Commit Graph
737 Commits
Author SHA1 Message Date
80479ef9a7 [MIRROR] Makes bloody footprints messier (#28647)
* Makes bloody footprints messier (#84665)

## About The Pull Request

Makes bloody shoes loose less blood per step, meaning that they trail
more blood. Updates the equation for determining footprint alpha to
account for this change.
(Bloodiness of 50, 100, 150 from left to right)
Before:

![image](https://github.com/tgstation/tgstation/assets/40921881/302a9041-b127-4ede-b9cf-edfb8aa042fc)
After:

![image](https://github.com/tgstation/tgstation/assets/40921881/55ffd4b9-b9eb-4448-9998-9f4a3a04b629)

## Why It's Good For The Game

Right now footprint go like 2-3 steps before stopping, feels kinda lame.
🕵️

## Changelog

🆑 Seven
balance: Bloody footprint trails go a longer distance now.
/🆑

* Makes bloody footprints messier

---------

Co-authored-by: Lufferly <40921881+Lufferly@users.noreply.github.com>
2024-07-06 09:37:26 +05:30
LufferlyandGitHub 42d638117b Makes bloody footprints messier (#84665)
## About The Pull Request

Makes bloody shoes loose less blood per step, meaning that they trail
more blood. Updates the equation for determining footprint alpha to
account for this change.
(Bloodiness of 50, 100, 150 from left to right)
Before:

![image](https://github.com/tgstation/tgstation/assets/40921881/302a9041-b127-4ede-b9cf-edfb8aa042fc)
After:

![image](https://github.com/tgstation/tgstation/assets/40921881/55ffd4b9-b9eb-4448-9998-9f4a3a04b629)


## Why It's Good For The Game

Right now footprint go like 2-3 steps before stopping, feels kinda lame.
🕵️ 

## Changelog

🆑 Seven
balance: Bloody footprint trails go a longer distance now.
/🆑
2024-07-05 20:14:40 +02:00
7be884c1dc [MIRROR] Attempts to put out the CI fires (#28636)
* Attempts to put out the CI fires (#84277)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/13398309/d58de3f2-5adc-48f0-b207-608499f04250)

A lot of this all of a sudden, I am going to assume it's related to the
recent spark changes, which are most likely causing (literal) fires in
the testing area.

Fixes https://github.com/tgstation/tgstation/issues/84161
Fixes https://github.com/NovaSector/NovaSector/issues/3123

I'm still testing this one with a few CI runs but the timelines match up
with roughly around the time of the spark PR; it's most likely the
culprit.

EDIT: 8 CI runs so far and the issue has not come up, I am fairly
confident it was the sparks + fuel puddle combination that was the
problem.
EDIT EDIT: Found one more issue with /datum/material/plasma that needs
to be dealt with.
EDIT EDIT EDIT: Issue resolved

## Why It's Good For The Game

Save the burninating for in-game please!

## Changelog

Not player facing

* Attempts to put out the CI fires

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-07-05 10:42:42 +05:30
BloopandGitHub 5f76e8b5f8 Attempts to put out the CI fires (#84277)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/13398309/d58de3f2-5adc-48f0-b207-608499f04250)

A lot of this all of a sudden, I am going to assume it's related to the
recent spark changes, which are most likely causing (literal) fires in
the testing area.

Fixes https://github.com/tgstation/tgstation/issues/84161
Fixes https://github.com/NovaSector/NovaSector/issues/3123

I'm still testing this one with a few CI runs but the timelines match up
with roughly around the time of the spark PR; it's most likely the
culprit.

EDIT: 8 CI runs so far and the issue has not come up, I am fairly
confident it was the sparks + fuel puddle combination that was the
problem.
EDIT EDIT: Found one more issue with /datum/material/plasma that needs
to be dealt with.
EDIT EDIT EDIT: Issue resolved

## Why It's Good For The Game

Save the burninating for in-game please!

## Changelog

Not player facing
2024-07-05 01:13:57 +02:00
LemonInTheDarkandGitHub e90a9b4b68 Flattens The Floor Plane (Camera Update Too) (#84350)
## About The Pull Request

Ok so like, side map right? It makes things higher up in the world
render above things lower down in the world.

Most of the time this is what we want, but it is NOT what we want for
floors.
Floors are allowed to be larger then 32x32, and if they are we want them
to render based off JUST their layer.
If we don't allow this grass turfs and others get cut off on their
bottom edge, which looks WEIRD.

In order to make this happen, we can add TOPDOWN_LAYER to every layer on
the floor plane and disable sidemap.

I've added documentation for this to VISUALS.md, and have also
implemented unit test errors to prevent mixing TOPDOWN layers with non
topdown planes (or vis versa).
This new test adds ~1 second to tests, which is I think a perfectly
scrumpulent number.

EDIT:

I nerd sniped myself and implemented sidemap layering and lighting for
cameras (also larger then 32x32 icon support for getflat)
The lighting isn't perfect, we don't handle things displaying in the
void all that well (I am convinced getflat blending is broken but I have
no debugger so I can't fix it properly), but it'll do.

This came up cause I had to fix another layering issue in cameras and
thought I might as well go all in.

![image](https://github.com/tgstation/tgstation/assets/58055496/601b422c-f6aa-42ba-bcd9-b1faebe236e3)


## Why It's Good For The Game

Old:

![image](https://github.com/tgstation/tgstation/assets/58055496/d4102386-420d-4346-b05c-b819e62d98d0)

New:

![image](https://github.com/tgstation/tgstation/assets/58055496/1f5e303e-adee-427d-8fe3-76c8f2dbe098)


## Changelog
🆑
fix: Grass turfs will render properly now. Reworked how floors render,
please report any bugs!
fix: Cameras now properly capture lighting
fix: The layering seen in photos should better match the actual game
/🆑
2024-07-04 12:10:41 -07:00
4a60f108ab [MIRROR] Cult Vs. Heretic: 7 Months Later Edition (#28477)
* Cult Vs. Heretic: 7 Months Later Edition

* conflict fix

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-04 21:22:23 +05:30
1df0e42efb [MIRROR] Cigarettes and vapes are no longer subtypes of masks. (#28479)
* Cigarettes and vapes are no longer subtypes of masks.

* clothing path

* clothing misses

* more

* fix donator

* more2

* more3

* Update prop_summoner.dm

* Update prop_summoner.dm

* fix

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-03 19:00:27 +05:30
ec788a7d06 [MIRROR] Implements Cardinal Smoothing Support, Misc Smoothing Cleanup (#28528)
* Implements Cardinal Smoothing Support, Misc Smoothing Cleanup (#84402)

## About The Pull Request

[Implements a new cardinal only bitmask smoothing
mode](https://github.com/tgstation/tgstation/commit/d56556491813657e5ba794ec856649f01291c39a)

The icon cutter supports generating cardinal only dmis, we should
support using them.

This is fairly trivial, just involves skipping a step to handle
diagonals.

While I'm here, makes adding new smoothing modes easier by creating a
"using smoothing" group define

[Removes undef for smoothing
junctions](https://github.com/tgstation/tgstation/pull/84402/commits/4c0a4d6e34f79769ab20c989620f396f4b4a3fe0)

It is useful to be able to reference these in the general codebase, they
should not be considered scoped to just icon smoothing

[Fixes a copypasta issue breaking burn states for asteroid
snow](https://github.com/tgstation/tgstation/commit/a41b31dbe21676aa95cb6a625d8f4deb3233faba)

[Removes SMOOTH_BROKEN_TURF and
SMOOTH_BURNT_TURF](https://github.com/tgstation/tgstation/commit/8a9a340728680b2988abd19631495e955de9ebf1)

Bitflags should not be this specific, this should be a var on
/turf/open, so that's what I'm making it.

## Why It's Good For The Game

Upstreams a bit of wallening work, cleans up the codebase some

## Changelog
🆑
fix: Some varieties of snow now visually melt properly again when burned
/🆑

* Implements Cardinal Smoothing Support, Misc Smoothing Cleanup

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-07-01 19:37:03 +05:30
LemonInTheDarkandGitHub 7d1e9e1c0a Implements Cardinal Smoothing Support, Misc Smoothing Cleanup (#84402)
## About The Pull Request

[Implements a new cardinal only bitmask smoothing
mode](https://github.com/tgstation/tgstation/commit/d56556491813657e5ba794ec856649f01291c39a)

The icon cutter supports generating cardinal only dmis, we should
support using them.

This is fairly trivial, just involves skipping a step to handle
diagonals.

While I'm here, makes adding new smoothing modes easier by creating a
"using smoothing" group define

[Removes undef for smoothing
junctions](https://github.com/tgstation/tgstation/pull/84402/commits/4c0a4d6e34f79769ab20c989620f396f4b4a3fe0)

It is useful to be able to reference these in the general codebase, they
should not be considered scoped to just icon smoothing

[Fixes a copypasta issue breaking burn states for asteroid
snow](https://github.com/tgstation/tgstation/commit/a41b31dbe21676aa95cb6a625d8f4deb3233faba)

[Removes SMOOTH_BROKEN_TURF and
SMOOTH_BURNT_TURF](https://github.com/tgstation/tgstation/commit/8a9a340728680b2988abd19631495e955de9ebf1)

Bitflags should not be this specific, this should be a var on
/turf/open, so that's what I'm making it.

