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Commits
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75e7ef6def |
Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
This PR aims to clean or bring up to date portions of code about dna, the dna console and mutations. This includes taking care of or removing some of the awful choices like the pratically useless `datum/mutation/human` pathing, or the class variable, in favor of using sources to avoid potential issues with extraneous sources of a mutation. The files changed are over a hundred just because I removed the `datum/mutation/human` path, but the actual bulk of the code is mainly shared between the datum/dna.dm, _mutations.dm and dna_console.dm. Mutation shitcode is hurting my future plans for infusions a little. Also it's a much needed refactor. Drafted 'till I'm sure it works without issues. 🆑 refactor: Refactored mutation code backend. Report any issue. /🆑 |
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d841c9df40 |
[MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
Refactors most of blood handling code untouched by #90593 and completely rewrites all blood decals, components and reagents. - Blood types now have behavioral flags which allow them to control where they leave decals/DNA/viruses. Oil no longer transfers DNA and viruses with it, while podpeople water-blood doesn't leave visible decals on turfs and items, but still can be picked up by DNA scanners. - Multiple blood types have received unique handling - liquid electricity blood now glows in the dark, oil trails are flammable and lube ones are slippery. Oil blood can be restored with fuel, lube with silicon and slime with stable plasma (as normal plasma already passively regenerates their blood), instead of everything using iron. Saline solution only supplements on iron-based blood and won't do anything to help with bloodloss for species who rely on different blood types. (Roundstart this applies only to Ethereals) - All blood logic has been moved away from the blood reagent itself into a blood element that is assigned to the blood reagent by default, and to any reagent that's drawn from a mob as their "blood" (in ``transfer_blood_to``). This means that blood you draw from lizards will be green and have lizard's blood description instead of mentioning red blood cells, Ethereal "blood" will actually contain their DNA and genes, etc. - Refactored all blood decals. Blood states are no more, everything is now handled via blood DNA. Credits to MrMelbert and Maplestation, as a significant amount of code has been taken from https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his followup PRs. Oil and xenomorph splatters are now subtypes of blood, blood drying is now animated, blood trails now curve and can be diagonal. - Rewrote bloodysoles and bloody_spreader components, credits to Melbert again for the former, while latter now makes more sense with its interactions. Bloody soles no longer share blood DNA with your hands. - Ported Melbert's bloody footprint sprites and bot-blood-spreading functionality. - Removed all species-side reagent interactions, instead they're handled by said species' livers. (This previously included exotic blood handling, thus the removal) - Slightly optimized human rendering by removing inbetween overlay holders for clothing when they're not needed. - Blood-transmitted diseases will now get added to many more decals than before. - Cleaned up and partially refactored replica pods, fixed an issue where monkeys/manipulators were unable to harvest mindless pods. - Exotic bloodtype on species now automatically assigns their blood reagent, without the need to assign them separately. - Clown mobs now bleed (with colorful reagent instead of blood during april fools), and so do vatbeasts (lizard blood) - Implemented generic procs for handling bleeding checks, all sorts of scanners now also correctly call your blood for what it is. - Podpeople's guts are now lime-green like their organs, instead of being weirdly greyish like their water-blood. (Their bleeding overlays are still grey, as they're bleeding water) - Slimepeople now can bleed. Their jelly is pale purple in color, but their wound overlays copy their body color. - Injecting/spraying/splashing/etc mob with a reagent preserves its data, so you could theoretically recycle fine wines from someone's bloodstream - Fixed burdened chaplain's sect never actually giving a blessing when applying effects, and giving a blessing when nothing can be healed. Inverted check strikes again. - Closes #91039 A lot of blood here has dried, visually the blood colors are almost exactly the same as before either of the blood refactors.   |
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34ba1755cb |
Mutation chromosomes code improvement (#91033)
I was about to start working on something, but then I've noticed chromosomes-related code was looking quite old and had some magic numbers in it, so I've decided to update it a little. Better code. N/A --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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b8ad0cd1f0 |
Finishes the reviews from #87187 that got missed before merge (#87363)
## About The Pull Request As it says on the tin. This is just cleaning up some of the code from reviews that got missed due to an early merge. ## Why It's Good For The Game Oops. No real player facing changes since I doubt anyone has noticed anything yet. They might during Halloween though so hopefully this is merged before then. |
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a20a2834dd |
Fundamentally Evil People/Undead are burned horribly by Mending Touch. Chaplains are not shaken by discovering EVAAAAL! Pacifist safe! Evil unsafe! Empaths beware! (#87187)
## About The Pull Request At a baseline, Mending Touch now burns anyone who is undead or fundamentally evil. Pacifists can still heal evil people, but avoid touching the undead with the healing hand. Evil people psychically crush empaths, so long as they're not undead. Evil people can heal other evil people and undead (includeling evil chaps) Undead can heal as normal, including other undead, but not evil people (its not a mutual friendship) Chaplains incinerate potential targets especially well using mending touch. Chaplains and spiritualists even shout out their god's name as they do so. (but only chaps get the extra damage) Empathic Chaplains are not shaken by identifying evil people. **THEY JUST SEE A NEW TARGET TO SMITE FOR THE CRUSADE.** ## Why It's Good For The Game **Consistency:** Undead are negatively impacted by healing effects of a similar nature. Rather than make a whole new mutation to heal undead, instead, we apply some different rules to allow undead or evil people the opportunity to apply and have applied different effects based on their status. **Evil people are already arbitrarily shafted by niche aspects of the game for fun:** It'd be funny if a well meaning medical staff member tries to use mending touch on an evil guy and they just burst into flames instead. Why? They took the quirk to screw over empaths and nothing else. **Undead are immensely uncommon:** This isn't going to come up much whatsoever given that undead are almost unseen outside of Halloween. ~~What do you mean that's a few weeks away?~~ **Dumb Bullshit:** Empaths and Evil people are diametrically opposed for silly reasons. If Empaths still hurt undead, it stands to reason that evil people heal them out of pure spite. The two sides hurt one another with the mutation. **Chaplains smiting people is funny:** Chaplains aren't the main users for the mutation, its mostly for medical staff, but they damn will seek it out a lot of the time to augment their existing healing powers. Since this is a feature about moral self-righteousness, its now especially funny for chaplains to be either one of the quirk holders primary enemy if they're on the opposing side. ## Changelog 🆑 add: Mending touch now has additional effects based on whether or not the target or user is evil, an undead or an empath. Don't use mending touch on evil people or undead, or they might go up in flames. Though evil people can get back at empaths specifically and heal udnead as normal. add: Chaplains engulf people using mending touch's harmful reactions to diametrically opposed entities especially well. Because of religious zeal, of course. add: Empath chaplains ignore the fear consequences of examining an evil person. They instead get additional information about what to do to these people if the need arises. /🆑 --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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705da6a08f |
Removes TRAIT_ALLOWED_HONORBOUND_ATTACK since it is deprecated (#89151)
## About The Pull Request fixes https://github.com/tgstation/tgstation/issues/89149 ## Why It's Good For The Game This trait not only no longer is needed, but functionally allows for an exploit! Let's get rid of it. |
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7a7a2df02f |
Shock Touch is less-than-lethal, doing less lethal damage but now doing some stamina damage, staggers instead of chaining (#87289)
## About The Pull Request Shock Touch does slightly less burn damage from its shock (5), but does a reasonable amount of stamina damage in return (20). The cooldown is also lower. This makes it a less-than-lethal attack. The damage is reduced by the targets energy armor. Obviously, still does nothing against targets immune to shocks. If it has a power chromosome, rather than chain, it instead staggers for 6 seconds. Still does full lethal damage to any non-carbon mobs. ## Why It's Good For The Game Shock touch is vaguely useful, but fairly mediocre except as a surprise. While it does indeed remove weapons from peoples hands, just disarming mostly for free isn't quite enough to turn a fight sometimes. I've definitely disarmed someone only for them to pull out a new weapon and keep fighting, since I didn't stop them actually responding easily. The confusion effect is fairly light, and it wasn't quite working as a 'zap and run' kind of power. With this change, it definitely makes it more useful for defensive purposes all around, without necessarily being too good as an actual fight closer. An emergency tool at most, and maybe a decent attack to mix in during the right circumstances. Especially, much, much more enticing to security, who I think are the ones this power should be most attractive too but I've struggled to convince sec players to take the power when offered (they're quite happy to take insulated though). It also makes the cooldown reduction or power increase an actual choice. Attack more often, and reduce stamina faster, or get a stagger off and potentially slow a target down and make them easier to hit/easier for you or harder for them to flee? The power upgrade, previously, was complete dogshit. It mostly was just for friendly firing a bunch of people in the vicinity of the target for fairly minor damage at best, and didn't really contribute very much to ending a fight sooner. Meanwhile, spamming more shock touches means more damage output, so it was always the best option to take. ## Changelog 🆑 balance: Shock touch is now less-than-lethal, dealing a decent amount of stamina damage at the cost of lethal damage. Lower cooldown. Power chromosome makes it force a stagger rather than cause a chain lightning effect (this used to do like only 5 damage so...) /🆑 |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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5dcf5519b4 |
Finishes the reviews from #87187 that got missed before merge (#87363)
## About The Pull Request As it says on the tin. This is just cleaning up some of the code from reviews that got missed due to an early merge. ## Why It's Good For The Game Oops. No real player facing changes since I doubt anyone has noticed anything yet. They might during Halloween though so hopefully this is merged before then. |
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e0668a916a |
Fundamentally Evil People/Undead are burned horribly by Mending Touch. Chaplains are not shaken by discovering EVAAAAL! Pacifist safe! Evil unsafe! Empaths beware! (#87187)
