Commit Graph
1238 Commits
Author SHA1 Message Date
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
MrMelbertandGitHub 0800c75540 Artifically spawned mobs have a vastly reduced penalty for death moodlet (#93348)
## About The Pull Request

Closes #93285

Mood event from the death of a mob spawned "artificially" is 75% weaker,
lasts 80% the duration, and don't compound

An artificial monkey's death will now result 
- -8 * 0.25 * 0.5 = floor(1) = 1 strength moodlet for the average crew
member
   - ...Lasting 30 seconds (unless refreshed)
- -8 * 0.25 * 1.5 = floor(3) = 3 strength moodlet for animal friends
   - ...Lasting 1.5 minutes (unless refreshed)
- -8 * 0.25 = floor(2) = 2 strength moodlet for compassionate crew
members
   - ...Lasting 1 minute (unless refreshed)

Artifical spawning includes
- Moneky Cube
- Xenobiology Console
- "Life" reaction
- Summoned rats
- Spawner grenades
- Cult ghosts

Lemmie know if I'm missing any obvious spawns 

## Why It's Good For The Game

While funny it was not my intention to have Xenobiology / Genetics /
Virology nuke your mood.

## Changelog

🆑 Melbert
balance: Death of artifical mobs (such as monkey cube monkeys) result in
a 75% weaker, 80% shorter moodlet that does not compound with more
deaths.
/🆑
2025-10-11 00:14:54 +02:00
xPokee 5e629dff04 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-10-03 07:05:54 -04:00
Da Cool BossandGitHub cb37ca225f Updates summon guns / gun mystery box list (#93062)
## About The Pull Request
Updates the guns that the event can spawn. Mystery boxes use the same
list.

List now contains all lethal guns currently in the game, besides
cosmetic/downgraded variants of other guns (some exceptions made if the
variants are cool/iconic), craftable guns, and unique heist targets.
Some of the newer guns weren't added to this list and now they're there.
This means the sci portal guns are gone, gimmick guns are gone, if you
get a gun from this you can immediately use it to harm someone as
intended. Medbeam stays as the sole "dud" gun.

Tasers and disablers stay in the list because they are used in the same
way as lethal guns. You can shoot someone with them until they fall
over. That counts, IMO.

List now uses the unrestricted guns, for those with firing pins. This
ensures non nukies can actually use them out of the box. Having to
source a firing pin to make the gun that magically appeared in your
hands actually work sucked, and went against the theme of the event.

Alphabetises the list too.
## Why It's Good For The Game
Event did dumb stuff like giving people non-guns or guns they couldn't
use. List was also dated so some of the new cool guns weren't spawned.
## Changelog
🆑
fix: Summon Guns event will no longer spawn guns with restricted firing
pins.
fix: Summon Guns event will now only spawn guns that are intended to
harm people (except the medbeam)
balance: Added more guns to the Summon Guns event.
/🆑
2025-09-26 15:10:06 -04:00
xPokee 9b282a850e Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-17 11:45:44 -04:00
FalloutFalconandGitHub d2f34e33be moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621



https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa

small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however

having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).

need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
2025-09-13 00:36:15 +02:00
LemonInTheDarkandRoxy d5be02ecee Mob ckey sanity check now respects insano aghost code (#91517)
## About The Pull Request

I HATE THIS PLACE DUDE, aghosting sets your ckey/key to your normal
ckey/ckey but with @ prefixed. hhhhhhhhh.
2025-06-15 15:52:38 -04:00
GhomandRoxy 75e7ef6def Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.

The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.

Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.

🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
2025-06-15 15:50:31 -04:00
SmArtKarandRoxy 7c0ce5435a Gibs you leave are now based on your biotype/chest bodypart, improves gibber VFX (#91421)
## About The Pull Request

* When gibbing mobs, spawned gib type is now based on mob's biotypes if
they're not a carbon, or their chest (or first) bodypart if they are,
rather than requiring a proc override for every single mob. This means
that a few robotic mobs no longer drop meaty gibs, and that gibbing
androids now produces cyborg gibs instead of a meaty surprise, plus they
should no longer runtime when trying to gib a robot. Gibs also are now
spawned around the gibber and streak outwards instead of magically
teleporting a few tiles away, for some visual flair.
* Fixed meat not overriding blood DNA on blood_walk component which made
xeno and lizard meat leave behind orange trails instead of proper
lime/dark green blood colors (due to them keeping human meat DNA).
* Brightened up the gibber blood overlay I've missed, so it should be
consistent with old blood colors now.
* Also cleaned up the gibspawner code.

## Why It's Good For The Game

Biotype/chest changes should make devs lives easier and gameplay a bit
more consistent, and streaking just makes the process look slightly
better.

## Changelog
🆑
add: Androids and fully augmented humans now drop robotic gibs instead
of meat
add: Improved gibber VFX
fix: Fixed gibber overlays being darker than intended
fix: Fixed xenomorph and lizard meat leaving orange trails behind
code: Improved gibs and gibspawner code
/🆑
2025-06-15 15:42:22 -04:00
LemonInTheDarkandGitHub c8701aa056 Mob ckey sanity check now respects insano aghost code (#91517)
## About The Pull Request

I HATE THIS PLACE DUDE, aghosting sets your ckey/key to your normal
ckey/ckey but with @ prefixed. hhhhhhhhh.
2025-06-08 15:09:54 -06:00
GhomandGitHub 14fb86e3e8 Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
## About The Pull Request
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.

The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.