## Why It's Good For The Game

Upstreams a bit of wallening work, cleans up the codebase some

## Changelog
🆑
fix: Some varieties of snow now visually melt properly again when burned
/🆑
2024-06-30 22:08:39 -06:00
GhomandGitHub 35484728f1 Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request
Since non-clothing items can also be worn on several slots, there's no
need for cigarettes/vapes to be subtypes of masks anymore, since that
comes with a few oddities like #82870.

## Why It's Good For The Game
This should fix #82870, with about no side-effect aside them no longer
being edible by moths 🤢.
2024-06-29 12:44:48 -05:00
carlarctgandGitHub 4eaa299c0b Cult Vs. Heretic: 7 Months Later Edition (#82877)
## About The Pull Request

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

### **HERETICS VERSUS CULTISTS**

### Heretics

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

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

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

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

### Cultists

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

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

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

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

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

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

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

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

### Other

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

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

## Why It's Good For The Game

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

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

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

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

Let the heretics eradicate the apostates.

Let the cultists root out the heathens.

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

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

Blade and Sword sprites by meyhaza!!! I did the inhands though. Cuz im
cool
2024-06-29 12:40:33 -05:00
997d9ac093 [MIRROR] [no gbp] Reworked sparks to not be so immensely destructive in benign circumstances (#28321)
* [no gbp] Reworked sparks to not be so immensely destructive in benign circumstances (#84193)

## About The Pull Request

So sparks were laying waste to every department that had sparks as a
little pizzazz particle effect, which turned out to be seemingly every
single department, and also just a bunch of random shit we had laying
around. That wasn't really the goal so I've reworked them, for now,
until I'm able to more comprehensively address how we handle things that
are combustible vs things that are actually dangerously flammable, which
we don't differentiate for now.

Sparks now send a signal to whatever thing is touching those sparks.
Right now I've specifically made pools of welding fuel, things made of
plasma, people covered in flammables, and cigarettes respond to this
signal. Sparks that touch objects with reagents in them will heat those
reagents marginally (approximately 40kelvin increase from 300 kelvin
underneath a popped lightbulb). There is also another signal
'HAZARDOUS_SPARKS' but as of this PR it is not used.

If you walk into sparks or get showered by them, the sparks will also
interact with any of your visible equipment (outerwear and held items),
but to reiterate, nothing besides the above stated items have
interactions with sparks... for now...
## Why It's Good For The Game

I won't apologize for being hilarious but turning departments into
fields of burnt boxes, tables, vegetables, and crates wasn't really the
intent.
Addresses #84169 and similar
## Changelog
🆑 Bisar
balance: Sparks have been heavily adjusted; they only affect items made
of plasma, pools of welding fuel, flammable people, cigarettes, and
items that contain reagents... for now. Their long-standing behavior of
igniting flammable gas has been untouched.
/🆑

* [no gbp] Reworked sparks to not be so immensely destructive in benign circumstances

---------

Co-authored-by: Joshua Kidder <49173900+Metekillot@users.noreply.github.com>
2024-06-24 09:06:05 +05:30
Joshua KidderandGitHub fa3f591138 [no gbp] Reworked sparks to not be so immensely destructive in benign circumstances (#84193)
## About The Pull Request

So sparks were laying waste to every department that had sparks as a
little pizzazz particle effect, which turned out to be seemingly every
single department, and also just a bunch of random shit we had laying
around. That wasn't really the goal so I've reworked them, for now,
until I'm able to more comprehensively address how we handle things that
are combustible vs things that are actually dangerously flammable, which
we don't differentiate for now.

Sparks now send a signal to whatever thing is touching those sparks.
Right now I've specifically made pools of welding fuel, things made of
plasma, people covered in flammables, and cigarettes respond to this
signal. Sparks that touch objects with reagents in them will heat those
reagents marginally (approximately 40kelvin increase from 300 kelvin
underneath a popped lightbulb). There is also another signal
'HAZARDOUS_SPARKS' but as of this PR it is not used.

If you walk into sparks or get showered by them, the sparks will also
interact with any of your visible equipment (outerwear and held items),
but to reiterate, nothing besides the above stated items have
interactions with sparks... for now...
## Why It's Good For The Game

I won't apologize for being hilarious but turning departments into
fields of burnt boxes, tables, vegetables, and crates wasn't really the
intent.
Addresses #84169 and similar
## Changelog
🆑 Bisar
balance: Sparks have been heavily adjusted; they only affect items made
of plasma, pools of welding fuel, flammable people, cigarettes, and
items that contain reagents... for now. Their long-standing behavior of
igniting flammable gas has been untouched.
/🆑
2024-06-23 16:40:14 +01:00
186a1a724e [MIRROR] Sparks ignite flammable things (including people), welding fuel pools now ignite in response to more things logically (#28242)
* Sparks ignite flammable things (including people), welding fuel pools now ignite in response to more things logically (#83673)

## About The Pull Request

Currently, sparks only ignite the air in rooms with
plasma/tritium/hydrogen in them. This PR changes sparks to ignite
flammable things they touch, including mobs covered in flammable
liquids. They also marginally heat containers (40K temp increase from a
broken light bulb).

The initial purpose was to make welding fuel pools more responsive to
flaming things being thrown into them. I have also done that. They now
respond to hot objects (including flaming mobs) entering their space or
being thrown onto them. They are also ignited by sparks.

This PR makes sparks a fire hazard. Keep a fire extinguisher handy.

## Why It's Good For The Game

Safety hazards are fun. Sparks should, logically, set flammable things
on fire, including YOU. Welding fuel pools should be more hazardous.

## Changelog

🆑 Bisar
add: Sparks now ignite flammable things. Including you. Keep a fire
extinguisher handy or stop dousing yourself in welding fuel!
fix: Fixed a few oversights with welding fuel pools not igniting when
you throw lit/hot things into them or when you walk into them while on
fire.
/🆑

* Sparks ignite flammable things (including people), welding fuel pools now ignite in response to more things logically

---------

Co-authored-by: Joshua Kidder <49173900+Metekillot@users.noreply.github.com>
2024-06-19 10:02:55 +05:30
Joshua KidderandGitHub d10d790f67 Sparks ignite flammable things (including people), welding fuel pools now ignite in response to more things logically (#83673)
## About The Pull Request

Currently, sparks only ignite the air in rooms with
plasma/tritium/hydrogen in them. This PR changes sparks to ignite
flammable things they touch, including mobs covered in flammable
liquids. They also marginally heat containers (40K temp increase from a
broken light bulb).

The initial purpose was to make welding fuel pools more responsive to
flaming things being thrown into them. I have also done that. They now
respond to hot objects (including flaming mobs) entering their space or
being thrown onto them. They are also ignited by sparks.

This PR makes sparks a fire hazard. Keep a fire extinguisher handy.

## Why It's Good For The Game

Safety hazards are fun. Sparks should, logically, set flammable things
on fire, including YOU. Welding fuel pools should be more hazardous.

## Changelog

🆑 Bisar
add: Sparks now ignite flammable things. Including you. Keep a fire
extinguisher handy or stop dousing yourself in welding fuel!
fix: Fixed a few oversights with welding fuel pools not igniting when
you throw lit/hot things into them or when you walk into them while on
fire.
/🆑
2024-06-18 14:34:28 +01:00
16c66010c9 [MIRROR] /icons/ folder cleansing crusade part 3 (#27859)
* /icons/ folder cleansing crusade part 3

* fixes

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-06-09 12:00:28 +05:30
9df7771eab [MIRROR] Removes miasma and gibs diseases (#27863)
* Removes miasma and gibs diseases (#83455)

## About The Pull Request
Removes miasma generating random viruses (in two locations for some
reason)
Also removes diseases being generated by gibs, which is responsible for
a lot of disease spam

## Why It's Good For The Game
New diseases are spread through events and virology (and some other
minor sources). Miasma and gibs are a source of random viruses that
dilutes player response to diseases. It's frankly exhausting curing the
disease outbreak, just to see 10 others pop-up. Hopefully we can reduce
the madness a bit and place more focus on individual diseases

## Changelog
🆑
del: Miasma and gibs no longer generates random diseases
/🆑

Something like lung rot could be cool though, but out of scope for the
current PR

* Removes miasma and gibs diseases

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2024-05-26 23:15:02 +02:00
Time-GreenandGitHub b872baf465 Removes miasma and gibs diseases (#83455)
## About The Pull Request
Removes miasma generating random viruses (in two locations for some
reason)
Also removes diseases being generated by gibs, which is responsible for
a lot of disease spam

## Why It's Good For The Game
New diseases are spread through events and virology (and some other
minor sources). Miasma and gibs are a source of random viruses that
dilutes player response to diseases. It's frankly exhausting curing the
disease outbreak, just to see 10 others pop-up. Hopefully we can reduce
the madness a bit and place more focus on individual diseases

## Changelog
🆑
del: Miasma and gibs no longer generates random diseases
/🆑

Something like lung rot could be cool though, but out of scope for the
current PR
2024-05-26 11:56:16 -07:00
YesterdaysPromiseandGitHub 8eb3b51ad9 /icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request

In my effort to make the /icons/ folder cleaner and more intuitive
instead of having to rely on recalling names of stuff and looking them
up in code to find them for poor sods such as myself, plus in spurt of
complusion to organize stuff, here goes. I've tracked all changes in
commit descriptions. A lot still to be done, but I know these waves go
over dozens of files making things slow, so went lighter on it.
Destroyed useless impostor files taking up space and cleaned a stray
pixel on my way.

