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109 Commits

Author SHA1 Message Date
The Sharkening b8493cface Protean Stripping fixes (#5432)
Requires #5420 to be merged.

## About The Pull Request

See changelog

## Why It's Good For The Game

Bug fixes are good. Especially fixing bugs that brick you.

## Proof Of Testing


![dreamseeker_CzphTOTrRo](https://github.com/user-attachments/assets/62996ff4-4f83-45db-9e9e-08baefc4a64d)

## Changelog

🆑
fix: Click dragging a protean modsuit onto yourself no longer unequips
it, bricking you.
del: Removed the Control Click Stripping functionality from Protean
modsuits. It's now only click dragging.
/🆑
2026-04-24 17:11:20 -06:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
MrMelbert d3c806c070 Fix strip menu (#93336) 2025-10-07 17:23:59 +00:00
SmArtKar 975d3d47ae Fixes certain broken icons in the outfit editor, stripping menu and multiple others (#93319)
## About The Pull Request

``icon2base64`` does not like animated icons and will display an atlas
in TGUI when one is passed into it

<img width="239" height="220" alt="JKneqDL9NH"
src="https://github.com/user-attachments/assets/47e0ffdf-c155-4c84-94ce-c23203281012"
/>

Additionally added some padding between the icon and the slot name in
the outfit editor because it annoyed me

## Changelog
🆑
fix: Fixed certain broken icons in the outfit editor, stripping menu and
multiple others
/🆑
2025-10-07 18:42:17 +02:00
Ghom f72eb75a6f Handcuffs can now be used to bind certain items (briefcases, toolboxes, etc.) to your hand. (#93305)
## About The Pull Request
Technically, this PR introduces the cuffable_item element and the
cuffed_item status effect and their relative code.

In more player-friendly terms, this allows the ability to use handcuffs
to bind certain items to your hands by right-clicking it with a pair of
handcuffs in your active hand. This makes the item unable to be dropped,
for better or worse, until you or someone else remove said cuffs. And
no, this doesn't conflict with the ability to be handcuffed if you're
silly enough to think that.

There are more than one way to remove the cuffs. For the player with the
item cuffed to their hand, to remove the cuffs they can either click the
status alert, or examine the item and click the relative hyperlink. The
second option is good to have if for some reason the status alert
doesn't show up (too many alerts etc.).

For other people, they can remove the cuffs by opening the strip
inventory menu (the one you open by click-dragging the sprite of person
with the item onto yours). It's an alternative action specific to this
status effect (therefore only held items). Until the cuffs are removed,
trying to remove the item **directly** will bring you nowhere **because
the item is stuck to their hands**, duh. Alternatively you can just chop
their arm off. You do what you do.

For a list of items that can be bound with cuffs (suggestions welcome):
- briefcases
- toolboxes
- lockboxes
- first aid kits
- shields (they generally have handles and all. gameplay-wise they
already take away one hand slot to use. Using cuffs seals the deal: no
swapping items on the go, so no two-handed weapons, but you won't drop
the shield until it's broken)
- jerrycans (Kryson's suggestion)
- soup pots (ditto, kinda weird)
- coffee mugs, and the mauna mug (ditto)
- buckets
- plushes (silly stuff, if you ever want to arrest a plush or test the
feature)
- pet carriers
- mining drills
- swords with closed guards (ERT chainsaw-sword, cap's sabre, parsnip
sabre, cutlass, e-cutlass...)
- crutches and the white cane
- baskets
- flashlights and lamps (not subtypes like flares, glowsticks and
torches)
- TTVs
- chairs

## Why It's Good For The Game
This opens up for some emergent use for handcuffs beside people (or
prisoner shoes). Inspired by a scene of some 1998 action movie, where
one of the bad guys had the mc guffin briefcase latched to his wrist
with a pair of handcuffs.

Codewise, it was also a reason to refactor bits of code like handcuffs
and screen alerts slightly. On a sidenote, actual sprites for
cult/heretic shackles.

## Changelog

🆑
add: You can now bind certain items like briefcases, toolboxes, medkits,
shields, jerrycans etc. to your hand with a pair of handcuffs,
preventing them from being dropped. You can remove said binds at any
time unless incapacitated, and so can others through the strip inventory
menu.
qol: The appearance of a screen alert now updates if the object it
represents (like, an item offered by another player) changes appearance.
imageadd: The shadow shackles item (from cult magic and heretic
sacrifices) now has its own icon.
/🆑
2025-10-07 05:24:20 -06:00
xPokee 5e629dff04 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-10-03 07:05:54 -04:00
theOOZ 67185ec2ce Adds accessory stripping to the strip-menu (#93177)
## About The Pull Request

The strip-menu can now support THREE alternate actions instead of two!
Adds stripping of accessories with a tgui input list.


https://github.com/user-attachments/assets/ab436b5a-751d-42b6-8e2c-1d83c7c7e081

## Why It's Good For The Game

Lets you take off accessories without stripping the person of their
uniform first.

## Changelog

🆑
add: Adds a button to the strip-menu to remove somebody's uniform
accessories
/🆑
2025-09-30 18:17:25 +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
MrMelbert 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
panvxv b2b7535200 Fix for the issue of mulebots unable to buckle people to themselves. (#92572)
## About The Pull Request
Crude but simple fix for mulebots trying to buckle people. Mouse
dragging was opening stripping UI instead of buckling people.
Bots can't strip people anyway but I left a way to open strip UI. It is
working just like for cyborgs, bot needs to be in combat mode to open
it. Maybe someone will want to let Medbot strip people.

The issue happened when new strip UI was added 4 years ago:
https://github.com/tgstation/tgstation/pull/57889

Before the new UI the problem was known and someone fixed it:
<img width="633" height="149" alt="obraz"
src="https://github.com/user-attachments/assets/bfa3c323-60db-485c-a2d4-79c687839b74"
/>

But such simple solution isn't available anymore.
## Why It's Good For The Game
Fix good, we fix.
## Changelog
🆑
fix: Fixed bots unable to buckle people to themselves.
/🆑
2025-08-19 22:43:12 -04:00
panvxv 6b83c1d2e5 Fix for the issue of mulebots unable to buckle people to themselves. (#92572)
## About The Pull Request
Crude but simple fix for mulebots trying to buckle people. Mouse
dragging was opening stripping UI instead of buckling people.
Bots can't strip people anyway but I left a way to open strip UI. It is
working just like for cyborgs, bot needs to be in combat mode to open
it. Maybe someone will want to let Medbot strip people.

The issue happened when new strip UI was added 4 years ago:
https://github.com/tgstation/tgstation/pull/57889

Before the new UI the problem was known and someone fixed it:
<img width="633" height="149" alt="obraz"
src="https://github.com/user-attachments/assets/bfa3c323-60db-485c-a2d4-79c687839b74"
/>

But such simple solution isn't available anymore.
## Why It's Good For The Game
Fix good, we fix.
## Changelog
🆑
fix: Fixed bots unable to buckle people to themselves.
/🆑
2025-08-19 17:01:06 +02:00
SmArtKar 16aa15a136 Changes human name updates to be request-based instead of being automatically done every single tick (#92393)
## About The Pull Request

Changes human name to update whenever anything that could result in
their visible name changing occurs, such as changing IDs, equipping
gasmasks, picking potted plants, etc. Currently name updates occur every
``Life()`` tick and in a few "special" cases, which causes a lot of name
changes from sources such as equipment to not apply until the mob ticks,
and makes us waste a tiiiny bit of CPU time on name updates.
I've also slighly cleaned up human /Life() and made species'
``spec_life()`` not run when the mob is dead, as it was causing certain
unintended interactions, such as slimepeople regenerating blood while
dead.