## About The Pull Request At a baseline, Mending Touch now burns anyone who is undead or fundamentally evil. Pacifists can still heal evil people, but avoid touching the undead with the healing hand. Evil people psychically crush empaths, so long as they're not undead. Evil people can heal other evil people and undead (includeling evil chaps) Undead can heal as normal, including other undead, but not evil people (its not a mutual friendship) Chaplains incinerate potential targets especially well using mending touch. Chaplains and spiritualists even shout out their god's name as they do so. (but only chaps get the extra damage) Empathic Chaplains are not shaken by identifying evil people. **THEY JUST SEE A NEW TARGET TO SMITE FOR THE CRUSADE.** ## Why It's Good For The Game **Consistency:** Undead are negatively impacted by healing effects of a similar nature. Rather than make a whole new mutation to heal undead, instead, we apply some different rules to allow undead or evil people the opportunity to apply and have applied different effects based on their status. **Evil people are already arbitrarily shafted by niche aspects of the game for fun:** It'd be funny if a well meaning medical staff member tries to use mending touch on an evil guy and they just burst into flames instead. Why? They took the quirk to screw over empaths and nothing else. **Undead are immensely uncommon:** This isn't going to come up much whatsoever given that undead are almost unseen outside of Halloween. ~~What do you mean that's a few weeks away?~~ **Dumb Bullshit:** Empaths and Evil people are diametrically opposed for silly reasons. If Empaths still hurt undead, it stands to reason that evil people heal them out of pure spite. The two sides hurt one another with the mutation. **Chaplains smiting people is funny:** Chaplains aren't the main users for the mutation, its mostly for medical staff, but they damn will seek it out a lot of the time to augment their existing healing powers. Since this is a feature about moral self-righteousness, its now especially funny for chaplains to be either one of the quirk holders primary enemy if they're on the opposing side. ## Changelog 🆑 add: Mending touch now has additional effects based on whether or not the target or user is evil, an undead or an empath. Don't use mending touch on evil people or undead, or they might go up in flames. Though evil people can get back at empaths specifically and heal udnead as normal. add: Chaplains engulf people using mending touch's harmful reactions to diametrically opposed entities especially well. Because of religious zeal, of course. add: Empath chaplains ignore the fear consequences of examining an evil person. They instead get additional information about what to do to these people if the need arises. /🆑 --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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0f637c8360 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-08d | ||
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6a418150e8 |
[MIRROR] Spelling and Grammar Fixes (#29499)
* Spelling and Grammar Fixes * they dont understand --------- Co-authored-by: klorpa <30924131+klorpa@users.noreply.github.com> Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> |
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d2c7806047 |
Spelling and Grammar Fixes (#85992)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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d39ded55d5 | upstream-24-07b | ||
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43e4e57c07 |
[MIRROR] Properly fixes Mending Touch (#28680)
* Properly fixes Mending Touch (#84569) ## About The Pull Request fixed MT hurting simplemobs Fixed the multiplier bug properly (last fix overrode coefficients), Improved its wound effects, allowing it to transfer severe and critical wounds if upgraded. Allowed it to transfer blood between the patient and doctor as well. It adds a teensy bit of toxin damage if the blood types are incompatible. Added balloon alerts on various failure states. Added an inability to use the mutation if your active arm is inorganic. Improved the code of the mutation overall, improving and updating the comments. ## Why It's Good For The Game > Fixed the multiplier bug properly (last fix overrode coefficients), I forgor to draft it... in my defence it hadn't been approved or been up for 24 hours so I didn't expect a speedmerg. > Improved its wound effects, allowing it to transfer severe and critical wounds if upgraded. Felt lacking that it couldn't transfer severe wounds, or critical ones if you went the extra mile. > Allowed it to transfer blood between the patient and doctor as well. It adds a teensy bit of toxin damage if the blood types are incompatible. Blood is an important part of medbay now, it's wack that I didn't gave it that before. Also the tox thing is funny. > Added balloon alerts on various failure states. Player feedback : GOOD > Added an inability to use the mutation if your active arm is inorganic. How are you gonna transfer wounds to you if you have a robot arm? ## Changelog 🆑 fix: fixed MT hurting simplemobs fix: Fixed the multiplier bug properly (last fix overrode coefficients), add: Improved its wound effects, allowing it to transfer severe and critical wounds if upgraded. add: Allowed it to transfer blood between the patient and doctor as well. It adds a teensy bit of toxin damage if the blood types are incompatible. imageadd: Added balloon alerts on various failure states. add: Added an inability to use the mutation if your active arm is inorganic. code: Improved the code of the mutation overall, improving and updating the comments. /🆑 * Properly fixes Mending Touch --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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880a552d43 |
Properly fixes Mending Touch (#84569)
## About The Pull Request fixed MT hurting simplemobs Fixed the multiplier bug properly (last fix overrode coefficients), Improved its wound effects, allowing it to transfer severe and critical wounds if upgraded. Allowed it to transfer blood between the patient and doctor as well. It adds a teensy bit of toxin damage if the blood types are incompatible. Added balloon alerts on various failure states. Added an inability to use the mutation if your active arm is inorganic. Improved the code of the mutation overall, improving and updating the comments. ## Why It's Good For The Game > Fixed the multiplier bug properly (last fix overrode coefficients), I forgor to draft it... in my defence it hadn't been approved or been up for 24 hours so I didn't expect a speedmerg. > Improved its wound effects, allowing it to transfer severe and critical wounds if upgraded. Felt lacking that it couldn't transfer severe wounds, or critical ones if you went the extra mile. > Allowed it to transfer blood between the patient and doctor as well. It adds a teensy bit of toxin damage if the blood types are incompatible. Blood is an important part of medbay now, it's wack that I didn't gave it that before. Also the tox thing is funny. > Added balloon alerts on various failure states. Player feedback : GOOD > Added an inability to use the mutation if your active arm is inorganic. How are you gonna transfer wounds to you if you have a robot arm? ## Changelog 🆑 fix: fixed MT hurting simplemobs fix: Fixed the multiplier bug properly (last fix overrode coefficients), add: Improved its wound effects, allowing it to transfer severe and critical wounds if upgraded. add: Allowed it to transfer blood between the patient and doctor as well. It adds a teensy bit of toxin damage if the blood types are incompatible. imageadd: Added balloon alerts on various failure states. add: Added an inability to use the mutation if your active arm is inorganic. code: Improved the code of the mutation overall, improving and updating the comments. /🆑 |
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3baab9b4fd |
[MIRROR] Fixes mending touch for simplemobs (#28605)
* Fixes mending touch for simplemobs (#84523) ## About The Pull Request Closes #84522 Mending touch should no longer have a reverse effect on simplemobs and silicons ## Changelog 🆑 fix: Mending touch no longer damages non-humans /🆑 * Fixes mending touch for simplemobs --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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dc203278bc |
Fixes mending touch for simplemobs (#84523)
## About The Pull Request Closes #84522 Mending touch should no longer have a reverse effect on simplemobs and silicons ## Changelog 🆑 fix: Mending touch no longer damages non-humans /🆑 |
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5f8fa6daed |
[MIRROR] Fixed various issues with the genetics powers PR (#28558)
* Fixed various issues with the genetics powers PR (#84515) ## About The Pull Request https://github.com/tgstation/tgstation/issues/84509 #84557 Removed Trichromatic Larynx per @ mothblocks decision that it looks uggo. Replaced heckacious laryncks' color and size changes with random bolding, italics, and underlining. Stoner has been un-locked and replaces TL in the above's recipe. Fixed elastic arms users being unable to use abstract items like mending touch or shock touch. Fixed mending touch being bad ## Why It's Good For The Game > Removed Trichromatic Larynx per @ mothblocks decision that it looks uggo. They say it looks ugly and bad. It also works like poop. So away it goes! > Replaced heckacious laryncks' color and size changes with random bolding, italics, and underlining. Removed color, but replaced with something just as neat. > Stoner has been un-locked and replaces TL in the above's recipe. No reason to lock it as far as I know. > Fixed elastic arms users being unable to use abstract items like mending touch or shock touch. Bugge ## Changelog 🆑 del: Removed Trichromatic Larynx per @ mothblocks decision that it looks uggo. del: Replaced heckacious laryncks' color and size changes with random bolding, italics, and underlining. add: Stoner has been un-locked and replaces TL in the above's recipe. fix: Fixed elastic arms users being unable to use abstract items like mending touch or shock touch. fix: Fixed mending touch being bad /🆑 * Fixed various issues with the genetics powers PR --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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8e9fc98a93 |
Fixed various issues with the genetics powers PR (#84515)
## About The Pull Request https://github.com/tgstation/tgstation/issues/84509 #84557 Removed Trichromatic Larynx per @mothblocks decision that it looks uggo. Replaced heckacious laryncks' color and size changes with random bolding, italics, and underlining. Stoner has been un-locked and replaces TL in the above's recipe. Fixed elastic arms users being unable to use abstract items like mending touch or shock touch. Fixed mending touch being bad ## Why It's Good For The Game > Removed Trichromatic Larynx per @mothblocks decision that it looks uggo. They say it looks ugly and bad. It also works like poop. So away it goes! > Replaced heckacious laryncks' color and size changes with random bolding, italics, and underlining. Removed color, but replaced with something just as neat. > Stoner has been un-locked and replaces TL in the above's recipe. No reason to lock it as far as I know. > Fixed elastic arms users being unable to use abstract items like mending touch or shock touch. Bugge ## Changelog 🆑 del: Removed Trichromatic Larynx per @mothblocks decision that it looks uggo. del: Replaced heckacious laryncks' color and size changes with random bolding, italics, and underlining. add: Stoner has been un-locked and replaces TL in the above's recipe. fix: Fixed elastic arms users being unable to use abstract items like mending touch or shock touch. fix: Fixed mending touch being bad /🆑 |
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d13ba21201 |
[MIRROR] First Genetics Content in 5 Years (Adds new positive mutations!) (#28449)
* First Genetics Content in 5 Years (Adds new positive mutations!) * Update reach.dm * delete * Update adaptation.dm * Update reach.dm --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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7248740fca |
[MIRROR] Genetics Rebalance: Negative mutations add stability, standarized instability cost for mutations (#28235)
* Genetics Rebalance: Negative mutations add stability, standarized instability cost for mutations * Modular * Update mobs.dm * Update human_helpers.dm * Update human_update_icons.dm * Fixing a missing old stuff * Fixes months old prerequisites that was missed from "https://github.com/Skyrat-SS13/Skyrat-tg/pull/27244" * fix tails.dm * Revert "Fixes months old prerequisites that was missed" This reverts commit ce86da89ec110b69dbc9ed3653bf2abc2000a8c9. * Update tails.dm --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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ff836e10be |
First Genetics Content in 5 Years (Adds new positive mutations!) (#83652)