## Why It's Good For The Game

Cleaner /icons/ file means saner spriters, less time spent. Stray pixels
and impostor files (ones which are copies of actually used ones
elsewhere) are not good.

## Changelog

🆑
image: Cleaned a single stray pixel in a single frame of a bite
telegraphing accidentaly found while re-organizing the files.
/🆑
2024-05-25 21:08:08 -07:00
d4f03e8add [MIRROR] Replace Heretic Phobia with Cursed Organs (#27664)
* Replace Heretic Phobia with Cursed Organs (#83082)

## About The Pull Request

Being sacrificed by a Heretic no longer applies an incurable brain
trauma that gives you a phobia of Heretic-associated items.
Instead it does the following things:

- Removes 2-4 of your organs and leaves them behind on the sacrificial
circle, replacing them with "corrupt" organs with negative effects.
- Gives you an unremovable "curse" debuff which will cause you to
immediately cough a random organ out of your chest if you attack or are
attack by the person who sacrificed you, **if they are wearing a Focus
at the time.**

Corrupt Organs can be removed via surgery, although doing so is
dangerous.
A removed corrupt organ will often either immediately explode for a
small (but not insignificant) amount of burn damage to everyone nearby,
or it will animate itself as a haunted object and be a general nuisance
until subdued.
A patient dosed with Holy Water can always have their organs removed
without consequence.
Chugging Holy Water will also suppress most of the negative effects of
your corrupt organs.

The effects of Corrupt Organs are as follows:
- **Eyes:** All Heretics **and also a selection of additional random
people** are completely invisible to you. You can still see their
runtext (or "hear") them, but they otherwise cannot be seen. And as you
can't see them you also cannot click on them.
- **Tongue:** When you speak, your language will sometimes be replaced
by "Shadowspeak", understood only by Curators and Nightmares. This is
less of an impediment during Halloween because of the friendly
Shadowpeople.
- **Liver:** When you drink something, it will add extra reagents to
your sip from a pool largely composed of alcohol and hallucinogens.
- **Stomach:** Your hunger will deplete significantly faster if you do
not regularly ingest blood. (Fun fact: Did you know that a drinking
glass full of blood automatically relabels itself "tomato juice"?)
- **Heart:** You will continue to be intermittently tormented by
frightening hands.
- **Lungs:** You will intermittently cough out dangerous or unpleasant
gases.
- **Appendix:** Very infrequently you will vomit out several hostile
worms.

Most of these effects aren't present while you're dodging the spooky
hands in the Mansus realm.
Plasmamen never have their lungs replaced because they'd immediately
start choking on their internals and that is annoying. Ethereals _do_
have their hearts replaced so may be surprised to find that they don't
respawn when killed if they don't get a new one.
I would haved called them Cursed Organs but the Cursed Heart already
exists.

## Why It's Good For The Game

Nobody enjoys the Heretic phobia from any angle.
Phobias suck to deal with in general. and while being scared of all
Heretic stuff from that point on is mildly flavourful it's not very
interesting.
This alternative hopefully provides a more interesting answer (which
should provide more storytelling and interaction with other people) to
the problems that the original change intended to address:
Making sure that nonlethal sacrifices still feel significantly bad
enough that you're not going to volunteer, and as an extra layer of
protection to ensure that someone you sacrificed functionally ceases to
be a threat to you.

## Changelog
🆑
del: Being sacrified by a Heretic no longer gives you an incurable
phobia.
add: Being sacrificed by a Heretic will drop 2-4 of your organs on the
ground and replace them with "corrupt organs" with negative effects
which can be suppressed with Holy Water.
add: Players who have been sacrificed by Heretics will experience
additional and rapidly lethal consequences for attempting to fight
someone who previously sacrificed them, as long as that person is
wearing a focus.
/🆑

* Replace Heretic Phobia with Cursed Organs

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-05-09 08:32:37 +02:00
JacquerelandGitHub f358423a1e Replace Heretic Phobia with Cursed Organs (#83082)
## About The Pull Request

Being sacrificed by a Heretic no longer applies an incurable brain
trauma that gives you a phobia of Heretic-associated items.
Instead it does the following things:

- Removes 2-4 of your organs and leaves them behind on the sacrificial
circle, replacing them with "corrupt" organs with negative effects.
- Gives you an unremovable "curse" debuff which will cause you to
immediately cough a random organ out of your chest if you attack or are
attack by the person who sacrificed you, **if they are wearing a Focus
at the time.**

Corrupt Organs can be removed via surgery, although doing so is
dangerous.
A removed corrupt organ will often either immediately explode for a
small (but not insignificant) amount of burn damage to everyone nearby,
or it will animate itself as a haunted object and be a general nuisance
until subdued.
A patient dosed with Holy Water can always have their organs removed
without consequence.
Chugging Holy Water will also suppress most of the negative effects of
your corrupt organs.

The effects of Corrupt Organs are as follows:
- **Eyes:** All Heretics **and also a selection of additional random
people** are completely invisible to you. You can still see their
runtext (or "hear") them, but they otherwise cannot be seen. And as you
can't see them you also cannot click on them.
- **Tongue:** When you speak, your language will sometimes be replaced
by "Shadowspeak", understood only by Curators and Nightmares. This is
less of an impediment during Halloween because of the friendly
Shadowpeople.
- **Liver:** When you drink something, it will add extra reagents to
your sip from a pool largely composed of alcohol and hallucinogens.
- **Stomach:** Your hunger will deplete significantly faster if you do
not regularly ingest blood. (Fun fact: Did you know that a drinking
glass full of blood automatically relabels itself "tomato juice"?)
- **Heart:** You will continue to be intermittently tormented by
frightening hands.
- **Lungs:** You will intermittently cough out dangerous or unpleasant
gases.
- **Appendix:** Very infrequently you will vomit out several hostile
worms.

Most of these effects aren't present while you're dodging the spooky
hands in the Mansus realm.
Plasmamen never have their lungs replaced because they'd immediately
start choking on their internals and that is annoying. Ethereals _do_
have their hearts replaced so may be surprised to find that they don't
respawn when killed if they don't get a new one.
I would haved called them Cursed Organs but the Cursed Heart already
exists.

## Why It's Good For The Game

Nobody enjoys the Heretic phobia from any angle.
Phobias suck to deal with in general. and while being scared of all
Heretic stuff from that point on is mildly flavourful it's not very
interesting.
This alternative hopefully provides a more interesting answer (which
should provide more storytelling and interaction with other people) to
the problems that the original change intended to address:
Making sure that nonlethal sacrifices still feel significantly bad
enough that you're not going to volunteer, and as an extra layer of
protection to ensure that someone you sacrificed functionally ceases to
be a threat to you.

## Changelog
🆑
del: Being sacrified by a Heretic no longer gives you an incurable
phobia.
add: Being sacrificed by a Heretic will drop 2-4 of your organs on the
ground and replace them with "corrupt organs" with negative effects
which can be suppressed with Holy Water.
add: Players who have been sacrificed by Heretics will experience
additional and rapidly lethal consequences for attempting to fight
someone who previously sacrificed them, as long as that person is
wearing a focus.
/🆑
2024-05-08 19:40:16 -06:00
cnlethandSkyratBot 158cc3037b Fire ant colonies created by burning actually contain fire ants (#83002)
## About The Pull Request
Fire ant colonies created by burning regular ants now give you fire ants
when scooped up
There were 2 lines of code clearing the ants' reagent when they're
burned. They're not needed because ants use `decal_reagent`
Tested and it works without these 2 lines

![fireants](https://github.com/tgstation/tgstation/assets/113535457/aee4ec28-a767-4dfe-b870-2a222848ae3a)
## Why It's Good For The Game
Fixes #82864
## Changelog
🆑
fix: Fire ant colonies created by burning regular ants will now contain
fire ants as their reagent
/🆑
2024-05-03 11:33:32 +00:00
cnlethandGitHub 7778471269 Fire ant colonies created by burning actually contain fire ants (#83002)
## About The Pull Request
Fire ant colonies created by burning regular ants now give you fire ants
when scooped up
There were 2 lines of code clearing the ants' reagent when they're
burned. They're not needed because ants use `decal_reagent`
Tested and it works without these 2 lines

![fireants](https://github.com/tgstation/tgstation/assets/113535457/aee4ec28-a767-4dfe-b870-2a222848ae3a)
## Why It's Good For The Game
Fixes #82864 
## Changelog
🆑
fix: Fire ant colonies created by burning regular ants will now contain
fire ants as their reagent
/🆑
2024-05-03 12:32:27 +01:00
MothblocksandSkyratBot 8c4cf753f5 Remove data systems in favor of global datums (#82943) 2024-04-30 05:48:11 +00:00
MothblocksandGitHub bc4e7d3b4e Remove data systems in favor of global datums (#82943) 2024-04-29 22:47:36 -07:00
+26 55d1c715e5 Pulls2 (#27514)
* New docking port sprites (#82729)

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

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

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


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

* Fixes tgui alert buttons (#82714)

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

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

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

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

Before (normal buttons)

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

Before (large buttons)

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

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

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

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

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

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

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

## Changelog

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

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

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

---------

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

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

## About The Pull Request

Replaces the tools on the tables with 2 surgery trays.

