Commit Graph
277 Commits
Author SHA1 Message Date
Roxy e28e9fbdba Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-23 17:38:23 -04:00
38bebeaf47 Prosthetic Item arms no longer prevent ventcrawling: the remake (#93499)
## About The Pull Request
This is me picking up #93077 but with code changes relative to the two
new flags that Krysonism added in his PR, which unfortunately he never
finished.

## Why It's Good For The Game
Monkeys should be able to ventcrawl even if their left or right arm is
actually a chainsaw or armblade or whatever. See #93077

## Changelog
🆑 Krysonism
balance: prosthetic item limbs are no longer considered equipped items
for some purposes such as ventcrawling.
/🆑

---------

Co-authored-by: Krysonism <robustness13@hotmail.com>
2025-10-23 11:13:18 -04:00
MrMelbertandGitHub 3313c16e2a Fixed fixed drop items (#93492)
## About The Pull Request

The `NO_PIXEL_RANDOM_DROP` check was accidentally deleted in past
refactors

## Changelog

🆑 Melbert
fix: Certain toys and items (cardboard cutouts, toy singulo) no longer
randomize their offset when dropped (as intended)
/🆑
2025-10-19 04:13:53 +02:00
xPokee 9b282a850e Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-17 11:45:44 -04:00
MrMelbertandGitHub 8a4613b980 Things that iterate cells avoid grabbing abstract cells (like Ethereal stomachs) (#92987)
## About The Pull Request

Anything that iterates contents for all cells now use a new helper,
`get_all_cells`, which only checks equipped items and storage contents
for cells, rather than... everything

This means we avoid grabbing abstract cells, and thus avoid this

<img width="676" height="113" alt="image"
src="https://github.com/user-attachments/assets/955f38e5-7428-477d-ab6a-dcc338960c99"
/>

Note: 

This means these random recharge-all objects (like Xenobio stuff) no
longer recharges Ethereals
If we want these objects recharging Ethereals, we should *probably* add
a bespoke interaction

## Changelog

🆑 Melbert
fix: Things that recharge "all cells on your person" now avoid
recharging Ethereal stomachs, and thus, will no longer cause spontaneous
overcharge or weird chat messages
/🆑
2025-09-15 16:38:54 -07:00
MrMelbertandGitHub 64ff083c39 Fix held item slowdowns (#92910)
## About The Pull Request

Fixes #92907 

Missed a place where it's called manually

Fixes #92915
Fixes #92928

Hair masks relied on `update_obscured` calling `update_body`

## Changelog

🆑 Melbert
fix: Fix held items with slowdown not working
fix: Fix hair mask updating oddly
/🆑
2025-09-10 23:12:08 +02:00
xPokee 939f2fc9ac Merge branch 'master' of https://github.com/tgstation/tgstation into xpokee-test-upstream-sync 2025-09-10 14:12:16 -04:00
MrMelbertandGitHub 135a09182b Refactors obscured (#92779)
## About The Pull Request

Fixes #85028

Obscured flags and covered flags are tracked on carbons, updated as
items are equipped and unequipped. It's that shrimple.

Closes #92760

Just removes the species exception checks for not making sense

Also refactors handcuffs / legcuffs removal. In all of these situations
they were hardcoded when they could easily just use an inventory proc to
work.

## Why It's Good For The Game

Stops a million excessive calls to `check_obscured_slots`

Makes obscured behavior more consistent

Makes obscured behavior easier to use

Cleans up human rendering (There was some cursed stuff before with
render item -> updated obscured -> update body -> cause side effects)

## Changelog

🆑 Melbert
del: Golems which somehow manage to grow wings and somehow manage to
equip something that covers their jumpsuit can no longer fly.
(Seriously, this will not affect anyone)
refactor: Refactored clothing obscurity entirely. Items should be a
loooot more consistent and what covers what, and should update a lot
snappier. As always, report any oddities, like mysteriously disappearing
articles of clothing, hair, or species parts
refactored: Refactored handcuffs and legcuffs a bit, report any odd
situations with cuffs like getting stuck restrained
/🆑
2025-09-07 09:24:34 +02:00
7b6960af81 Adds gloryhole portals and stuck in wall content. (#3713)
## About The Pull Request

Adds the LustWish portal bore to the vendor, an item that allows you to
connect two locations via a portal that can act either as a gloryhole or
a route for stuck in wall content. These portals allow for remote scenes
using subtler or interact menu verbs.



![Portal2](https://github.com/user-attachments/assets/4606c8f3-1d77-4354-9f50-65bcca2e8103)

![Portal1V2](https://github.com/user-attachments/assets/4d62a217-bfa3-4f6a-8136-85fdacf2ac85)
## Why It's Good For The Game

I've heard requests for both portal play and gloryhole content, this
scratches both itches sufficiently in my opinion
## Proof Of Testing
<details>
<summary>
Screenshots/Videos</summary>

Both modes pictured


![Portal3V2](https://github.com/user-attachments/assets/93d33cb5-8bd4-49a0-99e5-cc5b2574bbb0)

</details>

## Changelog
🆑
add: The Lustwish Portal Bore has been added, equipped with both a
gloryhole and stuck in wall mode, your lower half can now be in dorms
while your head performs your job
/🆑

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
2025-06-30 00:30:55 +03:00
MrMelbertandRoxy c16ae8fe78 Use any item as a prosthetic arm, what's the worst that could happen? (#91573)
![image](https://github.com/user-attachments/assets/84290f87-8750-4972-8ef1-c22d0cde35a4)

Makes the chainsaw arm code generic, so you can attach any normal or
bulky sized item as an arm

Impl. detail:

Items-as-arms just use inhand sprites unless it has
`/datum/element/prosthetic_icon`. Currently used for chainsaws as the
only item with an implanted sprite.

Chainsaw arm nullrod now fully replaces the arm rather than being a
nodrop item.

When surgically adding any non-bodypart item, applying the item will
result in a loose fitting, and it might fall off on attack. The
following step (tape/suture) removes the fall chance.

Chainsaw arms are funny, but why stop at chainsaws beyond it being an
Evil Dead reference?

🆑 Melbert
add: Any normal or bulky sized item can be used as a prosthetic arm,
instead of just chainsaws.
/🆑
2025-06-21 22:35:58 -04:00
MrMelbertandGitHub 558afad6a4 Use any item as a prosthetic arm, what's the worst that could happen? (#91573)
## About The Pull Request


![image](https://github.com/user-attachments/assets/84290f87-8750-4972-8ef1-c22d0cde35a4)

Makes the chainsaw arm code generic, so you can attach any normal or
bulky sized item as an arm

Impl. detail:

Items-as-arms just use inhand sprites unless it has
`/datum/element/prosthetic_icon`. Currently used for chainsaws as the
only item with an implanted sprite.

Chainsaw arm nullrod now fully replaces the arm rather than being a
nodrop item.

When surgically adding any non-bodypart item, applying the item will
result in a loose fitting, and it might fall off on attack. The
following step (tape/suture) removes the fall chance.

## Why It's Good For The Game

Chainsaw arms are funny, but why stop at chainsaws beyond it being an
Evil Dead reference?

## Changelog

🆑 Melbert
add: Any normal or bulky sized item can be used as a prosthetic arm,
instead of just chainsaws.
/🆑
2025-06-19 20:02:07 +02:00
3c1505ac06 Cyborgs now use storage datum (#90927)
This moves Cyborgs onto using storage datums, removing the remenants of
the shitcode that was Cyborg inventory. It's now done mostly by
equipping/unequipping/storage items, much like how other mobs do.
This allows borgs to take advantage of more hand support stuff and
things like ``dropped()``, so borgs no longer have to copy paste drop
code to ``cyborg_unequip``

It also:
- Removes ``CYBORG_ITEM_TRAIT``
- Removes all borg items being ``NODROP``

https://github.com/user-attachments/assets/11442a10-3443-41f2-8c72-b38fb0126cdb

Currently borgs are able to have their entire inventory open and a bag
below it, which I thought was a little weird. I always assumed they WERE
storage items, so I guess I'm doing it myself.
Cyborgs using storage code makes it easier for contributors to actually
do stuff with, without risking breaking everything. It also hopefully
will make borg items more resilient against breaking in the future, now
that we're not relying on nodrop.
Also just brings them more in line with other mobs, all of which make
use of storages.

🆑
refactor: Cyborg's modules now use storage (so opening a bag will close
modules instead of overlap one over the other).
qol: Observers can now see Cyborg's inventories (like they can for
humans).
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-06-05 19:49:49 -04:00
_0StevenandRoxy 36cdf384ba Fixes bugs related to transferring items to turfs, splits doing that off from dropItemToGround(...) (#91326)
## About The Pull Request

Closes #91131.
The author currently has other priorities, and as I need it for
something else I am finishing it myself with the author's blessing.

Recently, we turned `transferItemToLoc(...)` into a proc intended to be
for transfers to non-turfs, with it now playing an animation to reflect
that.
However, this had the effect of leaving us with `dropItemToGround(...)`
for mob>turf transfers, which isn't _ideal_. It sends an 'item dropped'
signal, it randomizes offsets, and using it to transfer to a
non-`drop_location()` loc was implemented as an afterthought.

So in this pr we create a new proc, `transfer_item_to_turf(...)`, that
separates off the actual transferring, setting offsets, and animating
into its own proc.
Then `dropItemToGround(...)`, tables, racks, easels, closets, hoops,
beds, conveyor belts, pin the tail corgi posters, some other stuff, and
the `floor_placeable` element call such each with their own preferred
arguments.
While we could leave setting offsets out of it, because setting the
offsets after calling the animation works just fine, having them be set
before the animation felt like a more intuitive flow.

...While I would love to refactor the easel's incredibly questionable
`attackby(...)`, that is outside of the scope of this pr.

## Why It's Good For The Game

Fixes #91082.
Less jank 👍

## Changelog
🆑
fix: Placing an item on a table/turf via the alt-click menu actually
centers it, again.
fix: Certain items, like canvases or syringe guns, are no longer weirdly
offset when placed on tables.
fix: Placing items on racks, closets, crates, hoops, beds, conveyor
belts, and pin the tail corgi posters is animated again, instead of
instantly teleporting followed by the pickup animation.
fix: Placing a canvas on an easels no longer applies a random offset as
if dropped.
fix: Tucking in someone else actually animates the bedsheet from you to
them, instead of from them to them.
qol: Placing a canvas on an easel is animated.
/🆑
2025-06-05 19:47:40 -04:00
c51ee7efa5 Cyborgs now use storage datum (#90927)
## About The Pull Request

This moves Cyborgs onto using storage datums, removing the remenants of
the shitcode that was Cyborg inventory. It's now done mostly by
equipping/unequipping/storage items, much like how other mobs do.
This allows borgs to take advantage of more hand support stuff and
things like ``dropped()``, so borgs no longer have to copy paste drop
code to ``cyborg_unequip``

It also:
- Removes ``CYBORG_ITEM_TRAIT``
- Removes all borg items being ``NODROP``


https://github.com/user-attachments/assets/11442a10-3443-41f2-8c72-b38fb0126cdb

## Why It's Good For The Game

Currently borgs are able to have their entire inventory open and a bag
below it, which I thought was a little weird. I always assumed they WERE
storage items, so I guess I'm doing it myself.
Cyborgs using storage code makes it easier for contributors to actually
do stuff with, without risking breaking everything. It also hopefully
will make borg items more resilient against breaking in the future, now
that we're not relying on nodrop.
Also just brings them more in line with other mobs, all of which make
use of storages.

