Commit Graph
17 Commits
Author SHA1 Message Date
RhialsandRoxy 52d2ae961d Icebox rods delete themselves at the world border (#90810)
## About The Pull Request

Immovable rods will now delete themselves upon reaching the world border
on Icebox.

Normally they would miss their target turf, and would get stuck at the
world border. This is weird and not right.
## Why It's Good For The Game

No free exercise for the RD.
## Changelog
🆑 Rhials
fix: Immovable rods self-delete at the icebox world border.
/🆑
2025-05-08 19:20:12 -04:00
MrMelbertandGitHub 9007190a74 Audits a bunch of calls to receive_damage, replacing them with apply_damage (#88205)
## About The Pull Request

Looks through calls to `receive_damage` and replaces them with calls to
`apply_damage`

`receive_damage` is a gross to use internal proc that doesn't take into
account physiology (damage modifiers) or even update the mob's sprite
when taking damage

It should be avoided many uses - `apply_damage`, in fact, can take a
bodypart as a target, and is overall a lot easier and more ergonomic to
use.

"So what are valid uses of it?"
- Apply damage itself, and similar direct-damage procs 
- Ensuring you deal an exact amount of damage to a bodypart
- Damaging a limb with no owner

## Changelog

🆑 Melbert
refactor: A ton of things now use the more correct method of applying
damage to you. Which means they will correctly factor in damage
modifiers and are less likely to break your sprite. Some examples
include embedded objects jostling around, chiropractice, and tackling a
wall. Report any oddities, such as extreme damage or bodyparts being
wrongly affected.
fix: Having acid splashed on your face may now disfigure you and make
you bald, as it once did three years ago.
fix: Itchy heretic trauma now better checks if the bodypart is covered
or not before determining if you should itch.
fix: "Repair Puncture" logs no longer mistakenly report you are
"Incising burned flesh"
/🆑
2024-12-04 09:00:15 +13:00
larentounandGitHub 692540a7b9 Singularity_pull() standartize (#87304)
## About The Pull Request
Previous attempt - https://github.com/tgstation/tgstation/pull/87227

`/atom/proc/singularity_pull(obj/singularity/singularity, current_size)`
has first arg typed, but other procs were just referencing it as a
un-typed variable.

Since args are not standartized AND
`atom/proc/singularity_pull(obj/singularity/singularity, current_size)`
is out-dated, since it can be called by things that has
`/datum/component/singularity` - not just by
`obj/singularity/singularity` - This PR just adds args to every
`proc/singularity_pull()` as follows:
`proc/singularity_pull(atom/singularity, current_size)`

## Why It's Good For The Game
Standartization

## Changelog
No changelog needed
2024-10-25 02:08:26 +02:00
necromanceranneandGitHub b830ba11b7 Research Directors are now strong (the Athletics trait, that is). Suplexing a rod is an incredible workout. (#83269)
## About The Pull Request

Grants the Research Director TRAIT_STRENGTH via their skill chip. This
trait is only relevant to athletics-related activities. They still need
to actually do the workout before they see any results.

Fitness bros will overestimate the RD's power level due to their ability
to suplex an immovable rod.

Suplexing a rod grants an incredible amount of athletics skill,
increased by how many people the rod has taken out. The frequency of
this happening is bound to be pretty small, but it's a nice in-round
reward for accomplishing the task (and maybe blowing up a department as
a result), and also potentially a large number of casualties on top of
that.

## Why It's Good For The Game

The athletics changes didn't acknowledge that there is already someone
on the station that is, for some reason, unnaturally stronger than
everyone else. The Research Director. So now, fitness bros think they're
naturally swole. Mind over matter, I guess?

I just think it'd be funny if by suplexing the rod once, you gain
incredible physical power and then need to take a nap because boy that
sure was an explosive amount of strength you had to apply. Since this
only happens with looping rods, I don't imagine it will disrupt fitness
as a skill too much.

## Changelog
🆑
add: The Research Director is now actually strong.
add: Fitness bros will determine the Research Director to be stronger
than they actually are, without even working out. How does he do it?
balance: Suplexing a rod grants a large burst of athletics experience.
add: The more sentient casualties of the rod, the more experience
suplexing that rod grants. Absorb the souls of the weak and feeble.
/🆑
2024-05-21 22:50:58 +01:00
John WillardandGitHub e9abe8dcd2 Fixes monkeys falling over through windoors (#82963)
## About The Pull Request

Monkey knockover is now on a new mob-bump signal instead of being on
crossed, fixing some consistency issues and getting rid of our need for
snowflake "can bump into mob" check.

We should try to get rid of all our instances of Crossed and remove its
use to prevent this bug from occurring in the future.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/66983

## Changelog

🆑
fix: Monkeys can no longer be knocked over by walking into a windoor on
combat mode while they're behind it.
/🆑
2024-05-01 15:03:13 +02:00
MothblocksandGitHub bc4e7d3b4e Remove data systems in favor of global datums (#82943) 2024-04-29 22:47:36 -07:00
JeremiahandGitHub c1a775efe1 Implements data systems (#82816)
## About The Pull Request
Subsystems currently come in two different flavors:
1. Systems that process at intervals with the master controller
2. Global data containers that do not fire

And I think they should be split up...