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

## Why It's Good For The Game

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

## Changelog
🆑

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

/🆑

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

## About The Pull Request

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

This PR fixes them

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

* Fix Primal Instincts (#82741)

## About The Pull Request

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

## Changelog

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

* Fix handcuffing (#82760)

## About The Pull Request

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


## Changelog

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

* Gets rid of UNIT_TESTS compiler warning (#82695)

## About The Pull Request

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

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

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

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

---------

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

* Makes dropdowns better (#82697)

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

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

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

In motion

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

Deathmatch got some UI facelifts

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


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

Fixes #75741

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

</details>

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

---------

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

* Fixes the NT SWAT helmet sprite (#82743)

* Mass Item Creation (#82455)

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

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

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

Fixes #82575

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

* Borg movement now has sounds (#82704)

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

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

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

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

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

* Plumbing machinery power & processing tweaks (#82702)

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

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

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

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

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

## About The Pull Request

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

## Why It's Good For The Game

Bugfix for Carp Migrations.

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

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

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

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

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


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

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

---------

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

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

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

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

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

* Makes viewers() defines (#82767)

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

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

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

## About The Pull Request

This adds the "immerse" element to lava tiles. 

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

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

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

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

## About The Pull Request

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

Fixes #82788

## Why It's Good For The Game

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

Others are just sensible changes. 

## Changelog

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

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

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

(TM BUG)
Fixes #82768

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

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

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

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

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

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

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

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

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

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

---------

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

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

## About The Pull Request

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

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

## Why It's Good For The Game

Fixes an oversight/bug.

## Changelog

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

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

## About The Pull Request
- Fixes #82725

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

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

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

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

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

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

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

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


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


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

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

* Fix oven tray runtime (#82782)

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

* Fix flaky test detection (#82790)

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

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

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

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

* Update highest available sound channel (#82780)

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

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

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

Reverts tgstation/tgstation#82704

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

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

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

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

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

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

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

fuck this 2003 bullshit

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

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

* Fixes Alien Numerical Identifier Transfer System (#82762)

## About The Pull Request

Fixes #82756

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

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

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

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

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

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

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

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

as the only meaningful reward

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

Reaching Legendary rewards you with the Golden Gloves.

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

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

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

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

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

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

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

(against boxers)

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

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

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

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

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

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

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

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

* Cargo ui refactor -> TS (#82745)

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

Should be no gameplay effect other than it looking better

<details>
<summary>pics</summary>

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

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

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

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

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

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

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

</details>

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

---------

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

* Makes lavaland stone tiles prevent immersion (#82807)

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

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

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

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

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

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

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

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

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

## About The Pull Request

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

## Changelog

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

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

## About The Pull Request

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

## Why It's Good For The Game

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

---------

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

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

## About The Pull Request

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

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

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

## Why It's Good For The Game

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

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

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

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

This reverts commit af8d69f889.

* New views for mc controller ui (#82769)

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

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

<details>
<summary>vids</summary>

in a live round

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

modals

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

bar view with defaults for decisecond sorts

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

</details>

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

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

Reverts tgstation/tgstation#82792

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

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

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

* Plumbing & chem reaction chamber patches (#82781)

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

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

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

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

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

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

* Implements data systems (#82816)

## About The Pull Request
Subsystems currently come in two different flavors:
1. Systems that process at intervals with the master controller
2. Global data containers that do not fire

And I think they should be split up...


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

## Why It's Good For The Game
Clarity in code

* fixes ammo_bench data system

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

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

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

## About The Pull Request

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

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

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

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

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

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


things added:

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

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

---------

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

* fix for pirate suit

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

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



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


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

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

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

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

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

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

* fixes erp slots

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

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

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

Fixes #82805
Fixes #82868

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

* fixes ai controllers hard deletes (#82861)

## About The Pull Request

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

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

## Changelog
🆑
/🆑

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

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

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

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

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

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

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

## About The Pull Request

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

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

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

Look! An actual use-case for split editor:

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

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

---------

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

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

## About The Pull Request

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

- [x] tested

## Why It's Good For The Game

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

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

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: starrm4nn <139372157+starrm4nn@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Bm0n <92271472+Bm0n@users.noreply.github.com>
Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com>
Co-authored-by: Pink <sightld2@gmail.com>
Co-authored-by: Sadboysuss <96586172+Sadboysuss@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Name <w4rd3nn@gmail.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com>
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Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: EvilDragonfiend <87972842+EvilDragonfiend@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: EricZilla <81941674+EricZilla@users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: uaioy <114047053+uaioy@users.noreply.github.com>
Co-authored-by: Nick <42454181+Momo8289@users.noreply.github.com>
Co-authored-by: Joshua Kidder <49173900+Metekillot@users.noreply.github.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2024-04-29 21:15:33 +02:00
JeremiahandGitHub c1a775efe1 Implements data systems (#82816)
## About The Pull Request
Subsystems currently come in two different flavors:
1. Systems that process at intervals with the master controller
2. Global data containers that do not fire

And I think they should be split up...


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

## Why It's Good For The Game
Clarity in code
2024-04-22 21:27:15 -06:00
37bc259bb0 [MIRROR] Refactor removing unused defines. (#26998)
* Refactor removing unused defines. (#82115)

Refactors a lot of the unused defines.

Refactors a lot of the unused defines.

Nothing player facing

---------

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

* Oh well. I hope this works fine.

---------

Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-03 03:39:46 +02:00
56053b6013 [MIRROR] Adds very common (3+) crayon prefabs for maps (#26965)
* Adds very common (3+) crayon prefabs for maps (#82072)

## About The Pull Request

Adds a bunch of crayon prefabs for the maps.

## Why It's Good For The Game

Reduces 45 map Var edits, and completely removes some Var edits.

* Adds very common (3+) crayon prefabs for maps

---------

Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
2024-04-03 01:28:03 +02:00
f3f453315f [MIRROR] Add corner filled striped decals (#26967)
* Add corner filled striped decals (#82116)

## About The Pull Request

Adds a corner version of the filled/warning decal.

![image](https://github.com/tgstation/tgstation/assets/102194057/24a57e6e-53b8-4a72-8ef3-b9c76205ef69)
## Why It's Good For The Game

The filled/warning decal is pretty and I wished it were easier to use in
more places but without a corner sprite corners can look weird with it
## Changelog
🆑
add: Added corner filled warning decals
/🆑

* Add corner filled striped decals

---------

Co-authored-by: Sable <102194057+Thlumyn@users.noreply.github.com>
2024-03-23 16:49:06 -04:00
466b3df048 Refactor removing unused defines. (#82115)
## About The Pull Request

Refactors a lot of the unused defines.

## Why It's Good For The Game

Refactors a lot of the unused defines.

## Changelog
Nothing player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-22 21:29:35 -06:00
SableandGitHub bd0ba3052f Add corner filled striped decals (#82116)
## About The Pull Request

Adds a corner version of the filled/warning decal.


![image](https://github.com/tgstation/tgstation/assets/102194057/24a57e6e-53b8-4a72-8ef3-b9c76205ef69)
## Why It's Good For The Game

The filled/warning decal is pretty and I wished it were easier to use in
more places but without a corner sprite corners can look weird with it
## Changelog
🆑
add: Added corner filled warning decals
/🆑
2024-03-20 15:39:59 -06:00
Bilbo367andGitHub 8dfc3a8a30 Adds very common (3+) crayon prefabs for maps (#82072)
## About The Pull Request

Adds a bunch of crayon prefabs for the maps.

## Why It's Good For The Game

Reduces 45 map Var edits, and completely removes some Var edits.
2024-03-20 13:40:52 +01:00
ef760e10cd [MIRROR] Revamps irradiated meteor effects (#26881)
* Revamps irradiated meteor effects (#81941)

## About The Pull Request

Irradiated meteors have been given a little tune-up, because they are
kind of underwhelming right now.