## Changelog

🆑
refactor: Cyborg's modules now use storage (so opening a bag will close
modules instead of overlap one over the other).
qol: Observers can now see Cyborg's inventories (like they can for
humans).
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-06-01 01:26:53 +00:00
_0StevenandGitHub 412115c9b9 Fixes bugs related to transferring items to turfs, splits doing that off from dropItemToGround(...) (#91326)
## About The Pull Request

Closes #91131.
The author currently has other priorities, and as I need it for
something else I am finishing it myself with the author's blessing.

Recently, we turned `transferItemToLoc(...)` into a proc intended to be
for transfers to non-turfs, with it now playing an animation to reflect
that.
However, this had the effect of leaving us with `dropItemToGround(...)`
for mob>turf transfers, which isn't _ideal_. It sends an 'item dropped'
signal, it randomizes offsets, and using it to transfer to a
non-`drop_location()` loc was implemented as an afterthought.

So in this pr we create a new proc, `transfer_item_to_turf(...)`, that
separates off the actual transferring, setting offsets, and animating
into its own proc.
Then `dropItemToGround(...)`, tables, racks, easels, closets, hoops,
beds, conveyor belts, pin the tail corgi posters, some other stuff, and
the `floor_placeable` element call such each with their own preferred
arguments.
While we could leave setting offsets out of it, because setting the
offsets after calling the animation works just fine, having them be set
before the animation felt like a more intuitive flow.

...While I would love to refactor the easel's incredibly questionable
`attackby(...)`, that is outside of the scope of this pr.

## Why It's Good For The Game

Fixes #91082.
Less jank 👍

## Changelog
🆑
fix: Placing an item on a table/turf via the alt-click menu actually
centers it, again.
fix: Certain items, like canvases or syringe guns, are no longer weirdly
offset when placed on tables.
fix: Placing items on racks, closets, crates, hoops, beds, conveyor
belts, and pin the tail corgi posters is animated again, instead of
instantly teleporting followed by the pickup animation.
fix: Placing a canvas on an easels no longer applies a random offset as
if dropped.
fix: Tucking in someone else actually animates the bedsheet from you to
them, instead of from them to them.
qol: Placing a canvas on an easel is animated.
/🆑
2025-06-01 00:59:56 +00:00
SmArtKarandRoxy ae02766c88 [NO GBP] Fixes cultists, blood brothers and headrevs sometimes not getting their roundstart items (#91333)
## About The Pull Request

Didn't notice that equip_in_one_of_slots qdeleted by default

Closes #91288

## Changelog
🆑
fix: Fixed cultists, blood brothers and headrevs sometimes not getting
their roundstart items
/🆑
2025-05-29 16:15:20 -04:00
SmArtKarandGitHub 26faef509c [NO GBP] Fixes cultists, blood brothers and headrevs sometimes not getting their roundstart items (#91333)
## About The Pull Request

Didn't notice that equip_in_one_of_slots qdeleted by default

Closes #91288

## Changelog
🆑
fix: Fixed cultists, blood brothers and headrevs sometimes not getting
their roundstart items
/🆑
2025-05-25 12:02:00 +03:00
48d0d920b1 Fixes item pickup animation playing when you move some things to containers on your person (#91128)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-05-15 16:14:08 -04:00
SmArtKarandRoxy 0f01987115 Refactors ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK out of inventory code (#90869)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

So yesterday I've spotted that we had wrong SLOTS_AMT value set, and
went a bit down a rabbit hole and found how abhorrent our
ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK usage is. They're not real
inventory slots, but just "hints" at items being located in backpacks or
belts, or instructions to put an item into a belt/backpack. This PR
rewrites all usages of them as "hints", and adds an equip_to_storage
proc used to equip an item into a storage positioned in a certain slot,
so ``equip_to_slot_if_possible(item, ITEM_SLOT_BACKPACK)`` is now
``equip_to_storage(item, ITEM_SLOT_BACK)``

## Why It's Good For The Game

Its really stupid and we shouldn't have those as slot flags,
ITEM_SLOT_HANDS at least makes sense but those two are just absurd.
Should make equipping things into non-backpack storage a bit easier too,
in case we end up going through with the idea of suit/uniform pockets
being a major part of player inventory.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
refactor: Refactored how backpack and belt contents are handled in mob
inventory code, report any issues with lingering item effects or
inability to equip things into them!
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2025-05-15 16:14:06 -04:00
22c9a2512b Fixes item pickup animation playing when you move some things to containers on your person (#91128)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-05-15 21:22:26 +02:00
SmArtKarandGitHub 352c7ecdd7 Refactors ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK out of inventory code (#90869)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

So yesterday I've spotted that we had wrong SLOTS_AMT value set, and
went a bit down a rabbit hole and found how abhorrent our
ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK usage is. They're not real
inventory slots, but just "hints" at items being located in backpacks or
belts, or instructions to put an item into a belt/backpack. This PR
rewrites all usages of them as "hints", and adds an equip_to_storage
proc used to equip an item into a storage positioned in a certain slot,
so ``equip_to_slot_if_possible(item, ITEM_SLOT_BACKPACK)`` is now
``equip_to_storage(item, ITEM_SLOT_BACK)``

## Why It's Good For The Game

Its really stupid and we shouldn't have those as slot flags,
ITEM_SLOT_HANDS at least makes sense but those two are just absurd.
Should make equipping things into non-backpack storage a bit easier too,
in case we end up going through with the idea of suit/uniform pockets
being a major part of player inventory.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
refactor: Refactored how backpack and belt contents are handled in mob
inventory code, report any issues with lingering item effects or
inability to equip things into them!
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2025-05-15 01:07:41 +01:00
Joshua KidderandRoxy 5e9a2224be Further advances in the pioneering field of animation-ing; putting stuff in machines, taking stuff out of machines, putting stuff in nearby containers (#90895)
## About The Pull Request

Putting stuff into and removing things from machine now plays a little
animation, and putting stuff INTO nearby containers now also plays an
animation. Putting stuff into containers on your person still does not
play an animation.
## Why It's Good For The Game



https://github.com/user-attachments/assets/68cd7db8-1349-4ae3-a5bc-7082839749dd
## Changelog
🆑 Bisar
image: Animations have been added to inserting/removing items from
machines, and to inserting things into containers that are not on your
person.
/🆑
2025-05-08 19:20:01 -04:00
Joshua KidderandGitHub 86f2347892 Further advances in the pioneering field of animation-ing; putting stuff in machines, taking stuff out of machines, putting stuff in nearby containers (#90895)
## About The Pull Request

Putting stuff into and removing things from machine now plays a little
animation, and putting stuff INTO nearby containers now also plays an
animation. Putting stuff into containers on your person still does not
play an animation.
## Why It's Good For The Game



https://github.com/user-attachments/assets/68cd7db8-1349-4ae3-a5bc-7082839749dd
## Changelog
🆑 Bisar
image: Animations have been added to inserting/removing items from
machines, and to inserting things into containers that are not on your
person.
/🆑
2025-05-08 09:38:51 +12:00
SmArtKarandShadow-Quill 76922f74ff Fixes items in storages sometimes lingering in observer UI (#90870)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

doMove on item didn't account for observers, and while doUnEquip should
not be an issue, I've added the same observer image removal code as a
safeguard to it regardless.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: Fixed items in storages sometimes lingering in observer UI
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2025-04-29 18:33:34 -06:00
SmArtKarandGitHub 59c249d9c6 Fixes items in storages sometimes lingering in observer UI (#90870)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

doMove on item didn't account for observers, and while doUnEquip should
not be an issue, I've added the same observer image removal code as a
safeguard to it regardless.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: Fixed items in storages sometimes lingering in observer UI
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2025-04-28 19:41:12 +00:00
SmArtKarandRoxy 589cf0a904 Refactors how item actions are handled (#89654)
## About The Pull Request

This PR tackles our piss-poor item action handling. Currently in order
to make an item only have actions when its equipped to a certain slot
you need to override a proc, which I've changed by introducing an
action_slots variable. I've also cleaned up a ton of action code, and
most importantly moved a lot of Trigger effects on items to do_effect,
which allows actions to not call ui_action_click or attack_self on an
item without bypassing IsAvailible and comsigs that parent Trigger has.
This resolves issues like jump boots being usable from your hands, HUDs
being toggleable out of your pockets, etc. Also moved a few actions from
relying on attack_self to individual handling on their side.

This also stops welding masks/hardhats from showing their action while
you hold them, this part of the change is just something I thought
didn't make much sense - you can use their action by using them in-hand,
and flickering on your action bar can be annoying when reshuffling your
backpack.

Closes #89653

## Why It's Good For The Game
Makes action handling significantly less ass, allows us to avoid code
like this
```js
/obj/item/clothing/mask/gas/sechailer/ui_action_click(mob/user, action)
	if(istype(action, /datum/action/item_action/halt))
		halt()
	else
		adjust_visor(user)
```
2025-03-12 16:53:44 -04:00
SmArtKarandGitHub 4dd6cdeb72 Refactors how item actions are handled (#89654)
## About The Pull Request

This PR tackles our piss-poor item action handling. Currently in order
to make an item only have actions when its equipped to a certain slot
you need to override a proc, which I've changed by introducing an
action_slots variable. I've also cleaned up a ton of action code, and
most importantly moved a lot of Trigger effects on items to do_effect,
which allows actions to not call ui_action_click or attack_self on an
item without bypassing IsAvailible and comsigs that parent Trigger has.
This resolves issues like jump boots being usable from your hands, HUDs
being toggleable out of your pockets, etc. Also moved a few actions from
relying on attack_self to individual handling on their side.

This also stops welding masks/hardhats from showing their action while
you hold them, this part of the change is just something I thought
didn't make much sense - you can use their action by using them in-hand,
and flickering on your action bar can be annoying when reshuffling your
backpack.