## Why It's Good For The Game
Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.

## Changelog

🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
2025-06-08 13:57:10 +02:00
SmArtKarandGitHub eb69c087f1 Gibs you leave are now based on your biotype/chest bodypart, improves gibber VFX (#91421)
## About The Pull Request

* When gibbing mobs, spawned gib type is now based on mob's biotypes if
they're not a carbon, or their chest (or first) bodypart if they are,
rather than requiring a proc override for every single mob. This means
that a few robotic mobs no longer drop meaty gibs, and that gibbing
androids now produces cyborg gibs instead of a meaty surprise, plus they
should no longer runtime when trying to gib a robot. Gibs also are now
spawned around the gibber and streak outwards instead of magically
teleporting a few tiles away, for some visual flair.
* Fixed meat not overriding blood DNA on blood_walk component which made
xeno and lizard meat leave behind orange trails instead of proper
lime/dark green blood colors (due to them keeping human meat DNA).
* Brightened up the gibber blood overlay I've missed, so it should be
consistent with old blood colors now.
* Also cleaned up the gibspawner code.

## Why It's Good For The Game

Biotype/chest changes should make devs lives easier and gameplay a bit
more consistent, and streaking just makes the process look slightly
better.

## Changelog
🆑
add: Androids and fully augmented humans now drop robotic gibs instead
of meat
add: Improved gibber VFX
fix: Fixed gibber overlays being darker than intended
fix: Fixed xenomorph and lizard meat leaving orange trails behind
code: Improved gibs and gibspawner code
/🆑
2025-06-07 13:04:28 -06:00
SmArtKarandRoxy d841c9df40 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.

- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.

- Closes #91039

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.

![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-06-05 19:47:01 -04:00
SmArtKarandGitHub b4061f1800 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
## About The Pull Request

Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.

- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.

- Closes #91039 

#### Examples

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-05-31 19:38:07 -05:00
MrMelbertandRoxy bc2215667f Re-refactors batons / Refactors attack chain force modifiers (#90809)
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-22 21:30:07 -04:00
MrMelbertandGitHub 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00
Y0SH1M4S73RandRoxy 275bec6196 Summon Cheese sometimes has a different invocation (#91053)
## About The Pull Request

When created, each instance of Summon Cheese has a 50% chance of its
invocation being changed to use the actual ref string for
`/obj/item/food/cheese/wheel`, instead of Skyrim's item id for cheese
wheels.

## Why It's Good For The Game

The invocation for Summon Cheese is itself a reference to a debug
feature from another video game. Why not add an extra layer of
meta-humor by occasionally using the actual ref string for the summoned
object's typepath in the invocation?

## Changelog

🆑
spellcheck: The invocation for Summon Cheese is sometimes more
representative of the realities of life aboard the station.
/🆑
2025-05-15 16:10:48 -04:00
Y0SH1M4S73RandGitHub b9149075f6 Summon Cheese sometimes has a different invocation (#91053)
## About The Pull Request

When created, each instance of Summon Cheese has a 50% chance of its
invocation being changed to use the actual ref string for
`/obj/item/food/cheese/wheel`, instead of Skyrim's item id for cheese
wheels.

## Why It's Good For The Game

The invocation for Summon Cheese is itself a reference to a debug
feature from another video game. Why not add an extra layer of
meta-humor by occasionally using the actual ref string for the summoned
object's typepath in the invocation?

## Changelog

🆑
spellcheck: The invocation for Summon Cheese is sometimes more
representative of the realities of life aboard the station.
/🆑
2025-05-12 20:39:37 -07:00
RhialsandRoxy 3640c36ebf Improves the Dice Servant role candidacy process, and some other code tweaks (#90952)
## About The Pull Request

This improves the code surrounding the Dice Servant, as well as the
summoning behavior, to make it WAY more intuitive. "But what IS a Dice
Servant?" well...

If you roll a 16 on a Die of Fate, you get a unique "Dice Servant" spell
that lets you summon a butler from wherever they may be. The issue is
that the role itself is polled for a mere 5 seconds, and if nobody signs
up for it, the role is never offered again and the caster gets no
servant.

Now, the spell will attempt to gather candidates, and if it fails, it
will continue trying to do so upon your next cast. This also makes it so
the spell can be applied to players through VV or other unimplemented
means.

The code has been cleaned up a bit, and the "dice servant" spell has
been converted into a generic "servant" role. The Dice Servant, however,
retains the old role name (and now plays a service bell "ding!" when you
summon your butler!)

There are some other, very minor changes like reducing the smoke from
each summon, or adding an apostrophe to the incantation (I think that's
all).
## Why It's Good For The Game

Rolling a Die of Fate (RARE), and landing a 16 (1/20), and having
someone scoop up the ghost role in 5 seconds or less (I hope pop is
above 50) has made this role a very uncommon sight. I saw it for the
first time about a week ago. It's been in the game for a very very long
time.

It's a cool, unique role that should be much more accessible and
intuitive than it currently is.

The code improvements also lay a great groundwork for other mob summon
spells to be made off of.
## Changelog
🆑 Rhials
code: The Dice Servant role will now re-poll itself until a candidate is
found.
/🆑
2025-05-08 19:02:27 -04:00
RhialsandGitHub 5a500257e8 Improves the Dice Servant role candidacy process, and some other code tweaks (#90952)
## About The Pull Request

This improves the code surrounding the Dice Servant, as well as the
summoning behavior, to make it WAY more intuitive. "But what IS a Dice
Servant?" well...

If you roll a 16 on a Die of Fate, you get a unique "Dice Servant" spell
that lets you summon a butler from wherever they may be. The issue is
that the role itself is polled for a mere 5 seconds, and if nobody signs
up for it, the role is never offered again and the caster gets no
servant.

Now, the spell will attempt to gather candidates, and if it fails, it
will continue trying to do so upon your next cast. This also makes it so
the spell can be applied to players through VV or other unimplemented
means.