Presently, they do less damage than a standard meteor. At some point its
impact effect was reduced to a single radiation pulse (which does
absolutely nothing).

Now, they hit harder, deeper, and leave behind a pile of radioactive
sludge. Let's see how it looks:

![image](https://github.com/tgstation/tgstation/assets/28870487/d4670bc7-fe42-4f6b-ab1b-b56f55b1b12e)

Oof, wouldn't want that hitting MY department!

You'll have to clean up the radioactive sludge, and should probably wear
protective equipment while doing so. Also, they will show up slightly
less often now, as they are more threatening now.
## Why It's Good For The Game

Re-implements Flavor for an effect that lost its taste since being added
10 years ago. An irradiated meteor doesn't do anything besides look
pretty and green right now.

Currently irradiated meteors are really boring and not threatening --
antithetical to the idea of a "radioactive meteor". Now, there's a much
more interactive and measurable impact when one hits.
## Changelog
🆑 Rhials
balance: Irradiated meteors now hit harder and leave behind radioactive
goop.
/🆑

* Revamps irradiated meteor effects

---------

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2024-03-15 16:12:13 -04:00
RhialsandGitHub b312c6ed38 Revamps irradiated meteor effects (#81941)
## About The Pull Request

Irradiated meteors have been given a little tune-up, because they are
kind of underwhelming right now.

Presently, they do less damage than a standard meteor. At some point its
impact effect was reduced to a single radiation pulse (which does
absolutely nothing).

Now, they hit harder, deeper, and leave behind a pile of radioactive
sludge. Let's see how it looks:


![image](https://github.com/tgstation/tgstation/assets/28870487/d4670bc7-fe42-4f6b-ab1b-b56f55b1b12e)

Oof, wouldn't want that hitting MY department!

You'll have to clean up the radioactive sludge, and should probably wear
protective equipment while doing so. Also, they will show up slightly
less often now, as they are more threatening now.
## Why It's Good For The Game

Re-implements Flavor for an effect that lost its taste since being added
10 years ago. An irradiated meteor doesn't do anything besides look
pretty and green right now.

Currently irradiated meteors are really boring and not threatening --
antithetical to the idea of a "radioactive meteor". Now, there's a much
more interactive and measurable impact when one hits.
## Changelog
🆑 Rhials
balance: Irradiated meteors now hit harder and leave behind radioactive
goop.
/🆑
2024-03-13 23:31:18 +00:00
e46274fc7e [MIRROR] Spider web graphics (#26775)
* Spider web graphics

* Update icon_smoothing.dm

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2024-03-12 00:06:38 -04:00
JacquerelandGitHub 9d9da3a790 Spider web graphics (#81839)
## About The Pull Request

Here is what webs look like.
It looks like pure ass and I hate seeing it.

![image](https://github.com/tgstation/tgstation/assets/7483112/fe3279e6-4d69-48d3-abb7-fb4b1c61396e)

Here's my attempt at making them look nicer.

![image](https://github.com/tgstation/tgstation/assets/7483112/0a5b1034-f021-4a5b-bc93-c590334c7d42)

Notes: Genetics Power webs now have a slight purple tint to
differentiate them from regular spider webs, so spiders aren't confused
about why they can't cross these ones.

On the backend I condensed a lot of these typepaths to inherit from each
other instead of not doing that. In the future I am going to use this to
cut down on the excessive amount of action buttons we have for these
too.

Here's (most of) what the action buttons look like. this screenshot also
demonstrating that we have a serious problem with how many buttons we
give to spiders.

![image](https://github.com/tgstation/tgstation/assets/7483112/c78ce4f3-dbfd-4434-b318-dfe2a88ce838)

After this is merged I will embark on two further projects:
- Wallening version
- Reworking spider web placement to not be a function of having 15
action buttons, it's _so bad_.

While I was working on this I noticed that AI spiders would not
automatically place webs on certain crossable tiles, because we forgot
to pass an argument to a proc. I fixed that too.


Oh also final change I almost forgot to document:

![dreamseeker_MiooTij0sG](https://github.com/tgstation/tgstation/assets/7483112/7ae262d9-7b89-45b9-beb3-f6921963e04e)

I made you jiggle if you get stuck in a web.

## Why It's Good For The Game

The previous sprites looked bad and these look less bad.

## Changelog

🆑
fix: AI-controlled spiders can correctly recognise where they can place
webs.
image: New sprites for most kinds of spider web
/🆑
2024-03-06 16:05:49 -07:00
c2754d77ba [MIRROR] Footprint Sprites are BASED (on shoes and legs) (#26607)
* Footprint Sprites are BASED (on shoes and legs)

* Update code/modules/mob/living/carbon/human/human.dm

---------

Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2024-02-26 21:13:38 +01:00
13spacemenandGitHub ed6fced9b0 Footprint Sprites are BASED (on shoes and legs) (#81588)
Footprint sprites no longer have to be the same "shoe" sprite, they are
now based on what shoes you're wearing and what legs you have
They are also renamed, i.e., if they're paws, they're called pawprints
and not footprints
Shoes have priority over legs
I have changed monkey legs to have paw footprints

Code is from https://github.com/DaedalusDock/daedalusdock/pull/813,
except I renamed some defines and vars and tweaked it a bit

A future use for this is, adding human FOOT (not shoe) print sprites, so
people without shoes would make actual FEET print sprites
I didn't do this cuz I can't sprite, but it's possible now
Also didn't do this cuz I'd like to replace the existing footprints with
the more grimy Baystation footprints, they look much better, but that's
for a separate PR

Any lizard superfans could also sprite something for lizards, the
possibilities are endless
2024-02-22 18:04:08 +00:00
a7b1ecb585 [MIRROR] museum away mission (#26463)
museum away mission (#81208)

adds a new gateway map, the Nanotrasen Museum it is filled with
""""Mannequins"""" and Common Core lore
im not putting the preview here because you really should explore it
yourself but if youre that curious i think the Checks tab in mapdiffbot
would have it
this gateway map contains no combat unless you count falling into chasms
because you did not carry a light
or going into the boarded room with no loot or any incentive with
obvious signs that there is the sole enemy on the map in there
the loot is the lore ok thanks

also makes mines detonate if theyre detonated by a non-mob im pretty
sure this couldnt have been intentional
trams stop chasms
and also the relevant items

<details>
  <summary>on second thought if you want spoilers check this</summary>

![image](https://github.com/tgstation/tgstation/assets/70376633/41ab2db1-55ce-4371-8594-a1d8961c37c3)

</details>

more gateway maps = good

🆑
add: nanotrasen museum gateway map
/🆑

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-20 01:00:11 +01:00
876357d6a5 [MIRROR] Revenants no longer make noise walking into gibs (#26500)
* Revenants no longer make noise walking into gibs (#81420)

## About The Pull Request

Turns the hardcoded sound that plays when you walk into some gibs into
an Element and adds a check for flying to avoid playing the sound,
fixing Revenants, Holoparasites, and other mobs that fly from making
noise when "walking" into a pool of blood.

## Why It's Good For The Game

I was observing a revenant and heard them making noise from walking over
blood, thought it was kinda f*cked up

## Changelog

🆑
fix: Revenants (and other flying mobs) will not make noise when walking
into pools of gibs,
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Revenants no longer make noise walking into gibs

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2024-02-14 06:26:40 -05:00
d604a87b06 Revenants no longer make noise walking into gibs (#81420)
## About The Pull Request

Turns the hardcoded sound that plays when you walk into some gibs into
an Element and adds a check for flying to avoid playing the sound,
fixing Revenants, Holoparasites, and other mobs that fly from making
noise when "walking" into a pool of blood.