## About The Pull Request Sister PR to #83439, that needs to be merged before this. Adds a plethora of new positive mutations to the game! Mutations now have a variable that directly adds and removes traits instead of manually doing so for idk Tripled cryobeam range. Made the mushroom hallucinogen's code more readable. - Adrenaline Rush Trigger your body's adrenaline response, granting you 10 * P units of pump-up, synaptizine, and determination. After 25 seconds, you crash, recieving 7 * S units of tiring and dizzying solution. Can be Energized, Powered, and Synchronized. - Mending Touch Transfer injuries from the target to yourself! Heal 35 * P damage, recieving up to 35 * S damage in turn. Transfers moderate wounds, fire stacks, and attempts to parallel limb-to-limb damage. Has bonuses for pacifist players. Can be Energized, Powered, and Synchronized. - Elastic Arms Your arms become floppy and you can interact with things as if you were adjacent to them from one tile further! Does not work through walls or dense objects, and you become unable to lift huge items, pull large corpses, and you get chunky fingers. Split temperature adaptation into three: - Cold Adaptation Gain cold immunity, gain ice slip immunity! - Heat Adaptation Gain heat and ash storm immunity - Thermal Adaptation Resist both cold and heat, but no extra fancies. The sprite is green now! Pressure Adapt has a purple sprite. You can mix the cold mutations with Fiery Sweat to make these new ones: - Cindikinesis Instead of summoning snow, you can now summon... ash. Wow. Very cool. - Pyrokinesis You can fire fire now! Fires beams of heat that, unlike the temperature gun, actually ignite on hit. Higher instability cost than its sister mutation. The changes have been themed primarily around classic superhero gimmicks. Genetics feels like a natural spawning point for superheroes, and its mutations show this via the good ol' 'radiation made me fire eye lasers' hero backstory. Adding more ways to be a superhero is fun. Also, added two new speech mutations: - Trichromatic Larynx Every word you say is now either red, green, or blue! - Heckacious Larynx (Trichromatic Larynx x Wacky) You sound, well. Absolutely ridiculous. Spectacularly silly. Profoundly wacky. Don't give it to the clown. Unlocked the Elvis mutation as well. ## Why It's Good For The Game > Adds a plethora of new positive mutations to the game! Genetics is in desperate need of new content, all it's had for years is a slow gutting and removal of the few things it does have. Hulk is, being real, stupid, dumb, stagnated, and overpowered, but it's been begrudgingly accepted because genetics is quite literally just, nothing without it. I'm here to add the somethings to genetics and add some more variety (and no i'm not touching hulk) > Mutations now have a variable that directly adds and removes traits instead of manually doing so for every mutation. Less stupid > Tripled cryobeam range. Shit joke mutation is now long-range shit joke mutation! > Made the mushroom hallucinogen's code more readable. Slightly OOS because I was going to add color blind mutations but decided not to creep. This piece o shit code has been hurting my head for years and now that I've finally understood it I want to make sure others don't go through that pani. > - Adrenaline Rush A quick burst of some mild chemicals at the cost of eventual nausea, sounds like a fair trade to me! If you're already on the ground, this isn't going to do anything. > - Mending Touch Healing is something that's lacking from the mutations, and this puts a fun spin on it, making the caster a damage pincushion as they heal and absorb damage. > - Elastic Arms Classic superhero power, very funny, lots of silly and sandbox potential. Has innate drawbacks because 1. thematic and 2. it's pretty strong > Split temperature adaptation into three: They combine into the same thing it used to be, so don't freak out. This just adds some separation between the immune types, for things like themed superheroes. > - Cold Adaptation Perhaps mildly concerning, but I think this might be a fun spin on it? TODO: make hiking boots effect? > - Heat Adaptation Nothing to say. It's cool. > - Thermal Adaptation Nothing wrong with this mutation so it stays in > You can mix the cold mutations with Fiery Sweat to make these new ones: How can we have frozone and not, uh human torch or something. why are there no heavy hitter fire superheroes in marvel or dc??? > - Cindikinesis Can't really summon an equivalent to snow that's actually useful, so here's this instead. Clown might like it, or maybe the chemist. > - Pyrokinesis The ignition effect is fairly weak and mostly a deterrent. I think this is the most dangerous ranged mutation in the game, which is kinda sad. > - Trichromatic Larynx Colors are fun! We have speech mutations that change words but none that change their color. Though, to be fair, this was mostly added for the mutation below's combination. > - Heckacious Larynx (Trichromatic Larynx x Wacky) I felt that Wacky wasn't nearly wacky enough. It just made your speech comic sans. That's great and all, but. It's not much? This will be a truly clownly mutation, the Genetics equivalent of a HONK mech. I made it a combination mutation specifically to restrain its power level. > Unlocked the Elvis mutation as well. Was there a reason to lock this? ## Changelog 🆑 add: Added tons of new mutations to Genetics, alongside some recipes! add: Thermal Adaptation has been made a combination mutation from the stronger but narrower Cold and Heat adaptations. balance: Cryobeams have 9 tile range, and fiery sweat doesn't cause spread on contact. image: Added some neat new sprites for the new mutations, and added a greyscale version of the magic hand sprites. code: Infinitesmally improved mutation code. /🆑 |
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0119b95d2d |
Genetics Rebalance: Negative mutations add stability, standarized instability cost for mutations (#83439)
## About The Pull Request PR has been reworked a bunch! Changes in bold. Some of the **HATE** is now outdated. **Negative mutations now allow you to have more positive mutations, via reducing your instability!** **All mutations have been overall standardized via defines on their instability values. Many mediocre positive mutations have had their cost reduced significantly!** ``` /// Negatives that are virtually harmless and mostly just funny (language) // Set to 0 because munchkinning via miscommunication = bad #define NEGATIVE_STABILITY_MINI 0 /// Negatives that are slightly annoying (unused) #define NEGATIVE_STABILITY_MINOR -20 /// Negatives that present an uncommon or weak, consistent hindrance to gameplay (cough, paranoia) #define NEGATIVE_STABILITY_MODERATE -30 /// Negatives that present a major consistent hindrance to gameplay (deaf, mute, acid flesh) #define NEGATIVE_STABILITY_MAJOR -40 /// Positives that provide basically no benefit (glowy) #define POSITIVE_INSTABILITY_MINI 5 /// Positives that are niche in application or useful in rare circumstances (parlor tricks, geladikinesis, autotomy) #define POSITIVE_INSTABILITY_MINOR 10 /// Positives that provide a new ability that's roughly par with station equipment (insulated, cryokinesis) #define POSITIVE_INSTABILITY_MODERATE 25 /// Positives that are unique, very powerful, and noticeably change combat/gameplay (hulk, tk) #define POSITIVE_INSTABILITY_MAJOR 35 ``` Added a new height mutation: Acromegaly! It's the opposite of Dwarfism and makes you uncannily tall. It also makes you hit your head 8% or 4% (with synch) of the time you pass through airlocks. Wear a helmet! **Injectors and activators' duration is now dependent on the in/stability (absolute value) of the mutations to be injected! With a minimum of 5-10-15 seconds for each type of injector. Also changed up a bit how part upgrade cooldowns work, by making each tier reduce cooldowns by 25-15-10% for each injector type.** ## Why It's Good For The Game **> Negative mutations now allow you to have more positive mutations, via reducing your instability!** Genetics has been long in dire need of a rework. This isn't really one, but it IS intended to increase genetics depth a bit and stave off its stagnation, making it slightly more interesting than 'free shit', by making it so **you can now gain more positive mutations, but you need to figure out what you're going to take as a downgrade in turn.** Genetic powers are heavily themed around comic book superheroes, and you know what those had a lot? Debilitating drawbacks to their powers. Let's replicate that. **I intend to make a sister PR for this that adds more interesting positive mutations (for the first time in decades) to genetics, so there's an actual element of pick-and-choose involved** > Added a new height mutation: Acromegaly! It's the opposite of Dwarfism and makes you uncannily tall. It also makes you hit your head 8% or 4% (with synch) of the time you pass through airlocks. Wear a helmet! We have Super Tall. Let's add it to the game somewhere! With a fun downside, of course. **Gigantism is now a recipe mutation, mix Acromegaly with Strength to get it.** > **Injectors and activators' duration is now dependent on the in/stability (absolute value) of the mutations to be injected! With a minimum of 5-10-15 seconds for each type of injector. Also changed up a bit how part upgrade cooldowns work, by making each tier reduce cooldowns by 25-15-10% for each injector type.** **Made no sense that a Glowy injector cost the same as a Hulk injector. Just annoying. The cooldown is based on the absolute value, so a -30 instability injector would take ~30 seconds. This mostly so that geneticists can't make a million modded syringe gun supersyringes** |
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59d74624b1 |
Upstream power stuff combined and shit (#27284)
* Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579) Removes all arbitrary energy and power units in the codebase. Everything is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you are going to multiply by time. This is a visible change, where all arbitrary energy units you see in the game will get proper prefixed units of energy. With power cells being converted to the joule, charging one joule of a power cell will require one joule of energy. The grid will now store energy, instead of power. When an energy usage is described as using the watt, a power to energy conversion based on the relevant subsystem's timing (usually multiplying by seconds_per_tick or applying power_to_energy()) is needed before adding or removing from the grid. Power usages that are described as the watt is really anything you would scale by time before applying the load. If it's described as a joule, no time conversion is needed. Players will still read the grid as power, having no visible change. Machines that dynamically use power with the use_power() proc will directly drain from the grid (and apc cell if there isn't enough) instead of just tallying it up on the dynamic power usages for the area. This should be more robust at conserving energy as the surplus is updated on the go, preventing charging cells from nothing. APCs no longer consume power for the dynamic power usage channels. APCs will consume power for static power usages. Because static power usages are added up without checking surplus, static power consumption will be applied before any machine processes. This will give a more truthful surplus for dynamic power consumers. APCs will display how much power it is using for charging the cell. APC cell charging applies power in its own channel, which gets added up to the total. This will prevent invisible power usage you see when looking at the power monitoring console. After testing in MetaStation, I found roundstart power consumption to be around 406kW after all APCs get fully charged. During the roundstart APC charge rush, the power consumption can get as high as over 2MW (up to 25kW per roundstart APC charging) as long as there's that much available. Because of the absurd potential power consumption of charging APCs near roundstart, I have changed how APCs decide to charge. APCs will now charge only after all other machines have processed in the machines processing subsystem. This will make sure APC charging won't disrupt machines taking from the grid, and should stop APCs getting their power drained due to others demanding too much power while charging. I have removed the delays for APC charging too, so they start charging immediately whenever there's excess power. It also stops them turning red when a small amount of cell gets drained (airlocks opening and shit during APC charge rush), as they immediately become fully charged (unless too much energy got drained somehow) before changing icon. Engineering SMES now start at 100% charge instead of 75%. I noticed cells were draining earlier than usual after these changes, so I am making them start maxed to try and combat that. These changes will fix all conservation of energy issues relating to charging powercells. Closes #73438 Closes #75789 Closes #80634 Closes #82031 Makes it much easier to interface with the power system in the codebase. It's more intuitive. Removes a bunch of conservation of energy issues, making energy and power much more meaningful. It will help the simulation remain immersive as players won't encounter energy duplication so easily. Arbitrary energy units getting replaced with the joule will also tell people more meaningful information when reading it. APC charging will feel more snappy. 