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Commits
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348789fa8d |
The Renamening- upgrades UNIQUE_RENAME and moves a lot of renaming implementations under it (#93115)
## About The Pull Request Moves a lot of the unique renaming implementations described in #82664 to the functions given by the `obj_flag` `UNIQUE_RENAME`. `UNIQUE_RENAME` has been given new properties to account for non-standard renaming, these being the `RENAME_NO_DESC` flag that prevents changing the description, the `nameformat()` and `descformat()` procs that, when modified, allow for applying naming formats(i.e. "Body Bag - [input]"), as well as other post-renaming handling such as changing the name of the output plant of a renamed seed, the `rename_checks()` proc that allows for unique naming prevention(such as a locked personal closet), and the `rename_reset()` proc to clean up other possible renamed variables potentially changed in `nameformat()` and `descformat()`. This also adds `/datum/element/tool_renaming` to crayons, which will let them rename anything that has `UNIQUE_RENAME`. I looked through everything with that flag, and I didn't see anything that I don't think should be renameable by a crayon(except things that shouldn't be renamable with pens), so it shouldn't fuck anything up. ## Why It's Good For The Game moves all of the non-honorable mentions in #82664 to the same renaming system, and also moves all of the honorable mentions save for: - plaques, as they only get renamed once and wouldn't benefit from `UNIQUE_RENAME` imo - books, because they're far more than just renaming, and are persistent - paintings, because they're persistent - photos, because they're not normal renaming and they're persistent - endoskeletons, because they're done with a multitool in UI - cardboard IDs, because they're far more than just renaming Additionally, this fixes: - Implanter renaming didn't work because a ! was missing - Clown borg picket sign renaming didn't work because they didn't use the correct arguments This'll make it easier to make renameable objects in the future, as well. ## Changelog 🆑 fix: fixes implanter renaming not working fix: fixes clownborg picket sign renaming not working code: brought most unique renaming implementations under UNIQUE_RENAME /🆑 |
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def17fd90a |
Rare Earths! Advanced soils for botany. (#92513)
## About The Pull Request This PR adds 4 new types of soil and a holder item; the soil sack, to contain and transport said soils. <img width="496" height="378" alt="bild" src="https://github.com/user-attachments/assets/57f42a9c-c731-4195-91df-b4456ec45e7b" /> Two of the new soils + the regular old soil are available in the premium section of the nutrimax. All 5 soil types are available from cargo. It also adds two new plant traits; soil lover and semiaquatic, that allows coders to confer maluses to plants growing in trays or soil respectively. Potatoes, sweet potatoes, carrots, parsnips, cahn'roots, white and red beets currently have soil lover, reducing their produced yield by 30% and their potency randomly between 20-80% if grown hydroponically. Rice has semiaquatic which increases the amount of weeds gained by 50% if grown in soil rather than hydroponically. ## Advanced soil types ### Vermaculite #### Stats Max Nutrients: 20u Max Water: 150u #### Special Effects Multigraft: Up to 3 grafts can be cut from a plant planted in vermaculite. Graft Medium: Graft cuttiongs can be directly placed into vermaculite to create a new plant vegetatively. ### Hydrogel Beads #### Stats Max Nutrients: 15u Max Water: 300u #### Special Effects Hydroponic + Soil: Both water loving and soil loving plants can grow without maluses. Super Water: Water consumption rate is decreased by 50% ### Korta Coir #### Stats Max Nutrients: 20u Max Water: 100u #### Special Effects Fast Mushrooms: Mushrooms mature(and age) 40% faster if planted in this soil. ### Worm Castings #### Stats Max Nutrients = 35u Max Water = 200u #### Special Effects Slow Release: If the nutrients run out, 1u nitrogen will be automatically added to the nutient pool. Worm Habitat: Composting veggies in this soil has a chance to produce an extra slimy worm. ### Soil Sacks Use them on the floor to place a soil at that location. You can reverse this process by right clicking a soil with a shovel. The sacks are huge items that deals stamina damage, but have slowdown when carried. They can be wielded to remove slowdown, double the damage output and gain 25% block chance. They have unique normal and wielded inhands for each sack type. #### Price List **Soil** Nutrimax: 50 cr Cargo: 400 cr / 5 sacks **Vermaculite** Nutrimax: 100 cr Cargo: 400 cr / 3 sacks **Hydrogel** Nutrimax: 100 cr Cargo: 400 cr / 3 sacks **Coir** Nutrimax: N/A Cargo: 600 cr / 3 sacks **Worm Castings** Nutrimax: N/A Cargo: 800 cr / 3 sacks #### Misc Soil Changes Soil now have a new armour type and are generally much harder to destroy by shooting or bashing them. Fixed a bug where weeds would instantly reduce yield to 3 instead of lowering it by 1-2 per cycle. ## Why It's Good For The Game I have long been a fan of using soils in botany, they are the cheapest and easiest way to make new trays and enable many interesting strategies. The default soil is fine for what is but it kinda sucks, not only having low stats but also missing autogrow, a feature botanist have grown completely addicted and dependent on. When self sustaining trays were removed and autogrow added, it was intended as a way to keep a couple of plants alive while you ran out to do errands or grab a drink. However, the feature has devolved into basically a shift start self sustaining for all your trays and standard practice is using it on every single tray that currently is not trying to mutate. This has resulted in certain core botany mechanics like water and pests being made totally irrelevant, shrinking design space a lot. Rather than just reaching for the stick, I thought it would be fun to instead offer them a carrot in the form of an expanded toolset of soils with unique effects that cannot be replicated by trays. These new soils offer niche benefits that enable advanced botany gameplay and provides a framwork for deepening plant / tray interactions in the furture. ## Changelog 🆑 add: Added 4 new types of soil add: Added soils sacks to the nutrimax add: Added soil sack crates to cargo. balance: Soil now has higher armor values. balance: Rice now gets more weeds if grown in soil. balance: Carrots, potatoes, beets and their mutations now get reduced yield and potency if grown hydroponically. fix: Weed overgrowth no longer instantly sets yield to 3. /🆑 |
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2bcafecefb |
Fix poppy plant interaction breaking spades (#92960)
## About The Pull Request This unassuming line was added in the middle of tray attackby to allow for sharp objects to extract poppy sap https://github.com/tgstation/tgstation/blob/71c49cb4d1024515c98fe6de531620010cdf4334/code/modules/hydroponics/hydroponics.dm#L941-L945 Unfortunately, spades are sharp, and the shovel interaction followed lower in the chain. This also isn't proper use of `interact_with_atom` so we can fix two birds with one stone here. Now, poppy seeds hook the `COMSIG_ATOM_ITEM_INTERACTION` signal on the tray when planted, so we can run snowflake checks on the seed itself. ## Changelog 🆑 Melbert fix: Spades work on trays again qol: Poppy seeds now give better feedback when unable to harvest qol: Poppy seeds now have an immutable gene indicating they can be sliced for sap del: Lilys and Geraniums can no longer be tapped for sap /🆑 |
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50499dba9a |
Adds opium and meth rocks! (#92699)