## Why It's Good For The Game

Microoptimization, ensures that correct names are always used (in case
something could update their name but the mob hasn't ticked yet), plus
its just a cleaner implementation

(cherry picked from commit 87e1ef6f64)

# Conflicts:
#	code/game/data_huds.dm
2025-08-08 15:34:22 -04:00
SmArtKar 87e1ef6f64 Changes human name updates to be request-based instead of being automatically done every single tick (#92393)
## About The Pull Request

Changes human name to update whenever anything that could result in
their visible name changing occurs, such as changing IDs, equipping
gasmasks, picking potted plants, etc. Currently name updates occur every
``Life()`` tick and in a few "special" cases, which causes a lot of name
changes from sources such as equipment to not apply until the mob ticks,
and makes us waste a tiiiny bit of CPU time on name updates.
I've also slighly cleaned up human /Life() and made species'
``spec_life()`` not run when the mob is dead, as it was causing certain
unintended interactions, such as slimepeople regenerating blood while
dead.

## Why It's Good For The Game

Microoptimization, ensures that correct names are always used (in case
something could update their name but the mob hasn't ticked yet), plus
its just a cleaner implementation
2025-08-08 13:01:12 -05:00
SmArtKar 1b0c9581f9 Fixes transparent_protection being used incorrectly almost everywhere (#90894)
## About The Pull Request

``transparent_protection`` is a set of cover flags which are supposed to
be used for things that can be seen, but cannot be accessed. Replaced
the argument in ``check_obscured_slots`` with a separate
``check_covered_slots`` proc for clarity.

Closes #90827

Also went a bit down a rabbit hole and fixed some UI issues with the
strip menu, as I found out that covered slots also counted as obscured.
Covered, but not obscured slots are now semi-transparent, images are
pixel-perfect, and action buttons no longer are offset. Also slots with
items in them don't have the background, akin to how inventory slots
function in-game.
2025-05-15 16:03:38 -04:00
SmArtKar 2ff025b97a Fixes transparent_protection being used incorrectly almost everywhere (#90894)
## About The Pull Request

``transparent_protection`` is a set of cover flags which are supposed to
be used for things that can be seen, but cannot be accessed. Replaced
the argument in ``check_obscured_slots`` with a separate
``check_covered_slots`` proc for clarity.

Closes #90827

Also went a bit down a rabbit hole and fixed some UI issues with the
strip menu, as I found out that covered slots also counted as obscured.
Covered, but not obscured slots are now semi-transparent, images are
pixel-perfect, and action buttons no longer are offset. Also slots with
items in them don't have the background, akin to how inventory slots
function in-game.
2025-05-08 21:52:31 -05:00
jimmyl 18e83a8c3e prevents stripping in caretakers last refuge (#89711)
## About The Pull Request

prevents stripping in caretakers last refuge

## Why It's Good For The Game

fixes #89710

## Changelog
🆑
fix: prevents stripping in caretakers last refuge
/🆑
2025-03-12 17:10:23 -04:00
jimmyl bae1f81c8b prevents stripping in caretakers last refuge (#89711)
## About The Pull Request

prevents stripping in caretakers last refuge

## Why It's Good For The Game

fixes #89710

## Changelog
🆑
fix: prevents stripping in caretakers last refuge
/🆑
2025-03-03 16:00:43 +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
Lucy bc19447758 Fix blades equipped to a void cloak having visible sprites (#89343)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/87345

This adds a new item trait, `TRAIT_NO_WORN_ICON`, which is exactly what
it says on the tin - the worn overlay for said item will not be added
when the trait is present, so we give it to items hidden by the hood.

I also refactored the `EXAMINE_SKIP` item flag into
`TRAIT_EXAMINE_SKIP`.

![2025-02-03 (1738625986) ~
dreamseeker](https://github.com/user-attachments/assets/5e6fec83-580b-419c-a2c6-9dd388471fec)

## Why It's Good For The Game

stealth thing having an obvious sprite tell is bad. bugfix good.

## Changelog
🆑
fix: Void Cloaks now properly hide blades and such in the suit storage
from the wearer's sprite.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-02-05 18:51:43 +01:00
nevimer 356efbfb3e Public Logging Update (#1545)
Use Regex to be smarter.

<!-- 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

Public logging finds ckeys via regex to remove them from lines now. Not
used for player say, at the moment. Not needed there either, as ckeys
are only used by key_name() and thats passed down as a string. rather
than just edit every instance of the proc, ill just regex them out by
adding identifiers into the ckey blocks in logs and snip them that way.

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game

Public logs are little more private. We want them only to have
characters, no keys.

## Proof Of Testing

<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->

## 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. -->

🆑
refactor: public logging uses regex for cases of mechanics now. 
/🆑

<!-- 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. -->

<!-- By opening a pull request. You have read and understood the
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Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-11-25 18:54:51 -05:00
StrangeWeirdKitten 38c3a6336d Merge branch 'master' of https://github.com/skyrat-ss13/skyrat-tg into upstream-7-24/204 2024-07-25 00:08:53 -06:00
SkyratBot e20762a915 [MIRROR] Fixes that one alien feature that uses mouse drag (#28936)
* Fixes that one alien feature that uses mouse drag (#84916)

## About The Pull Request

Fixes that one alien feature that uses mouse drag

Honestly I really hate this fix, I think strippable should be
non-blocking, or alternatively, strippable should have some proc
`should_strip` to prevent people from opening the ui in some contexts.
But whatever

## Changelog

🆑 Melbert
fix: Fixes xenos being able to do that one mechanic that involves
mouse-dragging people to you
/🆑

* Fixes that one alien feature that uses mouse drag

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-07-19 13:00:33 +05:30
MrMelbert 8155177d46 Fixes that one alien feature that uses mouse drag (#84916)
## About The Pull Request

Fixes that one alien feature that uses mouse drag

Honestly I really hate this fix, I think strippable should be
non-blocking, or alternatively, strippable should have some proc
`should_strip` to prevent people from opening the ui in some contexts.
But whatever

## Changelog

🆑 Melbert
fix: Fixes xenos being able to do that one mechanic that involves
mouse-dragging people to you
/🆑
2024-07-19 01:35:12 +02:00
Waterpig 00aa495320 Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-07a 2024-07-02 23:57:38 +02:00
SkyratBot ee2f073040 [MIRROR] [NO GBP] Piggyback ,strip menu & Paraplegic mouse drop fixes (#28352)
* [NO GBP] Piggyback ,strip menu & Paraplegic mouse drop fixes (#84268)

## About The Pull Request
- Fixes #84267
- Fixes #84264
- Fixes #84218

Adds `ALLOW_RESTING` to these actions. This should also fix some other
cases of mouse drop w are not aware of since it's at the `mob/living`
level. Also improved feedback messages for when an action cannot be
performed to help in debugging

* [NO GBP] Piggyback ,strip menu & Paraplegic mouse drop fixes

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2024-06-25 16:18:17 +05:30
SyncIt21 a30a4fef82 [NO GBP] Piggyback ,strip menu & Paraplegic mouse drop fixes (#84268)
## About The Pull Request
- Fixes #84267
- Fixes #84264
- Fixes #84218

Adds `ALLOW_RESTING` to these actions. This should also fix some other
cases of mouse drop w are not aware of since it's at the `mob/living`
level. Also improved feedback messages for when an action cannot be
performed to help in debugging
2024-06-24 16:04:36 -05:00
SkyratBot 3295990dde [MIRROR] Now you can hold Ian in your arms (#28334)
* Now you can hold Ian in your arms (#84236)

## About The Pull Request

Previously, you couldn't pick up Ian because the clothing interface
would always open instead. Now, when you grab Ian (or any other corgi or
mob with the `can_be_held` trait) in an aggressive grip and pull him
towards you, you will take him into your hands!
## Why It's Good For The Game

...
You can hug Ian... That's enough
## Changelog
🆑
fix: you can hold Ian in your arms
/🆑

closes https://github.com/tgstation/tgstation/issues/84023

* Now you can hold Ian in your arms

---------

Co-authored-by: Kocma-san <112967882+Kocma-san@users.noreply.github.com>
2024-06-24 09:10:24 +05:30
Kocma-san ae8dda9adf Now you can hold Ian in your arms (#84236)
## About The Pull Request

