20 Commits

Author SHA1 Message Date
SkyratBot 4e167856aa [MIRROR] Adds a treasure chest to the ocean/beach fishing spot. (#29398)
* Adds a treasure chest to the ocean/beach fishing spot. (#85276)

## About The Pull Request
This PR adds a treasure chest that can be fished from the ocean if
you're lucky enough (or have enough explosives or lobstrosities to do it
for you). The treasure chest is basically a mystery box (like the ones
from the deathmatch) with a couple catches; the treasure chest can be
opened up to 18 times in total before breaking down, however, it can
only be opened up to 3 times per spaceman, encouraging the player to
share it with others.

Here the possible loot by the by:
- A toolbox containing a master fishing rod, all the hooks and reels,
fish feed, an experi-scanner, an aquarium kit and a can of super baits
- A box containing a lazarus injector, a cup and a bottle of strange
reagent which you can use to revive fish now
- A circuit board for a pre-emagged fishing portal generator
- A master fishing rod
- A can of super fishing baits
- A fish case containing Tiziran fish
- A fish case containing Syndicate fish
- An old, yet fairly strong cutlass
- An old laser gun which fires only 5 shots before running out
- A crank laser musket
- A smoothbore disabler
- A surplus bolt action rifle
- A ration pack
- A can of squid ink
- A bottle of aged rum that forces you to switch to the piratespeak
language
- A money bag with some doubloons inside
- A piratespeak manual
- Pirate armored coat
- Pirate armored hat
- A pre-loaded cannon
- Four trash cannon balls
- Four cannon balls

## Why It's Good For The Game
Mystery boxes are fun, from the little fanfare they play to the
potential loot they can give, and I had an old treasure chest I had
sprited for fun years ago around so I've come up with an entertaining
idea. If you think the loot list is a bit too hot, I can cool it down a
bit.
Also yeah, I wanted to make fish revivable with strange reagent, since
you can already do it with lazarus injectors even though using a lazarus
injector for this would be a severe waste of mining points.

## Changelog

🆑
add: Added a treasure chest you can rarely fish from the ocean/beach,
with loot being a mix of fishing and piratey stuff.
add: You can revive fish with strange reagent now.
/🆑

* Adds a treasure chest to the ocean/beach fishing spot.

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Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-21 13:51:26 +07:00
SkyratBot 37bc259bb0 [MIRROR] Refactor removing unused defines. (#26998)
* Refactor removing unused defines. (#82115)

Refactors a lot of the unused defines.

Refactors a lot of the unused defines.

Nothing player facing

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

* Oh well. I hope this works fine.

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Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-03 03:39:46 +02:00
SkyratBot b15b16976a [MIRROR] Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom [MDB IGNORE] (#25516)
* Attack chain refactoring: Broadening `tool_act` into `item_interact`, moving some item interactions to... `atom/item_interact` / `item/interact_with_atom`

* Patches up merge skew (#80197)

## About The Pull Request

Yeah #79968 (1e76fd70b4) was not
compatible with master but no one said anything on the PR so i got
jebaited into merging it. The code should be up to the same standards
per the documentation I read (preventing thwacking the target in certain
situations while not returning anything in other situations)

master will definitely compile now though

* Patches up merge skew

* Merge conflicts

* Modular adjustments

* Removes this entirely duplicated proc...

* Update tool_override.dm

* Update weldingtool.dm

* Update tool_override.dm

* Update tool_override.dm

* Nope. Copy paste begone.

A skyrat edit is so much easier to deal with here

* Update brand_intelligence.dm

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Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-09 08:22:19 -05:00
SkyratBot 4c01e3f805 [MIRROR] Demotes the "electrical conductivity" flag from flags_1 to obj_flags [MDB IGNORE] (#25381)
* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` (#80033)

## About The Pull Request

Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game

Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.

I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️

* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags`

* Modular

* Update misc.dm

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-03 07:58:26 +00:00
SkyratBot 020d2ad13e [MIRROR] Code compression for reagent holder. Lowers plumbing reaction chamber tick usage [MDB IGNORE] (#25050)
* Code compression for reagent holder. Lowers plumbing reaction chamber tick usage (#79686)

## About The Pull Request
More code improvements for reagent holder. As you can see it removes a
lot more code than it adds so code savings are significant. This does
not touch on any floating point arithmetic, all that is behind us, this
focuses on removing redundant procs and merging existing procs to
achieve the same functionality so if you do see any changes in reagent
related behaviour it's not intentional and should be reported as a bug
here.