🆑 fix: Fixes conservation of energy issues relating to charging powercells. qol: APCs will display how much power they are using to charge their cell. This is accounted for in the power monitoring console. qol: All arbitrary power cell energy units you see are replaced with prefixed joules. balance: As a consequence of the conservation of energy issues getting fixed, the power consumption for charging cells is now very significant. balance: APCs only use surplus power from the grid after every machine processes when charging, preventing APCs from causing others to discharge while charging. balance: Engineering SMES start at max charge to combat the increased energy loss due to conservation of energy fixes. /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Corrects Suit Storage Unit charge rate (#82192) ## About The Pull Request Adjusts SSU charge rate according to the new conversion ratio. Betcha didn't know SSUs recharge suit and MOD cells? This number is actually supposed to be equal to the rate a recharger station does it. I don't know if we have some macro for it. ## Changelog 🆑 Melbert fix: Fixed Suit Storage Unit cell charging rate /🆑 * Corrects EVA thermal regulator cell cost (#82195) ## About The Pull Request Another unit not converted to watts / joules ## Changelog 🆑 Melbert fix: Fixed space suit thermal regulators cell usage. /🆑 * Fixing cell power usage (Part 1) (#82197) ## About The Pull Request Yeah i am not about to create 30 different PR's to address 1 issue at a time. The changes are small enough to be grouped together in bulk. This fixes the following issues specified in #82196 - Borg & exosuit RCD (Fixes #82193) - Motorized wheelchair - Canister shielding - Electrolyser - Potato cell - Space heater - Microwave ## Changelog 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 1). See PR 82197 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 2) (#82198) ## About The Pull Request Continuation of #82197. Fixes these issues in #82196 - Cyborg self repair - Cyborg lollipop dispenser - Mauna mug - Plasma cutter (Initial charge not the number of laser shots so partial fix) ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 2). See PR 82198 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 3) (#82204) ## About The Pull Request Continuation of #82198 Fixes these issues in #82196 - Borg hypo spray - Borg projectile dampen - Borg chameleon - Firelance - MODlink scryer - Emergency light usage ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 3). See PR 82204 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * [NO GBP]Fixes static power usage not always drawing the remaining energy of an APC cell. (#82205) ## About The Pull Request Makes APC static power draw consume the remaining energy of the cell if there's not enough energy. ## Why It's Good For The Game Prevents a niche issue where an area composed entirely of static power users with no dynamic users from running forever with no power supply. ## Changelog 🆑 fix: Fixes static power usage from being able to not draw power. /🆑 * Fixes recharge stations charge rates (#82191) ## About The Pull Request - Fixes #82190 Have to now use the assigned constants and not magic number `10000`. Also stuff will take the exact charge needed without any wastage. ## Changelog 🆑 fix: recharge stations draw the same amount of power as before but directly from grid(without using apc cell power) and won't waste any excess power /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes space heater power usage (#82208) ## About The Pull Request Related to https://github.com/tgstation/tgstation/issues/82196 fixes the space heater power cell usage relating to power per tile heated. Space heater calculates the amount of power required to heat a tile, but only uses power at the end of the processing loop. Fixes so the power consumption matches the calculated usage per tile. Reverts changes to space heater power efficiency in https://github.com/tgstation/tgstation/pull/82197 that causes the heater to instantly drain the cell. Fixes https://github.com/tgstation/tgstation/issues/82228 ## Changelog 🆑 LT3 fix: Fixes Schrödinger's space heater, where a space heater both consumes a power cell instantly while also not consuming power when heating adjacent tiles /🆑 * General maintenance for reagent grinder (#82161) ## About The Pull Request **1. Qol** - Adds examines & screentips for screwdriver, crowbar & wrench acts. - Adds examines & screentips for inserting, replacing & removing beaker, Also for inserting items from bags or directly - Adds an off icon overlay for when the reagent grinder is either screwed open or loses power, **2. Code Improvements** - Replaced `attackby()` with `item_interaction()` so we can end the attack chain early for non combat operations like inserting beakers/ ingredients for grinding etc. - Removed custom shake animations & replaced it with the global `Shake()` proc cause it did the same thing - Removed constructed version of reagent grinder. We instead just check `mapload` to see if we need the beaker to be created or not for round start reagent grinders - Grinding & Juicing use the same `operate_for()` rather than having seperate procs for each operation - Removed trait `TRAIT_MAY_CONTAIN_BLENDED_DUST`. Why do we have this? Its just used to change the grinder description to warn it may contain dust. It's a waste. **3. Fixes** - You cannot insert hologram items into the grinder. Rather than destroying that item & making it vanish you simply won't be allowed to put it inside the grinder so you can save that item - You can hit the grinder with items like screwdriver, wrench, crowbar, beaker & even with stuff you would normally put in the grinder when in combat mode - Adds `can_interact()` checks for using the UI & other stuff - Fixes #46356. All items of type `obj/item/grown` can be put from any bag into the grinder - The item "and its contents" are now grinded/juiced recursively to get all the reagents it has to offer just like a real grinder would - An AI/Human with AI access examining the reagent grinder now actually works. **4. Refactors** - The grinder now measures its available capacity based on the "total weight" of all items present & not its number. This is more realistic because the grinder has limited space inside & so inserting huge items should have greater impact rather than deciding on an arbitrary number like 10(The grinder having the capacity for 10 items of any size inside its small compartment makes no sense). Examines are displayed to show how much capacity of the grinder has been filled. Upgrading the grinder with better matter bins will allow for higher storage capacities. - Total power consumed is measured based on the duration & weight of all items grinded cause you know its realistic. 🆑 qol: adds examines & screentips for tool acts & other operations for reagent grinder qol: adds an off icon for when the grinder panel is open/not powered code: auto docs vars & procs. Shared common proc for grinding or juicing code: removed trait for blended dust, changed some item interactions to end the attack chain early & save time fix: no inserting hologram items into the reagent grinder fix: you can hit the reagent grinder tools like screwdriver, wrench, crowbar & even beakers/ingredients etc when in combat mode fix; adds sanity checks for when & how mobs interact with the reagent grinder fix: examining a reagent grinder by an AI/Human with AI access now actually works. fix: you can insert Nova flowers & other food items from any bag type fix: reagent grinder now grinds all the contents of an item recursively to produce maximum reagents like a real grinder would refactor: reagent grinder now measures available capacity to store items as total weight of stored items & not number. Capacity can be increased with upgraded matter bin refactor: reagent grinder power usage is now a function of duration & total weight of items blended, meaining blending more number of items/larger items will consume more power refactor: reagent grinder code has been optimized overall. Report bugs on github /🆑 --------- Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk> * Suit Storage Units / Inducers can charge MODsuits without necessitating them be screwdrivered opened (#82194) ## About The Pull Request So MODsuits do this thing here with `get_cell` in that they don't return anything when they're closed  And I... can't tell why they do this. I looked through every use of `get_cell` and the only things affected by this are A. Suit Storage Units, which I believe have always been intended to charge MODsuits? and B. Inducers So I removed the `open` check. Allowing both Inducers and Suit Storage Units to charge mods without needing you screwdriver their panel open first. I also took the opportunity to allow SSUs to charge multiple items at once (divvying charge accross all items) ## Why It's Good For The Game I asked Fikou and they said it was "probably not" intended that you need to screwdriver them open so yeah. I think I remember charging my MODs during the original test merges years back but I can't remember if I opened the suit first when I did or not. Either way, it's not super intuitive. Though it's already not very intuitive that SSUs charge things. ## Changelog 🆑 Melbert qol: Suit Storage Units charge MODsuits while their cell panel is closed or open, rather than only when screwed open qol: Inducers can charge MODsuits while their cell panel is closed or open, rather than only when screwed open qol: Suit Storage Units will charge all items within simultaneously (if possible) /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes modular computer boot-up (#82254) ## About The Pull Request Fixes a bug where modular computers (specifically PDAs) will fail to start up if there is zero required application power draw. PDA will now consume base active power usage during startup. Related https://github.com/tgstation/tgstation/issues/82196 Fixes https://github.com/tgstation/tgstation/issues/82245 Fixes https://github.com/tgstation/tgstation/issues/82229 ## Changelog 🆑 LT3 fix: Fixed modular computers failing to boot up using cell power (eg: contractor tablet) /🆑 * Fixing cell power usage (Part 4) (#82227) ## About The Pull Request Continuation of #82204 Fixes these issues in #82196 - Cyborg Electroadaptive Pseudocircuit - Defib EMP - Cell EMP - `/datum/action/cooldown/mob_cooldown/charge_apc` stuff - Mecha movement, melee, light ,weapon & tool energy drains - Ninja drain ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 4). See PR 82227 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 5) (#82296) ## About The Pull Request Continuation of #82227 Fixes these issues in https://github.com/tgstation/tgstation/issues/82196 and others that weren't noticed. - Batton emp protection - Cyborg stun arm - Cyborg energy sword - Cyborg hug attack - Mechanical god religious sect charge check - Mecha fixes - Phasing energy drain - Short circuit energy drain - Durand shield damage energy drain - Plasma engine recharge rate - Mechbay recharge power rate - Recharge station charge rate Stuff that was already working & didn't require fixing. - Plasma cutter energy shots - Botany cell charging ## Changelog 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 5). See PR 82296 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Ties power limit of anchored circuits to 20 * standard cell charge to make it consistent with power changes. (#82287) ## About The Pull Request It just makes the power requirement 20 * standard cell charge instead of 20000 ## Why It's Good For The Game This is too restrictive to make anything with. https://github.com/tgstation/tgstation/assets/62126254/e39dcf27-8793-42b0-84a0-7f747e95efcc ## Changelog 🆑 fix: anchored circuits no longer blow up after 2 components are used. /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Space heater power and heating tweaks (#82344) ## About The Pull Request - Fixes #82342 - Space heater computes total power for heating adjacent turfs and uses cell energy once rather multiple times per turf - Improvised space heater actually works & uses beaker heat capacity and not a constant of 200 for heating beaker contents ## Changelog 🆑 SyncIt21,Pickle-Coding fix: space heater(including improvised) turns off when cell is drained fix: optimized power usage for both improvised and main space heater. Improvised heater now works & uses beaker heat capacity /🆑 * Improved lathe error message (#82260) ## About The Pull Request Improves the auto/protolathe low charge error message. Instead of simply saying low power, it will tell you how long until it has enough charge to print.  ## Why It's Good For The Game Less mashing the lathe over and over with no idea how much APC charge it needs to start printing again ## Changelog 🆑 LT3 code: APCs can now calculate time-to-charge qol: Overloaded lathes will now tell you the wait time until they're ready to print again /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes issues with multitools on power objects (#82389) ## About The Pull Request So at some point the power object's `multitool_act(...)` proc was set to _always_ block, for what I could find to be no discernable reason. ### The Main Thing https://github.com/tgstation/tgstation/blob/d38f9385b863e49f83455a227764d302629e2867/code/modules/power/power.dm#L62-L74 Now, of course, it shouldn't, because this cuts the entire chain short and thus blocks any other multitool interactions. Like opening the wires panel with a multitool, in this case. Even if `can_change_cable_layer` were to be false and thus the object would never actually care about having this interaction, it'd _still_ block it. So we don't do that. But what _do_ we do? I decided to just split off the actual cable changing part into its own proc, `cable_layer_act(...)`. ```dm /obj/machinery/power/proc/cable_layer_act(mob/living/user, obj/item/tool) var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer) if(isnull(choice)) return ITEM_INTERACT_BLOCKING cable_layer = GLOB.cable_name_to_layer[choice] balloon_alert(user, "now operating on the [choice]") return ITEM_INTERACT_SUCCESS ``` Which is then called on `multitool_act(...)`, if `can_change_cable_layer` is true. ```dm /obj/machinery/power/multitool_act(mob/living/user, obj/item/tool) if(can_change_cable_layer) return cable_layer_act(user, tool) ``` Which continues with the chain if we can't change layers by default, and otherwise lets `cable_layer_act(...)` work out whether we should block or continue. Notably, we've removed the `cable_layer_change_checks(...)` proc from the equation, and just let inheritors override it to add their own preconditions and what flags they should return. On its own this fixes the APC wire panel interactions, but also lets us just return `NONE` when we need to. ```dm /obj/machinery/power/emitter/cable_layer_act(mob/living/user, obj/item/tool) if(panel_open) return NONE if(welded) balloon_alert(user, "unweld first!") return ITEM_INTERACT_BLOCKING return ..() ``` ### The OTHER Things While doing this I noticed there's actually very little sanity checks after we close our input list. ```dm var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer) if(isnull(choice)) return ITEM_INTERACT_BLOCKING ``` We only care about whether we made a choice! Testing this, lo and behold, this can cause runtimes if the power object gets qdeleted before you close the menu. As a funny side, it _also_ doesn't care about whether you're on the other side of the station, while your multitool is on a different z-level, or just doesn't exist anymore. So we just add a few basic sanity checks while we're at it. ```dm var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer) if(isnull(choice) || QDELETED(src) || QDELETED(user) || QDELETED(tool) || !user.Adjacent(src) || !user.is_holding(tool)) return ITEM_INTERACT_BLOCKING ``` That's all. Having done some basic testing, I believe the behaviour is otherwise unaffected. ## Why It's Good For The Game It's annoying to need to swap to an empty hand or wirecutters to interact with APC, emitter, or tesla coil wires. This fixes that. (Fixes #81745.) ...and then a few other tidbits I realized existed. ## Changelog 🆑 fix: Fix using a multitool on a power object with wires not actually opening the wires menu when it should. fix: Fix a runtime from a power object being deleted before selecting what cable layer to put it at. fix: Fix power object cable changing not caring about whether you were still adjacent, still holding your multitool, or whether it even still existed after the selection menu was closed. /🆑 * Updates cyborg cells created from borgifier to the SI standard (#82437) ## About The Pull Request Unchanged value in transformer.dm resulted in borg charge draining to zero immediately after forced conversion in the borgifer. Changing the value of robot cell charge to 5 MJs to fix this. ## Why It's Good For The Game Fixes #82426 ## Changelog 🆑 fix: changed value of cell charge from 5000 to 5 megajoules /🆑 * cell chargers now bypass APCs (#82309) ## About The Pull Request This makes cell chargers and suit storage units draw from the grid before the local apc ## Why It's Good For The Game Upgraded Cell chargers have a charging power of 1MW leading to them instantly draining the apc of any room they are in, this Pr makes them draw from the grid preventing immediate blackout. This is a stopgap until someone smarter than me changes power values so a pocket-sized battery won't require the same power to charge then over 600 average suburban homes. ## Changelog 🆑 balance: suit and cell chargers should draw from grid preventing instant apc blackouts in most cases. /🆑 * Let ethereals starve again (#82308) ## About The Pull Request Ethereals use energy as 'food', so of course #81579 had to touch them. To bring them in line with the new standard, the Ethereal charge levels were updated to be in megajoules. https://github.com/tgstation/tgstation/blob/466b3df0483162c3900e411c25dfe15c2320786e/code/__DEFINES/mobs.dm#L292-L299 https://github.com/tgstation/tgstation/blob/7fa8daad63f49a11e22ab64a984d29b35619852c/code/__DEFINES/mobs.dm#L285-L292 However! This forgot to update the rate at which Ethereals passively discharge. https://github.com/tgstation/tgstation/blob/7fa8daad63f49a11e22ab64a984d29b35619852c/code/modules/surgery/organs/internal/stomach/stomach_ethereal.dm#L11-L14 https://github.com/tgstation/tgstation/blob/7fa8daad63f49a11e22ab64a984d29b35619852c/code/__DEFINES/mobs.dm#L437 Meaning it's effectively a thousand times less with the new charge levels. So we simply update this define to be in kilowatts. ```dm #define ETHEREAL_CHARGE_FACTOR (0.8 KILO WATTS) //factor at which ethereal's charge decreases per second ``` ## Why It's Good For The Game Fixes issue with ethereal hunger caused by #81579. ## Changelog 🆑 fix: Ethereal starvation has been updated to the new joules/watts standard. Congratulations Ethereals! You can starve again! /🆑 * [NO GBP]Fixes ethereal charging and recharge station charge speed. (#82483) ## About The Pull Request Fixes many instances of things not charging ethereals properly. Scales all things that are meant for charging/taking from the ethereal stomach by STANDARD_CELL_CHARGE, so we never run into this issue again. Ethereal stomachs now store a cell inside them, and uses that for the charge instead of tracking a variable. Fixes recharging stations not being able to charge ethereal stomachs. The ethereal signal proc attempted to feed a callback datum to adjust_charge(), which caused a runtime. Changes that by invoking the charge_cell callback instead. Also fixes recharge station charging speed. They weren't converted correctly. Also formats their charging speed in their description, and displays power rather than referencing cycles. ## Why It's Good For The Game So ethereals charge properly. Closes #82470 ## Changelog 🆑 fix: Fixes many instances of energy sources for ethereals supplying a thousand times less energy than intended. fix: Fixes recharging stations not being able to charge ethereals. fix: Fixes recharge stations charging too fast. qol: Recharge stations display their recharging speed in formatted power, rather than unformatted energy per cycle. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Update lead acid batteries charge values (#82510) ## About The Pull Request So during the whole power consistency update thing, it seems lead acid batteries were entirely forgotten about. Which, well, is easy, because they never actually used `STANDARD_CELL_CHARGE`. https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/code/game/objects/items/maintenance_loot.dm#L32-L33 Looking into it, the previous value for `STANDARD_CELL_CHARGE` seemed to have been 1000, so we convert it directly: ```dm maxcharge = STANDARD_CELL_CHARGE * 20 chargerate = STANDARD_CELL_CHARGE * 1.4 ``` But, comparing this to the normal power cells, it seems their charge rates got _halved_ during the update. So, we do that too. ```dm maxcharge = STANDARD_CELL_CHARGE * 20 chargerate = STANDARD_CELL_CHARGE * 0.7 ``` And that fixes it. ## Why It's Good For The Game Fixes lead acid batteries still using the old power amounts, and not being relative to `STANDARD_CELL_CHARGE`. ## Changelog 🆑 fix: Lead acid batteries have had their power values fixed. /🆑 * This should do for modular code, for now. * Fixing cell power usage (Part 5) (#82296) Continuation of #82227 Fixes these issues in https://github.com/tgstation/tgstation/issues/82196 and others that weren't noticed. - Batton emp protection - Cyborg stun arm - Cyborg energy sword - Cyborg hug attack - Mechanical god religious sect charge check - Mecha fixes - Phasing energy drain - Short circuit energy drain - Durand shield damage energy drain - Plasma engine recharge rate - Mechbay recharge power rate - Recharge station charge rate Stuff that was already working & didn't require fixing. - Plasma cutter energy shots - Botany cell charging 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 5). See PR 82296 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * [NO GBP]Fixes some mapped SMES starting with low energy. (#82203) ## About The Pull Request Scales them all by up to 20 to account for removing the dumb SMESRATE define. This isn't a 100% conversion for every SMES because it would go beyond their capacity (old SMES use to duplicate cell energy, so they had a higher capacity than their cell parts imply). Also removes instances of varediting their capacity to fucking 1e+600 and replaces them with magical SMES. ## Why It's Good For The Game So lavaland and crap don't instantly run out of power. Also I don't think we should be varediting anything to 1e+600. ## Changelog 🆑 fix: Fixes lavaland SMES and other crap from not starting with enough energy. fix: The pirate SMES are now magical instead of secretly infinite. /🆑 * Mechbay & modsuit recharger tweaks (#82337) ## About The Pull Request - Both mechbay & modsuit rechargers now waste a small amount of energy as heat like it did before - Fixes #82332. Mechbay recharger displays the energy of the mech in joules & charges the cell with the exact energy required directly from the grid thus not causing the room to blackout ## Changelog 🆑 fix: Mechbay & modsuit rechargers waste a small amount of energy as heat fix: Mechbay recharger console displays mech charge as joules & charges directly from the grid thus sparing the rooms apc cell from huge loads /🆑 * Refactor APCs interaction chain from attackby to item_interaction (#82390) ## About The Pull Request For how many lines this is, there's not a lot to really say. In general, we simply move all item interactions from `attackby(...)` to `item_interaction(...)`, split each item interaction off into a separate proc, and make them all return the proper item interaction flags. We _do_ kill some probably dead code, and remove a call to `attackby(...)` elsewhere. Then, for clarity, we move the cell check below the ID check so it can be next to the other item type checks, as the priority between cell and ID is unlikely to matter anyway. Other than what's described above and detailed below, each section's functionality should be the same. Now, for the parts that _do_ need to be explained more. ### Killing Probably Dead Code Alright, so, the first part that does not have the cleanest transition. https://github.com/tgstation/tgstation/blob/d38f9385b863e49f83455a227764d302629e2867/code/modules/power/apc/apc_attack.dm#L22-L23 Whatever the fuck this is. Asking around, this seems to just be dead code. For sanity's sake removing it and testing, silicon interactions with it seem to work just fine. So we kill it. We just kill it. We Just Kill It. Closest we could find requires the distance check there to be false, so it wouldn't apply. But it _does_ bring us to the second bit of weird code. ### Calling APC Attackby Elsewhere? So wallframes let you screwdriver them to put them up, which from a comment seems to be because of cyborgs. APC wallframes of course override this with their own implementation, that allows you to also replace a damaged cover or frame like that! https://github.com/tgstation/tgstation/blob/d38f9385b863e49f83455a227764d302629e2867/code/game/objects/items/apc_frame.dm#L29-L39 ...By just calling the wholeass `attackby(...)