Previously, you couldn't pick up Ian because the clothing interface
would always open instead. Now, when you grab Ian (or any other corgi or
mob with the `can_be_held` trait) in an aggressive grip and pull him
towards you, you will take him into your hands!
## Why It's Good For The Game

...
You can hug Ian... That's enough
## Changelog
🆑
fix: you can hold Ian in your arms
/🆑

closes https://github.com/tgstation/tgstation/issues/84023
2024-06-23 16:14:18 -06:00
nevimer e96f29d4a5 Merge remote-tracking branch 'Skyrat-SS13/master' into upstream-2024-06-16
# Conflicts:
#	_maps/_basemap.dm
#	_maps/map_files/IceBoxStation/IceBoxStation.dmm
#	_maps/skyrat/automapper/automapper_config.toml
#	code/__DEFINES/surgery.dm
#	code/datums/weather/weather_types/radiation_storm.dm
#	code/modules/antagonists/changeling/changeling.dm
#	code/modules/clothing/neck/_neck.dm
#	code/modules/events/_event.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/mining/equipment/kinetic_crusher.dm
#	code/modules/mob/living/basic/vermin/frog.dm
#	modular_skyrat/modules/borgs/code/robot_upgrade.dm
2024-06-16 20:54:25 -04:00
Gandalf 2ef8727835 Un gay baby jails everyone (#28211)
Update strippable.dm
2024-06-16 23:42:52 +01:00
SkyratBot 1f886c53f2 [MIRROR] Fix mousedrop handling on some atoms (#28167)
Fix mousedrop handling on some atoms

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2024-06-15 18:11:53 +01:00
SkyratBot df90e547cc [MIRROR] Mouse drag & drop refactored attack chain (#28156)
* Mouse drag & drop refactored attack chain

* fex

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2024-06-15 18:09:14 +01:00
MrMelbert 373cd851d8 Fix mousedrop handling on some atoms (#83971)
## About The Pull Request

One should really err on the side of caution when preventing all humans
from being mousedroppable entirely

## Changelog

🆑 Melbert
fix: Human mousedropping
/🆑
2024-06-13 23:45:58 -06:00
SyncIt21 b6369a47b4 Mouse drag & drop refactored attack chain (#83690)
## About The Pull Request
Mouse drag & drop has been refactored into its own attack chain. The
flowchart below summarizes it

![Flowchart](https://github.com/tgstation/tgstation/assets/110812394/d92047ff-d94c-44a6-9e87-354c3d525021)

Brief summary of each proc is as follows

**1. `atom/MouseDrop()`**
- It is now non overridable. No subtype should ever touch this proc
because it performs 2 basic checks
  
a) Measures the time between mouse down & mouse release. If its less
than `LENIENCY_TIME`(0.1 seconds) then the operation is not considered a
drag but a simple click

b) Measures the distance squared between the drag start & end point. If
its less than `LENIENCY_DISTANCE`(16 pixels screen space) then the drag
is considered too small and is discarded

- These 2 sanity checks for drag & drop are applied across all
operations without fail
  
**2. `atom/base_mouse_drop_handler()`**
- This is where atoms handle mouse drag & drop inside the world. Ideally
it is non overridable in most cases because it also performs 2 checks
- Is the dragged object & the drop target adjacent to the player?.
Screen elements always return true for this case
  
- Additional checks can be enforced by `can_perform_action()` done only
on the dragged object. It uses the combined flags of
`interaction_flags_mouse_drop` for both the dragged object & drop target
to determine if the operation is feasible.
     
We do this only on the dragged object because if both the dragged object
& drop target are adjacent to the player then `can_perform_action()`
will return the same results when done on either object so it makes no
difference.

Checks can be bypassed via the `IGNORE_MOUSE_DROP_CHECKS` which is used
by huds & screen elements or in case you want to implement your own
unique checks

**3. `atom/mouse_drop_dragged()`**
- Called on the object that is being dragged, drop target passed here as
well, subtypes do their stuff here
- `COMSIG_MOUSEDROP_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc

**4. `atom/mouse_drop_receive()`**
- Called on the drop target that is receiving the dragged object,
subtypes do their stuff here
- `COMSIG_MOUSEDROPPED_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc

## Why It's Good For The Game
Implements basic sanity checks across all drag & drop operations. Allows
us to reduce code like this


https://github.com/tgstation/tgstation/blob/8c8311e624271a6f6decba8cd643b33b9904534a/code/game/machinery/dna_scanner.dm#L144-L145

Into this

```
if(!iscarbon(target))
	return
```

I'm tired of seeing this code pattern `!Adjacent(user) ||
!user.Adjacent(target)` copy pasted all over the place. Let's just write
that at the atom level & be done with it

## Changelog
🆑
refactor: Mouse drag & drop attack chain has been refactored. Report any
bugs on GitHub
fix: You cannot close the cryo tube on yourself with Alt click like
before
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-06-13 13:28:41 -07:00
nevimer fa65d517dd fixups 2024-04-28 19:24:33 -04:00
SpaceLoveSs13 ba5c112a86 Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570)

## About The Pull Request

I completely screwed up and told the original PR author of #82415
(9922d2f237) to use the `XOR` operator
instead of the `OR` operator (I wasn't thinking right for some reason
when I was reading the ref), anyways this PR just fixes that because I
misled the contributor into doing something that wasn't correct and
actually would BREAK functionality instead.

* Fixes TGUI debugging tools (#82569)

This project doesn't interfere with the game logic and aims to fix
multiple debugging features that are currently broken. Unfortunately,
kitchen sink and debug layout became broken after migration to Redux.
This PR aims to fix those features.

* Removes unused code for HTML UIs (#82589)

## About The Pull Request

This is the final PR for https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA that
I've been slowly inching towards the past few months.

This removes ``updateDialog``, ``updateUsrDialog``, ``IN_USE``,
``INTERACT_MACHINE_SET_MACHINE``, and everything surrounding it. Also
fixes advanced camera consoles not booting you off when you're moved out
of reach.

We called ``check_eye`` on mob life whenever they had their machine var
set, but their machine var would never be set to anything that actually
used it, which I found to be a little funny but was also probably my
fault.

## Why It's Good For The Game

This is poor and unmaintained code used for HTML UIs that we no longer
need thanks to TGUI, we should get rid of it to encourage the use of
TGUI in the future instead.

## Changelog


🆑
fix: Advanced camera consoles now boots you off when you're moved out of
reach.
/🆑

* Fixes a variety of input stalling exploits (#82577)

## About The Pull Request

Fixes the following input stalling exploits (maybe missed some): 

- Changing GPS tag 
- Setting teleporter destination
- Request Console Reply
- Various AI law board interactions
- Note, I used `is_holding` but technically this means these fail with
telekinesis. I can swap them to `can_perform_action(...)`, which allows
TK, but I noticed some places explicitly deny TK interactions with Ai
law boards. Not sure which is preferred.
- Borg Rename Board
- Plumbing Machines and Ducts
- APCs and SMES terminal placements
- Stargazers Telepathy
- Go Go Gadget Hat

## Changelog

🆑 Melbert
fix: You can't change the GPS tag of something unless you can actually
use the GPS
fix: You can't set the teleporter to a location unless you can actually
use the teleporter
fix: You can't reply to request console requests unless you can actually
use the console
fix: You can't update AI lawboards unless you're actually holding them 
fix: You can't update a borg rename board unless you're actually holding
it
fix: You can't mess with plumbing machines unless you can actually use
them
fix: You can't recolor / relayer ducts unless you're actually holding
them
fix: You can't magically wire APCs and SMESs unless you're right by them
fix: You can't use Stargazer Telepathy on people who you can't see
fix: You can't configure the Inspector Hat unless you can actually use
it
/🆑

* [NO GBP] Power outage operation fixes for chem master (#82591)

## About The Pull Request
- If the chem master runs out of power mid printing, it will properly
stop the printing process and its animation
- When transferring reagents it correctly checks if we have enough power
without forcing it

## Changelog
🆑
fix: chem master properly shuts down if it loses power mid printing and
won't transfer reagents for the same
/🆑

* Refactor renaming UNIQUE_RENAME items from the pen to an element (#82491)

## About The Pull Request

So a bit ago someone in code_general wanted to make plushies renamable,
but learnt that just adding the `UNIQUE_RENAME` flag wouldn't work as
pens would murder the plushie and only THEN let you rename it. I noted
refactoring both pens and plushies to use the new
`item_interaction(...)` procs would Just Solve This, but, well, they
didn't really have any coding experience.