This moves 4 non firing, non init subsytems -> datasystem

## Why It's Good For The Game
Clarity in code
2024-04-22 21:27:15 -06:00
7626c3bd6c Tram v6/Transport Subsystem (#78230)
Co-authored-by: Unit0016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2023-10-17 10:52:38 -07:00
distributivgesetzandGitHub 73e1ec9296 Move some job related achievements into the job achievement category (#78092)
## About The Pull Request

Read title, this only affects the UI and not the database as far as I am
aware
## Why It's Good For The Game

The jobs category is painfully empty, only being home to four
achievements total. Meanwhile we have a ton of achievements inside the
miscellaneous category, a lot of which are not miscellaneous
achievements at all. Right now I just wanna focus on moving around
achievements from existing category to existing category though. This
improves achievement category spread overall by a small but necessary
amount.
## Changelog
🆑 distributivgesetz
code: Moved some job-related achievements from the misc category to the
jobs category.
/🆑
2023-09-03 20:05:14 +02:00
lessthanthreeandGitHub 037dd1dad1 Immovable rod meets unstoppable tram (#77656)
## About The Pull Request

Adds interaction between immovable rod and the tram for the rare
occasions the rod hits it at the front or back while flying at a
parallel angle.

The rod will push/pull the tram in the direction it's flying until a
short distance past the tram's usual landmark, eventually winning and
carrying on.

- Only applies to random rods, if the rod has a target it will ignore
the tram as usual.
- Looping rod only pushes the tram once.
- As long as the tram has power, can be returned to the rails as usual
by calling it.

## Why It's Good For The Game

When the HoP is having a really unlucky day.


https://github.com/tgstation/tgstation/assets/83487515/2f0393cd-f796-4b00-8674-d97e57358543


https://github.com/tgstation/tgstation/assets/83487515/f74c8497-8d62-4fcf-80a0-da7259160b7f

## Changelog

🆑 LT3
add: Immovable rod will now battle the unstoppable tram should they
cross paths
fix: Birdshot's maint tram doors now work properly
fix: Tramstation's exterior light fixtures no longer get destroyed as
soon as the tram moves
code: Tram landmarks are now all subtyped instead of map varedits
/🆑
2023-08-24 22:20:30 +00:00
GhomandGitHub 5d5492e111 Implements usage of the REVERSE_DIR macro throughout the code. (#77122)
## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.

## Why It's Good For The Game
Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir,
180)` call, being a simple set of binary operations. To sum it up, micro
optimization.

## Changelog

N/A
2023-07-28 15:16:09 +02:00
a373b4cb08 Icon folder cleaning wave one (#76703)
## About The Pull Request

Due to a mental breakdown caused by unfathomable abomination that is
icons folder, I swore to myself to one day clean it. Today is kind of
that day. Been at it for around 6, you gotta understand I need a rest. I
tracked most changes in descriptions of commits if you are looking for
details.

## Why It's Good For The Game

Saner spriters make better sprites. And also, just helps keep track of
things.

## Changelog

🆑
image: added sprites for different variants of scrolls.
image: modified couple posters with ghost pixels.
/🆑

---------

Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
2023-07-11 10:50:10 -07:00
4f2227baf3 Implements a macro for checking mind traits (#76548)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/82850673/f85d0556-1806-40bf-92b8-597e46ccb4af)
Seeing this pattern repeated over various sections of code was starting
to piss me off

## Why It's Good For The Game

Lessens chance to cause errors with mind traits, ensures consistent
behavior, makes it easier to change how mind traits work if necessary.

## Changelog

hopefully not player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-06 11:45:46 -06:00
NamelessFairyandGitHub 105dff5058 Refactors admin event setup (again) (#73801)
## About The Pull Request

Requested by @tralezab 

Admin event setups now use a list rather than a single setup. This means
common functionality list setting position and picking an option from a
list can be applied to events that have multiple customizable factors
rather than needing to making entirely overridden subtypes for every
event.

Adds a few new subtypes of event_admin_setup:
- input_number for setting a number value. An example can be found in
the heart attack event.
- set_location for causing an event to occur in a specific location. An
example can be found in the stray cargo pod event.
- question, yes no question that returns true/false. An example of its
usage can be found in immovable rod
- candidate_check, a more niche subtype used to block events that do not
function unless theres a specific number of valid candidates. An example
of its usage can be found in the disease events.