The following code changes can be summarized into points.

**1. Removes procs `get_master_reagent_id()` &
`get_master_reagent_name()`**
Both of these procs have the exact same functionality as
`get_master_reagent()` with the only exception of returning a different
value. Instead we can just call `get_master_reagent()` directly and
infer the name & type of it ourselves rather than creating a wrapper
proc to do it for us, therefore reducing overall code

**2. Removes & Merges `remove_all_type()` proc into `remove_reagent()`**
The proc `remove_all_type()` is highly inefficient, it first uses a for
loop to look for the reagent to remove & then it again calls
`remove_reagent()` on the reagent once it has found it. We can just
embed this functionality directly into `remove_reagent()` by simply
adding an additional parameter `include_subtypes`. This way the
operation is faster, and we reduce the code to get the job done. Also
now `remove_reagent()` will return the total volume of reagents removed
rather that a simple TRUE/FALSE

**3. Removes & Merges `trans_id_to()` proc into `trans_to()`**
Both these procs have the same job of transferring either a single
reagent or all reagents. `trans_id_to()` is a scaled down version of
`trans_to()` because
- It does not have any `method` var. This means if you want to transfer
a single reagent to a mob/organ or any other object it does not have the
functionality to expose the target to that transferred reagent.
- It does not have a `multiplier` var to scale reagent volumes
- It does not have code to deal with organs or stop reactions i.e. it
does not have the `no_react` var.

We can overcome all these short comings by simply adding an extra var
`target_id` to specify what specific reagent to transfer therefore
attaining the same functionality while keeping the benefits of
`trans_to()` proc therefore reducing overall code

**4. Lowers plumbing reaction chamber tick usage for balancing ph.**
Rather than invoking a while loop to balance ph it's much easier for the
player to simply make the reaction chamber wait for e.g. add a reagent
that will never come. This will make the chamber wait therefore giving
the reaction chamber ample time to correctly balance the ph and then
remove that reagent from the list therefore getting correct ph levels.
No need to create code hacks when the player can do it themselves  so
the while loop has been removed

## Changelog
🆑
code: removed redundant procs `get_master_reagent_id()` &
`get_master_reagent_name()`
code: merged `remove_all_type()` proc with `remove_reagent()` now this
proc can perform both functions. `remove_reagent()` now returns the
total volume of reagents removed rather than a simple TRUE/FALSE.
code: merged `trans_id_to()` proc with `trans_to()` now this proc can
perform both functions
refactor: plumbing reaction chamber will now use only a single tick to
balance ph of a solution making it less efficient but more faster. Just
make the reaction chamber wait for longer periods of time to accurately
balance ph
refactor: reagent holder code has been condensed. Report any bugs on
GitHub
/🆑

* Code compression for reagent holder. Lowers plumbing reaction chamber tick usage

* Modular update

* Update alcohol_reagents.dm

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-11-16 18:27:20 -05:00
SkyratBot 4e4db212b9 [MIRROR] Fixes birdshots cannonballs not spawning by replacing the cannonballs with a stack [MDB IGNORE] (#22546)
* Fixes birdshots cannonballs not spawning by replacing the cannonballs with a stack (#76839)

## About The Pull Request

pretty much just as the Title says, birdshot used the
obj/projectile/bullet/cannonball path instead of having its own stack of
4 cannonballs, this made it so that it couldn't load the cannonballs as
bullet types don't load as actual items to use.

i have added a 4 stack of cannonballs to the obj/item/stack/cannonball
tree so that way they can get slotted in birdshot to replace 'em, also
for use later by whomever else wants a smaller amount of cannonballs as
the only other amount for regular cannonballs is 14 as used by the
skeletal pirate ship.