But, hey, renaming being hardcoded to the pens has annoyed me ever since
I laid my eyes upon the hot mess that is paperwork code.
So here we are!

### We're making it an element.

There's not really much to this, this is mostly the same code but moved
to an element and with some minor cleanups.

First, we move it all from `/obj/item/pen` to a new element we called
`/datum/element/tool_renaming`. With this, instead of having it proc on
`/obj/item/pen/afterattack(...)`, we register it to proc on the
`COMSIG_ITEM_INTERACTING_WITH_ATOM` signal.

https://github.com/tgstation/tgstation/blob/6e36ed984070d53e16bed4fa43eb0cbe6460deed/code/__DEFINES/dcs/signals/signals_atom/signals_atom_x_act.dm#L59-L62
Secondly, we realize the code is just going through each if statement
regardless of whether the previous was correct.

https://github.com/tgstation/tgstation/blob/6e36ed984070d53e16bed4fa43eb0cbe6460deed/code/modules/paperwork/pen.dm#L225-L258
And, as we're dealing with text, just make it a switch statement
instead.
```dm
switch(pen_choice)
		if("Rename")
			(...)

		if("Description")
			(...)

		if("Reset")
			(...)
```
Then, we replace all single letter variables with descriptive ones,
replace the if-elses with early returns, and make it actually return
item interaction flags.

Finally, we slap this onto the pen, and we're done.
Now we can slap it onto other fitting renaming tools, and it uses the
proper item interaction system.
## Why It's Good For The Game

I feel it's generally better to not hardcode this to just pens, we have
plenty other writing utensils and possible renaming tools.
It's also a bit cleaner than before.
Apart from that, moves it from using `afterattack(...)` to the proper
item interaction chain by using `COMSIG_ITEM_INTERACTING_WITH_ATOM`,
which should reduce janky interactions.
## Changelog
🆑
refactor: Instead of being hardcoded to the pen, renaming items is now
an element. Currently only pens have this, and functionality should be
the same, but please report it if you find any items that were renamable
but now aren't.
/🆑

* Adds various quality of life changes for cooking to make it less click intensive. (#82566)

## About The Pull Request

- Increases tray item size by 1 item.

- Ranges and griddles can now be fed from trays.

Click when closed => fill soup pot.
Click when open => fill associated oven tray.
Right click when open => fill tray from oven tray
Click griddle => fill griddle surface.
Right click => fill tray from griddle surface

- Martian batter is now 5u of each ingredient into 10u of batter.

Hopefully will make it bug out less where it makes far fewer reagents
than it is supposed to, fixing reagents, or well soups specifically...
is out of scope for this PR.

- Adds the ability to print soup pots and large trays from the service
lathe

Soup pot: 5 Iron sheets, 0.4 bluespace crystal (given their size of
200U)
Large serving tray: 2 iron sheets

## Why It's Good For The Game

Makes cooking a lot less tedious. Especially for people with low
precision when it comes to filling oven trays. This also bring the
behavior up to parity with how you can click microwaves with trays to
fill them, ditto for the food processor. It also allows chef to use the
whole capacity of an oven, as previously you couldn't easily click 6
cake batters or other giant sprites onto the tiny tray.

The tray is now sized to be able to easily feed a griddle 8 items.

## Changelog

🆑
qol: chef equipment can now deposit and withdraw to/from trays!
qol: chef now has access to griddle and oven sized trays!
qol: service can now print soup pots
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Removes grid usage + heavy refactors (#82571)

## About The Pull Request
Grid has been deprecated for quite some time and we still use it. I
won't completely remove the component, this way downstreams won't
immediately suffer, but I can remove it from usage.

Some of these UIs had issues with them and as a hobby project I've
refactored them into typescript / rebuilt them. Airlock electronics, for
instance, looks substantially better.

<details>
<summary>before/after as requested</summary>

current airlock electronics scrolls into oblivion

![6RJ29HCPob](https://github.com/tgstation/tgstation/assets/42397676/ba82bc20-40fa-4af0-b709-7c8846c25652)

updated
![Screenshot 2024-04-11
164321](https://github.com/tgstation/tgstation/assets/42397676/05507e06-6305-4175-8476-778c345f02c8)

</details>

## Why It's Good For The Game
Code improvement + probably UI bug fixes
## Changelog
🆑
fix: Airlock electronics and other access-config type UIs should look
much better.
/🆑

* modular fixes

* [No GBP] Removes cogbar from some stealthy actions (#82593)

Issue brought some missed hidden actions to my attention.

I left cogbars in for _breaking_ handcuffs because resisting is sort of
a gray area. On one hand, you don't want someone to see you doing it; on
the other, there is a visible warning that you started doing it. So,
meet in the the middle, breaking handcuffs is still visible while
resisting isn't.
Closes #82583
Cogbars are not intended to ruin stealth
🆑
fix: Deviants buffed: Rogue shoelacing, pickpocketing and restraint
resisting no longer give cogbar icons.
/🆑

* [NO GBP] ...Remember to add SIGNAL_HANDLER (#82630)

## About The Pull Request

Just realized I forgot to add `SIGNAL_HANDLER` to the all-nighter
`on_removed_limb(...)` proc, even though it handles signals.
## Why It's Good For The Game


https://github.com/tgstation/tgstation/blob/fe26373572e41415ec12e2b0785f0c6dc2567577/code/__DEFINES/dcs/helpers.dm#L9-L11

* React cleanup (#82607)

## About The Pull Request
- No defaultHooks in react. Might fix issues where pages were not
scrollable on hover.
- createRef in a functional component. should be useref

## Why It's Good For The Game
Code improvement

* Security photobooths have their own ID (#82628)

## About The Pull Request

Prevents the HoP's photobooth button from connecting to the security
photobooth via having the same ID.

## Why It's Good For The Game

I forgot to add this when I made the security photobooth but it's
important that by default without any varedits, the HoP and security
photobooths stay separate.

## Changelog

🆑
fix: The HoP's photobooth button is now consistently connected to the
HoP's photobooth.
/🆑

* Fix buckled alert unbuckling not working properly (#82627)

## About The Pull Request

So funny thing, while trying to reproduce a different issue on the
current master, I coincidentally let my local instance start without
reading, latejoined on the shuttle, and I noticed it wasn't letting me
unbuckle as easily.

Looking into this a bit later, it seems as if it's a line #82593
accidentally changed while moving around the
`/mob/living/carbon/resist_buckle()` proc's flow.

https://github.com/tgstation/tgstation/blob/fe26373572e41415ec12e2b0785f0c6dc2567577/code/modules/mob/living/carbon/carbon.dm#L238-L241
While before it was
```dm
/mob/living/carbon/resist_buckle()
	if(HAS_TRAIT(src, TRAIT_RESTRAINED))
		(...)
	else
		buckled.user_unbuckle_mob(src,src)
```
Just changing this to `buckled.user_unbuckle_mob(src, src)` fixes this.
## Why It's Good For The Game

Fixes buckled alert unbuckling not working properly.
Fixes #82627.