Closes #89653

## Why It's Good For The Game
Makes action handling significantly less ass, allows us to avoid code
like this
```js
/obj/item/clothing/mask/gas/sechailer/ui_action_click(mob/user, action)
	if(istype(action, /datum/action/item_action/halt))
		halt()
	else
		adjust_visor(user)
```
2025-03-01 12:02:07 -06:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
zoomachinaandGitHub 83b7fc798d succesful -> successful (#88916) 2025-01-10 13:03:36 +01:00
SyncIt21andGitHub 1a6a3b2e80 Makes drop_everything() actually safe (#88753) 2025-01-01 16:14:44 +01:00
MrMelbertandGitHub d3bc3e8cb4 Being drunk or having a broken arm hurts accuracy with ranged weapons. Also cleans up a fair bit of hand handling to be more readable (#87904)
## About The Pull Request

1. Having a broken arm will affect your accuracy when firing a weapon
with that arm, even potentially causing damage to you if it's a weapon
with recoil. This effect is not applied under the effects of a
painkiller.

2. The sister effect of this (punching someone with a broken arm) now
also has an interact with painkillers (it can no longer block your
attack).

3. Being drunk heavily affects ranged weapon accuracy, unless you're the
bartender

4. A lot of hand handling cleanup, using new macros to make it a lot
more readable at a glance

## Why It's Good For The Game

We have this system for modifying firearm accuracy but we don't really
use it commonly, and I feel like it slots in well with a lot of places

For broken arms, it adds some more depth to the wound system, in the
same way that trying to punch someone with a broken arm causes pain. (I
actually want to expand this to melee weapon accuracy and attacking with
melee weapons in general, but that's for a later time)

For drunkenness, it just adds to the drunk shenanigans. It also slightly
reduces the effectiveness of drinks as combat healing chemicals, such as
quadsec - makes it a bit more of a trade off.

## Changelog

🆑 Melbert
balance: Having a broken arm affects your accuracy with ranged weapons
fired with that arm. Utilizing a painkiller will nullify this effect,
however.
balance: Painkillers will prevent your punches from being cancelled due
to having a broken arm. You'll still take damage, though.
balance: Being drunk now affects your accuracy with ranged weapon. The
bartender is immune to this effect via their skillchip.
code: A lot of code involving left and right hand handling has been
cleaned up, easier to read. Report any oddities, like left and rights
being flipped
/🆑
2024-11-19 19:31:06 +01:00
SyncIt21andGitHub fd7c75b590 Refactor for drone holder loving component (#87239)
## About The Pull Request
Refactors `/datum/component/holderloving` as a whole. It was registering
a lot of unnecessary signals and was doing too much in general(vars like
`can_transfer` simply isn't required)

Fixes
https://github.com/tgstation/tgstation/pull/87131#issuecomment-2403284265
properly by adding an extra `newloc` argument to
`temporarilyRemoveItemFromInventory()` which simply hints where we want
to move the object without actually removing it from the player.

Using this argument we can fix camera assembly construction code because
we now hint we want to move the gas analyzer into the camera and the
signal handler code for drones can correctly check for locs

## Changelog
🆑
refactor: cleaned up how drone holds their tools from the toolbox.
report bugs on github
/🆑
2024-10-25 01:57:48 +02:00
ProfakosandGitHub 9f7d6dea62 Outfits that put items in your hand now respect if the outfit is visual only (#87355)
## About The Pull Request

On a downstream, we have an antagonist, that is a less competent
wizards. This antagonist's preview outfit has a beer bottle in their
hand, which has caused runtimes, as the bottle did not have any reagents
instantiated, and it tried check its length for sloshing. After putting
in a check for the `initial` argument of `on_equip`, I have noticed that
the problem goes deeper: the various procs that handle putting something
in your hand do not pass along if the items is put in your hand as a
preview or not. This PR adds a new optional var to these procs, ensuring
that unwanted behaviour during previews won't trigger.

I also swapped `visualsOnly` to snake case, as it looked inconsistent
with the rest of the code style.
 
## Why It's Good For The Game

Making the argument that ensures avoiding side effects during previews
work with all kinds of items is good.

## Changelog

🆑
fix: if an outfit puts a reagent container in the preview dummy's hand,
it will not try to slosh
code: outfits putting items in your hand will respect the visual_only
argument
/🆑
2024-10-24 15:09:50 +02:00
Majkl-J e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00
carlarctgandGitHub b3cfabf49e Added Policy & Binding to the Haunted Longsword (#86986)
## About The Pull Request

Closes #86864

Added a policy message and associated config i think to when a heretic
is soultrapped, allowing headmins to ~~ruin my feature~~ decide how
they're allowed to act.

Haunted longswords can be, and start, binded. Binded swords are weaker
than usual, being basically just talking cultist longswords. You can,
however, unbind them, which will heavily buff their stats, unlock their
powers, allow you use of a heretic's path spell, and let them attempt to
fling around and cast spells.

Reduced its throwing damage, turning it from a 3-hit-crit to a
4-hit-crit.

Binding and unbinding needs a bible, a ritual dagger, or an amber focus,
depending on what role you are.

Added type_english_list() which recieves a list of types and returns 'an
x, a y, and a z' strings.
## Why It's Good For The Game

> Added a policy message and associated config i think to when a heretic
is soultrapped, allowing headmins to ~~ruin my feature~~ decide how
they're allowed to act.

Policy messages are required for new antags and a good idea besides.
This slipped under the radar because of being bundled with a separate PR
and the muddiness of it being 'new', but it's here now.

> Haunted longswords can be, and start, binded. Binded swords are weaker
than usual, being basically just talking cultist longswords. You can,
however, unbind them, which will heavily buff their stats, unlock their
powers, allow you use of a heretic's path spell, and let them attempt to
fling around and cast spells.

There's been some problems caused by an unfortunate lack of visibility
on how the new sword is not necessarily your ally and may even
immediately attempt retaliation, for, you know, being killed and
sacrificed. To fix this, I've added a binding feature to it. The sword
starts bound, but is fairly underwhelming in this state. It's suggested
to talk to its wielders and tempt them into unbinding it, done by an UI
button, which will allow it to use its spells and possibly backstab
them, or help them in battle.

> Reduced its throwing damage, turning it from a 3-hit-crit to a
4-hit-crit.

The attacks were dealing too much damage, surprising hapless people
being hit by random flying swords, who didn't react until it was too
late.

This feature is still fucking awesome, and I spent some time wracking my
brain on how to fix the given issues, and came up with this system which
mantains and enhances the 'forbidden cursed sword' trope aspects of it
while also stopping it from being as much of a noob trap as it used to
be, Neutral antagonists that can help any side are cool and fun.
2024-10-20 12:09:00 -05:00
WaterpigandMajkl-J bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00
SmArtKarandGitHub cfa8bf43a8 Being abducted by a contractor no longer recursively dumps contents of all of your boxes and belts, nor does it break your UI anymore (#86657)
## About The Pull Request

Contractor abductions no longer recursively dump all of your items on
the ground, instead only doing a single depth loop. Also fixed storage
UI getting broken after being kidnapped due to using a wrong proc

## Why It's Good For The Game

There's zero reason as for why it should behave like that other than
just making recovery far more annoying.

## Changelog
🆑
fix: Your UI no longer breaks after being kidnapped by a contractor
qol: Being kidnapped by a contractor no longer dumps all of your boxes
and belts
/🆑
2024-09-16 09:19:50 -04:00
Waterpig 4c4930c71d Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit 2024-09-08 00:59:39 +02:00
tgstation-ci[bot]GitHubtgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>Jordan DominionGhomsan7890MrMelbert
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
+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?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## 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>
2024-08-14 09:07:45 +00:00
d984c6eda2 [MIRROR] Moving some inventory-related procs to the right files. (#28535)
Moving some inventory-related procs to the right files.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-05 10:45:26 +05:30
4a60f108ab [MIRROR] Cult Vs. Heretic: 7 Months Later Edition (#28477)
* Cult Vs. Heretic: 7 Months Later Edition

* conflict fix

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-04 21:22:23 +05:30
GhomandGitHub 1d92293fcc Moving some inventory-related procs to the right files. (#84438)
## About The Pull Request

Back from a long break. I've just remembered about this small issue
that's been nagging me on and off. carbon/human inventory procs should
be in their respective folders, as well as mob ones being in
inventory.dm instead of the general pile of procs from mob.dm

## Why It's Good For The Game

Very minor code improvement PR.

## Changelog
N/A
2024-06-30 22:25:55 -06:00
carlarctgandGitHub 4eaa299c0b Cult Vs. Heretic: 7 Months Later Edition (#82877)
## About The Pull Request

This PR was originally meant as a replacement for the Bloody Bastard
blade, but then I stopped existing for 7 months. Now that I'm here
again, I'm finishing the job once and for all.

### **HERETICS VERSUS CULTISTS**

### Heretics

Heretics can now sacrifice cultists, which will give them one of three
gifts: The Cursed Blade, the Crimson Focus, and the Rusted Harvester.
The gifts given are weighted to be spread out equally with each type.
They will also gain one knowledge point.

- The Cursed Blade is a free heretic blade that is more powerful than
the normal heretic blade, including a small block chance. It can also be
used to draw heretic runes off combat mode.
- The Crimson Focus is a necklace that grants focusing and a minor
regeneration effect which also affects nearby heretics, at the cost of
gaining the BLOODY_MESS trait while wearing it. Additionally, it can be
squeezed to heal 50 points of brute/burn damage, injecting yourself with
three to six (separately) units of Eldritch ~~Water~~ Essence and Unholy
Water. Yes, this isn't good.
- The Rusted Harvester is a heretic 'monster' summon. It's a normal
Harvester, but instead of Area Conversion and Forcewall, it has
Aggressive Spread and Rust Construction (Raise Wall). It can delimb, but
only cultists, with a delay. It has an aura of decay, corroding the
environment and withering enemies near it, but it's VERY fragile.

Rusting cultist item dispensers will now cause them to turn into a
Heretic object. Altars turn into small heretic runes, Archives turn into
Codex Cicatrixi, Forges turn into Mawed Crucibles.

Ideally, Heretics would be able to gain an amount of these new powers
and use them to turn the tide against the cultists, amassing their power
and almost forming a sect of their own in turn which sweeps over and
converts the cult.

### Cultists

When a Cultist sacrifices a heretic, two things will happen:

- A new item will be available for creation at one of the dispensers.
- The Heretic will be trapped inside a powerful Haunted Blade.