## Why It's Good For The Game

with birdshots intention to have originally been overrun by pirates i
assume it was meant to actually spawn because the cannon and gunpowder
barrels also spawn for usage, but the cannonballs themselves didn't.
allows players to find 'em in the area in maints they're supposed to be
found in so you can get up to some hijinks as i assume the creator
intended for all you maint dwellers.

## Changelog

🆑

fix: replaces the unspawnable cannonballs in birdshot maintenance with a
stack so that the 4 cannonballs properly spawn, make sure to point them
away from medical!

/🆑

* Fixes birdshots cannonballs not spawning by replacing the cannonballs with a stack

* Update birdshot.dmm

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Co-authored-by: Donglesplonge <120208006+Donglesplonge@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-18 19:23:36 -04:00
SkyratBot c4d4e1da63 [MIRROR] Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. [MDB IGNORE] (#20916)
* Minerals have been refactored so costs and minerals in items are now in terms of mineral defines.

* AI GEN RUN ONE

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Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:48:10 +01:00
Zonespace f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00
SkyratBot 1b7f17f107 [MIRROR] [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) [MDB IGNORE] (#15801)
* [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1)

* Fixes all the conflicts and all of our modular files using core icon files with broken paths

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-08-28 15:11:04 -04:00
SkyratBot a8c10d1659 [MIRROR] Converts a shitload of istypes to their more concise macros [MDB IGNORE] (#15702)
Converts a shitload of istypes to their more concise macros

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-27 16:23:44 -04:00
SkyratBot 88c85fe1f7 [MIRROR] [MDB IGNORE] Refactors drinks and fixes a lot of food problems [MDB IGNORE] (#15577)
* [MDB IGNORE] Refactors drinks and fixes a lot of food problems

* [MDB IGNORE] Refactors drinks and fixes a lot of food problems

* forgto 2 commit

* im slowly going insane

* why does find and replace not FIND everything

* hnghnnngh

* h

* l

* a

* a

* so close...

* delta fix

* I thought I committed this already, guess not

* this PR has been the bane of my fucking life

* orange juice

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2022-08-25 03:17:10 +01:00
SkyratBot 3f76c3f5b8 [MIRROR] [GBP No Update] Perish, individual logging runtime [MDB IGNORE] (#15525)
* [GBP No Update] Perish, individual logging runtime (#69024)

missed 2 or 3(lol it was more when I look back at the files), LOG_GAME tags on the log_message line, and did some cleaning up since i was looking through every log_message again

Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>

Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>

* [GBP No Update] Perish, individual logging runtime

Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
2022-08-11 08:12:08 -04:00
SkyratBot 6016cf97b4 [MIRROR] individual LOG_GAME [MDB IGNORE] (#15401)
* individual LOG_GAME

* e

* Update teleporter.dm

Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-08-08 01:11:55 +01:00
SkyratBot b1bd40e760 [MIRROR] [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition> [MDB IGNORE] (#15362)
* [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition>

* Fixes merge conflicts and compilation errors, alongside fixing the joker card to make it fully functional again

* Fixed a bunch of info variables in map files

* Alright this is why I wanted this merged yesterday

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-04 15:50:15 +01:00
Zonespace 1118b4175a Adds a bunch of PRs that the Mirror bot missed (#12535)
* aaAAA

* fix-maps
2022-04-06 17:50:47 +01:00
SkyratBot 020136f53e [MIRROR] Fixes cannonball sprites [MDB IGNORE] (#10888)
* cannon or not (#64088)

* Fixes cannonball sprites

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
2022-01-22 04:56:23 +00:00
SkyratBot c23bd1cb8c [MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 23:07:53 +01:00
SkyratBot 2ac8378e7e [MIRROR] fixes cannons not working (#7511)
* fixes cannons not working (#60757)

* fixes cannons not working

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2021-08-12 00:57:19 +01:00
SkyratBot 7db6e26066 [MIRROR] fixes cannons losing their sprites (#7286)
* fixes cannons losing their sprites (#60559)

* fixes cannons losing their sprites

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-08-01 11:55:53 +01:00
SkyratBot ccc38b0fc4 [MIRROR] Trash Cannons (#7225)
* Trash Cannons (#60476)

* Trash Cannons

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-07-29 11:15:03 +01:00