The code has been cleaned up a bit, and the "dice servant" spell has
been converted into a generic "servant" role. The Dice Servant, however,
retains the old role name (and now plays a service bell "ding!" when you
summon your butler!)

There are some other, very minor changes like reducing the smoke from
each summon, or adding an apostrophe to the incantation (I think that's
all).
## Why It's Good For The Game

Rolling a Die of Fate (RARE), and landing a 16 (1/20), and having
someone scoop up the ghost role in 5 seconds or less (I hope pop is
above 50) has made this role a very uncommon sight. I saw it for the
first time about a week ago. It's been in the game for a very very long
time.

It's a cool, unique role that should be much more accessible and
intuitive than it currently is.

The code improvements also lay a great groundwork for other mob summon
spells to be made off of.
## Changelog
🆑 Rhials
code: The Dice Servant role will now re-poll itself until a candidate is
found.
/🆑
2025-05-03 02:43:01 +02:00
GhomandShadow-Quill 11d82b7995 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

Improving old code. And I want to be able to pet mobroaches while
holding them too.

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-29 18:22:44 -06:00
John WillardandShadow-Quill 77baeeb795 Constructs now have their respective factions (#90690)
## About The Pull Request

Holy constructs are now part of a new Holy faction, that all Chaplains
get once they choose a sect.
Wizard constructs are now part of the Wizard faction
Juggernaut's Gaunlet Echo spell now respects factions (so ignores cult
as cult, wizards as wizard, and their creator as holy)


https://github.com/user-attachments/assets/e56f958d-fffa-4534-8b39-a95f9d160865

## Why It's Good For The Game

Makes constructs less likely to friendly fire and makes holy constructs
able to use their spells to fight Cult.

## Changelog

🆑 Ezel/Improvedname, JohnFulpWillard
fix: Constructs now have their proper factions, so Wizard constructs
can't hit Wizard Apprentices.
fix: Juggernaut's Gauntlet echo spell now respects factions.
/🆑
2025-04-29 18:04:56 -06:00
John WillardandShadow-Quill d6c55096da Cult armor slowly kills non-cultists & can be exorcised. (#90557)
Wizard and Cult armors were all thrown in randomly with all the rest of
the cult items so I moved them into their own files for organization,
documented each one, and made the hoodies copy the armor from the suit
they are apart of.

I also made 3 balance changes here:

1- Hardened cult armor (the spaceproof one), if worn by a non-cultist,
will cause random pierce and dislocation wounds to the wearer until they
take it off. From my personal testing this killed me in sub-3 minutes
while I was slower due to the dislocations.
2- Hardened cult armor can now be blessed with a bible, which will turn
it into a new set of chaplain armor. If the chap selected one already
then it'll be a new set, otherwise a random set.
3- The hardened cult armor found as icemoon loot has been replaced with
a new item, the wolf cloak, which is a hooded neck item that gives you a
wolf transformation spell

https://github.com/user-attachments/assets/597e259a-3de2-4d2e-a43a-7953ba5482dc

Hardened cult armor is the only type of cult suit that can be worn by
non-cultists, while every other gear has some way of stopping you
(including the blindfold and the flagellant's robes), this gives you
about 3 minutes time to use it and isn't a straight up "drop it lol".
For the blessing, it's a small interaction that gives one more thing
Chaplains can bless. Once Chaplains start blessing cult equipment we see
balance tipping in the station's favor, usually balance is not that much
of a concern, but this does give the Chaplain a way of expanding their
own experience (especially if they're Honorbound) in a round opening
more funny ways of roleplaying around a cult round.

🆑 Toriate, JohnFulpWillard
add: Adds a Wolf pelt cloak as an icemoon drop, replacing the hardened
Cult armor.
balance: Cult's hardened armor now deals bleeding and dislocating limbs
to non cultists who wear it, and can also be blessed into holy armor.
/🆑
2025-04-29 17:55:19 -06:00
MrMelbertandShadow-Quill 5048ea1d1f Consistency pass on spell invocations (punctuation) (#90386)
## About The Pull Request

Recent events on the station have left me very - unimpressed, as it
comes to our spells.

Some have backticks, most use apostrophes. Some have punctuation, many
don't. Some are in all caps, others aren't.

So I went through and basically just tweaked all the invocations
slightly to make them more consistent. They're all punctuated now, with
whispered invocations preferring periods and shouting invocations
preferring exclamation (though this is not a set rule, as sometimes a
period gets the message across stronger than an exclamation point."

I also made it a bit easier to work with emote invocations. Which in
turn involved me touching the human `p_x` procs.
 
## Why It's Good For The Game

Spell invocations are wildly inconsistent style wise, tightening them up
helps towards muh immersions. Makes it feel more like a system and less
like stuff thrown together.

## Changelog

🆑 Melbert
qol: All spell invocations have been made a bit more consistent - some
have changed slightly, some are now punctuated. "Dragon Form" and "Bear
Form" are now emotes invocations.
qol: "Unknown" mobs are now properly referred to as they/them
/🆑
2025-04-29 17:09:03 -06:00
GhomandGitHub 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00
John WillardandGitHub 2ef9be35d9 Constructs now have their respective factions (#90690)
## About The Pull Request

Holy constructs are now part of a new Holy faction, that all Chaplains
get once they choose a sect.
Wizard constructs are now part of the Wizard faction
Juggernaut's Gaunlet Echo spell now respects factions (so ignores cult
as cult, wizards as wizard, and their creator as holy)


https://github.com/user-attachments/assets/e56f958d-fffa-4534-8b39-a95f9d160865

## Why It's Good For The Game

Makes constructs less likely to friendly fire and makes holy constructs
able to use their spells to fight Cult.