` proc on the APC and calling it a day. But hey, this is where our previous splitting up comes in handy, because we just have a `wallframe_act(...)` proc! So we just call that instead. ```dm var/obj/machinery/power/apc/mounted_apc = locate(/obj/machinery/power/apc) in get_turf(user) mounted_apc.wallframe_act(user, src) return ITEM_INTERACT_SUCCESS ``` ...And not use single letter variables, while we're at it. That should be all. Remember to get snacks and drinks. ## Why It's Good For The Game Split off 178 line `attackby(...)` item interaction chain into separate procs called in `item_interaction(...)`. Screwdrivering APC wallframes no longer calls the wholeass `attackby(...)` on the APC, but just call the new sub-proc for the specific interaction it cares about. ## Changelog 🆑 refactor: APCs have had their item interaction chain refactored. This should functionally be the same, but please report any issues. /🆑 * [NO GBP]Cells will only consider 0.1% of their charge when shocking a user. (#82456) ## About The Pull Request Makes cells only consider 0.1% of their charge when calculating the damage for shocking someone. This makes the minimum damage 20, and goes up to 22 (previous behaviour, even though that's a shockingly small difference) with a 50 MJ cell, which is the highest capacity crew can get. This makes it inversely scale with the standard cell charge define, so if that gets changed, cells will use a different composition of their charge to consider. ## Why It's Good For The Game Airlocks instantly critting people when shocked regardless of what's in the grid wasn't previous behaviour. * Oops. There we go. * Oh, these two too. --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk> Co-authored-by: moocowswag <62126254+moocowswag@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: Archie700 <archie712@hotmail.com> Co-authored-by: Blacklist897 <149209377+Blacklist897@users.noreply.github.com> |
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c1f11f26ce |
Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579)
## About The Pull Request Removes all arbitrary energy and power units in the codebase. Everything is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you are going to multiply by time. This is a visible change, where all arbitrary energy units you see in the game will get proper prefixed units of energy. With power cells being converted to the joule, charging one joule of a power cell will require one joule of energy. The grid will now store energy, instead of power. When an energy usage is described as using the watt, a power to energy conversion based on the relevant subsystem's timing (usually multiplying by seconds_per_tick or applying power_to_energy()) is needed before adding or removing from the grid. Power usages that are described as the watt is really anything you would scale by time before applying the load. If it's described as a joule, no time conversion is needed. Players will still read the grid as power, having no visible change. Machines that dynamically use power with the use_power() proc will directly drain from the grid (and apc cell if there isn't enough) instead of just tallying it up on the dynamic power usages for the area. This should be more robust at conserving energy as the surplus is updated on the go, preventing charging cells from nothing. APCs no longer consume power for the dynamic power usage channels. APCs will consume power for static power usages. Because static power usages are added up without checking surplus, static power consumption will be applied before any machine processes. This will give a more truthful surplus for dynamic power consumers. APCs will display how much power it is using for charging the cell. APC cell charging applies power in its own channel, which gets added up to the total. This will prevent invisible power usage you see when looking at the power monitoring console. After testing in MetaStation, I found roundstart power consumption to be around 406kW after all APCs get fully charged. During the roundstart APC charge rush, the power consumption can get as high as over 2MW (up to 25kW per roundstart APC charging) as long as there's that much available. Because of the absurd potential power consumption of charging APCs near roundstart, I have changed how APCs decide to charge. APCs will now charge only after all other machines have processed in the machines processing subsystem. This will make sure APC charging won't disrupt machines taking from the grid, and should stop APCs getting their power drained due to others demanding too much power while charging. I have removed the delays for APC charging too, so they start charging immediately whenever there's excess power. It also stops them turning red when a small amount of cell gets drained (airlocks opening and shit during APC charge rush), as they immediately become fully charged (unless too much energy got drained somehow) before changing icon. Engineering SMES now start at 100% charge instead of 75%. I noticed cells were draining earlier than usual after these changes, so I am making them start maxed to try and combat that. These changes will fix all conservation of energy issues relating to charging powercells. ## Why It's Good For The Game Closes #73438 Closes #75789 Closes #80634 Closes #82031 Makes it much easier to interface with the power system in the codebase. It's more intuitive. Removes a bunch of conservation of energy issues, making energy and power much more meaningful. It will help the simulation remain immersive as players won't encounter energy duplication so easily. Arbitrary energy units getting replaced with the joule will also tell people more meaningful information when reading it. APC charging will feel more snappy. ## Changelog 🆑 fix: Fixes conservation of energy issues relating to charging powercells. qol: APCs will display how much power they are using to charge their cell. This is accounted for in the power monitoring console. qol: All arbitrary power cell energy units you see are replaced with prefixed joules. balance: As a consequence of the conservation of energy issues getting fixed, the power consumption for charging cells is now very significant. balance: APCs only use surplus power from the grid after every machine processes when charging, preventing APCs from causing others to discharge while charging. balance: Engineering SMES start at max charge to combat the increased energy loss due to conservation of energy fixes. /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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eb75696ae9 |
[MIRROR] [NO GBP]Fixes tesla zaps. [MDB IGNORE] (#24698)
* [NO GBP]Fixes tesla zaps. (#79398) ## About The Pull Request Closes #79297 Closes #79312 Due to the new cutoff parameter being added to tesla_zap() (from #78310), and most callers used positional arguments instead of keywords, the zap flags was getting fed the shocked_targets list and maybe other junk. This caused a bunch of unusual phenomena. This is fixed by using keyword arguments. Tesla zaps that use the grid were significantly weaker in terms of damage than they're supposed to be. This was a byproduct of trying to convert everything to joules and removing unnecessary power multipliers. This is fixed by reverting the damage scaling and zap power of zap sources that aren't based on grid. Technically this will cause the zaps from other sources to have less power, but these tend to not be able to put power on grid, so this wouldn't have any change other than what a grounding rod displays. Doesn't really matter. Logs machine explosions from zap_act. Not the most helpful log (would take a lot of effort to add an extra parameter to pass the source), but better than nothing. Probably other stuff I did, lol. ## Why It's Good For The Game Stops zap fuckery. Admins can now find the explosions when a 9GeV engine decides to go haywire or whatever. ## Changelog 🆑 fix: Fixes tesla zaps being weird. admin: Logs explosions from explosive zaps. /🆑 * [NO GBP]Fixes tesla zaps. --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> |
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15e2aa056d |
[NO GBP]Fixes tesla zaps. (#79398)
## About The Pull Request Closes #79297 Closes #79312 Due to the new cutoff parameter being added to tesla_zap() (from #78310), and most callers used positional arguments instead of keywords, the zap flags was getting fed the shocked_targets list and maybe other junk. This caused a bunch of unusual phenomena. This is fixed by using keyword arguments. Tesla zaps that use the grid were significantly weaker in terms of damage than they're supposed to be. This was a byproduct of trying to convert everything to joules and removing unnecessary power multipliers. This is fixed by reverting the damage scaling and zap power of zap sources that aren't based on grid. Technically this will cause the zaps from other sources to have less power, but these tend to not be able to put power on grid, so this wouldn't have any change other than what a grounding rod displays. Doesn't really matter. Logs machine explosions from zap_act. Not the most helpful log (would take a lot of effort to add an extra parameter to pass the source), but better than nothing. Probably other stuff I did, lol. ## Why It's Good For The Game Stops zap fuckery. Admins can now find the explosions when a 9GeV engine decides to go haywire or whatever. ## Changelog 🆑 fix: Fixes tesla zaps being weird. admin: Logs explosions from explosive zaps. /🆑 |
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f5eb6b48b8 |
[MIRROR] [NO GBP]Zap strength is now measured in joules. NT CIMs will now display the power transmission from the zaps, accounting for every factor. [MDB IGNORE] (#23887)
* [NO GBP]Zap strength is now measured in joules. NT CIMs will now display the power transmission from the zaps, accounting for every factor. (#78310) ## About The Pull Request Zap strength is now measured in joules. Scales everything to account for this. NT CIMS will now display the zap power transmission in watts, instead of a modifier. This will allow you to actually see how much power the supermatter is generating accurately, without knowledge of hidden multipliers. NT CIMs will also show the internal energy gain from heat in eV/K/s, so you can easily figure out how internal energy gain works, and how much energy gain it actually gives. The internal energy measurement will also adjust its prefix. Internal energy is now a measure of internal energy, rather than internal energy density, removing the "/cm^3". Here is what it looked like:  This image was created on an earlier commit where the numbers were wrong due to a hidden multiplier that got removed later, so keep that in mind. Also fixes inactive supermatters unnecessarily scaling delta time. The high energy (>5GeV) additional zaps now also scale with delta time. The code in this PR is absolute garbage trash and there are some major issues, so I'm drafting this for now. ## Why It's Good For The Game Makes it more clear what the factors add, and also how much power the SM is releasing. Zap strength being measured in joules will simplify a lot of things, making power balance more clear rather than guessimating. Adjusting the prefix for internal energy is just the natural thing to do. The per cubic centimeter part of internal energy would imply it is energy density, however it is functionally not. It would probably confuse people thinking the volume of the turf or the size of the supermatter actually matters for what the internal energy does, when it does not (except for gas absorption I guess, which changes heating/mol requirements, but nothing else), so I am removing that part. ## Changelog 🆑 qol: NT CIMs shows how much power the supermatter is releasing. qol: NT CIMs internal energy will adjust its prefix. qol: Energy displays (such as multitooling grid) will use the full range of SI prefixes available, up to the peta prefix if you somehow managed to reach that. del: Removes the per cubic centimeter part of internal energy. fix: Fix unnecessary delta time scaling on inactive supermatters. fix: Fix high energy zaps not scaling with delta time. fix: Fixes grounding rods lying about potential power you can generate. code: Convert supermatter_zap() and tesla_zap() zap_str argument unit to be in joules, and scales everything that uses that argument. /🆑 * [NO GBP]Zap strength is now measured in joules. NT CIMs will now display the power transmission from the zaps, accounting for every factor. --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> |
