: Aronai Sieyes <arokha@arokha.com>
Co-authored-by: Leshana <Leshana@users.noreply.github.com>
* Sideports a couple of init unit tests from Neb.
* Trying to unfuck initialize logic.
* Removing del()s.
* Adjusting return values to Initialize().
* Moving some dangerous object logic from obj onto the two types that use it.
* Rolling back some init changes and commenting out initialized atom unit test.
* this comment formatting is a minor war crime
* Removed sleep() from signaler circuit Initialize().
* Additional Init fixes post-rebase.
* Uncomments subsystem test since that's passing.
ACTUALLY fixes problems with borgs permanently breaking their syringes and being able to put modules into potted plants, which causes unwanted fuckery.
Reverts #7560
* Large amount of work; Animal taming, shearing. Random animal spawns on sif grass/forest turfs. New PoIs, thermal poncho.
* Combat drone DMI moved to drones folder. Mining Drone subtype added. "Tameable" with ores, will collect and store ores when not in active combat.
* adds fireplace, makes bonfire generate heat
kinda, anyways
* adds sifwood tiles, fixes old blue carpets
old blue carpets are now known as "teal carpets." they still come in the
carpet crate from cargo.
* lets you dig up tree stumps with shovels
* changelogs in the house
* adds a delay to digging up stumps
digging up stumps is easier said than done
* Polaris initial plane upstream merge
* POLARIS: Fix RIG visors with new plane system, and material scanner VIS_FULLBRIGHT
* POLARIS: Fix GetFlatIcon so that cameras and id pictures don't show the HUD overlays.
* POLARIS: Adds a 'alter values' proc for plane master ease of tweaking
Setting stuff like colorblindness variety and things.
* Remove NIF reference, fix lighting layer define
* Handle effects above lighting plane
* Moved all layer defines to planes+layers.dm
* Fixed overlays that are supposed to be above lighting to use the PLANE_LIGHTING_ABOVE
* Merge: 3000% human/update_icons() speed improvement
* Merge: Avoid ghosts pointing at things
Now certain weapons can strike faster or slower than usual. No weapons currently do this as this PR just lays the groundwork for that.
The click delay can also be modified with traits. The slime agility modifier makes attacks happen 25% sooner.
Adds debug test verb to display a weapon's DPS. It's really basic but should be sufficient for future force adjustments I might do in the future.
Changes the rock texture to hopefully be a bit better. It's a recolored version of /tg/'s lavaland rock, and modified slightly to look less repetitive.
Ports the lavaland rock tile sprite entirely for future away missions.
Adds tree chopping down feature. All trees now have health, and hitting it with things will reduce it. Generally you need something sharp to have a chance of actually felling the tree.
Adds log material, which is obtained from chopping trees. Hitting these with a sharp weapon converts them into two planks per log. Can be used to build log walls but otherwise can't be used to craft, at the moment.
Ports /tg/ tree sprites. Might have a use for them in away missions, who knows.
Makes crystals start anchored and glow.
Shoveling snow checks toolspeed now.