## Changelog
🆑
fix: Clicking the buckled alert unbuckles you again.
/🆑

* Advanced camera consoles correctly deactivates when something happens to it or the user (#82619)

## About The Pull Request
- Fixes #82520

1. The eye deactivates when the machine is destroyed/deleted
2. The eye deactivates when the machine loses power
3. The computer constantly moniters the users status inside `process()`
and will deactivate when anything happens to them. Its not enough to
just hook onto to the mobs `COMSIG_MOVABLE_MOVED` signal. Literarly
anything can happen to them so we have to check constantly for any
changes

## Changelog
🆑
fix: advanced camera consoles correctly deactivate when something
happens(no proximity, no power etc) to its user
/🆑

* Oven tray checks for ovens (#82615)

## About The Pull Request
- Fixes #82610

Only oven trays have this proc not serving trays or other stuff
![Screenshot
(408)](https://github.com/tgstation/tgstation/assets/110812394/4867cc14-9df3-4398-9d2d-f8e38b5f0da9)

Also oven trays have a null atom storage which prevents it from being
put back in the oven after taking it out. So we remove that check

## Changelog
🆑
fix: you can put back the oven tray after you take it out
fix: only oven trays are allowed in ovens preventing baked food runtimes
/🆑

* Living Limb fixes (feat: Basic mobs attack random body zones again) (#82556)

## About The Pull Request

Reworks Living Limb code to fix a bunch of runtimes and issues I saw
while testing Bioscrambler.
Specifically, the contained mobs are now initialised via element
following attachment so that signal registration can occur at the
correct time. This allows limbs to function correctly when added from
nullspace via admin panel or bioscrambler.

Secondarily (and more wide-ranging) at some point (probably #79563) we
inadvertently made basic mobs only attack the target's chest instead of
spreading damage.
This is problematic for Living Flesh which can only attach itself to
damaged limbs but was left unable to attack damaged limbs.

I've fixed this in a way which is maybe stupid: adding an element which
randomises attack zone pre-attack.
Living limbs also limit this to _only_ limbs (although it will fall back
to chest if you have no limbs at all).
This is _technically_ still different, the previous behaviour used
`adjustBruteLoss` and `adjustFireLoss` and would spread the damage
across your entire body, but there isn't a route to that via the new
interface and this seems close enough.

## Changelog

🆑
fix: Living Limbs created by Bioscrambler will be alive.
fix: Living Limbs can once more attach themselves to your body.
balance: Living Limbs will prioritise attacking your limbs.
fix: Basic Mobs will once again spread their damage across body zones
instead of only attacking your chest.
/🆑

* RPG Loot: Revisited & READY (#82533)

Revival of #72881

A new alt click window with a tarkov-y loading spinner. Replaces the
object item window in stat panel.

<details>
<summary>vids</summary>

toggleable grouping:

![syAA5zf6RK](https://github.com/tgstation/tgstation/assets/42397676/c89b372d-29f6-4ebe-895d-f73bbdc41c19)

now lists the floor as first obj:

![abc](https://github.com/tgstation/tgstation/assets/42397676/cd8dc962-2ac7-41bf-a5d3-b9e926116b06)

in action:

![dreamseeker_IkrPKt2QZt](https://github.com/tgstation/tgstation/assets/42397676/1f990aa0-60f0-47e7-9d93-b63e35d05273)

</details>

- search by name
- 515 image generator is much faster than alt click menu
- opening a gargantuan amount of items shouldnt freeze your screen
- groups similar items together in stacks by default, toggleable
- shows tile as first item
- <kbd>Shift</kbd> and <kbd>Ctrl</kbd> compatible with LMB
🖱️
- RMB points points at items (sry i could not get MMB working)
- key <kbd>Esc</kbd> to exit the window.

For devs:
- A new image generation tech.
- An error refetch mechanic to the Image component
- It does not "smart track" the items being added to the pile, just
reopen or refresh. This was a design decision.

Honestly I just dislike the stat panel

Fixes #53824

Fixes

![image](https://github.com/tgstation/tgstation/assets/42397676/0e50faab-7d4d-4bf7-8c5b-4ac28547bfbd)

🆑
add: Added a loot window for alt-clicking tiles.
del: Removed the item browser from the stat panel.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

* Reverts parts of #82602 (nodeath checks) (#82637)

## About The Pull Request

Reverts the nodeath checks of #82602

I opened a review thinking these checks were sus and the PR author said
they would remove them, but it was merged before that happened.

TL;DR 

1. I just noticed this now but it only affects carbons / humans it
doesn't even cover living or any other subtypes
2. Kinda sus. Some code intentionally skips checking nodeath (I guess?
Like removing the brain for example) so we would need a larger audit of
this rather than haphazardly throwing it in.

* Fixes to battle arcade (#82620)

## About The Pull Request

Added gear for world nine, removed the "Gear" gear that did nothing.
Made counterattacks to kill an enemy properly kill the enemy.
I renamed some gear items to fit the theme of the area they are unlocked
in just as a small thing.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/82613

## Changelog

🆑
fix: Battle arcade's higher levels no longer gives you a "Gear" gear,
and counterattacks can now properly kill enemies.
/🆑

* Fixes SMES terminal placing under the SMES and not under the player (#82665)

## About The Pull Request

Changes `src` to`user` to get intended behavior.

* Birdshot: Toy crate (#82633)

## About The Pull Request
Gives the clown+mime their toy crate.
## Why It's Good For The Game
*honk*

* tram ai sat starts with a full smes (#82646)

## About The Pull Request

consistency and also this is fixes a bug introduced by that one power
refactor

## Why It's Good For The Game

bug bad

## Changelog
🆑
fix: tramstation AI sat starts full
/🆑

* [no gbp] Space Ruin bioscramblers shouldn't chase people around (#82649)

## About The Pull Request

See title
They wouldn't lock on to people on the station from a space ruin, but
would to whoever entered their z level the second it was entered.
Also fixes bug where I changed `status_flags` to `status_effects` for
some reason which isn't where you look for godmode

## Why It's Good For The Game

We have a space ruin whcih several (coreless) anomalies spawn on, the
bioscrambler was put as an option because it was already immortal. It's
weird though to zone into the ruin and immediately have every anomaly in
there lock onto you, the best intended effect is probably for these ones
specifically not to be bloodthirsty.
We kind of only care about that behaviour on the station.

## Changelog

🆑
fix: Anomalous Research ruin Bioscrambler anomalies won't home in on
targets
fix: Bioscrambler won't randomly drop its target for no reason
/🆑

* Sunders the many unused sprites and organizes what's left in structures.dmi (#82658)

## About The Pull Request
Hello again, I noticed the /obj/structures.dmi file had a lot of unused
stuff like tables from two generations ago, so I changed some stuff
around:
- Many unused, old icons deleted, mostly window variants used in old
smoothing systems I imagine
- Reorganized many sprites in the file so they're more grouped together
- Tweaked some barricade sprite naming to be consistent/standardized,
and to let others know they're not _too_ old...
- Fixed a misnomer that I believe was making directional tinted windows
look like frosted windows

## Why It's Good For The Game
Saves on file space, and satisfies your brain's pattern recognition bits

### Spriting
Old: 

![image](https://github.com/tgstation/tgstation/assets/143908044/0717940e-787e-40ee-85e2-0a0c5ebc0837)

New:

![image](https://github.com/tgstation/tgstation/assets/143908044/3954ba3b-b261-4700-986a-d30f3aa0e2a6)
also good lord those linen bin sprites are a crime

## Changelog
🆑
fix: Probably fixed directional tinted windows looking like directional
frosted windows
image: Deleted a bunch of unused structure sprites
/🆑

* Birdshot Wall Sanity Pass (#82598)

## About The Pull Request

Cleans up minor artifacting in the Birdshot Sec-Tram Closed Turfs

## Why It's Good For The Game

Someone definitely didn't mean to place some machines under Closed
Turfs. This barely qualifies as player facing.

## Changelog

🆑
fix: Cleans up some rocks on Birdshot
/🆑

* [NO GBP] Fixes deconstruction of closets & crates under a special case (#82612)

## About The Pull Request
So if a closet/crate has the `NO_DEBRIS_AFTER_DECONSTRUCTION` set on it
and if someone/something is still inside, then after deconstruction they
get deleted rather than getting dumped out first.