`/obj/item/melee/cultblade/haunted`
`	name = "haunted longsword"`
` desc = "An eerie sword with a blade that is less 'black' than it is
'absolute nothingness'. It glows with furious, restrained green
energy."`

This blade will be stronger across-the-board than a normal cult sword,
and will even allow those who wield it to cast one heretic spell from
their previous path. The only downside? The heretic can also cast one
spell. It's up to the trapped spirit if it wants to help you, or be a
nuisance.

The unlocked items are:
- The Cursed Blade, again. For cultists, it can be used to draw runes
twice as fast as usual, and they can even right-click it to teleport to
safety, just like a heretic!
- The Crimson Focus, again. Cultists are twice as fast at carving spells
into their body, and they gain a 5th spellslot as long as they wear the
amulet. It still causes hemophilia and grants weak regeneration.
- The Proteon Orb. This orb will create a gateway to Nar'sie's own
realm, spawning one Proteon every 15 seconds, which ghosts can possess.
The gateways cannot be placed close to one another.

Originally, they were going to be able to create a Harvester Shell, but
there were some concerns of it being too OP.

The true Bastard sword has been fully deleted. The null rod conversion
has been changed to a Bloody Halberd instead.

I'm considering re-enabling Stun Hand on Heretics, with Mansus Grasp
stats.

### Other

All the items above can be used by both Heretics and Cultists, no matter
how they were first created. Hell, even normal crew can use them! This
is probably not the best idea a lot of the time, though.

There are a lot of other changes in this PR. A loooooot. I will likely
miss some in the changelog, but I'll try to be as thorough as possible.
There's probably also some leftover garbo that I didn't find and clear
out yet.

## Why It's Good For The Game

Cult and Heretics, despite being mortally opposed, have very few
interactions with eachother, especially now that the Blade's gone. The
only thing of note is just the Heretic's unfair complete resistance to
stun hand, which is only marginally better than the alternative. This PR
will reintroduce their animosity, and give both sides a very, very good
reason to fight eachother.

The Cult will gain a sick sword that keeps the heretic in the game, and
unlike with the original implementation, will recieve a cult-wide bonus
in the form of a powerful, well deserved, and fun new item to summon.

The Heretic will gain powerful trinkets and knowledge from the
sacrifices, incentivizing them to become a terrifying cult-hunter. And
if they do succeed in wiping out the cult, they will have quite the
rewards to help with their ascension.

The crew, while mostly unaffected, will have a damn good reason to not
just Side with the heretic, out of fear of what they may become after
the cult is stomped down. They can also use a few of the items here in
an attempt to get one up on either side, as long as they manage to stay
clear of the side-effects.

Let the heretics eradicate the apostates.

Let the cultists root out the heathens.

![image](https://github.com/tgstation/tgstation/assets/53100513/b43d5d94-d06d-43b8-9b10-57f5a4a32bdb)
The haunted longsword creates an aura of darkness (disabled for the
cultist for the image)
Sprites... are not great. Hopefully someone comes by and improves them.

code: Added get_inactive_hand() as an easy shortcut for carbons
code: Wall walker element can now accept a trait for wall-checking
fix: Fixed soulsword component being unable to invoke the post summon
callback
refactor: Turned Heretic rust turf healing into an element, given to
Rust Walkers and Rusted Harvesters
refactor: Converted Limb Amputation from an element to a component

Blade and Sword sprites by meyhaza!!! I did the inhands though. Cuz im
cool
2024-06-29 12:40:33 -05:00
d086ca70e5 [MIRROR] Items in your hands can catch fire (#28247)
* Items in your hands can catch fire (#83867)

## About The Pull Request

Recently we allowed items held in your hands to catch fire if you catch
fire.
This makes sense but the code had a few oversights, then we reverted it.

This PR reintroduces the feature, but with a few refinements.
The basic feature is simple: If you are on fire then items you are
holding will also catch fire, in the same vein as items you are wearing
on your head or hands.

There are also a few caveats we forgot about the first time we added
this:

- If your gloves cannot catch fire, your held items will not catch fire
(because your hands aren't on fire).
- If you are extinguished, your held items will also be extinguished.
- Stopping, Dropping, and Rolling on top of any items will also
extinguish those items.

As part of this change, after an argument about whether or not this is
an oversight in coding-general, I've made the proc `get_equipped_items`
take a bitflag instead of a series of booleans as an argument and added
a new one for "include held items", so that we need no longer argue
about whether holding something counts as "equipping" it (in all other
parts of the game than this proc, it does). This is what gives the PR
most of its code footprint, don't be scared.

## Why It's Good For The Game

Items you are holding in your hands _should_ catch fire if everything
else on your person is on fire, and taking an item off of your body to
put it in your hands shouldn't protect it from fire, because those
things don't make intuitive sense.
If we want an item to be able to catch fire when worn, then it should do
so.

This might expose some issues where we were improperly setting the
flammability flags on items, but any weapon which will burn in your
hands now would also have burned if you were wearing it on your belt or
back, so making those issues more visible should be a bonus (we'll also
stop them from burning on your back or belt).

If you see someone holding a piece of paper that you really don't want
them to read you can now set them on fire to stop them from reading it,
whereas previously they would deftly hold the very flammable object out
of reach of their flaming body.

## Changelog

🆑
balance: Items held in your hands can catch fire.
balance: Items you are holding won't catch fire if your hands cannot
catch fire.
balance: When you stop being on fire so will items you are holding.
balance: If you roll around on your burning items they will stop being
on fire.
/🆑

* Items in your hands can catch fire

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-06-19 10:03:45 +05:30
JacquerelandGitHub e8157f4dfc Items in your hands can catch fire (#83867)
## About The Pull Request

Recently we allowed items held in your hands to catch fire if you catch
fire.
This makes sense but the code had a few oversights, then we reverted it.

This PR reintroduces the feature, but with a few refinements.
The basic feature is simple: If you are on fire then items you are
holding will also catch fire, in the same vein as items you are wearing
on your head or hands.

There are also a few caveats we forgot about the first time we added
this:

- If your gloves cannot catch fire, your held items will not catch fire
(because your hands aren't on fire).
- If you are extinguished, your held items will also be extinguished.
- Stopping, Dropping, and Rolling on top of any items will also
extinguish those items.

As part of this change, after an argument about whether or not this is
an oversight in coding-general, I've made the proc `get_equipped_items`
take a bitflag instead of a series of booleans as an argument and added
a new one for "include held items", so that we need no longer argue
about whether holding something counts as "equipping" it (in all other
parts of the game than this proc, it does). This is what gives the PR
most of its code footprint, don't be scared.

## Why It's Good For The Game

Items you are holding in your hands _should_ catch fire if everything
else on your person is on fire, and taking an item off of your body to
put it in your hands shouldn't protect it from fire, because those
things don't make intuitive sense.
If we want an item to be able to catch fire when worn, then it should do
so.

This might expose some issues where we were improperly setting the
flammability flags on items, but any weapon which will burn in your
hands now would also have burned if you were wearing it on your belt or
back, so making those issues more visible should be a bonus (we'll also
stop them from burning on your back or belt).

If you see someone holding a piece of paper that you really don't want
them to read you can now set them on fire to stop them from reading it,
whereas previously they would deftly hold the very flammable object out
of reach of their flaming body.

## Changelog

🆑
balance: Items held in your hands can catch fire.
balance: Items you are holding won't catch fire if your hands cannot
catch fire.
balance: When you stop being on fire so will items you are holding.
balance: If you roll around on your burning items they will stop being
on fire.
/🆑
2024-06-19 12:15:27 +12:00
SpaceLoveSs13andGitHub 4fcd6aac6e Update inventory.dm 2024-05-09 15:11:32 +05:30
JeremiahandSkyratBot 3a6aab6f27 Quick equip no longer throws balloon alerts 2024-05-08 18:14:46 -04:00
JeremiahandGitHub 177a2edfe5 Quick equip no longer throws balloon alerts (#83117)
## About The Pull Request
Pressing E to quick equip would throw balloon alerts when it iterates
over storage that's full
Especially noticeable on round start engies because their toolbelt gets
checked
## Why It's Good For The Game
Less noise
## Changelog
🆑
fix: The quick equip 'E' hotkey shouldn't warn if one of your bags is
full anymore
/🆑
2024-05-09 00:12:20 +02:00
+26 55d1c715e5 Pulls2 (#27514)
* New docking port sprites (#82729)

* Adds text to lootpanel items [no gbp] (#82722)

## About The Pull Request
Just some qol, this captures a small portion of the item name and fixes
some icon clipping issues

I clipped it at 5 because monke
![Screenshot 2024-04-17
034211](https://github.com/tgstation/tgstation/assets/42397676/64d9ce18-3722-4382-a58d-f58eb6b9f26c)


![gXR2XjslzR](https://github.com/tgstation/tgstation/assets/42397676/3fc93110-e35e-434a-b63b-89aa669090e7)
## Why It's Good For The Game
Handy if youre in a rush and won't upgrade byond to fix the issue
## Changelog
🆑
fix: Lootpanel additions: Condensed item names for the quick of draw
/🆑

* Fixes tgui alert buttons (#82714)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Been on my mind for a long time
I did this while relatively inexperienced (how do I center a div etc)

Fixes an issue inherent to our stack implementation where reversing the
direction caused strange spacing issues. This effectively reverses the
extra margins in css so it looks identically spaced whether reversed/not

<details>
<summary>before/after</summary>

Before (normal buttons)

![image](https://github.com/tgstation/tgstation/assets/42397676/a91f5522-b363-4069-9e71-9852b15e9d98)

Before (large buttons)

![image](https://github.com/tgstation/tgstation/assets/42397676/1448b6db-9417-4f93-bbe3-3cb39c70d6a4)

After (normal buttons)
![Screenshot 2024-04-16
234002](https://github.com/tgstation/tgstation/assets/42397676/e19f6a71-bd11-4f21-8cfc-b29e89020f5c)

After (large buttons)
![Screenshot 2024-04-16
234015](https://github.com/tgstation/tgstation/assets/42397676/6adc55cc-42ca-4c1a-a18c-c2dadf3413ce)

Long buttons (normal)
![Screenshot 2024-04-17
174208](https://github.com/tgstation/tgstation/assets/42397676/b919c049-658c-4b9e-ab3f-6d06eb9d467e)

Long buttons (large buttons (I am 35 and yet still fight the forces of
chaos))
![Screenshot 2024-04-17
174202](https://github.com/tgstation/tgstation/assets/42397676/01fae7ff-8c51-4789-88ac-9d533e1f0eeb)
</details>

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Looks better, runs smoother, no clipping
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: TGUI Alerts shouldn't have such wonky buttons any more
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>

* MetaStation: Replaces the tools in the Primary Surgery Theatre with filled surgery trays (#82730)

## About The Pull Request

Replaces the tools on the tables with 2 surgery trays.