## About The Pull Request <img width="612" height="185" alt="dreamseeker_SNMvxqCRiR" src="https://github.com/user-attachments/assets/1d3103e9-edc1-4e50-8793-c8c2ace53aea" /> This is a small expansion to narcotics, their production, and presence in the game! For my esteemed Terry and Manuel/Sybil sector colleagues I've added: - 2 new solid drug items: **crystal meth and opium**! - A **precipitation reaction** for meth after it's been cooled, producing a solid crystal form, 2u sulfuric acid, 10u meth. **Above 90% purity, the meth will gain an increasingly blue tint!** - A production method for opium! Slice a well developed poppy pod with any sharp item, **before it's fully mature and flowered** to extract a small amount of opium to enjoy! It's a small container for morphine. Can be pressed together to combine the concentrations up to 10u, as each extraction contains trace amounts. Scales off poppy's potency. - Populated narcotics/contraband spawners with new items, and items that really should have been on there. - Added a brand new smoking apparatus, the glass pipe! Can be crafted. Fixed the transparent pixel. - **Fixed methsplosions so that now spacemen can finally smoke meth without exploding!!!** Omegaweed too. Normal methsplosions are untouched! - **Expanded the ability for players to insert all drug items into pipes**, so now players can smoke moon rocks, SaturnX, and my new items! Previously, only 'dried' items were. - Fentanyl patch box for narcotics spawner, also for a new ruin I've made. - **Expanded these changes to the black market uplink.** <img width="640" height="256" alt="demo" src="https://github.com/user-attachments/assets/c8a0eb2c-b0fa-4e70-b6c1-2e741cd170a2" /> Now, players can precipitate meth into a solid form, and produce opium. I added a lot of these substances and the ones that didn't exist into spawners that they were partially in, or could reasonably be in. The opium poppy extraction required a new variable that can be used for similar interactions too. Crystal sprites are transparent, smoked sprite has a nice little animation and glow. These items are now on the black market uplink, in both expensive dealer shipments of varying rarities for different narcotics, as well as personal use quantities on a different rotation, at a steeper price. Expanded randomized spawners to give the black market and ruins more teeth and edge, without adding another weapon. Credit to the moon rock guy, I'm just happy I made your stuff smokable!! <img width="219" height="201" alt="dreamseeker_N8x9bsN3kS" src="https://github.com/user-attachments/assets/64d23c27-92b9-423b-91ac-903b8476d0b4" /> tl;dr added opium and meth ## Why It's Good For The Game For **too long**, narcotics, chems and stims have been mere integers or buffs/debuffs in pills or syringes, so I introduced two new methods for making them and populated niche, criminal vectors with them. These are real items now, with more interactions. Allowing these to be smoked also allowed moon rocks and SaturnX to be smoked too, including them into this and enticing players to have another reason to make them as well. Buffs with drawbacks, addictions and problems are actually great. It's a new venue for flavor. I've put thought into the balance for addition and quantity. It'll add a criminal, or exotic tone to a round, provide new business opportunities, and new access to stims and chems without going over the top. Perhaps something peaceful antagonists can do. More proverbial floor pills give security or command something to selectively enforce, and absolutely provide novel opportunities for medical staff! Also, methsplosions now don't happen in cigarette items! You can smoke omegaweed without fucking dying! ## Changelog 🆑 add: Added meth, opium, and their production! Also added to black market uplink. add: Added a craftable glass pipe. add: Added to contraband spawners. qol: Can now insert any drug item into a pipe. fix: Spacemen can now smoke meth without exploding!! /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> |
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d2b92afe55 |
Plant Analyzer UX Revamp (#92667)
## About The Pull Request <img width="1300" height="706" alt="image" src="https://github.com/user-attachments/assets/c7971eab-6af3-4fea-94f5-b76104696b73" /> 1. Chems are no longer hidden in an icon's tooltip. There is a separate tab for chems. Right clicking to do a chem scan will pull up the chem tab, but you can also just use the two buttons at the top - Closes #91172 2. You no longer need to repeatedly scan a tray to update the UI. Standing adjacent to a scanned tray will update it regularly. 3. Units have been redefined from pure seconds to minutes/seconds where applicable. 4. The report has been swapped around, with tray on top and plant on bottom. 5. The nutrient bar is now colored based on contents of the tray. It no longer has a tooltip listing the tray's contents, that's now in the chemicals tab. 6. Auto-grow, pollinating, and yield modifier icons have been brought center below the tray, instead of in the top right section. They now change color to make it more apparent at a glance. 7. Traits have been moved from icons to a collapsible list at the bottom of the UI, and are now printed entirely. They still have tooltips explaining what they do. 8. Grafted gene was moved center below the plant, and is now printed entirely. 9. Mutations have been moved to a collapsible list center below the plant. 10. Plants now indicate if they are dead in the UI. 11. Scanning produce now lists all the chemicals inside it on top of all the chemicals it produces. - Closes #89443, Closes #90793 12. Restores lost behavior of seed unique data - Closes #90706 Also 13. Added Hydroponics to Runtime station 14. Added screentip for dumping reagents from hydro-trays ## Why It's Good For The Game While I was initially supportive of the move to a plant analyzer UI it was undeniable it was a huge UX stepdown from printing results to chat. This PR aims to bring back some of those lost UX features by making more information visible at a glance (instead of requiring memorization of mystery meat icons or hovering over many elements to find information hidden in tooltips) I know it's a little bit of a mess with the colors and layout, I planned on doing a whole custom css and layout and such but I kinda just wanted to get it out. ## Changelog 🆑 Melbert qol: Plant analyzer: Scanning a tray will regularly update the UI with the tray's information while you stand adjacent to it, no longer requiring you re-scan the tray to update it. qol: Plant analyzer: UI is now split between chems and stats - RMB will open directly to the chem tab. qol: Plant analyzer: UI received several UX changes - listing out more information at a glance, rather than behind tooltips or icons fix: Plant analyzer: Chem scanning plants now shows the plant's current chemical contents once again (on top of their genes) fix: Plant analyzer: Unique seed data (kudzu mutation, replica pod dna) is shown again qol: Added hydroponics to runtime station qol: Added screentip to hydroponic trays for clearing reagents /🆑 |
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a9f9675e6b |
Replaces all public botany trays with Soil again, and removes sinks from botany/public garden (#92519)