## Why It's Good For The Game

I was observing a revenant and heard them making noise from walking over
blood, thought it was kinda f*cked up

## Changelog

🆑
fix: Revenants (and other flying mobs) will not make noise when walking
into pools of gibs,
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-13 17:07:16 +01:00
5489126089 [MIRROR] Adds fire ants as a chem (#26455)
* Adds fire ants as a chem (#81214)

## About The Pull Request
Adds fire ants as a chem. They work pretty much exactly the same as
normal ants, but they deal roughly 2x damage. Also mildly cleans up
whatever ant code I touched
## Why It's Good For The Game
Doesn't really make sense that when you scoop up an anthill of fire
ants, you get a beaker full of normal ants. It's honestly an injustice.
Also, new flavours for the bartender and chef to work with are always
nice.
## Changelog
🆑
add: Fire ants can now be scooped up and used as a chem like normal
space ants
/🆑

---------

Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>

* Adds fire ants as a chem

---------

Co-authored-by: Nick <42454181+Momo8289@users.noreply.github.com>
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
2024-02-10 23:20:14 -05:00
fbe6e2ebba museum away mission (#81208)
## About The Pull Request

adds a new gateway map, the Nanotrasen Museum it is filled with
""""Mannequins"""" and Common Core lore
im not putting the preview here because you really should explore it
yourself but if youre that curious i think the Checks tab in mapdiffbot
would have it
this gateway map contains no combat unless you count falling into chasms
because you did not carry a light
or going into the boarded room with no loot or any incentive with
obvious signs that there is the sole enemy on the map in there
the loot is the lore ok thanks

also makes mines detonate if theyre detonated by a non-mob im pretty
sure this couldnt have been intentional
trams stop chasms
and also the relevant items

<details>
  <summary>on second thought if you want spoilers check this</summary>


![image](https://github.com/tgstation/tgstation/assets/70376633/41ab2db1-55ce-4371-8594-a1d8961c37c3)

</details>

## Why It's Good For The Game

more gateway maps = good

## Changelog
🆑
add: nanotrasen museum gateway map
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-11 03:17:55 +01:00
815c7913d7 Adds fire ants as a chem (#81214)
## About The Pull Request
Adds fire ants as a chem. They work pretty much exactly the same as
normal ants, but they deal roughly 2x damage. Also mildly cleans up
whatever ant code I touched
## Why It's Good For The Game
Doesn't really make sense that when you scoop up an anthill of fire
ants, you get a beaker full of normal ants. It's honestly an injustice.
Also, new flavours for the bartender and chef to work with are always
nice.
## Changelog
🆑
add: Fire ants can now be scooped up and used as a chem like normal
space ants
/🆑

---------

Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2024-02-11 00:34:48 +01:00
5543a44882 [MIRROR] ArcMining Pr Beta: Version 1.2 (#26205)
ArcMining Pr Beta: Version 1.2 (#78524)

This one's not like the last one, so much so that I'm not even going to
outsource the PR description to a robot this time!
Basically, **You should read the PR body before assuming that everything
is the same as last time. It's not.**

Click the link below to see a video summary of the main features of this
pull request.
https://youtu.be/Aho2omR0mjY?feature=shared

This pull request serves as a large rework of minerals produced by
mining, and by extension mining itself. I'll try and list each change
and it's associated nuance here.

The biggest addition to the game with ArcMining is **Ore Vents**. Ore
vents spawn as a ruin on the map, placing a randomized ore vent onto map
generation. Ore vents spawn in 3 different sizes, **Small, Medium, and
Large**. These vents will pick from a pool of materials they can
generate, and will hang out across the map. A player can use a mining
scanner to discover an ore vent, granting a small quantity of **mining
points** to begin with. Once scanned, ore vents will show what minerals
that ore vent will generate after they're fully tapped.

Scanning the vent again will trigger the extraction process. A small
drone will fly down, called the NODE drone, and buckle onto the vent.
Your job during wave defense is to protect the drone and to defeat waves
of randomly spawning mobs (dependent on if you're on lavaland or on
icebox). The quantity, duration, and time between waves is scaled to the
size of the vent you're protecting. Starting by scanning and protecting
lower tier vents earlier in the shift is a safer bet than doing a large
vent in the first few minutes. The drone has 500 health, and can take a
good few hits, but leaving it alone will cause it to meet an unfortunate
end quite quickly.

Cooperation can be your best asset, as mining with allies can greatly
help with wave defense, and mineral points are granted to anyone who
helps with defending the ore vent equally (So 500 * size tier,
regardless of how much help you receive). Once complete, the ore vent
will have a mining machine constructed on top of it, and will start to
dredge up **Boulders** from the earth automatically. More on boulders
later.

Ore vents can be located based on your mining scanner, and will provide
an appropriate audio cue based on if the ore vent has been discovered or
not, and once processed will no longer alert you to it's presence.

**Each station comes with a free vent that produces exclusively iron and
glass, free of charge.** This is to help with shifts where the station
may not have shaft miners to produce minerals, and to provide the
station with a baseline amount of minerals where none may exist
otherwise.

Mineral generation has been completely reworked. Previously, Mineral
Generation had a flat 13% spawn rate in-game. Once minerals spawned,
they would also have a chance to propagate their minerals to nearby
tiles, resulting in a rather massive pool of minerals that could spawn
throughout lavaland on the whole.

This tweaks that, by making minerals in walls spawn based on their
proximity to ore vents on maps that use cave generation. Both the
probability, and quantity of ores spawning in walls is scaled based on
distance, with ore vents looking like large caches of ores found in
walls. This makes following ores found in walls and checking their
quantity of minerals spawned a good indicator of how close you are to a
nearby vent in-round.

This means you can collect some points form both discovering ore vents
first, as well as collecting their surrounding ores, turn those in for
mining points, and then trading them in for gear upgrades to more
effectively take on ore vents. As a result of tweaking the balance of
this, the total amount of ores spawned in walls overall has been
decreased. However, by making more of the process time based, we still
result in a mostly balanced finished product.

On station, there are now three new machines. These are the BRM, the
Refinery, and the Smelter.

- The BRM acts as a teleporter. Instead of needing to carry boulders
back to the station, you can activate the BRM, and it will automatically
pick boulders to teleport back to itself. You can use this to teleport
boulders dredged up from lavaland onto the station for processing. **The
BRM will only lock on to boulders that are resting on an ore vent.**
Moving boulders back by hand will mean you'll have to haul it back by
hand.
- The refinery processes the non-metallic materials out of boulders.
This process sends the materials straight to the ORM, and collects
mining points from the ores smelted in the machine. Swiping with an ID
card lets you withdraw those points for your own personal account, but
remember that these points are for your whole team to share from. The
**Mining points obtained from this process is only 75% of the amount an
equivalent amount of ores would provide.**
- The smelter works nearly identically, however the smelter produces
metallic materials out of boulders instead.
- Once a boulder has had all of it's materials extracted, it's broken
down and deleted from the line. Otherwise, the boulder is spat out for
the next machine to process it (either the refinery or smelter).
- Once there's no minerals left in a boulder of any type, the refinery
or smelter will break the boulder down.
- Boulders **do not stack onto tiles with each other**, so they'll block
each other when pulled or when moving on a conveyor belt.

Boulders can also be processed by hand. Using a mining tool on a boulder
with right click will allow you to break down a boulder into it's
composite ores, but limits you to a maximum of 10 ore per boulder, where
the full amount can be extracted using the proper processing machines.
Also, processing by hand does deal small amounts of stamina damage over
time, do breaking a full large boulder can be particularly taxing.

Additional Boulder Processing Machines can be built, with the BRM board
being obtained from the Protolathe, while the Smelter and Refinery
boards being obtainable from the Autolathe instead. A _boulder
processing beacon_ can also be obtained from the mining points vendor as
a reward to assist with boulder processing. Boulder processing beacons
can be used to spawn in a new BRM, refinery, and smelter on the tile the
user is standing on, however **you'll still need to link them to the
ORM**!

All three machines can be upgraded with Stock Parts, allowing for **more
boulders to be processed at a time**. It does not, however, increase the
amount of minerals received from boulders, or points earned.

Mining borgs have been given some minor adjustments to compensate for
the changes to mining. Their mineral scanner, which now has an active
component to gameplay, is now a module as opposed to built into the mob.
This module allows for the same ability to discover and start waves of
monsters to fight.

Mining modules will find that their PKA now has a total of 90% mod
capacity as compared to the 80% they had before, to allow for more
robust defense of ore vents.

In addition, all borgs and AIs can interact with the BRM for boulder
collection.

Mining Mechs have had their utility tweaked as a result of these changes
as well. Mineral scanners to be used on mining mechs now have a larger
radius by comparison to their handheld cousins. Similarly, it now has an
active scanning button, which will actively discovery nearby ore vents.
To begin wave defense, you will need to hop out and scan a second time
however, so that you can properly accept the risks of drawing a horde of
bloodthirsty wildlife towards you and your companions.

Mechs can also manually process boulders, similar to mining tools using
their drill.

Golems, being more gentle and less aggressive than humans, while being
made out of LITERAL ROCKS, have a greater need to secure access to ores
and minerals to eat. As such, they have adapted to be able to do two new
things:

- Golems may now right click ore vents to be able to manually haul a
boulder out of the vent. This costs a hefty amount of stamina, but it
allows for golems to avoid combat during regular gameplay.
- Golems may now left click a boulder with an open hand in order to
manually process a boulder like a pickaxe. While not faster, it is
consistent and prevents golems from starving if they have access to a
vent, but no ores, somehow.

The labor camp, being a camp for rehabilitation and ~~excessive manual
labor~~ has been tweaked. Boulders now replace the random minerals
located on their island, and to acquire their prizes inside, much be
excavated and then broken out of the rock. Now YOU TOO can excavate
minerals and become a true mineral hero by working your way to freedom.

As a result of fewer mining points being available across the map due to
the new ore spawning mechanics, and the shift in how and when ores will
be coming in, almost every progress based mining point cost has been
reduced by around 10-20%. Many numbers are still subject to change at
present, but the idea is that core progress unlocks should be made a bit
more available earlier in the round before players can start to solo or
duo larger or more difficult ore vents, after which they'll be rolling
in ores.