## Changelog

🆑 Ezel/Improvedname, JohnFulpWillard
fix: Constructs now have their proper factions, so Wizard constructs
can't hit Wizard Apprentices.
fix: Juggernaut's Gauntlet echo spell now respects factions.
/🆑
2025-04-19 20:13:12 +02:00
John WillardandGitHub ff42163d0b Cult armor slowly kills non-cultists & can be exorcised. (#90557)
## About The Pull Request

Wizard and Cult armors were all thrown in randomly with all the rest of
the cult items so I moved them into their own files for organization,
documented each one, and made the hoodies copy the armor from the suit
they are apart of.

I also made 3 balance changes here:

1- Hardened cult armor (the spaceproof one), if worn by a non-cultist,
will cause random pierce and dislocation wounds to the wearer until they
take it off. From my personal testing this killed me in sub-3 minutes
while I was slower due to the dislocations.
2- Hardened cult armor can now be blessed with a bible, which will turn
it into a new set of chaplain armor. If the chap selected one already
then it'll be a new set, otherwise a random set.
3- The hardened cult armor found as icemoon loot has been replaced with
a new item, the wolf cloak, which is a hooded neck item that gives you a
wolf transformation spell


https://github.com/user-attachments/assets/597e259a-3de2-4d2e-a43a-7953ba5482dc

##### - Code bounty by Ezel/Improvedname

## Why It's Good For The Game

Hardened cult armor is the only type of cult suit that can be worn by
non-cultists, while every other gear has some way of stopping you
(including the blindfold and the flagellant's robes), this gives you
about 3 minutes time to use it and isn't a straight up "drop it lol".
For the blessing, it's a small interaction that gives one more thing
Chaplains can bless. Once Chaplains start blessing cult equipment we see
balance tipping in the station's favor, usually balance is not that much
of a concern, but this does give the Chaplain a way of expanding their
own experience (especially if they're Honorbound) in a round opening
more funny ways of roleplaying around a cult round.

## Changelog

🆑 Toriate, JohnFulpWillard
add: Adds a Wolf pelt cloak as an icemoon drop, replacing the hardened
Cult armor.
balance: Cult's hardened armor now deals bleeding and dislocating limbs
to non cultists who wear it, and can also be blessed into holy armor.
/🆑
2025-04-15 11:00:38 +00:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
MrMelbertandGitHub 331a6bfc9a Consistency pass on spell invocations (punctuation) (#90386)
## About The Pull Request

Recent events on the station have left me very - unimpressed, as it
comes to our spells.

Some have backticks, most use apostrophes. Some have punctuation, many
don't. Some are in all caps, others aren't.

So I went through and basically just tweaked all the invocations
slightly to make them more consistent. They're all punctuated now, with
whispered invocations preferring periods and shouting invocations
preferring exclamation (though this is not a set rule, as sometimes a
period gets the message across stronger than an exclamation point."

I also made it a bit easier to work with emote invocations. Which in
turn involved me touching the human `p_x` procs.
 
## Why It's Good For The Game

Spell invocations are wildly inconsistent style wise, tightening them up
helps towards muh immersions. Makes it feel more like a system and less
like stuff thrown together.

## Changelog

🆑 Melbert
qol: All spell invocations have been made a bit more consistent - some
have changed slightly, some are now punctuated. "Dragon Form" and "Bear
Form" are now emotes invocations.
qol: "Unknown" mobs are now properly referred to as they/them
/🆑
2025-04-03 02:04:45 +02:00
Ben10OmintrixandThe Sharkening abb8f539bd Cain & Abel (new mining loot) (#89455)
## About The Pull Request
adds the Cain & Abel to the lootpool of the colossus!

![daggerpic](https://github.com/user-attachments/assets/d0e0c5f9-bace-4010-854a-3ea65e764499)

these are a set of angelic twinblades bound together by some chains. The
long chains allow u to attack mobs from a distance (2 tiles max) and at
very FAST speed, and come with a few new mechanics:

-Attacking a mob with the cain and abel grants you a special whisp that
follows your character. these whisps empower ur next melee attacks u can
collect a maximum of up to 6 whisps, (their bonuses stack), after which
they reset. If u get hit by a mob once, you'll lose ur whisps (and ur
melee bonus), so ull have to regain them by rebuilding up ur combo. u
can also choose to sacrifice ur whisps by firing them at mobs (by right
clicking them) for some hefty damage (this again means u'll lose them)

https://github.com/user-attachments/assets/0a1738db-9fa4-4226-ac80-334f5e97cfa5

-u can also choose to hurl one of ur daggers at enemies, there's 2 throw
modes u can toggle between by pressing Z while holding ur weapon.
1- On launch mode, u can throw one of ur daggers at a tile, afterwhich
the chains will rapidly pull u towards it, making for some cool getaways
in tense situations. this puts throw mode on a 7 second cooldown
2- On crystal mode, u can hurl a dagger at an enemy or at a tile. Spiked
crystals will errupt on nearby floors, dealing some damage to nearby
mobs and stunning them for 2 seconds (bosses dont get stunned tho). puts
throw mode on a 15 second cooldown

https://github.com/user-attachments/assets/665b9cf4-c5a1-4263-a36b-86e3f35d0ae5

-Lastly is the swing ability. This will swing ur daggers around u,
dealing AOE damage to nearby mobs, and makes u block all melee attacks,
tentacle attacks, and deflect incoming projectile attacks (could for
example be used to deflect the colossus' shotgun blast back to it). ull
only block attacks while the animation is active, which lasts a good
1.75 seconds, and is at a 20 second cooldown.

https://github.com/user-attachments/assets/073e5324-af5b-45ab-912e-5bcaa13fc728

Here's a short clip of me using them to fight a colossus and a bubblegum
https://www.youtube.com/watch?v=kp5Hu16dHPQ&ab_channel=Kobsa

## Why It's Good For The Game
adds a new fun weapon with a few deep mechanics to the game. also makes
taking down colossi alot more rewarding.