## About The Pull Request This PR replaces all Garden trays with Soil. This PR removes all sinks from botany/garden area <img width="837" height="806" alt="image" src="https://github.com/user-attachments/assets/23325df3-4542-4d6e-9886-ff4463e3bbfd" /> <img width="1104" height="727" alt="image" src="https://github.com/user-attachments/assets/d0e6fd97-9688-4e27-bf9b-f92b77a799fb" /> <img width="787" height="658" alt="image" src="https://github.com/user-attachments/assets/11595356-ad6f-47ba-a3ca-9a0f0c90306e" /> <img width="809" height="464" alt="image" src="https://github.com/user-attachments/assets/f0c66277-7ab9-40a7-b5a7-8df4e8c452d6" /> <img width="658" height="686" alt="image" src="https://github.com/user-attachments/assets/1bddf9c2-dccd-4971-bf31-32a5673f258e" /> <img width="588" height="729" alt="image" src="https://github.com/user-attachments/assets/13534fd0-6bd1-48ab-bad4-15117cb95b31" /> ## Why It's Good For The Game Public garden always had soil as a baseline because it like a more garden feel, where hydrononics have a more industrialized feel with the trays, this is why i put soil back in all public gardens. i also removed the sinks from botany and public gardens because its a lame infinite water source why bother putting water tanks down if you put like 2-3 sinks in the same area 🆑 Ezel balance: Removes Sinks from botany/garden balance: Replaces all Garden trays with soil /🆑 |
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750ee12f3c |
Adds Anti-Weed (#92043)
## About The Pull Request Adds Anti-Cannabis, or "Anti-Weed", a mutation of Cannabis which contains Naloxone, Antihol, and Diphen-Synaptizine These three chemicals will purge like 90% of all addictive substances and their side effects (at the cost of negative mood and some tox damage)  ## Why It's Good For The Game I thought it'd be really funny if a botanist offers you a smoke, you get super high, and then to help they offer you another smoke ## Changelog 🆑 Melbert add: Anti-cannabis mutation /🆑 |
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613581897e |
/obj/item/clothing/head/mob_holder -> /obj/item/mob_holder (#91893)
## About The Pull Request title ## Why It's Good For The Game it inherits a lot of behavior from clothing which leads to lots of bugs when it isn't actually clothes, for example: shredded overlays. this should be better. probably fixes a bunch of bugs ## Changelog 🆑 code: mob holders are no longer subtypes of clothes, report any issues /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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6edc6d616a |
Removes un-needed calls to RefreshParts() (#91564)
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5261efb67f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑 |
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a708c8e8da |
snails (#90505)
## About The Pull Request adds snails to the game  these are harmless critters you can find in maints. they love eating all variety of fruits, and are gravitated towards snail people, where they'll dance around them. you can also pick them up and put them on your head. finally, you can also grab them and put them in hydrotrays (they will swim around in it very slowly). they'll help ur plants grow as they act as natural weed-repellants, as they'll eat weeds that grow in trays.  ## Why It's Good For The Game there's not that many mobs you can usually find in maints, currently there's only mice and cockroaches, this helps expand the pools a bit. ## Changelog 🆑 add: adds snails to the game. (keep them away from salt!) /🆑 |
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339616ae78 |
You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑 |
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d3d3a12540 |
The big fix for pixel_x and pixel_y use cases. (#90124)
## About The Pull Request 516 requires float layered overlays to be using pixel_w and pixel_z instead of pixel_x and pixel_y respectively, unless we want visual/layering errors. This makes sense, as w,z are for visual effects only. Sadly seems we were not entirely consistent in this, and many things seem to have been using x,y incorrectly. This hopefully fixes that, and thus also fixes layering issues. Complete 1:1 compatibility not guaranteed. I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming inside apply_overlays), and this is still included in the PR to flash out possible issues in a TM (Plus I will need someone to grep the runtimes for me after the TM period to make sure nothing was missed). After this is done I'll remove all these extra checks. Lints will probably be failing for a bit, got to wait for [this update](https://github.com/SpaceManiac/SpacemanDMM/commit/4b77cd487d0a7b6a069df20356b701af5b20489d) to them to make it into release. Or just unlint the lines, though that's probably gonna produce code debt ## Why It's Good For The Game Fixes this massive 516 mess, hopefully. closes #90281 ## Changelog 🆑 refactor: Changed many of our use cases for pixel_x and pixel_y correctly into pixel_w and pixel_z, fixing layering issues in the process. /🆑 --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: SmArtKar <master.of.bagets@gmail.com> |
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eb2796831b |
[MDB Ignore] Refactors pills, patches, and generalizes stomach contents, nothing to see here. (#89549)
## About The Pull Request Currently patches are a subtype of pills, and while they have the ``dissolveable`` var set to FALSE, barely anything checks it (because people don't expect patches to be pills in disguise) so we end up patches being dissolveable and implantable, which is far from ideal. Both have been moved into an ``/obj/item/reagent_containers/applicator`` class, which handles their common logic and helps handling cases where either one fits. As for gameplay changes: * Pills no longer dissolve instantly, instead adding their contents to your stomach after 3 seconds (by default). You can increase the timer by dropping sugar onto them to thicken their coating, 1s per 1u applied, up to a full minute. Coating can also be dissolved with water, similarly -1s per 1u applied. Pills with no coating will work like before. * Patches now only take half as long to apply (1.5s), but also slowly trickle in their reagents instead of instantly applying all of them. This is done via embedding so you could theoretically (if you get lucky) stick a ranged patch at someone, although they are rather quick to rip off. The implementation and idea itself are separate, but the idea for having a visual display has been taken from https://github.com/Monkestation/Monkestation2.0/pull/2558.  * In order to support the new pill mechanics, stomachs have received contents. Pills and items that you accidentally swallow now go into your stomach instead of your chest cavity, and may damage it if they're sharp, requiring having them surgically cut out (cut the stomach open with a scalpel, then cauterize it to mend the incision). Or maybe you can get a bacchus's blessing, or a geneticist hulk to gut punch you, that may also work. Alien devour ability also uses this system now. If you get a critical slashing wound on your chest contents of your cut apart stomach (if a surgeon forgot to mend it, or if you ate too much glass shard for breakfast) may fall out. However, spacemen with the strong stomach trait can eat as much glass cereal as they want. Pill duration can also be chosen in ChemMaster when you have a pill selected, 0 to 30 seconds.  ## Why It's Good For The Game Patches and pills are extremely similar in their implemenation, former being a worse version of sprays and pills, with only change being that pills cannot be applied through helmets while patches and sprays ignore both. This change makes them useful for separate cases, and allows reenactment of some classic... movie, scenes, with the pill change. As for stomach contents, this was probably the sanest way of implementing pill handling, and everything else (item swallowing and cutting stomachs open to remove a cyanide pill someone ate before it dissolves) kind of snowballed from there. I pray to whatever gods that are out there that this won't have some extremely absurd and cursed interactions (it probably will). ## Changelog 🆑 add: Instead of dissolving instantly, pills now activate after 4 seconds. This timer can be increased by using a dropper filled with sugar on them, 1s added per 1u dropped. add: Patches now stick to you and slowly bleed their reagents, instead of being strictly inferior to both pills and sprays. add: Items that you accidentally swallow now go into your stomach contents. refactor: Patches are no longer considered pills by the game refactor: All stomachs now have contents, instead of it being exclusive to aliens. You can cut open a stomach to empty it with a scalpel, and mend an existing incision with a cautery. /🆑 |
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0495a19beb |