![image](https://github.com/tgstation/tgstation/assets/139372157/91d195f0-10d4-4b73-843a-a2da88fc5d33)

## Why It's Good For The Game

Makes surgery a bit less painful in the surgery theatre, Using tools
from a tray is much nicer than having to open the context menu on the
piles of tools on the tables.

## Changelog
🆑

qol: Replaced the surgical tools in the Primary Surgery Theatre with 2
Surgery Trays.

/🆑

* Fixes smart pipe & cryo gas reallocation (#82701)

## About The Pull Request

**1. Smart Pipe Problem**
 - Fill a pipe with any gas, plasma for e.g.
 - Unwrench the pipe to deconstruct
- The pressure sends you flying but notice plasma is nowhere to be seen
from the now destroyed pipe
 
**2. Cryo pipe connector problem**
The gas gets reallocated when the object is deleted. We only want this
when its deconstructed not deleted to prevent any side effects

This PR fixes them

## Changelog
🆑
fix: smart pipes release their gases into the air when unwrenched
fix: cryo pipe connector component has no side effects of gas
reallocation when deleted
/🆑

* Fix Primal Instincts (#82741)

## About The Pull Request

#82539 randomly made these two lines switch their AI controllers to idle
rather than on, when the intent was for them to wake up immediately to
do make the mob attack or fight or do something

## Changelog

🆑 Melbert
fix: Primal Instincts and Living Flesh should be a tad more reactive
/🆑

* Fix handcuffing (#82760)

## About The Pull Request

Changed this to an early return but then didn't invert the condition


## Changelog

🆑 Melbert
fix: You can handcuff people with 2 arms and you can no longer handcuff
people with 0 arms
/🆑

* Gets rid of UNIT_TESTS compiler warning (#82695)

## About The Pull Request

Basically every single CI Run is throwing the following warning:
```txt
code/modules/unit_tests/lootpanel.dm:24:warning (unused_var): new_box: variable defined but not used
```

You may find an example here:
https://github.com/tgstation/tgstation/actions/runs/8698627681/job/23855921813#step:9:24

This is pretty silly but I don't really know why we even have this
variable (I assume there's something far more complicated underneath the
surface based on what the unit test is asserting), but assuming it is
important let's just insert a do-nothing procedure to get rid of the
compiler warning while ensuring the unit test is actually operating as
it should.

I also don't really like the fact that this is a warning instead of an
error but let's tackle this problem one step at a time by at least
getting rid of the compiler warning in a quick advance PR while I dwell
on this issue (is there a way to get the Dreamchecker linter to look at
the unit test files? it's caught perfectly fine in the langserver)

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Makes dropdowns better (#82697)

## About The Pull Request
Kind of a pain to work with, confusing people with its prop names (many
such cases!)
After recently discovering deathmatch it's very obvious to me how broken
it is, so I made it less so
(now comes with a complete ui upgrade!)

It now scrolls with the selection and to the selection on open, which
felt like major QoL

<details>
<summary>pics/vids</summary>

In motion

![7627sWJ2nS](https://github.com/tgstation/tgstation/assets/42397676/982427b2-6dc8-4c91-90cf-6e17d211f5ae)

Deathmatch got some UI facelifts

![GAotCHxtZg](https://github.com/tgstation/tgstation/assets/42397676/769317ad-7a9f-410a-a60f-4ddfb377210c)


![Ca2UJSpxlY](https://github.com/tgstation/tgstation/assets/42397676/ea188cda-a79b-4ca0-9209-1c69f57231dc)

Fixes #75741

![image](https://github.com/tgstation/tgstation/assets/42397676/d30a1ae4-cf08-4512-9ce6-5499084647b4)

</details>

## Why It's Good For The Game
Better UX
Bug fixes
Potential exploit patched (ui validation for ai voice changer)
Fixes #81506
## Changelog
🆑
fix: Dropdowns received some much-needed QoL, like having the scrollbar
follow your selection.
fix: AI voice changer now shows its current voice selection.
fix: Deathmatch screen has been touched up.
fix: Prefs menu has their dropdowns simplified, hopefully fixing issues
/🆑

---------

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

* Fixes the NT SWAT helmet sprite (#82743)

* Mass Item Creation (#82455)

## About The Pull Request
Have you ever had to click the "Make" button a dozen times for a chef
making soup? I've also had it, so with this PR you can press the button
and everything will repeat itself as long as possible.

## Why It's Good For The Game
Makes life easier for chefs, now they can play chess on their cool
smartphone and craft food. (actually you can transfer it to other items
as well, see for yourself).

* Adds Retain volume flag on the ants reaction (#82718)

Fixes #82575

We'd expect feeding ants to always result in more ants I imagine.

* Borg movement now has sounds (#82704)

## About The Pull Request
adds sound effects to cyborgs when they move
Demo: 
https://imgur.com/a/7Mu98pQ

Open to feedback on this sound so please tell me what you think.
## Why It's Good For The Game
a hunk of metal moving at you without any sound is frightening
## Changelog
🆑 grungussuss
sound: cyborgs now have sounds to indicate they are moving
/🆑

* Use cell defined constants for various stuff (#82594)

## About The Pull Request
This re writes most cell power usage cases with 2 defines
`STANDARD_CELL_CHARGE`(Joules) & `STANDARD_CELL_RATE`(Watts) so changing
cell capacity values in the future won't cause discrepancies.

## Changelog
🆑
code: most cell power usages are scaled with defined constants to help
adapt to future changes
/🆑

* Plumbing machinery power & processing tweaks (#82702)

## About The Pull Request
- Plumbing machinery begins processing only when wrenched & ends
processing when unwrenched. The machines plumbing component
`/datum/component/plumbing/process()` already does this but the
underlying machines processing proc for e.g.
`/obj/machinery/plumbing/synthesizer/process()` is always processing
regardless of its wrenched state or not. We can optimize this & save
power when unwrenched

- Fixes #82621. This adds plumbing machines `idle_power_usage` on top of
its `active_power_usage` ensuring it only uses power when actively doing
work, So if your factory is say full of reagents & cannot do any more
work it will use less energy i.e almost enter an stand by mode,
efficiency

- Plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing most of the time

## Changelog
🆑
fix: plumbing machinery begins processing only when wrenched & ends when
unwrenched
fix: plumbing machinery uses energy only when wrenched & doing work,
will stop/use less energy when idle
fix: plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing for most stuff
/🆑

* Carps migrating through the station no longer idle so they don't get stuck after spawning until someone walks by. (#82744)

## About The Pull Request

Carps migrating through the station no longer idle so they don't get
stuck after spawning until someone walks by.

## Why It's Good For The Game

Bugfix for Carp Migrations.

## Changelog
🆑
fix: Carps migrating through the station no longer idle so they don't
get stuck after spawning until someone walks by.
/🆑

* Alt click no longer conflicts with mech suit [no gbp] (#82758)

## About The Pull Request
Get in the gundam shinji!!!

Context: Mech users hold ALT to disable strafe, which would trigger the
lootpanel to come up while committing war crimes (annoying!)

This prevents the panel from appearing and fixes the previous behavior,
meaning you can alt click your own mech to disable strafing.


![dreamseeker_mpU1ObsHNI](https://github.com/tgstation/tgstation/assets/42397676/59270585-a2c7-4fc6-a57a-aad6265d3543)

It also makes toggling strafe a balloon alert with sound. Parties for
all occupants!!
## Why It's Good For The Game
Fixes #82753
## Changelog
🆑
fix: Mecha pilots are no longer bothered by incessant loot panels while
holding ALT for strafe disable.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Adds a Wizard-themed map to the deathmatch (#81640)

## About The Pull Request
Deathmatch is severely lacking in HIGH IMPACT MAGIC LARPING. So I added
a big ass wizard arena. The arena itself is based off the wizard den.

Loadouts:
**Wizard:** Standard all-rounder. Got magic missile, jaunt, and
forcewall. Regular gear.
**Pyromancer:** Fire guy. Red robes, fireball, smoke.
**Electromancer:** Zappy guy. Lightning and tesla shock.
**Necromancer:** Is a skeleton. Has Scream for Me and blink.
**LARPer:** Straight from Station & Spessmen. Fake robes and can only
throw lightning and repulse.
**Chuunibyou:** Classic animage. Got chuuni buff and magic cards.
**Battlemage:** Melee fighter. Got some armor and a big hammer with
instant summons.
**Apprentice:** Underpowered until they find a mystery box. Got charge.
**Gunmancer:** Who needs magic when you have guns? Starts with an m1911,
lesser gun summons, and knock.
**Monkeymancer:** Is a monkey. Can summon monkeys and gorillas. Has a
banana.
**Chaosmancer:** Jumbled robes. Starts with a chaos rod. Can rod form
and summon traps for high chaos.
**Funnymancer:** It's just a clown with a banana staff.

The map itself is a pretty standard arena with a long sightline in the
middle. Each participant spawns in their own room complete with a magic
item box. The very southern portion of the ship has a standard mystery
gun box. Soon after the round starts, a hostile gelatinous cube in the
center of the map will break out and attack whoever it sees. Inside its
enclosure is a free death wand. Map has been tested to make sure
deathmatch participants can't escape the deathmatch.
## Why It's Good For The Game
Deathmatch provides a unique opportunity for people to play with
mechanics they will not often get to use. Allowing people to play wizard
for a few minutes shouldn't cause too much harm aside from admin logging
from explosions, which hopefully a fix is in the pipeline for.
## Changelog
:cl:Motho
add: Added wizard-themed deathmatch map.
add: Added mystery wand box.
/🆑

* Makes viewers() defines (#82767)

* Fixes Pseudo circuit delay & some missed cell define usages (#82771)

## About The Pull Request
- Fixes #82688 
If the circuit cost is<= 1% of `STANDARD_CELL_CHARGE` then the delay is
5 seconds, if the circuit cost is >= 50% of `STANDARD_CELL_CHARGE` then
delay is 1 minute. All other delay values are interpolated in between
these 2.
- Pseudo circuits don't use power when used on cooldown
- Makes `INSPECTOR_ENERGY_USAGE_*` defines values use standard cell
values
## Changelog
🆑
fix: pseudo circuit adapter computes recharge delay durations correctly
& won't use power when on cooldown
code: uses standard cell defines for N-spect scanner
/🆑

* Lava/Plasma River tiles now immerse you in them (#82736)

## About The Pull Request

This adds the "immerse" element to lava tiles. 