## Changelog
🆑
add: adds the cain and abel to the colossus lootpool!
/🆑
# Conflicts:
#	icons/mob/inhands/equipment/kitchen_lefthand.dmi
2025-03-30 13:56:46 -06:00
Ben10OmintrixandGitHub 7c81098d33 Cain & Abel (new mining loot) (#89455)
## About The Pull Request
adds the Cain & Abel to the lootpool of the colossus!

![daggerpic](https://github.com/user-attachments/assets/d0e0c5f9-bace-4010-854a-3ea65e764499)

these are a set of angelic twinblades bound together by some chains. The
long chains allow u to attack mobs from a distance (2 tiles max) and at
very FAST speed, and come with a few new mechanics:

-Attacking a mob with the cain and abel grants you a special whisp that
follows your character. these whisps empower ur next melee attacks u can
collect a maximum of up to 6 whisps, (their bonuses stack), after which
they reset. If u get hit by a mob once, you'll lose ur whisps (and ur
melee bonus), so ull have to regain them by rebuilding up ur combo. u
can also choose to sacrifice ur whisps by firing them at mobs (by right
clicking them) for some hefty damage (this again means u'll lose them)



https://github.com/user-attachments/assets/0a1738db-9fa4-4226-ac80-334f5e97cfa5

-u can also choose to hurl one of ur daggers at enemies, there's 2 throw
modes u can toggle between by pressing Z while holding ur weapon.
1- On launch mode, u can throw one of ur daggers at a tile, afterwhich
the chains will rapidly pull u towards it, making for some cool getaways
in tense situations. this puts throw mode on a 7 second cooldown
2- On crystal mode, u can hurl a dagger at an enemy or at a tile. Spiked
crystals will errupt on nearby floors, dealing some damage to nearby
mobs and stunning them for 2 seconds (bosses dont get stunned tho). puts
throw mode on a 15 second cooldown


https://github.com/user-attachments/assets/665b9cf4-c5a1-4263-a36b-86e3f35d0ae5

-Lastly is the swing ability. This will swing ur daggers around u,
dealing AOE damage to nearby mobs, and makes u block all melee attacks,
tentacle attacks, and deflect incoming projectile attacks (could for
example be used to deflect the colossus' shotgun blast back to it). ull
only block attacks while the animation is active, which lasts a good
1.75 seconds, and is at a 20 second cooldown.



https://github.com/user-attachments/assets/073e5324-af5b-45ab-912e-5bcaa13fc728

Here's a short clip of me using them to fight a colossus and a bubblegum
https://www.youtube.com/watch?v=kp5Hu16dHPQ&ab_channel=Kobsa

## Why It's Good For The Game
adds a new fun weapon with a few deep mechanics to the game. also makes
taking down colossi alot more rewarding.

## Changelog
🆑
add: adds the cain and abel to the colossus lootpool!
/🆑
2025-03-29 04:28:51 +01:00
SmArtKarandGitHub 107188c51e Terror Unification: Converts all "fear" quirks and traumas (except item phobias) to use a unified handler (#90217)
## About The Pull Request

This PR adds the fearful component which acts as a unified handler for
terror effects. This currently includes nyctophobia and claustrophobia
quirks, terrified status effect from nightmare's spell, and the
monophobia brain trauma. The component processes terror handler datums
which act both as terror sources and effects - jittering, stuttering,
vomiting, panic attacks, etc.
This means that nyctophobia and claustrophobia now act more like
terrified status/monophobia - causing jitters, stuttering, periodic
panic attacks, etc, and their effects stack (i.e. being in a closet in
the dark will increase your fear much quicker).

Closes #37492
Closes #57121
Closes #69684

## Why It's Good For The Game

Terrified status is very immersive and its effects perfectly fit
nycto/claustrophobia quirks, enough to be impactful to owner's gameplay,
but not roleplaying for them, which is what we want quirks to be. It
also makes them share their stress, which is how you'd expect them to
act. (I would also love to see monophobia moved from a brain trauma to a
quirk, as it perfectly fits latter instead of former, and acts as a
great incentive to interact with other people instead of doing autism
projects by yourself.)
I haven't moved phobias to this system yet, but it could be done in the
future without too many issues - should make phobias less painful to
deal with, and maybe make people actually interested in playing around
them instead of rushing a lobotomy because of how debilitating they are
(currently only interaction is getting hugged by someone you're afraid
of, which will increase your terror)

## Changelog
🆑
add: Nyctophobia and Claustrophobia quirks now have proper terror
effects instead of making you walk/suffocate. Immersion!
refactor: All sources of "terror"/"fear" now use a common component,
meaning they share their counters.
/🆑
2025-03-27 21:01:23 +01:00
JacquerelandGitHub 8040dd3a9d Removes "jaunt_out_time" from ethereal jaunt (#90169)
## About The Pull Request

This PR removes the temporary immobilisation applied to users of Phase
Shift and Ashen Passage upon casting it.
Having to wait 0.6 (or 1.6 for phase shift) seconds before moving is
basically just sort of annoying and doesn't provide any particular
benefit that I can see, as it does not really add any additional time
where anyone can do anything about you jaunting away.
This does not effect the visuals, which still play, or buff the duration
of the spell, as the timer would only start once the immobilisation had
ended.