Could cause potential hard delete of mobs & stuff. We don't want to deal
with that

## Changelog
🆑
fix: closets & crates will dump all contents out first before deleting
itself regardless of `NO_DEBRIS_AFTER_DECONSTRUCTION` thus not for e.g.
hard deleting mobs inside it
/🆑

* Fixes ordinance lab igniter in IceBox (#82595)

## About The Pull Request
- Fixes #82294

Basically the same idea of merging ordanance lab with the burn chamber
so they share the same apc as already implemented in #82322

## Changelog
🆑
fix: Ordinance lab igniter in Icebox works again 
/🆑

* Birdshot: engi wardrope. (#82639)

## About The Pull Request

Add engi wardrope on Birdshot.

## Why It's Good For The Game

Birdshot doesn't have engi wardrope.

🆑
fix: Birdshot now have engi wardrope
/🆑

* Gives shadow walk a new, spookier, and shorter sound effect that no longer ignores walls (#82689)

## About The Pull Request

This gives shadow walk a snazzy new sound effect for entering/exiting
jaunt.


https://github.com/tgstation/tgstation/assets/28870487/c25f720f-5bad-4063-8d6e-140fd41bd740

This also has the sounds it plays no longer passes through walls.
## Why It's Good For The Game

The ethereal_entrance/exit sound effects are drawn out, and pretty
grating. They work for the other jaunts they're used for because a jaunt
typically lasts longer than the sound itself. Nightmares are frequently
dancing in and out of jaunt, and the sound effects for entering/exiting
tend to overlap. It gets loud and annoying really fast.

This sound effect is quicker, spookier, and more distinct.

As for making the sound not ignore walls, I think it's pretty dumb how
easy it is to detect the spooky scary shadow antag just by sitting in
your department. It takes a lot of the initial fear and paranoia they
have the potential for is wasted when Joe Geneticist can hear them
messing around in their territory without having to leave their chair.
## Changelog
🆑 Rhials
sound: Nightmare has a new sound effect for entering/exiting shadow
jaunt. It also no longer can be heard through walls.
/🆑

* [MIRROR] Alt click refactor (#2029)

* Alt click refactor

* Some early conflict removal

* Big modular refactor

* Update console.dm

* Update paper.dm

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>

* Yeets `ATTACK_QDELETED`, fixes welding torches not using fuel on attacking non-mobs (2 year old bug)  (#82694)

## About The Pull Request

- Deletes `ATTACK_QDELETED`
- May have been necessary in the past but it's pointless now. All it
does is clutter the attack chain. Perish.

- Fixes welders not using fuel on attacking non-mobs
- #65762 "fixed" welders consuming fuel on clicking turfs by adding an
`isliving` check and not an `ismovable` check?


## Changelog

🆑 Melbert
fix: Blobs may rejoice, welding torches now consume fuel when attacking
objects again after two years.
/🆑

* electric_welder fire

* Quirks, which give items, now have quirk_item arg specified as obj/item, instead of being just a var (#82650)

## About The Pull Request
quirk_item is now /obj/item, since it will allow for calling procs or
getting variables from this item

It's required for non-modular translation to call for item's name to
remove articles

## Why It's Good For The Game
It's always an item, and if it's a path, it's already checked for it.
Better usage in the future.

* turns martial arts gloves into a component (#82599)

sleeping carp gloves also work on mind init

this means for the sake of deathmatch you dont have to put them off and
on

fixes #82321

🆑
fix: you no longer need to put your sleeping carp gloves off and on in
Deathmatch to get the martial art
/🆑

---------

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

* Regal Rats can now tear down posters (#82673)

## About The Pull Request

i was fixing something on bagil and someone who was playing a regal rat
(after the round ended) said they wanted to be able to tear down posters
as a regal rat so i decided to code it because it made sense.

it's an element so literally any mob can tear down posters but i can't
think of any other mobs that would make sense to let it tear down
posters so we'll leave it just for _The Champion of All Mislaid
Creatures_ for now
## Why It's Good For The Game

Regal Rats should be all about sludgemaxxing and fucking up maintenance
to make it look even more grody than it should be. Being able to tear up
those disgusting and well-drawn posters to leave behind nothing but
scraps fits that motif. The element has a `do_after()` just to make sure
His Holiness doesn't accidentally tear down his posters while clicking
(i think all mobs should have this but that's a different issue man)

also includes some code improvement and user feedback in some failure
cases that already existed in the code.
## Changelog
🆑
add: Regal Rats are now able to tear down those colorful posters those
weird grey creatures keep spackling up on the walls of their rightful
domain.
/🆑

* Adds "Strong Stomach" quirk, a core CDDA/PZ quirk we've sorely been missing. Also Deviant Tastes dirty food re-nerf. (#82562)

## About The Pull Request

- Adds Strong Stomach quirk. 
   - 4 points
   - You can eat dirty food without risk of getting disease. 
- You suffer less negative effects from vomiting. Vomit stuns you for
half the duration, and you lose half as much nutrition.

- Reverts https://github.com/tgstation/tgstation/pull/76864 , integrates
its effects into Strong Stomach instead.

## Why It's Good For The Game

- Lotta people (namely Lizards and sometimes Felines with Deviant
Tastes) run gimmicks involving them being a gremlin person and eating
trash off the ground, and it's rather hard to accomplish this now since
it makes you a public medbay enemy # 1. This quirk should give them an
option to avoid that.
- Also (as mentioned in the title) both CDDA and PZ have this trait and
I can't believe we're missing it! This is something in
modifiable-character-traits/quirks-101.

- I moved the effects from #76864 to this quirk because 1. I thought it
was more fitting and 2. I thought the original PR was kinda wack for
what is (generally) a neutral quirk.

## Changelog

🆑 Melbert
add: Adds the Strong Stomach quirk, which allows you to eat grimy food
without worry about disease, and makes you a bit more resilient to the
effects of vomiting.
del: Deviant Tastes no longer prevents you from getting a negative
moodlet from eating dirty food. Strong Stomach does that now.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>

* Remove several functions from collections.js which have ES5 equivalents (#82417)

* Makes it EVEN EASIER to work with atom item interactions ft. "Leaf and Branch" & "Death to Chains" (#82625)

* apc fix

* Gulag Adjustments Two (#82561)

## About The Pull Request

I have received feedback that after the prior changes in #81971, the
gulag is still a little bit too subject to RNG.
The main culprit (as in my previous PR) is Iron being kind of cheap and
the fact that unlike the old Gulag you no longer have any way of
headhunting more valuable materials (everything appears as boulders on
your ore scanner).

My solution to this is wider than the last one of tweaking point values,
but also much simpler:
Just make every boulder you mine be worth the same amount of points
regardless of what is inside of it.

On the average test I made I could comfortably mine about 40-45 boulders
in ten minutes.
We'll make some adjustments to that rather than leaving 40 as the target
number;
Most players upon being teleported to the gulag are going to spend a few
minutes whining and bemoaning their fate instead of getting straight to
work. I had the benefit of being able to make sure my run started as
soon as a storm ended so I wouldn't need any kind of midpoint break. I
was also always the only person playing on my local instance, there
hadn't been any other pesky prisoners before me who had already mined
out all the nearest available deposits. And of course, let us not
forget, I am an MLG master league ss13 player who was surely performing
well above average.

So we'll round that down to: Each boulder is worth 33 points, meaning
you need to collect 31 boulders to complete a 1000 point (roughly ten
minute) sentence.

How do I ensure that every boulder is worth the same amount of points?
Well it's pretty easy.
One boulder = one material sheet. One material sheet = 33 points.
Simple.

"Now Jacquerel", I hear you not saying because you don't want me to know
about this thing you would prefer to do instead of hitting rocks
outside; "if I simply smash all of the tables and microwaves and botany
trays and bed in the gulag I can easily get like 65 sheets of Iron,
which is almost enough to buy the freedom for two entire people!"
Unfortunately I knew you were going to try and do that and the prisoner
point machine will only give you points for material sheets which have
been printed from the material smelter (well, any material smelter
actually but you should probably use the one in the gulag). You'll be
able to tell because if you examine a valid material sheet it will
mention a little maker's mark on it, which is absent in the beat-up iron
that you get from smashing furniture to bits.