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64cbbdbf2c |
[NO GBP]Zap strength is now measured in joules. NT CIMs will now display the power transmission from the zaps, accounting for every factor. (#78310)
## About The Pull Request Zap strength is now measured in joules. Scales everything to account for this. NT CIMS will now display the zap power transmission in watts, instead of a modifier. This will allow you to actually see how much power the supermatter is generating accurately, without knowledge of hidden multipliers. NT CIMs will also show the internal energy gain from heat in eV/K/s, so you can easily figure out how internal energy gain works, and how much energy gain it actually gives. The internal energy measurement will also adjust its prefix. Internal energy is now a measure of internal energy, rather than internal energy density, removing the "/cm^3". Here is what it looked like:  This image was created on an earlier commit where the numbers were wrong due to a hidden multiplier that got removed later, so keep that in mind. Also fixes inactive supermatters unnecessarily scaling delta time. The high energy (>5GeV) additional zaps now also scale with delta time. The code in this PR is absolute garbage trash and there are some major issues, so I'm drafting this for now. ## Why It's Good For The Game Makes it more clear what the factors add, and also how much power the SM is releasing. Zap strength being measured in joules will simplify a lot of things, making power balance more clear rather than guessimating. Adjusting the prefix for internal energy is just the natural thing to do. The per cubic centimeter part of internal energy would imply it is energy density, however it is functionally not. It would probably confuse people thinking the volume of the turf or the size of the supermatter actually matters for what the internal energy does, when it does not (except for gas absorption I guess, which changes heating/mol requirements, but nothing else), so I am removing that part. ## Changelog 🆑 qol: NT CIMs shows how much power the supermatter is releasing. qol: NT CIMs internal energy will adjust its prefix. qol: Energy displays (such as multitooling grid) will use the full range of SI prefixes available, up to the peta prefix if you somehow managed to reach that. del: Removes the per cubic centimeter part of internal energy. fix: Fix unnecessary delta time scaling on inactive supermatters. fix: Fix high energy zaps not scaling with delta time. fix: Fixes grounding rods lying about potential power you can generate. code: Convert supermatter_zap() and tesla_zap() zap_str argument unit to be in joules, and scales everything that uses that argument. /🆑 |
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fe8fc4d010 |
[MIRROR] Split weapons_and_items.dmi icons into their own categories [MDB IGNORE] (#20360)
* Split weapons_and_items.dmi icons into their own categories * update modular * I hate the dme * random ass define removal fix * missing icons fix --------- Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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4397d63a55 |
Split weapons_and_items.dmi icons into their own categories (#74363)
## About The Pull Request This sprite file had been a dumping ground for miscellaneous sprites for the past decade. It's bloated and full of random kinds of icons and even has a few unused ones. It's time to reorganize them into their own separate dmi's based on theme. ## Why It's Good For The Game Better organization and easier access when looking for stuff. ## Changelog 🆑 imageadd: Split all icons in weapons_and_items.dmi to their own categories imagedel: Removed some unused icons /🆑 |
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68be85c58a |
[MIRROR] Adds chromosome effects to Cryokinesis, Shocktouch, Chameleon, and Webbing mutations. (#17688)
* Adds chromosome effects to Cryokinesis, Shocktouch, Chameleon, and Webbing mutations. (#71118) Cryokinesis instability up by 10 (from 20 to 30) Cryokinesis base cooldown up by 1 second (from 15 to 16) now accepts energetic chromosomes (8 seconds when applied) Shock touch instability up by 5 (from 30 to 35) now accepts both energetic and power chromosomes Shock touch cooldown up by 2 (from 10 to 12) (cooldown of 6 when energetic is applied) If a power chromosome is applied Shock touch does a weak 7500 power (I`ve seen it hit from 5-7 damage) tesla shock with range of 7 when used on a viable target (extra damage does not apply to target, no you cant use it on yourself, no you cant use it on someone that is shock immune, yes you have to put yourself in harms way to apply the tesla shock.) (The vars for the tesla shock can be edited by admins for events/abuse) Chameleon now accepts power chromosomes to fully stealth about 3 seconds faster. Webbing now accepts energetic chromosomes * ty snakebitten Co-authored-by: moocowswag <62126254+moocowswag@users.noreply.github.com> |
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431478f390 |
[MIRROR] Adds 5 new Heretic spells. Rebalances some aspects of Heretics. Refactors some spells as well, and makes it so emote spells require free hands. [MDB IGNORE] (#17658)
* Adds 5 new Heretic spells. Rebalances some aspects of Heretics. Refactors some spells as well, and makes it so emote spells require free hands. (#71044) ## About The Pull Request - Adds 5 new heretic spells! - For Flesh: Flesh Surgery. This spell is a touch spell that can either be used to heal your minions or extract organs from mobs. - For Void: Cone of Cold. This is a simple spell - it shoots out a cone, of cold, that freezes and damages people caught in it. - For Ash: Volcano Blast. This spell functions like Tesla Blast, but instead of electricity, it shoots out of a beam of fire that hurts to walk over. - For Blade: Realignment. Think of this like "Fleshmend but for stuns / stamcrit". It rapidly regenerates stamina damage and reduces stuns, while making you a pacifist. It can also be cast in rapid succession, but this will increase the cooldown. - For Rust: Rust Construction. Point at a rusted tile, and a wall will be raised where it was instantly. This even damages people and throws them aside - Or, if on a multi-z map, can lift up. - Number of influences has increased. - 5 at 1 heretic - 9 at 2 - 12 at 3 - 14 at 4 - 15 at 5 - 16 at 6, and so on - Heretics are given a 5th sacrifice target, selected randomly. On average an additional sacrifice is needed for their objectives. - Being sacrificed grants you a permanent phobia of the supernatural. Phobia of the supernatural has been expanded to cover heretic items and mobs. - The equation for offhand damage of blade heretics was tweaked. Actual result unchanged, it's just more resilient to future changes now. - Touch spells were refactored a bit, and overall expanded to be easier to use - Charged spells were added, and charged beam spells. Tesla blast uses this. - Cone spells were refactored to be easier to setup. - Jaunting will now hide your runechat when it triggers, to make it less easy to follow. - Heretic Ghouls now take less stamina damage based on how low their health pool is. - Emote based spells now require hands to be unblocked to be cast, like mime spells. - Yes this gets rid of handcuffed invisible walls... Not 100% on this, but I figured it's good for consistency? Open to discussion ## Why It's Good For The Game A lotta feedback has passed through about heretic and it's time to address some of it - Problem: Not enough cool flash spells. Makes Focus not worth it. - Solution: Adds some more spells to encourage focus use. - Problem: Sacrifice targets being too willing or not harmed enough - Solution: A permanent trauma. - Problem: Not enough ways to power up. - Solution: Adding more influences around, though I think there should be more variety in knowledge rituals as well. - Problem: Ash Passage sucks - Solution: Makes it a smidge better to stay hidden with it. - Problem: Heretic Ghouls get one hit by batons - Solution: Stamina modifier should put them on par with unmodified humans. ## Changelog 🆑 Melbert add: Added five new heretic spells, one for each path. They come after the Ritual of Knowledge. add: Cone of Cold, for Void heretics. Shoots out a freezing chill in a cone which deal damage and freezes. add: Flesh Surgery for Flesh heretics. A touch spell which can either heal minions or be used on mobs to extract organs without surgery. add: Volcano Blast for Ash heretics. A beam spell, like Tesla Blast, which fires out a beam of fire that bounces between people. add: Realignment for Blade heretics. Fleshmend, but for stuns and stamina damage. Makes you a pacifist, but rapidly regenerates stamina. add: Rust Construction for Rust heretics. Places a wall of rust on the target rusted flooring. Can even be used to ascend z-levels! balance: Nerfed the cooldown of Cleave slightly, buffed the cooldown of Lesser Cleave slightly. balance: Slightly more influences will spawn on the station per heretic. balance: Heretics require an additional sacrifice on average for ascension, but are given a fifth sacrifice target (randomly selected). balance: Being sacrificed by a heretic now gives you a permanent phobia of spooky things, including heretic mobs and items. balance: Heretic ghouls now take reduced stamina damage, depending on how small their health pool is. balance: Using Jaunts will conceal your runechat for their duration. balance: Spells which require emoting (Mime spells) require your hands not be blocked to use. refactor: Touch Spells were improved a bit. Added some new template spells - Charged spells, and Charged beam spells. fix: Fixes a runtime from losing heretic. /🆑 * Adds 5 new Heretic spells. Rebalances some aspects of Heretics. Refactors some spells as well, and makes it so emote spells require free hands. * MIRRORS tgstation/tgstation#70561 Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com> |
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7dde8a5e66 |
Adds 5 new Heretic spells. Rebalances some aspects of Heretics. Refactors some spells as well, and makes it so emote spells require free hands. (#71044)
## About The Pull Request - Adds 5 new heretic spells! - For Flesh: Flesh Surgery. This spell is a touch spell that can either be used to heal your minions or extract organs from mobs. - For Void: Cone of Cold. This is a simple spell - it shoots out a cone, of cold, that freezes and damages people caught in it. - For Ash: Volcano Blast. This spell functions like Tesla Blast, but instead of electricity, it shoots out of a beam of fire that hurts to walk over. - For Blade: Realignment. Think of this like "Fleshmend but for stuns / stamcrit". It rapidly regenerates stamina damage and reduces stuns, while making you a pacifist. It can also be cast in rapid succession, but this will increase the cooldown. - For Rust: Rust Construction. Point at a rusted tile, and a wall will be raised where it was instantly. This even damages people and throws them aside - Or, if on a multi-z map, can lift up. - Number of influences has increased. - 5 at 1 heretic - 9 at 2 - 12 at 3 - 14 at 4 - 15 at 5 - 16 at 6, and so on - Heretics are given a 5th sacrifice target, selected randomly. On average an additional sacrifice is needed for their objectives. - Being sacrificed grants you a permanent phobia of the supernatural. Phobia of the supernatural has been expanded to cover heretic items and mobs. - The equation for offhand damage of blade heretics was tweaked. Actual result unchanged, it's just more resilient to future changes now. - Touch spells were refactored a bit, and overall expanded to be easier to use - Charged spells were added, and charged beam spells. Tesla blast uses this. - Cone spells were refactored to be easier to setup. - Jaunting will now hide your runechat when it triggers, to make it less easy to follow. - Heretic Ghouls now take less stamina damage based on how low their health pool is. - Emote based spells now require hands to be unblocked to be cast, like mime spells. - Yes this gets rid of handcuffed invisible walls... Not 100% on this, but