This also doesn't effect the immobilisation when you _exit_, which still
exists unchanged and _is_ necessary for the animation to look good.

## Why It's Good For The Game

This delay made the spells more annoying to use than necessary and I
personally don't think it added anything visually to have this
synchronised with an animation which will continue to play at the space
you left, _especially_ in the case of Ashen Passage.

## Changelog

🆑
qol: Users of Ashen Passage and Phase Shift will be able to move
instantly upon cast rather than after a delay
/🆑
2025-03-24 16:45:13 +00:00
JacquerelandGitHub ce669c3924 Makes your current position clearer while jaunting (#90173)
## About The Pull Request

I was fucking around testing the Voidwalker earlier for a different
issue and didn't like that I couldn't see myself while in space.
This PR makes it so that Voidwalkers and also any variant of Ethereal
Jaunt place an icon visible only to you at your current position (it's
like your _soul_) so that you can see where you are going.
Nobody else can see it.


![dreamseeker_qCXrCwHaUW](https://github.com/user-attachments/assets/3d6d1136-1658-4701-af78-057b2cfeb059)

![dreamseeker_hqH73zu66P](https://github.com/user-attachments/assets/4f620711-9a1a-4f8e-be3b-1c3367b9f9dc)



There are almost certainly some other sources of being invisible which
could use this so let me know if you are aware of one.
Although if you do that I may need to make my code more generic.

## Why It's Good For The Game

It's nice to be able to see where you are precisely rather than just it
being the centre of the screen

## Changelog

🆑
qol: It is now easier to see where you currently are while jaunting
/🆑
2025-03-23 20:00:23 +01:00
d72d51f0d5 Make too low vols and no soundin scream for playsound instead of failing silently (#89746)
…ing silently
## About The Pull Request
While reviewing the recent sound optimization PR I noticed that a bunch
of checks here really make no sense to just fail silently when nobody
should be doing this in the first place

Immediately started screaming on run so thats a good sign

## Changelog
🆑
code: previously silent failures due to empty sounds or too low volumes
will now create a runtime in the runtime log
fix: some footstep sounds like robotic or slimes are no longer silent
/🆑

---------

Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
2025-03-12 16:55:07 -04:00
JacquerelandRoxy e366ace9ec You can transplant xenomorph tails onto people (#89618)
This PR allows you to extract tail organs from xenomorphs and surgically
attach xenomorph tails to people.
(Despite being a carbon the xenomorph sprite is not built out of
component overlays so this technically does not remove the tail from its
corpse sorry).

Having a xenomorph tail makes you better at tackling, changes your
tackle verb to "pounce" like if you are a felinid, and also gives you
the parkour benefits of the Freerunning quirk.

![image](https://github.com/user-attachments/assets/6eb0f825-4f23-4a22-aa4d-03cc1cbd676a)
You can also surgically attach a xenomorph _queen_'s tail to someone.
This arguably is a bad idea because it makes you slower (it's much too
heavy) but it does give you access to the queen's tail spin attack
(after which you will fall over if you aren't inhumanly strong). Also
more importantly, it is comically large.

Look I'm racking my brain but this one really mostly comes down to "it's
funny to do this".
But let's pretend that it also increases the depth and complexity of the
sandbox and promotes interesting interactions between crewmembers or
something like that.

Ideally sometimes in the future we will either decide that xenomorphs
are not carbons (is it purely because they have organs?) or decide that
they _are_ carbons and build them accordingly. In the latter case this
will have been a useful addition.

🆑
add: You can transplant xenomorph tails onto people.
/🆑
2025-03-12 16:53:40 -04:00
Kapu1178andRoxy b9c803a9d8 Base implementation of /datum/persistent_client (#89449)
Converts `/datum/player_details` into `/datum/persistent_client`.
Persistent Clients persist across connections. The only time a mob's
persistent client will change is if the ckey it's bound to logs into a
different mob, or the mob is deleted (duh).

Also adds PossessByPlayer() so that transfering mob control is cleaner
and makes more immediate sense if you don't know byond-fu.

Clients are an abstract representation of a connection that can be
dropped at almost any moment so putting things that should be stable to
access at any time onto an undying object is ideal. This allows for
future expansions like abstracting away client.screen and managing
everything cleanly.
2025-03-12 16:47:54 -04:00
possiblepossibilityandRoxy 337c2e9304 fixes slaughter demon roundend report (#89640) 2025-03-12 16:46:53 -04:00
JacquerelandRoxy 948241b04d Some Loadout Additions (#89500) 2025-03-12 16:41:36 -04:00
394c351b14 Make too low vols and no soundin scream for playsound instead of failing silently (#89746)
…ing silently
## About The Pull Request
While reviewing the recent sound optimization PR I noticed that a bunch
of checks here really make no sense to just fail silently when nobody
should be doing this in the first place

Immediately started screaming on run so thats a good sign

## Changelog
🆑
code: previously silent failures due to empty sounds or too low volumes
will now create a runtime in the runtime log
fix: some footstep sounds like robotic or slimes are no longer silent
/🆑

---------

Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
2025-03-02 12:41:32 +01:00
JacquerelandGitHub 99869cef92 You can transplant xenomorph tails onto people (#89618)
## About The Pull Request

This PR allows you to extract tail organs from xenomorphs and surgically
attach xenomorph tails to people.
(Despite being a carbon the xenomorph sprite is not built out of
component overlays so this technically does not remove the tail from its
corpse sorry).

Having a xenomorph tail makes you better at tackling, changes your
tackle verb to "pounce" like if you are a felinid, and also gives you
the parkour benefits of the Freerunning quirk.