Every once in awhile, an unusual boulder will get hauled up from the
mineral rich depths of lavaland. These **Artifact boulders** can
occasionally produce rare items, but for now they've mostly just been
pulling up **Strange objects** for science. Nanotrasen Natural Sciences
department will reward you extra points to be collected by boulder
processing machines for successfully extracting one. In the future, this
opens up a passive reward space that mining can reward to the station,
like providing cytology DNA samples, ancient seeds, or other artifacts.

- Boulders can be stored in all varieties of ore boxes (ground, mech)
should you choose, however as mentioned it's best to leave them where
they spawn and teleport them to the station for convenience.
- Maps that are not subject to cave generation will find that they are
largely untouched in terms of mineral balance.
- Future or existing ruins can now be tweaked to have a mineral balance
cost, as the ore vent ruin does. This will allow us to spawn in more
interesting ruins for pre-made combat challenges.
- There are unique ore vents that spawn across the map, that will summon
a boss mob relevant to that map. If the boss mob is defeated, that vent
will spawn large boulders pulling from every possible ore type that can
spawn. Not for the faint of heart!
- Similarly, the number of ore vents and mineral budget is now
adjustable in the cave generation procs, so maps may spawn with more or
less ore vents as desired for balance.
- Artifact boulders opens up a LOT of room for possible future content
like archaeology, xenoarch, artisci, and other design spaces!
- Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in
addition to boss ore vents.
- **I'll add more to this as I get asked questions and remember things,
this is a huge PR and I'm confident I've missed at least something**

I outlined a lot of this in #78040, so I'll try and keep this relatively
snappy this time, while noting that I've made some concessions to make
the whole system a lot more playable while not trying to break out
design decisions that are at the end of the day, better for the game and
the overall resource balance in round.

Minerals are a very poorly balanced system, and have been since their
inception many years ago. We heavily rely on mineral balance in round,
and yet we've really only balanced it by introducing so much supply that
there's no equivalent exchange for materials that doesn't just heavily
flood the exchanged material. For example, items printed from materials
that are otherwise considered "rare" on master exist in such quantities
and they'll never practically run out in our allotted 90 minute time
slot design. This PR adjusts how ores spawn to a point where we can
minimize the amount of ores that need to exist on the map for mining to
be able to progress, while still providing enough resources for the
station that it covers the needs of the station adequately.

Miners will need to be more strategic about what resources they've
collected, and be able to make decisions about which vents are worth the
risk of attempting to fight, how to prepare for a wave defense, and when
to head back up for upgrades, while finally giving them at least some
kind of incentive to work together and use different equipment.
Resonators make cleaning up the caves around vent easy, sandbags set up
easy defenses for your vent, mechs can serve as a wider range radar
while mining, all while still providing a new gameplay loop to mining.

By limiting the amount of ores that can enter the round from the
massive, massive amounts that were coming into the round beforehand (see

gameplay to the processing of minerals. I have some plans for that,
however this PR already got bloated really REALLY badly due to scope
creep and the number of intersecting systems that rammed into each other
to make this PR possible. So that'll be next. Plus, as I've mentioned,
we open up places for ore processing to find fossils, relics, and other
things that can implemented down the line.

Overall, I don't expect this PR to save or kill ore balance, but we gain
a LOT more control over it through the use of our mining defines
attached to this PR, and at the end of the day, that's a great place to
start off of.

🆑
add: Added ore vents. Scanning them with mining scanners shows what
minerals they contain. Scan again to fight off a horde of beasts as your
drone assistant excavates the vent, so the ore vent will produce mineral
boulders!
bal: Ores that spawn in walls now spawn based on their proximity to ore
vents, with their chance to spawn and their minerals contained scaling
from low to high.
add: Added the BRM, Refinery, and Smelter. These pieces of equipment are
used to process ore boulders into minerals for the station. Stock Part
upgrades allow more boulders to be processed at one time. They collect
mining points as well, to be redeemed with an ID card swipe.
add: Boulders are teleported to the station via the BRM if left
untouched. Boulders can also be cracked open for a reduced amount of ore
using pickaxes or golems hands.
add: All stations come equipt with a pre-excavated ore vent, which
produces a basic supply of iron and glass only. Scan other vents for
your critical resources!
add: Look there's a shit ton of changes on mining, for more detail check
out the Pull Request: https://github.com/tgstation/tgstation/pull/78524.
sound: New sounds and noises for your high octane factorio-like
gameplay!
image: All new boulder sprites for the new minerals and rocks added to
the mining gameplay loop, as well as mining machines!
image: Overlays appear over vents when scanned to let you know their
contents at a glance when actively scanned with any mining scanners.
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-22 01:33:55 +01:00
002051a3d5 ArcMining Pr Beta: Version 1.2 (#78524)
This one's not like the last one, so much so that I'm not even going to
outsource the PR description to a robot this time!
Basically, **You should read the PR body before assuming that everything
is the same as last time. It's not.**

## Video Summary
Click the link below to see a video summary of the main features of this
pull request.
https://youtu.be/Aho2omR0mjY?feature=shared

## About The Pull Request
This pull request serves as a large rework of minerals produced by
mining, and by extension mining itself. I'll try and list each change
and it's associated nuance here.

### Ore Vents
The biggest addition to the game with ArcMining is **Ore Vents**. Ore
vents spawn as a ruin on the map, placing a randomized ore vent onto map
generation. Ore vents spawn in 3 different sizes, **Small, Medium, and
Large**. These vents will pick from a pool of materials they can
generate, and will hang out across the map. A player can use a mining
scanner to discover an ore vent, granting a small quantity of **mining
points** to begin with. Once scanned, ore vents will show what minerals
that ore vent will generate after they're fully tapped.

Scanning the vent again will trigger the extraction process. A small
drone will fly down, called the NODE drone, and buckle onto the vent.
Your job during wave defense is to protect the drone and to defeat waves
of randomly spawning mobs (dependent on if you're on lavaland or on
icebox). The quantity, duration, and time between waves is scaled to the
size of the vent you're protecting. Starting by scanning and protecting
lower tier vents earlier in the shift is a safer bet than doing a large
vent in the first few minutes. The drone has 500 health, and can take a
good few hits, but leaving it alone will cause it to meet an unfortunate
end quite quickly.

Cooperation can be your best asset, as mining with allies can greatly
help with wave defense, and mineral points are granted to anyone who
helps with defending the ore vent equally (So 500 * size tier,
regardless of how much help you receive). Once complete, the ore vent
will have a mining machine constructed on top of it, and will start to
dredge up **Boulders** from the earth automatically. More on boulders
later.

Ore vents can be located based on your mining scanner, and will provide
an appropriate audio cue based on if the ore vent has been discovered or
not, and once processed will no longer alert you to it's presence.

**Each station comes with a free vent that produces exclusively iron and
glass, free of charge.** This is to help with shifts where the station
may not have shaft miners to produce minerals, and to provide the
station with a baseline amount of minerals where none may exist
otherwise.

### Mineral Generation
Mineral generation has been completely reworked. Previously, Mineral
Generation had a flat 13% spawn rate in-game. Once minerals spawned,
they would also have a chance to propagate their minerals to nearby
tiles, resulting in a rather massive pool of minerals that could spawn
throughout lavaland on the whole.

This tweaks that, by making minerals in walls spawn based on their
proximity to ore vents on maps that use cave generation. Both the
probability, and quantity of ores spawning in walls is scaled based on
distance, with ore vents looking like large caches of ores found in
walls. This makes following ores found in walls and checking their
quantity of minerals spawned a good indicator of how close you are to a
nearby vent in-round.

This means you can collect some points form both discovering ore vents
first, as well as collecting their surrounding ores, turn those in for
mining points, and then trading them in for gear upgrades to more
effectively take on ore vents. As a result of tweaking the balance of
this, the total amount of ores spawned in walls overall has been
decreased. However, by making more of the process time based, we still
result in a mostly balanced finished product.

### Boulder Processing
On station, there are now three new machines. These are the BRM, the
Refinery, and the Smelter.

- The BRM acts as a teleporter. Instead of needing to carry boulders
back to the station, you can activate the BRM, and it will automatically
pick boulders to teleport back to itself. You can use this to teleport
boulders dredged up from lavaland onto the station for processing. **The
BRM will only lock on to boulders that are resting on an ore vent.**
Moving boulders back by hand will mean you'll have to haul it back by
hand.
- The refinery processes the non-metallic materials out of boulders.
This process sends the materials straight to the ORM, and collects
mining points from the ores smelted in the machine. Swiping with an ID
card lets you withdraw those points for your own personal account, but
remember that these points are for your whole team to share from. The
**Mining points obtained from this process is only 75% of the amount an
equivalent amount of ores would provide.**
- The smelter works nearly identically, however the smelter produces
metallic materials out of boulders instead.
- Once a boulder has had all of it's materials extracted, it's broken
down and deleted from the line. Otherwise, the boulder is spat out for
the next machine to process it (either the refinery or smelter).
- Once there's no minerals left in a boulder of any type, the refinery
or smelter will break the boulder down.
- Boulders **do not stack onto tiles with each other**, so they'll block
each other when pulled or when moving on a conveyor belt.