Refactor for reagent signals (#88909)
## About The Pull Request Refactors the way we listen for reagent changes. The changes made can be listed as points **1. Removes `COMSIG_REAGENTS_PRE_ADD_REAGENT`** Used to stop new reagents from being added to the holder, its only application is with the BRPED to stop inserting reagents into beakers/cells stored inside it. Rather than using this signal a cleaner solution is to simply remove the component part's reagent holders' flags which allow us to insert reagents into it(i.e. `REFILABLE`, `INJECTIBLE`, `DRAINABLE`) and restore them back when that part is removed thus achieving the same results. Thus `add_reagent()` is now slightly faster because it no longer uses this signal **2. Removes every other signal used by the reagent holder** Removes pretty much every other signal used by `holder.dm` which are `COMSIG_REAGENTS_[NEW_REAGENT, ADD_REAGENT, DEL_REAGENT, REM_REAGENT, CLEAR_REAGENTS]` While yes, it is true that all these signals are unique & serve a specific purpose the problem is no object in code respects their uniqueness & instead clumps them up all together & hooks them onto one proc to listen for "reagent changes". You see this code pattern repeated in so many places https://github.com/tgstation/tgstation/blob/9277364ef6449262e2c693ff6817925e074c47ce/code/modules/power/power_store.dm#L105 Not only does this look ugly but it also has a memory overhead (4 to 5 signal slots all performing the same action which is a lot compared to the solution i implemented below). Bonus is that "none" of the parameters passed to this proc are used so they go to waste as well. So after removing a ton of code we need something that can still make the code function which brings us to point 3 **3. Adds a new signal `COMSIG_REAGENTS_HOLDER_UPDATED` to rule them all** So if all objects in game are listening for "reagent changes"[adding/removing, reagents] then we need to look at the proc that is always called during these changes & that is none other than `update_total()` so we let that send out a signal and cause all objects to hook onto this 1 signal instead of 4 to 5 signals as explained in point 2 ## Why It's Good For The Game This section isn't necessary but i want us to better appreciate both the code & performance benifits of this PR. 1. First of all its waaaay less code and signals to worry about. Just look at the number of lines of code removed compared to added. Nothing more to say 2. Overhead of `RegisterSignal` compared to `RegisterSignals` is less for obvious reasons 3. `remove_all` is significantly faster as it no longer calls `remove_reagent()`[which in turn calls `update_total()` & `handle_reactions()` per call & uses a for loop so its a nested for loop of doom] for every reagent it removes, instead it does the work by itself & calls the above 2 procs just once 4. Usually when a reagent is deleted it calls `COMSIG_REAGENTS_REM_REAGENT` & `COMSIG_REAGENTS_DEL_REAGENT`. So if you have a holder with like 3 reagents upon transferring/deleting them you get a total of 6 signal calls!!. Now it's just 3(when using `trans_to`) and just 1 when using `remove_all/clear_reagents`. Need i say more no ## Changelog 🆑 fix: hydrophonics circuit component actually sets output level when reagents are changed in the tray refactor: refactors how code listens for reagent changes. Report bugs on github /🆑 |
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f625b502bb |
Plant Analyzer UI (#88998)
## About The Pull Request <img alt="KvBypdgg5S" src="https://github.com/user-attachments/assets/97fc809d-f8ae-48c3-b095-8909ff9f5222" /> <img alt="XIZEXhftqE" src="https://github.com/user-attachments/assets/c769957e-94f9-41ae-9782-c685f3cf0e71" /> <img alt="mqOQUslfxP" src="https://github.com/user-attachments/assets/66397673-d5c7-447e-b994-71643f8e7fe2" /> Made the plant analyzer output the scan data into UI instead of spamming it into the chat. ## Why It's Good For The Game There is too much data to show it properly in a text chat. Botanists' chat is usually spammed with the scanning results, so it is hard to find anything in the message history unless you filter the scan data into a separate tab. The new UI also has some explanation of plant stats useful for noobs. ## Changelog 🆑 qol: Added UI for plant analyzer del: Plant analyzer no longer spams scan data into the chat (except, it still works for pod people as before) /🆑 |
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7d9386bdce |
Turtles (#87493)
## About The Pull Request adds turtles to the game! but these aren't your typical turtles.  these are flora-turtles, with giant trees growing on their shells. These trees can emit fields which affects nearby hydroponic plants. Initially, the trees start out as young buds, from there the tree can evolve into different types depending on what you feed the turtle. Feeding them pesticides causes the tree to blossom to be purple. this tree's fields will help kill some pests and weeds in nearby plants. Feeding them nutrients gives you the green tree, the fields will heal nearby plants Feeding them mutators like uranium or left 4 zed gives you the yellow tree. the fields increase instability of plants The turtle will emit these fields every once in a while, ONLY when its feeling happy. therefore you'll have to pet it, clean it and feed it every once in a while to keep it satisfied. You can view the turtle's happiness by shift clicking it. https://github.com/user-attachments/assets/a47136a1-06a1-419e-acc2-2f6f4468e296 The turtle only eats seeds. after eating a seed, itll process it and spit out its corresponding fruit! (for example, feeding it an apple seed gives you an apple). itll also sometimes playfully headbutt your legs and it loves going around smelling the scent from nearby plants you can get these turtles by fishing the hydroponics tray or by ordering them through cargo. ## Why It's Good For The Game adds a new fun way for botanists to take care of their plants. While these turtles alone arent enough to fully replace plant dedicated nutrients, they add small extra support. ## Changelog 🆑 add: adds flora-turtles. obtainable through cargo or by fishing from the hydroponics tray /🆑 |
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a2d463cdd8 |
Guncode Agony 4.4: Armor as an argument (#88143)
## About The Pull Request Lil cleanup/tweak I couldn't do in the main PR because it conflicted before and i forgot after. Yes this works with overrides that don't have the arg, yes I tested it. ## Why It's Good For The Game Don't run armor code thrice please thank you ## Changelog 🆑 code: Projectile impacts no longer fetch mobs' armor values thrice /🆑 |
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742729fa0a |
Converts most common particle sources to use our new pooling system (#88048)
## About The Pull Request Closes #83370 Converted most cases where we could benefit from using shared particles (aka when there's probably more than 3 uses of that particle in a round) to use the new shared particle system. Should provide significant clientside performance in particle-heavy areas like botany (or sometimes kitchen) ## Changelog 🆑 refactor: Converted most common particle sources to use our new pooling system. /🆑 |
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0b99107cc2 |
Guncode Agony 3: Projectile code cleanup (#87628)
## About The Pull Request
Massive cleanup/pseudo-refactor of projectile and projectile-adjacent
code. One letter variables, weird logic, some runtimes, all of that.
Atomized in a separate PR from the actual refactor so we don't end up
with a 5k line PR.