Also glass is worth 0 points. Don't waste time digging up that shit. 

As glass has had all of its point value removed, I have added a "work
pit" to the gulag to compensate. You can pull boulders out of this
indefinitely via effort, however it also stamcrits you every time.
It's not very fun to do this, but that's because I would prefer you to
go find the rocks out in the field instead. This is a last resort.
You can do this if there's no boulders left to mine or if you really
really really hate mining and would rather very slowly click on one tile
repeatedly to get your boulders instead.
As a tiny bonus doing this gives workout experience.

This isn't a totally ideal solution but I think it'll do for now.

## Why It's Good For The Game

What we want out of the gulag is:
- Something where officers can vaguely approximate an expected sentence
duration.
- A task that requires players to actually be spending that time doing
something to get out of here.
- Produces at least some amount of useful materials.

In I think roughly that order.
I hope this change accomplishes all three of these in a way that is
somewhat predictable rather than throwing darts at a board.

## Changelog

🆑
balance: Gulag mining has been rebalanced so that every boulder is worth
the same amount of points to mine for a prisoner regardless of what it
contains, and should be more consistent.
add: A vent which boulders can be hauled out of by hand has been added
to the gulag which you can use if there's nothing left to mine. It is
very slow, but at least it gives you a workout...
/🆑

* stone

* Makes test merge bot continue with other PRs if updating one fails. (#82717)

Right now updating
https://github.com/tgstation/tgstation/pull/81089#issuecomment-1907296233
fails because it exceeds github character limit for comments.

This will make it work until backed is updated.

* Fixes the RnD console by adding a removed import (#82750)

## About The Pull Request
The 'map' import was removed from this file by #82417 but it's still
used in place in code. This re-adds the import

## Why It's Good For The Game
Fixes RnD consoles

## Changelog
🆑
fix: Fixed RnD consoles not being able to be opened.
/🆑

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>

* Fixes cargo import (#82755)

## About The Pull Request
One of the imports got removed and there were no warnings... Man if only
there were a technology that could warn us in advance
## Why It's Good For The Game
UI fixes
## Changelog
🆑
fix: Fixed a bluescreen in cargo console
/🆑

* fixes

* Fixes, fixes.

* Pre-emptive mirror of https://github.com/tgstation/tgstation/pull/82892

* Turf weakref persists in changeturf / Fix plasma cutters  (#82906)

## About The Pull Request

Turf references don't change so logically, turf weakrefs wouldn't change
if the turf changes.

By not doing this this can cause bugs: See #82886 . (This Fixes #82886) 

(Projectiles hold a list of weakrefs to atoms hit to determine what they
have already hit.

Because turf weakrefs reset, we could "hit" the same turf twice if it
destroyed the turf.

Old behavior - this was fine but now that they're weakrefs, we get two
weakref datums in the list that point to the same ref.)

Less hacky alternative to #82901 . (Closes #82901) 

## Changelog

🆑 Melbert
fix: Plasma cutters work again
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Interception&? <137328283+intercepti0n@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Ketrai <zottielolly@gmail.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Iajret <8430839+Iajret@users.noreply.github.com>
Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: AMyriad <143908044+AMyriad@users.noreply.github.com>
Co-authored-by: Zytolg <33048583+Zytolg@users.noreply.github.com>
Co-authored-by: Xackii <120736708+Xackii@users.noreply.github.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com>
Co-authored-by: Arthri <41360489+Arthri@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-28 22:24:01 +02:00
nevimer 45e52eb774 Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/hilbertresearchfacility.dmm
#	_maps/RandomRuins/SpaceRuins/skyrat/interdynefob.dmm
#	_maps/map_files/Birdshot/birdshot.dmm
#	_maps/map_files/Deltastation/DeltaStation2.dmm
#	_maps/map_files/IceBoxStation/IceBoxStation.dmm
#	_maps/map_files/MetaStation/MetaStation.dmm
#	_maps/map_files/NorthStar/north_star.dmm
#	_maps/map_files/VoidRaptor/VoidRaptor.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	_maps/shuttles/pirate_ex_interdyne.dmm
#	code/__DEFINES/mobs.dm
#	code/__HELPERS/~skyrat_helpers/is_helpers.dm
#	code/datums/mood.dm
#	code/game/objects/effects/spawners/random/random.dm
#	code/modules/admin/verbs/adminhelp.dm
#	code/modules/clothing/head/jobs.dm
#	code/modules/mob/living/brain/brain_say.dm
#	code/modules/projectiles/guns/energy/kinetic_accelerator.dm
#	code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly.png
#	code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly_stargazer.png
#	code/modules/uplink/uplink_items/job.dm
#	config/lavaruinblacklist.txt
#	icons/mob/actions/actions_changeling.dmi
#	icons/mob/clothing/mask.dmi
#	icons/obj/mining.dmi
#	modular_skyrat/master_files/code/modules/client/preferences/headshot.dm
#	modular_skyrat/master_files/code/modules/mob/living/examine_tgui.dm
#	modular_skyrat/master_files/code/modules/research/techweb/all_nodes.dm
#	modular_skyrat/master_files/icons/mob/clothing/under/skirts_dresses.dmi
#	modular_skyrat/master_files/icons/obj/clothing/under/skirts_dresses.dmi
#	modular_skyrat/modules/aesthetics/airlock/icons/airlocks/multi_tile/metal_overlays.dmi
#	modular_skyrat/modules/colony_fabricator/code/appliances/space_heater.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm
#	modular_skyrat/modules/hyposprays/code/hypospray_kits.dm
#	strings/traumas.json
#	tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/character_preferences/skyrat/headshot.tsx
2024-04-20 22:19:03 -04:00
Jeremiah 1456aecdb4 [No GBP] Removes cogbar from some stealthy actions (#82593)
## About The Pull Request
Issue brought some missed hidden actions to my attention. 

I left cogbars in for _breaking_ handcuffs because resisting is sort of
a gray area. On one hand, you don't want someone to see you doing it; on
the other, there is a visible warning that you started doing it. So,
meet in the the middle, breaking handcuffs is still visible while
resisting isn't.
## Why It's Good For The Game
Closes #82583
Cogbars are not intended to ruin stealth
## Changelog
🆑
fix: Deviants buffed: Rogue shoelacing, pickpocketing and restraint
resisting no longer give cogbar icons.
/🆑
2024-04-12 13:47:52 -04:00
nevimer 4e081a1d9d Public Logging (#1203)
<!-- 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

Gives the players a redacted version of the logs, ckeys filtered out for
public logging purposes.

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game

You can prove your cases in ahelps and appeals, reports, easier. 

## Proof Of Testing


![notepad_SbY9NX8Shd](https://github.com/Bubberstation/Bubberstation/assets/77420409/88c310dc-350e-4da8-b4c1-f93efff5a560)


## 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. -->

🆑
admin: added public log folder, and logging. 
/🆑

<!-- 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. -->

<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->

---------

Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-04-06 18:58:02 -04:00
SkyratBot 513c59741e [MIRROR] Strip Menu Suit Sensors (#27073)
* Strip Menu Suit Sensors (#82253)

## About The Pull Request

Allows players to modify the suit sensors of someone else's jumpsuit
without first requiring them to disrobe them.

![image](https://github.com/tgstation/tgstation/assets/12817816/9b6ca2a3-ed23-4b46-a18b-9c5283fe8957)

## Why It's Good For The Game
It's annoying for players, usually antags, who are attempting to kidnap
someone and then disable their suit sensors they must first entirely
disrobe them, change the sensors, and then put everything back onto
them.

## Changelog

🆑
balance: You can now adjust the suit sensors of another player in the
strip menu. No longer must you first take it off.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Strip Menu Suit Sensors

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2024-04-04 01:49:03 -04:00
Zephyr 7b11cbadf7 Strip Menu Suit Sensors (#82253)
## About The Pull Request

Allows players to modify the suit sensors of someone else's jumpsuit
without first requiring them to disrobe them.