I figured it's good for consistency? Open to discussion ## Why It's Good For The Game A lotta feedback has passed through about heretic and it's time to address some of it - Problem: Not enough cool flash spells. Makes Focus not worth it. - Solution: Adds some more spells to encourage focus use. - Problem: Sacrifice targets being too willing or not harmed enough - Solution: A permanent trauma. - Problem: Not enough ways to power up. - Solution: Adding more influences around, though I think there should be more variety in knowledge rituals as well. - Problem: Ash Passage sucks - Solution: Makes it a smidge better to stay hidden with it. - Problem: Heretic Ghouls get one hit by batons - Solution: Stamina modifier should put them on par with unmodified humans. ## Changelog 🆑 Melbert add: Added five new heretic spells, one for each path. They come after the Ritual of Knowledge. add: Cone of Cold, for Void heretics. Shoots out a freezing chill in a cone which deal damage and freezes. add: Flesh Surgery for Flesh heretics. A touch spell which can either heal minions or be used on mobs to extract organs without surgery. add: Volcano Blast for Ash heretics. A beam spell, like Tesla Blast, which fires out a beam of fire that bounces between people. add: Realignment for Blade heretics. Fleshmend, but for stuns and stamina damage. Makes you a pacifist, but rapidly regenerates stamina. add: Rust Construction for Rust heretics. Places a wall of rust on the target rusted flooring. Can even be used to ascend z-levels! balance: Nerfed the cooldown of Cleave slightly, buffed the cooldown of Lesser Cleave slightly. balance: Slightly more influences will spawn on the station per heretic. balance: Heretics require an additional sacrifice on average for ascension, but are given a fifth sacrifice target (randomly selected). balance: Being sacrificed by a heretic now gives you a permanent phobia of spooky things, including heretic mobs and items. balance: Heretic ghouls now take reduced stamina damage, depending on how small their health pool is. balance: Using Jaunts will conceal your runechat for their duration. balance: Spells which require emoting (Mime spells) require your hands not be blocked to use. refactor: Touch Spells were improved a bit. Added some new template spells - Charged spells, and Charged beam spells. fix: Fixes a runtime from losing heretic. /🆑 |
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a8830d238c |
Adds chromosome effects to Cryokinesis, Shocktouch, Chameleon, and Webbing mutations. (#71118)
Cryokinesis instability up by 10 (from 20 to 30) Cryokinesis base cooldown up by 1 second (from 15 to 16) now accepts energetic chromosomes (8 seconds when applied) Shock touch instability up by 5 (from 30 to 35) now accepts both energetic and power chromosomes Shock touch cooldown up by 2 (from 10 to 12) (cooldown of 6 when energetic is applied) If a power chromosome is applied Shock touch does a weak 7500 power (I`ve seen it hit from 5-7 damage) tesla shock with range of 7 when used on a viable target (extra damage does not apply to target, no you cant use it on yourself, no you cant use it on someone that is shock immune, yes you have to put yourself in harms way to apply the tesla shock.) (The vars for the tesla shock can be edited by admins for events/abuse) Chameleon now accepts power chromosomes to fully stealth about 3 seconds faster. Webbing now accepts energetic chromosomes |
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eefbd40ce6 |
[MIRROR] Adds macros to help with common set_- and adjust_timed_status_effect uses [MDB IGNORE] (#16410)
* Adds macros to help with common `set_`- and `adjust_timed_status_effect` uses * merge conflicts * modular skyrat and missed changes Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: tastyfish <crazychris32@gmail.com> |
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45516f4741 |
Adds macros to help with common set_- and adjust_timed_status_effect uses (#69951)
* Adds helpers for status effect application |
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c68fea7cba |
[MIRROR] Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. [MDB IGNORE] (#14666)
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. * our changes * yes * 0 * Update blackmesa.dmm Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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f8f3dbed98 |
Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. (#67083)
* destroy proc holder pt1 - change proc_holder/spell to action/cooldown/spell - docs all the spell vars, renames some of them - removes some useless vars - start with pointed spells, as they're easy * kill proc_holder pt2 - kill a buncha vars and replace it with flags - convert a ton over - general code improvements * kill proc_holders pt3 - convert a good few more spells - rename some signals - handle statpanel - better docs * kiill proc_holder pt4: - restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with - converts touch attacks to actions - converts blood crawl, jaunt subtype * kills proc_holder pt5 - clears up some icon issues so all the currently converted pages don't have errors - shapeshift - some more action cleanup * kills proc_holder pt5.5: - some documentation - reworks feedback to prevent oversight with teleports and stuff * kills proc_holder pt6: - converted cult spells - converted magic missile - converted mime spells - chipped away at the errors - removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own. - merged magic/spell and magic/aoe, as the comment intended - more unified behavior for spell levelling * kill proc_holders pt 6.5: - replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby * kills proc_holder pt 6.75: - minor fixes * kills proc_holder pt7: - cuts down on some errors - refactors some wiz events * kills proc_holder pt 7.5: - malf ranged modules - some minor errors * kills proc_holder pt 7.75: - mor eminor error handling, cleaning up changes * kill proc_holder pt8: - refactors spell book - refactors spell implant - some more minor error fixing * kill proc_holder pt 8.5: - scan ability * Adds some robust documentation * kill proc_holder pt9: - converts some / most mutations over * kill proc_holder pt10: - sort out all the granters - refactor them slightly - fix some compile errors * Some set-unset sanity - going to need to test removing Share() * Removes transfer actions. It doesn't seem to do anything. - Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though * Removes sharing from actions, docs actions better * Some better documentation for spell and spell components * Kills proc_holder pt11: - Finally finishes ALL THE SPELLS IN THE SPELL FOLDER - Fixes some more errors * kills proc_holder pt11.5: - minor error fixing and sanity * Method of sharing actions. Can be improved in the future, needs testing * Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now. * Curse of madness bug I put in. * kills proc_holder pt12: - sub 500 errors! - converts cytology mobs - converts and refactors spiders slightly - some minor fixing around the place as usual * kill proc_holder pt13 - Finishes heretic spells - Sub 300 errors! - some touch refactoring to account for mansus grasp * kills proc_holder pt14: - revenant - minor bugfixing for heretic stuff * kills proc_holder pt14.5: - some missed stuff for revenant + heretic * kills proc_holder pt15: - alien abilities - more minor fixing - sub 100 errors. The end is nigh * kill proc_holder pt16? 17: - Finishes cult spells - sub 50 errors! - refactors the way charge works - renames / moves some signals * kills proc_holder pt final: - sdql spells - no more errors! * Bugfixes round 1 * Various bugfixing - documentation done - give spell works - can cast spell gives feedback conditionally - is available takes into account casting ability * Some accidental reversions + fixes * Unit tests * Completely refactors jaunting - All bloodcrawling is now handled on the action itself instead of across various living procs - slaughter demons have their own blood crawls - jaunting dummies don't have side effects on destroy() anymore * Wizard spell logging and even more refactoring |
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3e4bad8694 |
[MIRROR] Confusion status effect is now duration based instead of magic number based [MDB IGNORE] (#13496)
* Confusion status effect is now duration based instead of magic number based * e * Update tgstation.dme * Update contract.dm Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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e63d556d83 |
Confusion status effect is now duration based instead of magic number based (#66801)
Refactors the confusion status effect. Removes "confusion strength" and replaces it with duration, which is measured in seconds. This also allows them to use the adjust_timed_status_effect procs instead of their own. Fun fact! 2 years ago when confusion was refactored into status effects, all confusion effects in the game were halved in duration. They were changed to status effects, which tick every 1 second by default, from life, which tick every 2 seconds by default, without any values changing. |
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7d1d0e1fad |
[MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs * AA * a * AAAAAAAAAAAAAAAAAAAAAA * Update species.dm Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
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375a20e49b |
Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such) |
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6733d6debb |
[MIRROR] fixes the flags of some shocks (#1685)
* fixes the flags of some shocks (#54906) ## About The Pull Request The shocks from the shock touch mutation now ignore insulated gloves, because you're touching your victim's body, not giving them a handshake. The shocks from punching charged energy fields (special holosigns from emagged cyborgs) now DON'T ignore insulated gloves, because you're literally punching them with your hand. The shocks from running into charged energy fields now DON'T ignore insulated gloves, to be consistent with things like electrified doors. The shocks from the on_mob_life() effect of liquid electricity now ignore insulated gloves, like the shocks from the on_mob_life() effect of teslium do (thanks for pointing this out, Angustmeta!). ## Why It's Good For The Game Logical sense and consistency in what forms of protection shocks check for are good things, I think. * fixes the flags of some shocks Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> |
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80882a53a8 |
fixes the flags of some shocks (#54906)
## About The Pull Request The shocks from the shock touch mutation now ignore insulated gloves, because you're touching your victim's body, not giving them a handshake. The shocks from punching charged energy fields (special holosigns from emagged cyborgs) now DON'T ignore insulated gloves, because you're literally punching them with your hand. The shocks from running into charged energy fields now DON'T ignore insulated gloves, to be consistent with things like electrified doors. The shocks from the on_mob_life() effect of liquid electricity now ignore insulated gloves, like the shocks from the on_mob_life() effect of teslium do (thanks for pointing this out, Angustmeta!). ## Why It's Good For The Game Logical sense and consistency in what forms of protection shocks check for are good things, I think. |
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c5c00fc6ff |
[MIRROR] Confusion will no longer continue to confuse after being cured (#213)
* Confusion will no longer continue to confuse after being cured (#52286) * Confusion will no longer continue to confuse after being cured * Grammar comment fix * Move to status effect * Remove test per request * Make confusion a status effect, confusion curing now completely neuters the confusion * set_confusion changes, get_confusion * Fix confusion going down twice per tick * Change strength = to proc * Move procs to status_procs * Confusion will no longer continue to confuse after being cured Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com> |
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7df16c595e |
Confusion will no longer continue to confuse after being cured (#52286)
* Confusion will no longer continue to confuse after being cured * Grammar comment fix * Move to status effect * Remove test per request * Make confusion a status effect, confusion curing now completely neuters the confusion * set_confusion changes, get_confusion * Fix confusion going down twice per tick * Change strength = to proc * Move procs to status_procs |