![lava tests but smaller
file](https://github.com/tgstation/tgstation/assets/28870487/a03555bf-6d2a-46d9-a437-da49a636a61a)

It's a tad hard to see because you're super on-fire, but it still looks
nice.
## Why It's Good For The Game

Eye candy, pretty...
## Changelog
🆑 Rhials
qol: Lava and plasma rivers now immerse you in them.
/🆑

* Adds `ALLOW_RESTING` to a bunch of items (#82761)

## About The Pull Request

Allows you to alt-click a bunch of items while resting. 

Fixes #82788

## Why It's Good For The Game

Some of these, such as storage, are bugfixes. You shouldn't need to be
standing up to configure a spray can, or change the direction of your
bedsheet

Others are just sensible changes. 

## Changelog

🆑 Melbert
fix: You can open bags with alt click while resting again
qol: Many items which previously required you to stand to alt-click now
don't, such as bedsheets and spray cans
/🆑

* Fixes sight range on lootpanel [no gbp] (#82765)

## About The Pull Request
When asked to make lootpanel visible at range they did not just mean
_any range_
AI alt click was a little weird (still is) but now it works

(TM BUG)
Fixes #82768

* Adds Omnitools for engineer and medical cyborgs, reducing on inventory clutter. (#82425)

[This PR is a bounty requested by Ophaq and worked on by
Singul0.](https://tgstation13.org/phpBB/viewtopic.php?f=5&t=36013)

All of the following description in this PR is written by Ophaq as to
what this PR entails:
In this PR, the medical and engineering cyborg's tools are completely
reworked and condensed into an arm similar to the implant a carbon would
get. The tools are shown in a radial wheel around the character to quick
select what is needed instead of looking for it in a cluttered bag of
items. There are a few tools such as the blood filter for the medical
cyborg, as well as the welder, gas analyzer, and t-ray scanner for the
engineering cyborg excluded from the radial wheel. mostly due to their
inherent inmodularity

![image](https://github.com/tgstation/tgstation/assets/127663818/f66425b3-771a-46a0-86e5-958124a3dd6f)

![image](https://github.com/tgstation/tgstation/assets/127663818/45e75c47-8f61-42aa-9ba3-01b25f266941)

Each cyborg gets two arms in case the player wishes to have one on the
side to quick swap to, like having a scalpel in one arm and a hemostat
in the other on the hotbar for convenience or just preference. An
upgraded version of the tools has been added to each respective cyborg
upgrade node with somewhat faster action speed. The upgrade replaces the
arms and transforms them into the "advanced" version which is currently
the same sprite as the regular but just a faster and more efficient
version. The sprites for the surgical arm currently look good but may
need replacing later if someone who wishes to resprite them down the
line decides to do so.
As it currently stands, the medical cyborg's magical bag of gadgets
takes up a lot of your screen space and as a player who plays medical A
LOT, this was a MUCH NEEDED quality of life feature.

The amount of clutter in a medical cyborg's bag makes it in my opinion,
hard to see at the bottom of the screen and a nuisance to constantly
close compared to other models. My standard set up for playing medical
cyborg on the hotbar is 1=med analyzer, 2=usually a secondary surgery
tool or injector, and 3=another surgery tool. The flow of gameplay
during surgery ends up being surgery tool, hit 3 and drop it, surgery
tool, repeat or for efficiency using X to swap between the two surgery
tools I need on 2 and 3. This gets tedious especially after so many
hours of playing medical cyborg. I know some people may disagree, but I
think it would help a lot of help to speed up this flow of gameplay
during surgery and declutter.

By turning the medical cyborg's toolset into an omni-surgery tool which
functions like the surgery arm implant's radial wheel, this would
greatly declutter by like an entire row and make things easier on
medical cyborg players. Having a secondary in the bag helps with
efficiency for those players who like having an extra tool on their
hotbar and swapping back and forth would also improve efficiency and
make less swapping by hitting Z needed. Additionally with the upgraded
version as an optional upgrade in the mediborg tech, this also lets them
be on par with players who use advanced tools late game but not at the
level of alien tools where players would obviously out compete a
mediborg in terms of action speed.

Engineering models also benefit from this rework but at a slightly
different and lesser way whereas certain tools are excluded such as the
welder, due to the way they work on refill and the gas scanner and t-ray
scanner not counting as tool components are not included in the arms.

Syndicate versions of the engineering and medical cyborg also get these
arms, unupgraded.
🆑
add: Adds an omnitoolset for both engineering and medical cyborgs,
containing various basic tools
qol: Engineer and Medical module inventory space is now significantly
decluttered
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Fixes dropdown displaytext not working for numeric values (#82778)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82697 broke the prefs menu
downstream; we have a couple of dropdown choices that are numeric but
that make use of `display_names` to map those choices to appropriate
strings.

The code was assuming that `value` would always be a string when calling
`capitalizeFirst(value)`. Basically it should be doing
`display_names[value]` when `display_names` are present.

## Why It's Good For The Game

Fixes an oversight/bug.

## Changelog

🆑
fix: dropdowns that use display_names as an alias for numeric values
will no longer cause tgui bluescreens
/🆑

* [NO GBP] HPLC can purify inverted chems (#82727)

## About The Pull Request
- Fixes #82725

Inverted chems are now coloured green and classified as clean (like
before my general maintenance PR) which means they can be purified
again.

Only chems that are too impure to use & have an inverted chem value are
coloured red in the UI and not when they are just of the inverted type

## Changelog
🆑
fix: HPLC can purify inverted chems and are now coloured green(clean) in
the UI
/🆑

* Lathes compute their local storage size correctly (#82770)

## About The Pull Request
Basically we have to add the material container before we call parent
Initialize(which calls `RefreshParts()`), else the container doesn't get
initialized early and we skip over computing storage sizes

## Changelog
🆑
fix: off station & round start lathes with local storage don't have
infinite storage size.
/🆑

* Arcmining QoL: GPS component to scanned vents and vent(pin)pointer (#82724)

## About The Pull Request
Scanning ore vents will now tag them on GPS so you can find them easily
when you are prepared (and remove them when they are tapped). Also adds
special pinpointer to help with finding unscanned vents in a first
place. And adds missing uranium overlays for scanned vents. Because why
not.
<details>


![image](https://github.com/tgstation/tgstation/assets/8430839/d13df20f-79c0-46a7-a602-81c630309a2d)


![image](https://github.com/tgstation/tgstation/assets/8430839/72690bec-dffd-41a8-8a5e-1ceb7ae182d0)
</details>

## Why It's Good For The Game
While looking at mineral density to find vents is somewhat fun and
entertaining, having some sort of upgrade to make finding them easier
adds a bit of a progression. Also re-finding already scanned vents can
be a bit annoying. You need to fill your backpacks with GPSs and tag
them manually. It is also inconsistent with geysers that are added to
positioning after you scan them. And with tendrils, which are always
visible.
## Changelog
🆑
add: added ventpointer that points toward nearby ore vents and can be
bought with mining points
balance: scanned ore vents can now be found with GPS
fix: fixed ore vents missing overlay icon for uranium
/🆑

* Fix oven tray runtime (#82782)

## About The Pull Request
Fixes a lil typo from the interaction refactors that broke the ability
to load oven trays from containers
## Why It's Good For The Game
squamsh bug
## Changelog
🆑
fix: loading oven trays from serving trays and other containers works
again
/🆑

* Fix flaky test detection (#82790)

- Add missing job pagination.
- Fix multiple jobs being able to fail if they aren't in
`CONSIDERED_JOBS`

* Add utf8 support for state laws button (#82789)

## About The Pull Request
Adds UTF-8 support for state laws HTML page. Now it supports more than
just English

## Why It's Good For The Game
Support for other symbols, such as cyrillic
![Screenshot 2024-04-21
015220](https://github.com/tgstation/tgstation/assets/31931237/57ca6d56-14da-4f10-a9b6-63b541c5eb5b)

* Update highest available sound channel (#82780)

Current channels are:
```
```
So, the highest available now is 1013

Updating the thing which everyone forgot for 7 years. Not that many
special channels were added either way

* Revert "Borg movement now has sounds" (#82795)

Reverts tgstation/tgstation#82704

The sound ingame appears much louder than the original author intended.
Not to mention that the sound loops stack for every borg moving near
you.

* Use defines for "General Research" where it's not used (#82785)

## About The Pull Request
There is a define for it, so why not use it?

## Why It's Good For The Game
Defines good

* [READY] the unfuckening of clothing rendering (#79784)

refactors clothing visors to use the same system, including masks being
toggled and stuff like riot helmets toggling using the same system and
welding helmets and such
adds a handler that updates all visuals in slots that an item has
obscured, each visual proc calls that so you no longer have weird shit
happening like having to hardcode a proc for heads where you need to
also update hair, mask, glasses everytime you put on an item

one thing here i could also do is make check_obscured_slots return the
HIDEX flags instead of item slots, because in 99% of cases its hardcoded
to be ran against specific slots (like eye code running it against the
glasses slot), but maintainers didnt seem to like that :/

fuck this 2003 bullshit

theres like several bugs here i fixed but i forgot them all and they are
small

* Allows vv investigate /appearance + better checking image (#82670)

* Fixes Alien Numerical Identifier Transfer System (#82762)

## About The Pull Request

Fixes #82756

I'm not sure what the root cause of the issue is or why it broke so
recently (this has been a thing since #49150) but I went and cleaned up
the code and ensured that we always reset the `name` to the `initial()`
value we have for it if we determine that we need to transfer over the
`numba` from the old xenomorph. This is done by a new proc which is a
lot less convoluted from the old system (always respecting var-edited
names and stuff like that) that should make it flow a lot better and
make it more hardy against double-addition of the `numba` to the name.
## Why It's Good For The Game

Having two numbers in your name is weird, should only have one.

[x] I tested this PR
## Changelog
🆑
fix: Evolved aliens should no longer have two numbers in their name.
/🆑

* [NO GBP] Fixes runtime in advanced camera console (#82699)

## About The Pull Request
We only unset machine if we have a user who has logged in

## Changelog
🆑
fix: Fixes runtime in advanced camera console when power is turned off
/🆑

* Refactors how basic ais do their success/failures (#82643)

* Rocky DLXIII: Fitness to Athletics, Athletics skill influences Boxing against Boxers, Boxing overhaul, Evil Boxing (#82611)

as the only meaningful reward

Basically just a rebranding so that it is more broad in its concept. It
isn't just about peak physique. It's about how you can apply it too.

Reaching Legendary rewards you with the Golden Gloves.

I started it in this pr here
https://github.com/tgstation/tgstation/pull/80635

But this is a more significant overhaul of boxing from the ground up.
Namely, it now is majorly influenced by the Athletics skill, and also
more thoroughly aligns with conventional punching in its current state.
However, a major component of this is that boxing's breadth of mechanics
is only relevant when used against another boxer. Non-boxer targets are
only ever going to get smacked by a stamina punch, as it is currently
(and more or less the same values too). Additionally, boxers cannot
punch someone who is either unconscious or in stamina crit, so it can't
be used to maintain stamcrit.