![image](https://github.com/user-attachments/assets/6eb0f825-4f23-4a22-aa4d-03cc1cbd676a)
You can also surgically attach a xenomorph _queen_'s tail to someone.
This arguably is a bad idea because it makes you slower (it's much too
heavy) but it does give you access to the queen's tail spin attack
(after which you will fall over if you aren't inhumanly strong). Also
more importantly, it is comically large.

## Why It's Good For The Game

Look I'm racking my brain but this one really mostly comes down to "it's
funny to do this".
But let's pretend that it also increases the depth and complexity of the
sandbox and promotes interesting interactions between crewmembers or
something like that.

Ideally sometimes in the future we will either decide that xenomorphs
are not carbons (is it purely because they have organs?) or decide that
they _are_ carbons and build them accordingly. In the latter case this
will have been a useful addition.

## Changelog

🆑
add: You can transplant xenomorph tails onto people.
/🆑
2025-03-01 22:53:14 +11:00
Kapu1178andGitHub a0e862d575 Base implementation of /datum/persistent_client (#89449)
## About The Pull Request
Converts `/datum/player_details` into `/datum/persistent_client`.
Persistent Clients persist across connections. The only time a mob's
persistent client will change is if the ckey it's bound to logs into a
different mob, or the mob is deleted (duh).

Also adds PossessByPlayer() so that transfering mob control is cleaner
and makes more immediate sense if you don't know byond-fu.

## Why It's Good For The Game
Clients are an abstract representation of a connection that can be
dropped at almost any moment so putting things that should be stable to
access at any time onto an undying object is ideal. This allows for
future expansions like abstracting away client.screen and managing
everything cleanly.
2025-02-25 13:52:24 -06:00
possiblepossibilityandGitHub ff9a543f87 fixes slaughter demon roundend report (#89640) 2025-02-25 00:39:07 -07:00
JacquerelandGitHub d26e197f11 Some Loadout Additions (#89500) 2025-02-21 16:48:06 +01:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
LucyandGitHub 851c5a5df9 Convert all traits given by status effects to use TRAIT_STATUS_EFFECT(id) (#89291)
## About The Pull Request

This makes (almost?) all traits given by status effects use
`TRAIT_STATUS_EFFECT(id)` as their source, rather than the previous mix
of `id`, `type`, `REF(src)`, or some bespoke thing.

## Why It's Good For The Game

Consistency is good.

## Changelog

No user-facing changes
2025-02-01 21:21:44 +01:00
JacquerelandGitHub 2aeeed086f Basic Dark Wizards (#89147)
## About The Pull Request

Simple animal Dark Wizard => Basic mob Dark Wizard.
This mob is I think used in literally one ruin, and very occasionally
spawned in deathmatch.
They don't really do anything except shoot you with slowing projectiles
and hit you with sticks.

I gave them a version of blink with a longer cooldown that they use when
attacked in melee range purely to make them very marginally more
wizard-like, and they will also now try to back away from you while
shooting you instead of running towards you.

They will also retaliate against anyone who attacks them including as a
response to friendly fire from other Dark Wizards, because I think it is
funny if they have very little loyalty to each other and that's a fun
thing to trigger when you are playing Doom.

Finally, we have a component called "revenge ability" which is mostly a
standin for AI responses to getting attacked. I made all existing uses
of it turn off if you're controlled by a sapient player who can hit
those buttons themselves, because they can choose when they want to use
those abilities themselves.

## Why It's Good For The Game

The march of progress is almost complete

## Changelog

🆑
refactor: refactored some code
balance: Dark Wizards now teleport when attacked, but are more likely to
turn on their allies
/🆑
2025-01-22 20:50:07 -07:00
carlarctgandGitHub d7460f97d7 Adds a new area flag, LOCAL_TELEPORT, given to virtual domains and deathmatch arenas. (#88756)
## About The Pull Request

Adds a new area flag, LOCAL_TELEPORT.

This flag allows teleports ONLY in the same area that the teleport is
used. This allows for short range hijinks without enabling long range
exploits, and thus it's given to DMs and domains.

Changed almost all area_flags & NO_TELEPORT checks to use
check_teleport() (as now areas may use local_teleport instead, and this
lets them check for multiple things instead)

Thus I re-added Void Phase to the heretic scribe in DM and shuffled some
stuff around

(realizing now i neglected to doublecheck if blade breaking tps you to
station. need to check just in case)
## Why It's Good For The Game

It sucks you can't use teleporting abilities in temporary areas, so this
is a good way to allow this to still happen without opening the way for
gamebreaking exploits.
## Changelog
🆑
code: Adds a new area flag, LOCAL_TELEPORT, given to virtual domains and
deathmatch arenas.
code: Re-added Void Phase to Heretic Scribes in Deathmatch's Ragnarok
map.
/🆑
2025-01-06 08:55:58 -05:00
SmArtKarandGitHub 3499727a6d Implements datumized embedding handlers in place of element-component-datum triad (#88511)
## About The Pull Request

This PR completely rewrites our embedding system in favor of embedding
datum handlers which acts as containers for all embedding-related data
and logic.

Currently embedding logic relies on an element-component-datum triad,
where elements on the items handle embedding logic, singleton datums
store embedding data and components (which get assigned to ***mobs*** in
whom the item embedded) handle pain and the item being ripped out. How
do we access all the procs? By using comsigs as procs, which is really
bad. This code was written back in 2020 when DCS was hot stuff but in
hindsight this implementation was a mistake, as it heavily restricts
custom embedding behaviors unless you're willing to constantly run
GetComponent (bad, ugly, incarnation of evil)

This PR rewrites all that logic to be handled by lazyloaded
``/datum/embedding``, which is stored similarly to current
``/datum/embed_data``. Upon being requested, it is initialized and
assigned to a parent from whom all the logic is handled, from being
embedded to pain and having the item ripped out. On projectiles this
only handles one proc, after which it copies itself down to the shrapnel
item instead and runs the chain further from there.
Ideally, most embedding-related logic now should be handled purely
datum-side - in most cases items should not be hooking up to themselves
like they did before (unless said logic is for when the item is made
sticky or smth) and instead the code should be handled by the embedding
datum (see sholean grapes implementation in this PR). This should allow
us to do fancy stuff like syringe guns embedding syringes into targets
and injecting them that way, and fix some bugs along the way.