## Why It's Good For The Game
Makes the code possible to work with before I nuke pixel_move and kevinz
units™️
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9a7dbd61ee | Fix for sprite not updating properly when planting a new seed (#86876) | ||
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33efb200ed |
Implement fix for hydroponics tray allowing autogrow while no power (#86723)
## About The Pull Request Fixes #83539. The code was structured in such a way that the check for power usage did not work correctly, and this allowed for someone to double press ctrl click on the hydroponics tray while there is no power, turning it on forever regardless. ## Why It's Good For The Game Fixes a bug that allows autogrow to be turned on with no power. ## Changelog 🆑 fix: fixed a bug that allows autogrow to be turned on with no power. /🆑 |
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8d0e6734fe |
Fish (ya know, from fishing) is now edible (#86110)
## About The Pull Request Fish (the item that you catch with a fishing rod) now has an edible component attached to it, making it possible to eat them if you really have to, at the cost of eventually killing and deleting the fish, however, you normally shouldn't. Along with the seafood and meat foodtypes flags, it possess the gore and raw foodtypes too, making them pretty awful to eat unless you're a (non-vegan) lizard, felinid, or wearing the strange bandana*, which can only be found in the cqc kit case. Furthermore, it carry diseases like the ones from food left on the floors for too long, so a strong stomach is required to safely eat it even if you actually like it, dummy... UNLESS you fry or grill it, thus killing the diseases (as well as the fish) and removing both the gore and raw food types, then it becomes an actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a donkfish or a slimefish. That is more or less the general rule. A few fish stray for it. For example, lavaloops are never raw (still gorey). The skeleton fish are never edibles, and holodeck fish is, well, holographic and thus disappears if you try to eat it. *the strange bandana is a reference to MSG, and this is a reference to the MGS3 fish eating animation. This is WIP btw, I'll have to test it and add some then polish it. ## Why It's Good For The Game Whole unprocessed fish should be technically edible, even if not safe to eat nine times out of ten. Also I kinda need this if I want to add a tasty fishing spot to the kitchen deepfriers. ## Changelog 🆑 add: Whole, unprocessed fish is now edible. However it's pretty much reccomended to grill or fry it for over 30 spess seconds before attempting to eat it. fix: germ-covered, dirty food no longer tries to infect you through contact. /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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e12519edb7 |
Gives upgraded hydro trays to the terrarium lavaland spawn vault (#85350)
## About The Pull Request This gives deluxe hydroponics trays to the lavaland seed vault mob spawn area, which are just trays with t4 parts. ## Why It's Good For The Game Gives better trays to the seed vault, which will let them hydroponic just a little harder. ## Changelog 🆑 Bisar qol: The preserved terrarium vault now has tier 4 hydroponics trays, making volume based tray chemistry take less time. /🆑 |
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+16 |
4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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460a2d8a92 |
Botany reagent cross pollination code improvement and fix (#85329)
## About The Pull Request fixes #83852 Rewrites the code responsible for the pollination reagent selection logic making it more readable and self contained, fixes a bug where plants would repeatedly select reagents they already have for pollination ## Why It's Good For The Game Better code, fixes a bug that would cause reagent cross pollination to take forever in plants with many reagents. ## Changelog 🆑 fix: plants no longer select reagent genes they already have while cross pollinating code: improves reagent cross pollination code 🆑 --------- Co-authored-by: RafRoq <rafael.roquec@gmail.com> Co-authored-by: Rafael <34388545+RafRoq@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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5f80128fa9 |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
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258bd5cda4 |
Hydroponic trays take in reagents proportionally from plumbing mech (#84714)
## About The Pull Request - Fixes #84699 The issue isn't with reagents getting transferred one at a time. Yes this happens inside plumbing machinery and it isn't an issue there because they are not processed but simply stored(until all reagents can get there) until it is transferred to another machine that requests it. This however is a problem with hydroponic trays which both store & process those reagents. So when 1 reagent comes into the tray & if the tray gets full before the other reagents can get there it leads to missing fertilizers/nutrients in the tray causing problems in plant growth & such. For e.g. if your ducts have reagents like 3u sodium, 7u ash & 5u water & the tray has space for only 10u reagents. Using round robin it takes in 3u sodium + 7u ash = 10u reagents. The 5u water is left out cause the 10u request is complete causing the plants to dehydrate & die. Now trays are reverted to use the old "proportional method" of transferring reagents leading to trays getting all their nutrients from plumbing ducts. So using the old technique we get sodium + ash + water = 10u i.e. all reagents in the tray so the plants are happy Additionally bottler also uses the old "proportional method" of transferring reagents so it pumps out all reagents into the beaker ## Changelog 🆑 fix: hydroponic trays take in all reagents "proportionally" from plumbing ducts without leaving any behind fix: plumbing bottler pumps out all reagents "proportionally" into output beakers /🆑 |
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c49ba598fc |
Fixes some objects not being pulled with ctrl-click (#84190)
## About The Pull Request Fix for a bug where using ctrl-click to try to pull the bluespace gas sender and hydroponics tray isn't working. Seems to be broken since the ctrl-click refactor. Fixes #84222 ## Changelog 🆑 fix: Fixed ctrl-click not dragging the bluespace gas sender or hydroponics trays. /🆑 |
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47be0bffc2 |
Ctrl click refactor (#83784)
## About The Pull Request Same idea as #82656 but for ctrl click & ctrl shift click cause why not - Does your signal & `can_perform_action()` checks using `interaction_flags_click` flags before delegating the event down to `ctrl_click()` proc. - The one new change now is that `ctrl_click()` proc is now blocking, meaning returning `CLICK_ACTION_SUCCESS` or `CLICK_ACTION_BLOCKING` will stop the object from getting grabbed/pulled. So remember to return these values if you want to stop the grab action or return `NONE` if you want to process the click but still want the object to get grabbed as well ## Changelog 🆑 refactor: Ctrl click & Ctrl shift click has been refactored. Please report bugs on GitHub /🆑 |
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8e3f635b98 |
Alt click refactor (#82656)
## About The Pull Request Rewrites how alt click works. Based heavily on #82625. What a cool concept, it flows nicely with #82533. Fixes #81242 (tm bugs fixed) Fixes #82668 <details><summary>More info for devs</summary> Handy regex used for alt click s&r: `AltClick\((.*).*\)(\n\t.*\.\.\(\))?` `click_alt($1)` (yes I am aware this only copies the first arg. there are no other args!) ### Obj reskins No reason for obj reskin to check on every single alt click for every object. It applies to only a few items. - Moved to obj/item - Made into signal - Added screentips ### Ventcrawling Every single atmospherics machine checked for ventcrawling capability on alt click despite only 3 objects needing that functionality. This has been moved down to those individual items. </details> ## Why It's Good For The Game For players: - Alt clicking should work more logically, not causing double actions like eject disk and open item window - Added context menus for reskinnable items - Removed adjacency restriction on loot panel For devs: - Makes alt click interactions easier to work with, no more click chain nonsense and redundant guard clauses. - OOP hell reduced - Pascal Case reduced - Glorious snake case ## Changelog 🆑 add: The lootpanel now works at range. add: Screentips for reskinnable items. fix: Alt click interactions have been refactored, which may lead to unintentional changes to gameplay. Report any issues, please. /🆑 |
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227cdd2c7c |
[NO GBP] Patches & renaming for NO_DECONSTRUCTION flag (#82547)