While doing the refactor I also implemented some simple extra options
for some of the refactored events. Classic Disease now has an option for
admins to roll **any** disease rather than just the "safe" ones. And
shuttle catastrophe now allows admins to select which shuttle is used.
## Why It's Good For The Game

Cuts back on duplicate lines of code a lot, should make adding more
customization to events slightly easier. Also more admin customization.
## Changelog
🆑
refactor: Admin event setup's have been refactored to use lists.
fix: When admins customize the pirate event all options will be
available rather than just options that have not been randomly rolled.
fix: The stray meteor event no longer runtimes when customized by
admins.
admin: Admins can now select the shuttle brought in by the shuttle
catastrophe event.
admin: Admins can now randomize the disease outbreak classic event to
roll any disease type, including transformation diseases so have fun
with that.
/🆑
2023-03-08 09:50:59 -07:00
NamelessFairyandGitHub f9872f34df Improves admin rod logging and fixes un-aimed rods being aimed. (#73668)
## About The Pull Request

Logs wont say a rod has been aimed at null location anymore and instead
will say "a random location"
Also admin rods that were not aimed were retaining the location set by
previous rods which is bad since it meant un-aimed rods were actually
aimed.
## Why It's Good For The Game

Bug fix + better logging.
## Changelog
🆑
fix: Un-aimed admin rods will now actually be un-aimed instead of aimed
at the previous aimed rods target.
admin: Admin aimed rods will now log that they're aimed randomly when
not aimed.
/🆑
2023-02-27 14:19:59 -07:00
JacquerelandGitHub 728a0f1b91 Grand Ritual: Alternate Wizard objective (Wizard Events II) (#72918)
Adds an alternate greentext objective for Wizards known as the "Grand
Ritual". This was initially the gimmick of a different wizard-related
antagonist downstream. I didn't get permission to port it, so I'm
attaching it to regular Wizards instead.

Wizards will spawn in with a new Grand Ritual button next to their
antagonist info button. Pressing it will pinpoint them towards their
next Ritual Location (a randomly chosen region of the space station).
Once within that location, pressing it will summon a magic circle and
obliterate any dense objects which are in the way. This also puts the
ability on a two minute cooldown.
Clicking on the magic circle with an empty hand will begin a three-stage
invocation to gather magical power. You can interrupt this invocation at
any time and will resume from the last stage you completed (if you
finished two stages you only need to do one more).
Once you complete a ritual, a random event will be triggered based on
how many rituals you have performed so far. These tend to be ones which
annoy the crew in some manner, and Wizard Events are included in the
list. Additionally, something weird will usually happen to the room you
are in.
Then you are assigned a new location and can toddle off to do it again.

Once you have done this three times, you will be picked up by the
station's sensors every time you start a subsequent ritual and should
expect annoyed company to come investigate.
Once you have done this six times, you can finally spend all of that
accumulated power on the seventh Grand Finale ritual. Completing this
grants you victory at the end of the round and will have a larger,
flashier effect which you can pick from a list of options, think of it
like a wizard equivalent of a Traitor Final Objective or Heretic
Ascension.
After that you can still keep doing rituals if you want to pester the
crew further by summoning more random events, you've already "won" at
this point so now it's your job to make them want to go home.

I think it'd be more fun to just find out what the Finale ritual can do
by seeing it happen but maintainers will probably want a list of its
precise capabilities, so here it is:

Currently completing a ritual also has a chance to create Heretic
Reality Tears (of both varieties, available for Heretics to eat and
visible to crew) as a kind of cross-antagonist interaction which seemed
to make sense to me but if this seems thematically or mechanically
inappropriate it's easy to strip out.
2023-02-12 14:27:05 -06:00
tralezabandGitHub bdf5e7b60a Refactors Admin Setups on Forced Events + Refactors Vending Sentience + Refactors Shuttle Loans (#72998)
## About The Pull Request

- [x] TEST EVERYTHING
tested:
- Pirates
- Vending Machines
- Shuttle Catastrophe
- Anomalies
- Immovable Rod
- Sandstorms
- Scrubber Overflow
- Stray Meteor
- Madness
- Department Revolt (Well obviously, it is my super robust code after
all)
- Shuttle Loan
- Mass Hallucination
- Heart Attack
- False Alarm

Disease Outbreak is probably fine aha... It correctly reports that there
are no candidates before aborting.

#### The biggest change you'll notice is that some admin setup questions
allow you to let the game decide where previously you had to choose!

### Refactors Admin Setups on Forced Events

I need to refactor and datumize how admins set up special conditions on
forced events, so I did! Now `/datum/event_admin_setup` handles admin
settings, with a few prototypes to make it easier to give events admin
options in the future. This was exhausting and what 90% of the pr is.

### Refactors Vending Sentience

The code was so bad I could not datumize the admin part of it so I
cleaned it up, making a lot of things in the event get decided in
`setup()` where they should.

### Refactors Shuttle Loans

The code was so bad I could not datumize the admin part of it so I
cleaned it up AS WELL, by datumizing the shuttle loans. Should be easier
to add more types in the future, actually kinda stoked.

## Why It's Good For The Game

This is preparation for a tgui change to ForceEvent.ts an admin has
requested. Phew!

## Changelog
🆑
refactor: Refactored a bunch of admin-related event code, hopefully you
won't notice much
admin: ... But you specifically may notice some minor differences. Raw
inputs changed into tgui ones, minor soul removal, etc.
/🆑
2023-01-30 17:57:12 +00:00