- Boxing now has a One-Two Punch mechanic. Swapping between the left and
right mouse buttons to punch and maintaining this causes every second
punch to do more damage (to boxers). Breaking this chain by punching
with the same button twice will cause you to lose damage (against
boxers).

- Boxing now can have crits occur below 50 stamina damage (against
boxers). However, to knock someone out clean, the target must be
staggered from a previous crit first. (Or I guess be staggered at all,
maybe their shoelaces were tied or something). Crit probabilities are
determined by adding your Athletics probability skill bonuses to your
unarmed effectiveness, and then reduced by the targets own Athletics
skill bonuses. It is hard for two athletes to knock each other out in
one blow. It is trivial for a legendary boxer to knock out a novice in a
single punch. Cybernetically enhanced boxers are dangerously effective
at boxing.

- Boxers can block other boxers by using throw mode, but the chances of
doing so is based on Athletics skill bonuses. A successful block causes
the attacker to take stamina damage (as does the blocker, but less so).

- Participating in boxing increases the Athletics skill. Your gains are
probably slower than normal training, but you at least get some reward
for doing so. Only relevant if your opponent is a boxer. Get a sparring
partner!

So this is all well and good, but what if you're a scoundrel with no
care for the other person in this equation? Well, that's where Evil
Boxing comes in. Evil Boxing has absolutely no restrictions at all, and
can freely use its boxing abilities against anyone. Even non-boxers. You
can even grab people! Wow, what a scumbag. I bet you even king hit
people. Thankfully, only an admin can make you into an Evil Boxer.

(against boxers)

Both mutations have a flimsy increase to instability of 5 because of how
incredibly particular the bonus is.

Strength now reduces the amount of stamina damage inflicted via
exercising by half. Strength also adds a +2 damage bonus on boxing
punches while boxing against boxers (this doesn't influence normal
unarmed attacks whatsoever, or boxing against nonboxers). Obviously,
evil boxers just get this benefit against everyone because they're
knaves.

Stimmed increases the duration of the exercised status effect by one
factor. (That is, if you have no other modifiers, it will double the
duration on its own)

@Jacquerel was racking their brain trying to come up with an alternative
to the skill rewards of Fitness. At the moment, sprite growth is not
only a really bad bonus (it does literally nothing but make you big, and
thus is actually a detriment due to how intrusive sprite size is with
interaction, and plays weird with other sprite changing effects), but
isn't really all that interesting for all the effort put in.

Problem is, how do you make Fitness meaningful without making it a
powergame mechanic? Simple! You make it applicable to a really niche,
self-contained but still utilized game mechanic that is engaging to
participate in and makes you meaningfully very good in it. AND scratches
that power scaling itch that many players have.

Boxing is reasonably self-contained as is, but pretty bland due to how
old it is. While maintaining that self-contained nature, I hoped to
expand the interactivity of boxing a little bit by giving it a small
mini-game in of itself. And also introduce ways to simulate the idea of
boxing a bit better.

The idea of being an Evil Boxer is funny. For every Rocky, there is a
[Insert Rocky Villain Here that isn't Creed]. But in this case, it's
probably some Syndicate douchebag looking to punch clowns into a coma
and inspire the mime to take up shadowboxing in revenge.

🆑
add: Replaces Fitness with Athletics; same skill, but now more
specifically applicable to boxing.
add: Athletics does not increase sprite size.
balance: Overhauls Boxing to add a lot more depth to the interactions.
Only applicable to other boxers, however. You can still punch the snot
out of non-boxers though. But only up to stamcrit or unconsciousness. No
hitting someone who can't fight back!
balance: Adds Evil Boxing, which is the evil and fucked up version of
boxing that you kill people with and are allowed to flout the sacred
rules of boxing as you please. Everyone is a victim!
/🆑

* Cargo ui refactor -> TS (#82745)

Refactors cargo ui, fixing some visual bugs, just making it look better
in general

Should be no gameplay effect other than it looking better

<details>
<summary>pics</summary>

![Il0e6EWjUa](https://github.com/tgstation/tgstation/assets/42397676/d16e83a5-ee36-4346-9411-7ea76907994d)

![Screenshot 2024-04-17
230621](https://github.com/tgstation/tgstation/assets/42397676/f5e15b04-c148-4be4-8f7e-7a195ac8e815)

![Screenshot 2024-04-17
235319](https://github.com/tgstation/tgstation/assets/42397676/d3085f70-74ca-41fb-bbcd-e3bd6c990cee)

![Screenshot 2024-04-17
234758](https://github.com/tgstation/tgstation/assets/42397676/95df59ae-e7e3-4349-a63c-7bfbe6777561)

Fixes #81442
![Screenshot 2024-04-18
000750](https://github.com/tgstation/tgstation/assets/42397676/2d97ba9c-68d7-4ac3-9ff8-3bc5cfecf0f6)

Made a type grabber for backend data in case you want to make your own
typescript uis
`logger.log(getShallowTypes(data))`

![image](https://github.com/tgstation/tgstation/assets/42397676/ff914895-3302-4aca-982c-46af3299a4af)
Otherwise cargo's data is unreadable

</details>

Any UI over 500 lines should get broken up to reduce cognitive load
~~Any ui in javascript shouldn't exist~~
Cargo UI is better
Typescript
🆑
fix: Cargo's supply console has been upgraded visually.
/🆑

---------

Co-authored-by: EricZilla <81941674+EricZilla@users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>

* Makes lavaland stone tiles prevent immersion (#82807)

## About The Pull Request
Adds the same trait that lavaproof rods have to the stone tiles, so
things can continue being visually outside of the lava
## Why It's Good For The Game
this shit looks goofy

![324271923-9c1e353d-70ff-4321-839c-8bac2fd03c01](https://github.com/tgstation/tgstation/assets/25628932/d120458d-8f65-418c-a0c8-7d1f939a472b)
## Changelog
🆑 FlufflesTheDog
fix: Stone tiles (and things on them) no longer get immersed in lava
/🆑

* Getting up from prone, z movement, and mod de/activation don't do cogwheels (#82794)

Adds `hidden` to getting up (from prone), moving up (z-movement), moving
down (z-movement), and de/activating MODsuits

- Getting up from prone happens very often, makes it a bit hard to
differentiate when people are doing actions or just crawling around.
    - If we want feedback for getting up, should just be a chat message.
- Moving up and down is just movement. Only affects using the verbs.
- Same as before: If we want feedback, it should just be a chat message.
- Other methods of moving up/down (IE, ladders) are untouched / retain
their cogwheel.
- De/activating modsuits have their own visual feedback and sound
effects associated. Both feels unnecessary.

🆑 Melbert
qol: Getting up from prone, moving up or down a z-level (not via
ladders, naturally. Like flight), and de/activating your modsuit no
longer shows cogwheel effect
/🆑

* [NO GBP]Inversely scale mechanical favor with STANDARD_CELL_CHARGE. (#82801)

## About The Pull Request
Makes the mechanical sect cell sacrifice favor adjustment inversely
scale with STANDARD_CELL_CHARGE. This reduces it by a factor of 1,000.
## Why It's Good For The Game
So they don't get 1,000 times the favor as intended from a cell.
## Changelog
🆑
fix: Fixes mechanical sect gaining 1,000 times the favor from a cell
sacrifice.
/🆑

* Fix all types of damage to the head causing brain damage (#82763)

## About The Pull Request

5 months ago when I separated this stuff out to its own proc I forgot a
damagetype check.

## Changelog

🆑 Melbert
fix: Only brute damage causes brain damage when applied to the forehead,
rather than all damage types
/🆑

* Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it (#82792)

## About The Pull Request

If we say something is a Modal it should actually be a Modal

## Why It's Good For The Game

You can now use this system in other windows if you want.
Fixed the misnomer.

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)

## About The Pull Request

Creates a higher capacity version of the SMES unit that spawns in with
super capacity cells, as well as a full version. Places the full version
into all the AI sats (which all have independent grids for the most
part), some remote space ruins and the mining base. These SMES units are
intended for areas where players aren't expected or cannot reasonably be
expected to constantly monitor power usage within the length of a
standard round.

Miners can access their power stations, telecommunications box and
atmospheric station on the mining base. They're really the only people
who care, after all.

The gulag's SMES (also now upgraded) no longer saps power from the main
base due to having its input terminal rigged to the main base power
grid, and thus demanding all power from the grid greedily. To revert
this in-game is a single power cable placed back east of the SMES unit.

## Why It's Good For The Game

The power changes made some of the once largely low-maintenance areas
much more likely to run out of power more quickly than you would expect.
These aren't areas expected to be maintained or monitored by engineering
(probably because they're not easily accessed), and they're just kind of
troublesome to deal with on a round-to-round basis.

Mining had this problem triple-fold. It had significant drain with no
convenient method of installing power generation at all, miners couldn't
access what power generation there was without using their 'skeleton
key' to open the way (only engineers could, and they aren't expected to
come down to mining at all), and even then, there was the gulag SMES
just eating all the power anyway. I'm pretty sure that SMES unit was the
biggest culprit of them all, but I think this conveniently future proofs
these issues for the time being.

## Changelog
🆑
add: Adds a higher capacity SMES unit to lower maintenance areas and
maps.
fix: Miners can actually access and fix their engineering issues on the
lavaland base via the engineering section of the base.
fix: The gulag SMES unit is no longer needlessly draining the entire
power grid of the main mining base.
/🆑

* Revert "Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)"

This reverts commit af8d69f889.