## About The Pull Request 1. Renames `NO_DECONSTRUCTION` -> `NO_DEBRIS_AFTER_DECONSTRUCTION`. As the name suggests when the object is deconstructed it won't drop any items/debris. After my last refactor for this flag it now serves a new purpose so its name has been changed to match that 2. Fixes objects that are now using `NO_DECONSTRUCTION` incorrectly. Some of these changes include - Removing the flag in objects where there are no means to deconstruct them (e.g. jukebox, hydroponics soil, flora etc) - Replacing the flags old purpose by overriding its tool procs so that it regains its old behaviour(e.g. You once again cannot deconstruct ctf reinforced tables, survival pods, indestructible windows etc) ## Changelog 🆑 code: renamed `NO_DECONSTRUCTION` to `NO_DEBRIS_AFTER_DECONSTRUCTION` so its name matches its intended purpose fix: fixes some items that incorrectly used `NO_DECONSTRUCTION` prior to its refactor, meaning makes some objects non deconstructable again /🆑 |
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6dc40ca522 |
Standardizes object deconstruction throughout the codebase. (#82280)
## About The Pull Request When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/__DEFINES/obj_flags.dm#L18 But everywhere people have decided to give their own meaning/definition to this flag. Here are some examples on how this flag is used **1. Make the object just disappear(not drop anything) when deconstructed** This is by far the largest use case everywhere. If an object is deconstructed(either via tools or smashed apart) then if it has this flag it should not drop any of its contents but just disappear. You have seen this code pattern used everywhere https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/constructable_frame.dm#L26-L31 This behaviour is then leveraged by 2 important components. When an object is frozen, if it is deconstructed it should just disappear without leaving any traces behind https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67 By hologram objects. Obviously if you destroy an hologram nothing real should drop out https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/modules/holodeck/computer.dm#L301-L304 And there are other use cases as well but we won't go into them as they aren't as significant as these. **2. To stop an object from being wrenched ??** Yeah this one is weird. Like why? I understand in some instances (chair, table, rack etc) a wrench can be used to deconstruct a object so using the flag there to stop it from happening makes sense but why can't we even anchor an object just because of this flag? https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/objs.dm#L368-L369 This is one of those instances where somebody just decided this behaviour for their own convenience just like the above example with no explanation as to why **3. To stop using tools to deconstruct the object** This was the original intent of the flag but it is enforced in few places far & between. One example is when deconstructing the a machine via crowbar. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L811 But machines are a special dual use case for this flag. Because if you look at its deconstruct proc the flag also prevents the machine from spawning a frame. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L820-L822 How can 1 flag serve 2 purposes within the same type? **4. Simply forget to check for this flag altogether** Yup if you find this flag not doing its job for some objects don't be surprised. People & sometimes even maintainers just forget that it even exists https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/items/piggy_bank.dm#L66-L67 **Solution** These are the main examples i found. As you can see the same flag can perform 2 different functions within the same type and do something else in a different object & in some instances don't even work cause people just forget, etc. In order to bring consistency to this flag we need to move it to the atom level where it means the same thing everywhere. Where in the atom you may ask? .Well, I'll just post what MrMelbert said in https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, Yup that's the ideal case now. This flag is checked directly in `deconstruct()`. Now like i said we want to give a universal definition to this flag and as you have seen from my examples it is used in 3 cases 1) Make an object disappear(doesn't dropping anything) when deconstructed 2) Stop it from being wrenched 3) Stop it from being deconstructed via tools We can't enforce points 2 & 3 inside `deconstruct()` which leaves us with only case 1) i.e. make the object disappear. And that's what i have done. Therefore after more than a decade or since this flag got introduced `NO_DECONSTRUCT` now has a new definition as of 2024 _"Make an object disappear(don't dropping anything) when deconstructed either via tools or forcefully smashed apart"_ Now i very well understand this will open up bugs in places where cases 2 & 3 are required but its worth it. In fact they could even be qol changes for all we know so who knows it might even benefit us but for now we need to give a universal definition to this flag to bring some consistency & that's what this PR does. **Problem with deconstruct()** This proc actually sends out a signal which is currently used by the material container but could be used by other objects later on. https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/objects/obj_defense.dm#L160 So objects that override this proc should call its parent. Sadly that isn't the case in many instances like such https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/machinery/deployable.dm#L20-L23 Instead of `return ..()` which would delete the object & send the signal it deletes the object directly thus the signal never gets sent. **Solution** Make this proc non overridable. For objects to add their own custom deconstruction behaviour a new proc has been introduced `atom_deconstruct()` Subtypes should now override this proc to handle object deconstruction. If objects have certain important stuff inside them (like mobs in machines for example) they want to drop by handling `NO_DECONSTRUCT` flag in a more carefully customized way they can do this by overriding `handle_deconstruct()` which by default delegates to `atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc will allow you to handle the flag in a more customized way if you ever need to. ## Why It's Good For The Game 1) I'm goanna post the full comment from MrMelbert https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, but there's a shocking lack of consistency around NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction, but make it drop no parts" and others simply "disallow deconstruction at all" This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives this flag the consistency it deserves. Not to mention as shown in case 4 there are objects that simply forgot to check for this flag. Now it applies for those missing instances as well. 2) No more copying pasting the most overused code pattern in this code base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code cleaner everywhere 3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object deconstruction which is now available for use should you need it ## Changelog 🆑 refactor: refactors how objects are deconstructed in relation to the `NO_DECONSTRUCTION` flag. Certain objects & machinery may display different tool interactions & behaviours when destroyed/deconstructed. Report these changes if you feel like they are bugs /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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9ac81e1a64 |
New station trait job: Human AI (#81681)
## About The Pull Request This PR does many things, I'll try to explain the basic/background stuff to the main thing first: 1. Adds a new remote that allows a human to function like an AI. It controls a fly that will fly around the station slowly, and when it reaches a machine then the person can interact with it as if they were an AI. This required changing a lot of silicon/AI checks with one that also checks for this remote, and some messing with shared ui state. 2. Moves req_access from the obj and bot to ``/atom/movable`` which lets it be shared between the two, no more copy-paste and one side lacking features/checks/signals the other has. 3. Adds a check for AI config for AI-related station traits, which was lacking prior Now for the good part... Adds a new station trait that replaces the AI with a Human. This person is equipped with an AI headset (including Binary), an advanced camera console, an omni door wand, the machine controller, and their laws. They are immune to the SAT's turrets (even if set to target borgs) and are slow outside of the SAT, mimicing the actions of the AI. They interact with the world through their advanced camera console, which allows them to do most AI stuff needed, and the holopad they can connect to without having to ring first (like Command can). They are given a paper with the laws they must follow, but since they are human they are able to bend it. Cyborgs that run the default lawset are "slaved" to them via an unremovable law 0, so the Human AI can bend the laws if they really need to (for their own survival n such), and make the cyborgs obey their commands above laws, but in general this shouldn't be a frequent occurrence. This does take into account the unique AI trait, so it's not guaranteed Asimov. When this station trait rolls, all Intellicards, AI uploads, and AI core boards are destroyed and are unresearchable. They can be spawned by admins in-game if necessary. Maybe in the future we can also exclude Oldstation from this but I haven't really