Closes #88115
Closes #87946

Also fixed a bug with scars not displaying when examined closely from
#86506 because i was in the area anyways
2025-01-02 23:18:27 +00:00
4d84d0de9b Rift Fishing (#88619)
## About The Pull Request

Adds rift fishing to the game.


![image](https://github.com/user-attachments/assets/044304ca-e7a0-45e9-baaf-b445328d3982)

Drained and undrained influences can be fished in, the latter only by
heretics. Fishing in an undrained influence shows a bobber floating over
nothing to other people, so don't be stupid!

The loot pool includes the following:

- Knowledge. Great for heretics, bad for crew. Only actually gives
knowledge if fished up in an unopened rift, opening it.
One of each heretic potion type.
- A wild Fire Shark, hostile to all.
- One of each heretic potion, and two flasks of eldritch essence.
- Several new fish:

![image](https://github.com/user-attachments/assets/259bd1ee-3b1e-47db-bcfd-c23b7908f66f)
In order:
1. Chrystarfish
Cosmostarfishe that snuck into the bluespace compartment of a shuttle
engine. Teleports around when eaten. Can be cut into bluespace crystals.
Very pointy.
2. Flumpulus
Probably not an actual fish. Contains flumpuline, which is in many ways
an upgrade to oculine. Except for it occasionally popping your eyes out
and replacing them with fungus. It also gets flattened if you land on
it, cushioning your fall.

![image](https://github.com/user-attachments/assets/02b398b0-22ac-4002-a828-cb73281ecef6)

3. Gullion
This fish can be cut into two diamonds, and needs no mate to reproduce,
making it an excellent way to replenish the station's diamond supply!
However, it needs silicon in the fish tank to survive.
4. Walro-Dolphish
Weird, amphibious creature. Amazing weapon - high damage, strong
piercing wounds, decent block chances. However, it will bite you if you
hold it for too long, so be careful!

More fish are planned to be added. The PR was split in two to reduce
review complexity as the latter half of the fish were increasingly
convoluted.

Any fishing rod will do for fishing, but heretics are now able to infuse
their fishing rod with a grasp:

![image](https://github.com/user-attachments/assets/37cfb7da-9269-4db7-b05f-4bbf4a6957f2)

Infusing the rod will temporarily improve its fishing modifier and give
it a unique trait that lets heretics gather 2 influence, rather than 1,
from a fished-up rift.

If crew fish up a glimpse of the Mansus, they will recieve the same
effects as if they examined the rift, and a curse hand will shoot out at
them.

influences cannot be bombed for fish.
## Why It's Good For The Game

Rifts are _extremely_ close to basically just being eldritch pools of
liquid that some heretic spilled over the station. It's always stuck out
like a sore thumb that we can't fish in them, but now we _can_. (Also,
someone needs to PR fishing in a bucket for clowns and mimes.)

Fishing in a rift is just one of those things you see some random,
innocent assistant do while doing an errand, passively enhancing the
round with the sheer ridiculousness of it. Coming back, it's likely
you'll see them running from a wild Fire Shark they unwisely dug up from
messing with eldritch influences.

For Heretics, this is for the most part actively a worse alternative
than just doing things normally. But sometimes you don't want to be
optimal. Infusing their fishing rod is almost entirely an amusing twist
on the blade infusion that blade path has, and they can even infuse
other people's rods - make fish not war.

Ghommie gave me the fish sprites, and I interpreted them the silliest
and most interesting ways I could think of.
> Chrystarfish

Bluespace's technobabble has finally reached fish. Much like the
Gullion, the intention here was primarily some additional, risky way to
procure some amount of bluespace crystals and dust that doesn't depend
on Mining to do their job, either for the station or for your own stupid
plans. (Obviously mining is still the best way to get it, but it's not
healthy for the game for them to be the ONLY way to do so!)

>Flumpulus


![image](https://static.wikia.nocookie.net/oots/images/3/38/OOTS0074.jpeg/revision/latest?cb=20150609013601)

Imagine taking a pill of 'Super oculine!' and suddenly your eyes pop out
and are replaced with fungeyes. 10/10

>Gullion

Diamonds are extremely scarce on the station and the only way to get
more is by mining. I thought adding some rare, restricted way of getting
more would be fun for the game, and encourage fish breeding.
Parthenogenesis may be a bit much admittedly, but let's just see what
happens

> Walro-Dolphish

The name for this thing kinda sucks. I like the idea of an amphibious
fish-weapon like the pikes that actually kinda just hates being wielded
around like a stick. It's also piercing to differentiate.


![image](https://github.com/user-attachments/assets/a1cb58fb-af16-4f9c-9675-aaaa15172674)
## Changelog
🆑
Carlarc, Ghommie
add: Adds rift fishing to the game. Includes new wacky fish!
add: Drained and undrained influences can be fished in, the latter only
by heretics. Fishing in an undrained influence shows a bobber floating
over nothing to other people, so don't be stupid!
add: influences cannot be bombed for fish.
add: Heretics can now infuse their fishing rod, and fish for knowledge.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-12-27 11:25:12 +00:00