![image](https://github.com/tgstation/tgstation/assets/12817816/9b6ca2a3-ed23-4b46-a18b-9c5283fe8957)

## Why It's Good For The Game
It's annoying for players, usually antags, who are attempting to kidnap
someone and then disable their suit sensors they must first entirely
disrobe them, change the sensors, and then put everything back onto
them.

## Changelog

🆑
balance: You can now adjust the suit sensors of another player in the
strip menu. No longer must you first take it off.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2024-03-27 16:49:46 -06:00
SkyratBot dbec66f02a [MIRROR] Fixes an issue with strip menus making duplicate windows (#26944)
* Fixes an issue with strip menus making duplicate windows (#82055)

## About The Pull Request
Fixes an oversight in #57889, where the strip_menus list is set, but
never accessed, leading to whenever you drag to open the menu, it always
opens a new window.

## Why It's Good For The Game
Noticed this while porting the TGUI strip menu, and I figured I should
fix it here too. From the design of the strippable element, it seems
that this was the original design, but somehow got lost along the way.

## Changelog
🆑
Fix: Opening a mob's strip menu multiple times will now properly update
the window.
/🆑

* Fixes an issue with strip menus making duplicate windows

---------

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
2024-03-20 06:29:32 -04:00
Contrabang 6a0365b9a4 Fixes an issue with strip menus making duplicate windows (#82055)
## About The Pull Request
Fixes an oversight in #57889, where the strip_menus list is set, but
never accessed, leading to whenever you drag to open the menu, it always
opens a new window.

## Why It's Good For The Game
Noticed this while porting the TGUI strip menu, and I figured I should
fix it here too. From the design of the strippable element, it seems
that this was the original design, but somehow got lost along the way.

## Changelog
🆑
Fix: Opening a mob's strip menu multiple times will now properly update
the window.
/🆑
2024-03-18 21:45:01 +01:00
SkyratBot 513cbcf3d4 [MIRROR] Fixes some heretic bugs (?) [MDB IGNORE] (#23386)
* Fixes some heretic bugs (?) (#77611)

## About The Pull Request

Items worn on a void cloak's suit storage are no longer visible on the
stripping menu.

Heretic influences protect the turf below them from leaving scannable fingerprints.

* Fixes some heretic bugs (?)

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-08-28 14:32:05 -07:00
carlarctg 4d8ff1f215 Fixes some heretic bugs (?) (#77611)
## About The Pull Request

Items worn on a void cloak's suit storage are no longer visible on the
stripping menu.

Heretic influences protect the turf below them from leaving scannable fingerprints.
2023-08-28 18:59:23 +00:00
SkyratBot 888801fd05 [MIRROR] Adds a unit test to stop elements from using identical lists for their arguments. [MDB IGNORE] (#22732)
* Adds a unit test to stop elements from using identical lists for their arguments. (#76322)

## About The Pull Request
Ok, so a few days ago I made an issue report about multiple instances of
identical elements being generated because of uncached lists.
ninjanomnom (the mind being the element datums) cleared it up and said
an implementation of GetIdFromArguments() that also checks the list
contents wouldn't be worth the performance cost, while adding that a
unit test should be written to check that it doesn't happen at least
during init, which should catch a good chunk of cases.

Also, i'm stopping RemoveElement() from initializing new elements
whenever a cached element is not found. Ideally, there should be a focus
only unit test for that too, but that's something we should tackle on a
different PR.

Some of the code comments may be a tad inaccurate, as much as I'd like
to blame drowsiness for it. Regardless, the unit test takes less than
0.2 seconds to complete on my potato so it's fairly lite.

## Why It's Good For The Game
This will close #76279.

## Changelog
No player-facing change to be logged.

* Adds a unit test to stop elements from using identical lists for their arguments.

* Fixes unit test

* seeing double

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-27 20:08:55 -04:00
Ghom 6f862d107f Adds a unit test to stop elements from using identical lists for their arguments. (#76322)
## About The Pull Request
Ok, so a few days ago I made an issue report about multiple instances of
identical elements being generated because of uncached lists.
ninjanomnom (the mind being the element datums) cleared it up and said
an implementation of GetIdFromArguments() that also checks the list
contents wouldn't be worth the performance cost, while adding that a
unit test should be written to check that it doesn't happen at least
during init, which should catch a good chunk of cases.

Also, i'm stopping RemoveElement() from initializing new elements
whenever a cached element is not found. Ideally, there should be a focus
only unit test for that too, but that's something we should tackle on a
different PR.

Some of the code comments may be a tad inaccurate, as much as I'd like
to blame drowsiness for it. Regardless, the unit test takes less than
0.2 seconds to complete on my potato so it's fairly lite.

## Why It's Good For The Game
This will close #76279.

## Changelog
No player-facing change to be logged.
2023-07-27 16:04:16 -07:00
SkyratBot 9c0ed2eeb4 [MIRROR] Prevent abstract items from being put onto others [MDB IGNORE] (#21559)
* Prevent abstract items from being put onto others (#75739)

## About The Pull Request
Items with the abstract flag are stopped from being given to others
using the strip UI. This cleans up some general weirdness with being
able to put hand items like kiss or slap into people's hands just to see
them immediately vanish and cause a harddel.

https://github.com/tgstation/tgstation/assets/25628932/2f27a4d6-64f1-4e26-a5b5-219805f57875

Though perhaps a bit less subtle, this fixes a silly and somewhat
terrifying bug, that allows a body to be rapidly thrown without being
picked up or grabbed, or tableslammed through z-levels.

https://github.com/tgstation/tgstation/assets/25628932/0cd587ac-12dc-4ea3-9bf2-fc29603b1cda
## Why It's Good For The Game
Bugs bad, doesn't really make sense for abstract items to be physical
enough to placed into someone's hand or pocket.
We all know what the assistants will do with this
## Changelog
🆑
fix: Abstract items can no longer be placed in others' hands.
/🆑

* Prevent abstract items from being put onto others

---------

Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
2023-06-04 23:06:16 -07:00
FlufflesTheDog 76f5bb063e Prevent abstract items from being put onto others (#75739)
## About The Pull Request
Items with the abstract flag are stopped from being given to others
using the strip UI. This cleans up some general weirdness with being
able to put hand items like kiss or slap into people's hands just to see
them immediately vanish and cause a harddel.


https://github.com/tgstation/tgstation/assets/25628932/2f27a4d6-64f1-4e26-a5b5-219805f57875

Though perhaps a bit less subtle, this fixes a silly and somewhat
terrifying bug, that allows a body to be rapidly thrown without being
picked up or grabbed, or tableslammed through z-levels.


https://github.com/tgstation/tgstation/assets/25628932/0cd587ac-12dc-4ea3-9bf2-fc29603b1cda
## Why It's Good For The Game
Bugs bad, doesn't really make sense for abstract items to be physical
enough to placed into someone's hand or pocket.
We all know what the assistants will do with this
## Changelog
🆑
fix: Abstract items can no longer be placed in others' hands.
/🆑
2023-05-31 14:27:09 -04:00
SkyratBot dbb6c5fba4 [MIRROR] Adds non-clothing item equipping others feedback messages [MDB IGNORE] (#19881)
* Adds non-clothing item equipping others feedback messages (#73982)

## About The Pull Request
Things like pens weren't giving any feedback messages when you put them
on someone else, and I ran into this while working on another PR so I've
dealt with that

Renames `worn_dangerous` to `show_visible_message` as it was only used
to confirm if there would be visible messages or not
The `DANGEROUS_OBJECT` clothing flag is a trait now, so it can be put on
non-clothing items too
Removing non-clothing items from someone has been unchanged.

## Why It's Good For The Game
People should be able to identify that someone is putting something on
them, and recognize what that is if they pay attention.
This means that a player cannot reverse pickpocket a grenade onto
someone else without giving any indication of doing so

## Changelog

🆑
balance: Putting a non-clothing item onto someone else creates a visible
message the same way a clothing item would.
/🆑

* Adds non-clothing item equipping others feedback messages

---------

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
2023-03-25 23:28:13 -07:00