decided. Extra perks: Human AI spawns with a Robotic voicebox (unless they are a body purist) and teleport blocking implant, so they can't use teleporters to bypass their on-station slowdown. They also have an infinite laser pointer that can be used to blind through their camera console. This is unfortunately nerfed from the recent borg balance PR that removed its stun. This was meant to be the alternative to no longer being able to permanently lock borgs down like AIs can (or more than one, for that matter). They aren't affected by Roburgers, Acid, and Fuel's toxicity. Bots salute them like they do Beepsky (which is now a trait) They spawn with SyndEye to replace the AI's tracking ability They do not have a bank account ### The machine remote The machine remote has a little fly in it that flies to the machines it is pointed to, working as the arms and legs of the Human AI. It scans the machine and punches in the action the AI does, and is how the AI accesses basically anything. This fly slowly moves from one machine to the next, and can be recalled with Alt Click. It works on machines and bots. ### Video (Low quality to fit Github) https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8 ## Why It's Good For The Game I've seen a funny screenshot one day of a person replacing the AI by using a bunch of door remotes, camera console, crew monitoring console, and a few other things. I've been thinking about that for a few years and really wanted to make it official if not easier to make possible, because it is an incredibly funny interaction. This makes it a reality, and while they aren't as powerful as regular AIs, I think it makes for better and funnier in-game moments. With the same weight as Cargorilla (1), I hope this wouldn't be rolling too often and ruin rounds, but instead show off the different capabilities that Humans and AIs can do, to do the job of an AI. You win some you lose some. ## Changelog 🆑 JohnFulpWillard, Tattax add: Adds a new station trait job: The Human AI. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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4495ea2e4d |
Refactors how machines are deconstructed (#81291)
## About The Pull Request This refactors how machines are deconstructed in the following ways - You can no longer override `obj/machinery/deconstruct()`. If you want customized behaviour then override `on_deconstruction()` instead. This comes with the added benifit of no longer needing to check for the `NO_DECONSTRUCTION` flag because the machine base proc does that for us & if it finds that flag it won't proceed to call `on_deconstruction()` meaning no machine will have a chance to spawn anything which is the current behaviour. This is required to make #81290 work for all machines at least so that machine can send the `COMSIG_OBJ_DECONSTRUCT` signal without subtypes overriding & forgetting to call the parent proc - `dump_contents()` only gets called when the machine is deconstructed not destroyed thus not leaving behind any of its contents inside. Fixes https://github.com/tgstation/tgstation/pull/81290#issuecomment-1925752583 ## Changelog 🆑 fix: machines that should not drop contents when deleted no longer do. refactor: refactors how machines are deconstructed. report bugs on github. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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f1a3fc839f |
Replaces /obj:: -> parent_type:: (#81146)
## About The Pull Request This just seemed like a minor error with the new syntax that popped up: The intent of these seem to be "take our obj flags and add `NO_DECONSTRUCTION` to it", which was perfectly serviceable in a majority of places, as the parent type had the same obj flags as `/obj`. But in a small handfull of places (such as any table subtypes) this was not the case, and it caused some objects to have missing flags that they were otherwise intended(?) to inherit. So I replaced `/obj::` with `parent_type::` meaning rather than using the base obj flags and then adding `NO_DECONSTRUCTION`, they use their parent type's obj flags and then add `NO_DECONSTRUCTION`. ## Changelog 🆑 Melbert fix: You can build on some niche tables again, such as the Wabbajack Altar. /🆑 |
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260b98c277 |
Alien nests and some other stuf can be hit again. (#80418)
## About The Pull Request Another small issue fixed. Thanks Melbert for telling us what's wrong with it. EDIT: other objects were rendered unhittable by that flags refactor PR. ## Why It's Good For The Game Fixes #80311. I made the xmas tree indestructible because the comment to the `NO_DECONSTRUCTION` flag didn't make a load of sense since that doesn't stop it from getting destroyed anyway. ## Changelog 🆑 MrMelbert, Ghommie fix: Alien nests, and some other stuff, can be physically attacked again. balance: x-mas trees (the ones with presents), are indestructibles. Truly protected by a yuletide spirit. /🆑 |
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1e76fd70b4 |
Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request Implements half of this (with some minor changes):  The ultimate goal of this is to split our attack chain in two: - One for non-combat item interactions - Health analyzer scanning - using tools on stuff - surgery - Niche other interactions - One for combat attacking - Item hit thing, item deal damage. - Special effects on attack would go here. This PR begins this by broadining tool act into item interact. Item interact is a catch-all proc ran at the beginning of attack chain, before `pre_attack` and such, that handles the first part of the chain. This allows us to easily catch item interaction and cancel the attack part of the chain by using deliberate bitflag return values, rather than `TRUE` / `FALSE`*. *Because right now, `TRUE` = `cancel attack`, no matter what, which is unclear to people. Instead of moving as much as possible to the new proc in this PR, I started by doing some easy, obvious things. More things can be moved in the future, or technically they don't even need to move in a lot of cases. ## Changelog 🆑 Melbert refactor: Refactored some methods of items interacting with other objects or mobs, such as surgery and health analzyers. Report if anything seems wrong /🆑 |
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5ce9d5806d |
Scopes NODECONSTRUCT_1 from flags_1 to obj_flags (#80104)
This flag only worked on the `/obj/structure` and `/obj/machinery` level, so let's rescope it from `flags_1` and put it where it belongs - `obj_flags`. Bitflag operators should be scoped to their subtype specific bitfield, not really useful to have this take up a spot on the `/atom` level if absolutely nothing other than `/obj`s use it. |
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bb5165100b |
Deletes unused hydroponics code (#80156)
## About The Pull Request `/obj/item/seeds/sample` was completely unused, ever since it's inception in #16082 (https://github.com/tgstation/tgstation/pull/16082/commits/d513f52244e07263d32e402e9de3f92cc25403a9) as far as I can tell (Me when "adds plant samples for future use" never makes use of them in the future) All this does is complicate hydro code so it dies. Anything it is doing should be handled by genes probably While I was here I made sure nothing in `can_add` will break and touched up the code a tiny tiny bit. I kept it as `SHOULD_CALL_PARENT` even though it doesn't make use of it at the moment because every trait currently calls parent / respects return value, so sure, why not ## Changelog Not necessary |
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f2a15ba779 |
Hydrotray consumes nutrients disregarding the mixture contents (#79794)
## About The Pull Request Hydrotrays were using `remove_any` which led to weird behaviour when you mix fertilizers. It could randomly select which reagents to consume from the hydrotray, and which reagents should stay unotuched. With `remove_all`, the plant now simply consumes a unit of the mixture, disregarding the contents. ## Why It's Good For The Game This simple fix unlocks an entire new level of gameplay for botany, as you can make mixtures that work consistently. ## Changelog 🆑 fix: Hydrotrays consume nutrients according to their proportion in the mix, instead of randomly picking reagents to consume every cycle. /🆑 |
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130b3dfa64 |
Code compression for reagent holder. Lowers plumbing reaction chamber tick usage (#79686)