* New views for mc controller ui (#82769)

## About The Pull Request
Lots of qol improvements for controller tgui

- Auto sort order based on type
- Bar view for items in deciseconds

<details>
<summary>vids</summary>

in a live round

![image](https://github.com/tgstation/tgstation/assets/42397676/52fd4677-763a-4ea9-965a-386ab59cd353)

modals

![Tzp0i9yfwP](https://github.com/tgstation/tgstation/assets/42397676/06ca6d9e-c528-4f02-8dbb-d302d2380396)

bar view with defaults for decisecond sorts

![2X6IqQIE7c](https://github.com/tgstation/tgstation/assets/42397676/88b80fd4-1116-4ba1-aa0b-6bac56827e6b)

</details>

## Why It's Good For The Game
Better admin tools
## Changelog
🆑
add: Admin tools buffed, check the Controller Overview
add: Controller Overview moved to debug tab
/🆑

* Revert "Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it" (#82841)

Reverts tgstation/tgstation#82792

* [no gbp] Fixes cargo express console (#82843)

## About The Pull Request
Cargo express console does not send amounts by name

Fixed and touched up the express console a bit
![Screenshot 2024-04-22
195254](https://github.com/tgstation/tgstation/assets/42397676/c099cdc0-6b4d-4348-9b5b-f9d4cc325d0b)
## Why It's Good For The Game
Bug fix (no issue yet)
## Changelog
🆑
fix: Cargo express console fixed: No more bluescreen
/🆑

* Plumbing & chem reaction chamber patches (#82781)

## About The Pull Request
1. Both Plumbing & Chem reaction chamber will use the beakers
`heat_capacity()` proc instead of the formulae `SPECIFIC_HEAT_DEFAULT *
reagents.total_volume`. This yields the exact same results as before but
will mean in the future if individual reagents heat capacities are
changed then the heating effects will be accurately reflected here. It
also uses that amount of power for heating
2. Plumbing rection chamber will not use energy when its either
'emptying' or when no reagents are present in its internal buffer
3. You can hit the chem reaction chamber with items like beakers,
screwdrivers, crowbars and what not

## Changelog
🆑
fix: plumbing & chem reaction chamber heating effects accurately reflect
the beakers heat capacity & power usage
fix: plumbing reaction will not use power when emptying or when there
are no reagents to heat
fix: you can hit the chem reaction chamber with items like beakers,
screwdrivers, crowbars and what not
/🆑

* fixes brimdemon AI (and some other mobs) (#82831)

## About The Pull Request
i noticed brimdemons werent attacking when i tried investigating the
problem i saw it extends to other mobs

## Why It's Good For The Game
brimdemons, as well as other mobs, will behave normally

## Changelog
🆑
fix: brimdemons (and other mobs) will act normally
/🆑

* 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

* fixes ammo_bench data system

* [no gbp] express console: Bluescreen on cart (#82844)

## About The Pull Request
Truly,
## Why It's Good For The Game
Bug fix before you even issue report it

* Adds Medieval Pirates (and small assault_pod change) (#82392)

## About The Pull Request

(short, slightly outdated video compilation of the pirates)
https://youtu.be/j9BNFzcUSjc

Adds the **MEDIEVAL WARMONGERS** pirate gang, these pirates are focused
on causing chaos directly on the station with the use of melee weaponry
and swarming tactics.
they are not very smart when it comes to using technology, so they crash
in the station in an attempt to dock.

the pirates spawn with the NOGUN trait as they have never used guns
before but have access to dashing and the unbreakable component(small
heal burst upon reaching crit).
Warlord spawns with a better version of hulk(isnt removed upon crit and
can still do stuff while critted) and gigantism mutation by default
because ~~Chad Maximus~~ the other pirates require someone to run to
when stuff like flashbangs, batons or lasers are present. The warlord
spawns with a boarding axe which is a better axe that is good at
destroying things and a meat hook. **there's a total of 5 pirates.**

the pirate shuttle has:
- thermite barrel and 3 large beakers
- single weak claymore
- 3 extra military spears
- 3 kite shields
- 3 heavy bolas
- 4 regular bolas
- a stack of wood
- 2 stacks of mourning poultice (15 uses each)
- one burn medkit

**shuttle was made by striders18, big thanks to him**

![image](https://github.com/tgstation/tgstation/assets/114047053/766d0b96-4487-47d3-b524-70d811ce4d73)


things added:

- the new pirate gang
- a gamberson jumpsuit
- crude armor (good melee and wound protection but lacks on the rest)
- warlord armor (extreme protection at the cost of slowdown)
- a shortsword(bootleg claymore with 30 block chance and goes on belt
instead of back)
- military spear (better at throwing, better wounding, deals blunt
wounds instead of sharp)
- axe with better damage and demolition mod for the warlord
- a var to specify the name of the landing zone destination for the
assaultpod
- an assault pod targeting device item for the medieval shuttle
- a thermite barrel
- kite shields
- new hulk variant that doesnt go away when crit and has tenacity
## Why It's Good For The Game
I always liked the chaotic nature of the russian bounty hunters that
would come from their extra numbers and lack of tools. i thought
something of a similar idea on pirates would be good, a very direct and
scary militia rushing in with sword and faith would create some awesome
scenarios

## Changelog
🆑
add: New heavy weight pirates, medieval warmongers
add: Adds military spear, shortsword, boarding axe, kite shields
add: Adds warlord and crude armor
add: Adds medieval shuttle (made by striders18)
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* fix for pirate suit

* Adds sorting options and a search bar to the crew monitor (#82732)

## About The Pull Request
This PR adds buttons in the crew monitor UI to sort by name, position,
or vitals, as well as a search bar for searching for specific people.
For vitals, people are sorted first by life status (living, crit, dead,
etc), then by damage. Also TS-ifies the UI.



https://github.com/tgstation/tgstation/assets/42454181/a7c0c262-8ea7-4e9f-8de6-6b9cf7481b23


## Why It's Good For The Game
Currently, finding a specific person, or a person in a specific place,
is a pain in the butt with the crew monitor. You have to go through an
unsorted list of people grouped only by department. Don't know the
person's job? Tough luck, you're going down the list one by one. It is
not at all a friendly user experience. With this PR, it becomes a
breeze, and makes the crew monitor much easier to use.
## Changelog
🆑
add: The crew monitor now has sorting options and a search bar.
/🆑

* Accessing Datasystem Manager from MC controller panel (#82848)

* [NO GBP] fixes issues with human rendering fixes (#82852)

## About The Pull Request
fixes #82838, forgot to add the attack_self there
fixes #82869
fixes the atmos hardhat not using flags_inv and transparent_protection
correctly (you could pull off someones glasses through it for example
makes modsuits use the new rendering stuff
fixes rendering stuff not working correctly with adjustable clothing
fixes quick equip dropping the item if you cant equip it

## Why It's Good For The Game
waow its awesome

## Changelog
🆑
fix: you can no longer take off someones glasses or mask through atmos
hardhat
fix: once you adjust a welding helmet or something it no longer makes
your cigarette or sunglasses invisible
fix: welding gas mask works once again
fix: quick equips dont drop the item if you cant equip it
/🆑

* fixes erp slots

* Redoes how appearance VV works because it scares me (#82851)

* [NO GBP] Critical fixes for cyborg omnitools (#82825)

## About The Pull Request
Fixes several critical fixes for cyborg omnitools, surgical omnitools in
peculiar. Which is:
1. bonesetter omnitool can do compound fracture surgery now
2. omnitool butchering not properly disabled works (why didn't that
runtime. fucking dreammaker)
3. omnitool surgery_initiator not properly disabled
4. cautery in offhand not working

Fixes #82805
Fixes #82868

Honestly I have now regretted for doing this kind of implementation at
the start. with how shoddily coded it is.
Planning to refactor cyborg omnitools, admin omnitool and ayys omnitool
(all have the same base of implementation) to be less snowflakey. but
that's for the future. and will take some time. This is a bandaid fix
for now
## Why It's Good For The Game
this is cbt
## Changelog
🆑
fix: fixed cyborg bonesetter not working for compound fractures
fix: butchering not disabling in cyborg omnitool
fix: fixes a bug where if you select the omnitool it would be stuck in
surgery initiator mode
fix: cautery in off hand for cyborg omnitools not working
/🆑

* fixes ai controllers hard deletes (#82861)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/138636438/47010ad2-64ef-40dd-94d3-b928e4216d1b)
i noticed almost all ai controllers were being hard deleted, its because
the controller itself was being addedto the behavior_cooldowns list
rather than the behavior itself

## Why It's Good For The Game
fixes hard deletes

## Changelog
🆑
/🆑

* [no gbp] actually fixes bot access (#82809)

## About The Pull Request
real fix to bots having AA. also i forgot to address simple bots in my
previous attempt so this fixes them too

## Why It's Good For The Game
fixes bots having AA 

## Changelog
🆑
fix: all bots have their normal accesses restored
/🆑

* [no gbp] Adds silicon interaction flags (#82822)

## About The Pull Request
A few items with special silicon interactions did not have the proper
flags to permit their use at distance (airlocks for instance)
## Why It's Good For The Game
Fixes #82800
## Changelog
🆑
fix: Restored silicon alt-clicking capability
/🆑

* Monkey eyes fix and noticable organ display refactor; AI monkeys no longer catatonic (#82669)

## About The Pull Request

It turns out monkeys being catatonic got broken 2 years ago in a PR that
was meant to fix something else; also, it turns out monkeys are supposed
to have primal eyes when turned into humans, and that got broken too. I
fixed both of those things, and while I was at it I did a refactor to
make it easier to give noticable organs (or anything else that you'd
want correct pronoun and verb tenses) easier to implement.

1) AI controlled mobs now properly display their noticable organs when
appropriate
2) Added some macros and a helper proc for replacing appropriate
pronouns and verb tenses in text
3) The noticable organ HTML is no longer broken, so you can pass text
with spans into it, if you want the text to be pretty or big or whatever
4) Monkeys are no longer catatonic if they have an active AI controller;
this goes for any carbon actually but I think monkeys are the only one
with AI controllers at the moment
## Why It's Good For The Game

Fixes the logic for displaying organs on AI controller mobs (currently
monkeys)
Makes it easier to add these kind of organs for carbons, AI controlled
or not, in the future

Look! An actual use-case for split editor:

![image](https://github.com/tgstation/tgstation/assets/49173900/8cd0d69e-8091-4431-9418-6bd29e1713b5)
## Changelog

Humanized monkeys now have their primal eyes again; monkeys with active
AI are no longer catatonic.
🆑 Bisar
fix: AI controlled monkeys are no longer catatonic, and they have primal
eyes again when turned into humans.
spellcheck: Noticable organs now have more modular grammar, and their
current grammar is fixed.
refactor: Refactored the code for displaying the messages for noticable
organs.
config: Added a documented define of all our pronouns
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* DNA Infusion Refactor: Separates DNA Infusion Behavior from DNA Infuser (#82829)

## About The Pull Request

- infuser entries global is now an assoc list type -> singleton. makes
it easier to pick specific entries as needed
- separated infusion behavior onto both movable level (for machine
occupants and things that can potentially be infused) and human level
(for the actual infusion into a human)

- [x] tested

## Why It's Good For The Game

Upcoming plans is to fix up maintenance sect's organ replacement system
that just so happens to work a lot like how infusions do with actual
infusion mechanics, and that requires this prerequisite. In general
outside of that vision I see a lot of potential in alternate infusion
sources, from wherever they may be.

## Changelog
no player side changes, this is a refactor

---------

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2024-04-29 21:15:33 +02:00