## About The Pull Request More code improvements for reagent holder. As you can see it removes a lot more code than it adds so code savings are significant. This does not touch on any floating point arithmetic, all that is behind us, this focuses on removing redundant procs and merging existing procs to achieve the same functionality so if you do see any changes in reagent related behaviour it's not intentional and should be reported as a bug here. The following code changes can be summarized into points. **1. Removes procs `get_master_reagent_id()` & `get_master_reagent_name()`** Both of these procs have the exact same functionality as `get_master_reagent()` with the only exception of returning a different value. Instead we can just call `get_master_reagent()` directly and infer the name & type of it ourselves rather than creating a wrapper proc to do it for us, therefore reducing overall code **2. Removes & Merges `remove_all_type()` proc into `remove_reagent()`** The proc `remove_all_type()` is highly inefficient, it first uses a for loop to look for the reagent to remove & then it again calls `remove_reagent()` on the reagent once it has found it. We can just embed this functionality directly into `remove_reagent()` by simply adding an additional parameter `include_subtypes`. This way the operation is faster, and we reduce the code to get the job done. Also now `remove_reagent()` will return the total volume of reagents removed rather that a simple TRUE/FALSE **3. Removes & Merges `trans_id_to()` proc into `trans_to()`** Both these procs have the same job of transferring either a single reagent or all reagents. `trans_id_to()` is a scaled down version of `trans_to()` because - It does not have any `method` var. This means if you want to transfer a single reagent to a mob/organ or any other object it does not have the functionality to expose the target to that transferred reagent. - It does not have a `multiplier` var to scale reagent volumes - It does not have code to deal with organs or stop reactions i.e. it does not have the `no_react` var. We can overcome all these short comings by simply adding an extra var `target_id` to specify what specific reagent to transfer therefore attaining the same functionality while keeping the benefits of `trans_to()` proc therefore reducing overall code **4. Lowers plumbing reaction chamber tick usage for balancing ph.** Rather than invoking a while loop to balance ph it's much easier for the player to simply make the reaction chamber wait for e.g. add a reagent that will never come. This will make the chamber wait therefore giving the reaction chamber ample time to correctly balance the ph and then remove that reagent from the list therefore getting correct ph levels. No need to create code hacks when the player can do it themselves so the while loop has been removed ## Changelog 🆑 code: removed redundant procs `get_master_reagent_id()` & `get_master_reagent_name()` code: merged `remove_all_type()` proc with `remove_reagent()` now this proc can perform both functions. `remove_reagent()` now returns the total volume of reagents removed rather than a simple TRUE/FALSE. code: merged `trans_id_to()` proc with `trans_to()` now this proc can perform both functions refactor: plumbing reaction chamber will now use only a single tick to balance ph of a solution making it less efficient but more faster. Just make the reaction chamber wait for longer periods of time to accurately balance ph refactor: reagent holder code has been condensed. Report any bugs on GitHub /🆑 |
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290c271b07 |
You can fish out of hydroponics trays (#79443)
## About The Pull Request Adds a fishing spot to hydroponics trays. Chances - 33% nothing - 33% grass - 20% random seed (discludes rarer seeds, such as gatfruit and most mutations) - 10% grass seeds - 1% strange seed - 1% axolotl - 1% frog Lightly inspired by something (I think) is possible on Goon, but obviously entirely new code. ## Why It's Good For The Game Mostly just for laughs, they're basins of water so surely you can get something out of it. ## Changelog 🆑 Melbert add: Fishers can now try their luck at fishing out of hydroponics basins. /🆑 |
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93ec5a72f7 |
A comprehensive refactor / cleanup of bullet_hit and on_hit to cut out a single bad species / mob proc (#79024)
## About The Pull Request - Refactored `bullet_act`. Adds `should_call_parent` and refactors associated children to support that. - Fixes silicons sparking off when hit by disabler fire. - Desnowflakes firing range target integrity and cleans up its bullet-hole code a bit. - Cleans up changeling tentacle code a fair bit and fixes it not taking off throw mode if you fail to catch something. - The Sleeping Carp deflection is now signalized - Nightmare projectile dodging is now signalized and sourced from the Nightmare's brain rather than species - Refactored how cardboard cutouts get knocked over to be less snowflaked / use integrity - Also adds projectile `on_hit` `should_call_parent` and cleans up a bit of that, particularly their arguments. - On hit arguments were passed wrong this entire time, it's a good thing nothing relied on that. ## Why It's Good For The Game This is cringe. https://github.com/tgstation/tgstation/blob/1863eb2cd82e7cee4fdfff37b42d3fd0c7edd797/code/modules/mob/living/carbon/human/_species.dm#L1430-L1442 Bullets should overall act more consistent across mob types and objects. ## Changelog 🆑 Melbert fix: Silicons don't spark when shot by disablers fix: Changelings who fail to catch something with a tencacle will have throw mode disabled automatically fix: Fixes occasions where you can reflect with Sleeping Carp when you shouldn't be able to fix: Fixes some projectiles causing like 20x less eye blur than they should be refactor: Refactored bullet-mob interactions refactor: Nightmare "shadow dodge" projectile ability is now sourced from their brain /🆑 |
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eb0be123aa | [NO GBP] Some more code maintenance for reagents (#78884) | ||
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69f51c6c65 |
Fixes typo 'transfered', olive oil reaction repath (#78064)
## About The Pull Request Transferred. ## Why It's Good For The Game How did this get to be in 71 files?! This bothers me. Also changes 'quality_oil' typepath in the reactions to 'olive_oil' to match its rename post-foodening. ## Changelog N/A |
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4f60dc86b4 |
Watering hydroponic trays can no longer add more water than the container has. (#78005)
## About The Pull Request What it says on the tin. Previously it would not check whether the amount set to transfer was greater than the amount contained, and so you could have a gardening can with 10u of water fill the tray with 100u if you set it to that. Also, I removed a (seemingly) pointless part of the check in line 885. All it achieves as far as I can tell is that if you have decimal (less than 1) amounts of water in a container, it will be incorrectly added to the nutrient count rather than the water count. ## Why It's Good For The Game ## Changelog 🆑 fix: containers can no longer add more water to hydroponic trays than they actually contain. fix: watering a hydroponic tray with amounts of water lesser than 1 will no longer be added to nutrients rather than water /🆑 |
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497f18ea32 |
Spiders don't automatically grant an antag datum (#77523)
## About The Pull Request Fixes #77501 Spider egg ghost role spawners grant the spider antag datum, rather than the act of being a spider. This means that gold core, mapstart, polymorph belt, and other spiders will not have an antagonist datum. While doing this I also made a new abstract `mob/living/basic/spider` type which all three kinds of spider life stage (`spiderling`, `young`, `giant`) extend from, because there was a gross amount of copied code. Now there isn't. Also the Flesh Spider and Event Midwife eggs now simply hatch adult spiders instead of child ones. This is because there is no reason for either of these to have a two minute wait time before they get going. Midwife spiders spawned by the event should just start spidering immediately, and Flesh Spiders are made by changelings and shouldn't be effected by measures introduced to balance the spider gamemode. Eggs which are laid during a round and _can_ hatch into midwife spiders still hatch baby spiders. Also I swapped some white pixels on the animation of the ambush spiderling for a different colour because they looked bad. ## Why It's Good For The Game While the policy is always "if you turn yourself into something, you're not an antagonist" the presence of the antag datum still confuses people. Plus that code was gross and I didn't like it. ## Changelog 🆑 fix: Giant Spiders only have an antag datum if created by the round event. balance: Flesh spider eggs hatch into adult spiders instead of baby spiders. balance: The eggs spawned by the start of the spider infestation event hatch into adult Midwife spiders instead of baby ones. /🆑 |
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43737e0b4b |
made the bee a basic insect (#76971)
## About The Pull Request the bee now a baisc insect he will now go to find his home and he will go and pollinated the plants and helped the queen make children by polliniting the plants and he will. the queen will leve the hive more rarely than the normal bees so she can stay in the hive to make kids ## Why It's Good For The Game the bee now is a basic insect so it means he have a better ai ## Changelog 🆑 balance: the bee now can fly over the machines so its easy for him to go to the hydroponics machine fix: player bees now will not be stuck inside the hive if he entered it, they can now leave it fix: fixed a har deleted when the hive is deleted all the bees still have a refence to the hive now its fixed fix: now when a player interacted with the bee hive the bees will now leave the hive to defend the hive (it was glitched) refactor: the bees now are a basic insect. /🆑 |