Boulders can also be processed by hand. Using a mining tool on a boulder
with right click will allow you to break down a boulder into it's
composite ores, but limits you to a maximum of 10 ore per boulder, where
the full amount can be extracted using the proper processing machines.
Also, processing by hand does deal small amounts of stamina damage over
time, do breaking a full large boulder can be particularly taxing.

Additional Boulder Processing Machines can be built, with the BRM board
being obtained from the Protolathe, while the Smelter and Refinery
boards being obtainable from the Autolathe instead. A _boulder
processing beacon_ can also be obtained from the mining points vendor as
a reward to assist with boulder processing. Boulder processing beacons
can be used to spawn in a new BRM, refinery, and smelter on the tile the
user is standing on, however **you'll still need to link them to the
ORM**!

All three machines can be upgraded with Stock Parts, allowing for **more
boulders to be processed at a time**. It does not, however, increase the
amount of minerals received from boulders, or points earned.

### Mining Borg Tweaks
Mining borgs have been given some minor adjustments to compensate for
the changes to mining. Their mineral scanner, which now has an active
component to gameplay, is now a module as opposed to built into the mob.
This module allows for the same ability to discover and start waves of
monsters to fight.

Mining modules will find that their PKA now has a total of 90% mod
capacity as compared to the 80% they had before, to allow for more
robust defense of ore vents.

In addition, all borgs and AIs can interact with the BRM for boulder
collection.

### Mining Mech Tweaks
Mining Mechs have had their utility tweaked as a result of these changes
as well. Mineral scanners to be used on mining mechs now have a larger
radius by comparison to their handheld cousins. Similarly, it now has an
active scanning button, which will actively discovery nearby ore vents.
To begin wave defense, you will need to hop out and scan a second time
however, so that you can properly accept the risks of drawing a horde of
bloodthirsty wildlife towards you and your companions.

Mechs can also manually process boulders, similar to mining tools using
their drill.

### Golem Tweaks
Golems, being more gentle and less aggressive than humans, while being
made out of LITERAL ROCKS, have a greater need to secure access to ores
and minerals to eat. As such, they have adapted to be able to do two new
things:

- Golems may now right click ore vents to be able to manually haul a
boulder out of the vent. This costs a hefty amount of stamina, but it
allows for golems to avoid combat during regular gameplay.
- Golems may now left click a boulder with an open hand in order to
manually process a boulder like a pickaxe. While not faster, it is
consistent and prevents golems from starving if they have access to a
vent, but no ores, somehow.

### Gulag Tweaks
The labor camp, being a camp for rehabilitation and ~~excessive manual
labor~~ has been tweaked. Boulders now replace the random minerals
located on their island, and to acquire their prizes inside, much be
excavated and then broken out of the rock. Now YOU TOO can excavate
minerals and become a true mineral hero by working your way to freedom.

### Mining Point Changes
As a result of fewer mining points being available across the map due to
the new ore spawning mechanics, and the shift in how and when ores will
be coming in, almost every progress based mining point cost has been
reduced by around 10-20%. Many numbers are still subject to change at
present, but the idea is that core progress unlocks should be made a bit
more available earlier in the round before players can start to solo or
duo larger or more difficult ore vents, after which they'll be rolling
in ores.

### Rarities
Every once in awhile, an unusual boulder will get hauled up from the
mineral rich depths of lavaland. These **Artifact boulders** can
occasionally produce rare items, but for now they've mostly just been
pulling up **Strange objects** for science. Nanotrasen Natural Sciences
department will reward you extra points to be collected by boulder
processing machines for successfully extracting one. In the future, this
opens up a passive reward space that mining can reward to the station,
like providing cytology DNA samples, ancient seeds, or other artifacts.

### Misc notes

- Boulders can be stored in all varieties of ore boxes (ground, mech)
should you choose, however as mentioned it's best to leave them where
they spawn and teleport them to the station for convenience.
- Maps that are not subject to cave generation will find that they are
largely untouched in terms of mineral balance.
- Future or existing ruins can now be tweaked to have a mineral balance
cost, as the ore vent ruin does. This will allow us to spawn in more
interesting ruins for pre-made combat challenges.
- There are unique ore vents that spawn across the map, that will summon
a boss mob relevant to that map. If the boss mob is defeated, that vent
will spawn large boulders pulling from every possible ore type that can
spawn. Not for the faint of heart!
- Similarly, the number of ore vents and mineral budget is now
adjustable in the cave generation procs, so maps may spawn with more or
less ore vents as desired for balance.
- Artifact boulders opens up a LOT of room for possible future content
like archaeology, xenoarch, artisci, and other design spaces!
- Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in
addition to boss ore vents.
- **I'll add more to this as I get asked questions and remember things,
this is a huge PR and I'm confident I've missed at least something**

## Why It's Good For The Game

I outlined a lot of this in #78040, so I'll try and keep this relatively
snappy this time, while noting that I've made some concessions to make
the whole system a lot more playable while not trying to break out
design decisions that are at the end of the day, better for the game and
the overall resource balance in round.

Minerals are a very poorly balanced system, and have been since their
inception many years ago. We heavily rely on mineral balance in round,
and yet we've really only balanced it by introducing so much supply that
there's no equivalent exchange for materials that doesn't just heavily
flood the exchanged material. For example, items printed from materials
that are otherwise considered "rare" on master exist in such quantities
and they'll never practically run out in our allotted 90 minute time
slot design. This PR adjusts how ores spawn to a point where we can
minimize the amount of ores that need to exist on the map for mining to
be able to progress, while still providing enough resources for the
station that it covers the needs of the station adequately.

Miners will need to be more strategic about what resources they've
collected, and be able to make decisions about which vents are worth the
risk of attempting to fight, how to prepare for a wave defense, and when
to head back up for upgrades, while finally giving them at least some
kind of incentive to work together and use different equipment.
Resonators make cleaning up the caves around vent easy, sandbags set up
easy defenses for your vent, mechs can serve as a wider range radar
while mining, all while still providing a new gameplay loop to mining.

By limiting the amount of ores that can enter the round from the
massive, massive amounts that were coming into the round beforehand (see
#78346 ), we can make ore processing more meaningful by adding more
gameplay to the processing of minerals. I have some plans for that,
however this PR already got bloated really REALLY badly due to scope
creep and the number of intersecting systems that rammed into each other
to make this PR possible. So that'll be next. Plus, as I've mentioned,
we open up places for ore processing to find fossils, relics, and other
things that can implemented down the line.

Overall, I don't expect this PR to save or kill ore balance, but we gain
a LOT more control over it through the use of our mining defines
attached to this PR, and at the end of the day, that's a great place to
start off of.

## Changelog

🆑
add: Added ore vents. Scanning them with mining scanners shows what
minerals they contain. Scan again to fight off a horde of beasts as your
drone assistant excavates the vent, so the ore vent will produce mineral
boulders!
bal: Ores that spawn in walls now spawn based on their proximity to ore
vents, with their chance to spawn and their minerals contained scaling
from low to high.
add: Added the BRM, Refinery, and Smelter. These pieces of equipment are
used to process ore boulders into minerals for the station. Stock Part
upgrades allow more boulders to be processed at one time. They collect
mining points as well, to be redeemed with an ID card swipe.
add: Boulders are teleported to the station via the BRM if left
untouched. Boulders can also be cracked open for a reduced amount of ore
using pickaxes or golems hands.
add: All stations come equipt with a pre-excavated ore vent, which
produces a basic supply of iron and glass only. Scan other vents for
your critical resources!
add: Look there's a shit ton of changes on mining, for more detail check
out the Pull Request: https://github.com/tgstation/tgstation/pull/78524.
sound: New sounds and noises for your high octane factorio-like
gameplay!
image: All new boulder sprites for the new minerals and rocks added to
the mining gameplay loop, as well as mining machines!
image: Overlays appear over vents when scanned to let you know their
contents at a glance when actively scanned with any mining scanners.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@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: Jacquerel <hnevard@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-21 11:32:05 -05:00
9a3fb5c5c1 [MIRROR] FOV is Dead (Long Live FOV) [MDB IGNORE] (#25600)
* FOV is Dead (Long Live FOV)

* Update _megafauna.dm

* Update _vehicle.dm

* FOV Hotfix: Actually offsets gameplane render relays

* removes redundant visual_shadow

* removes GAME_PLANE_UPPER references

* Update mob_movement.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-23 17:47:07 +00:00
LemonInTheDarkandGitHub f03084c1ca FOV is Dead (Long Live FOV) (#80062)
## About The Pull Request

FOV as it is currently implemented is incompatible* with wallening.
I'm doin wallening, so we gotta redo things here.

The issue is the masking of mobs. Wallening relies on sidemap (layering
based off physical position), which only works on things on the same
plane (because planes are basically sheets we render down onto)
So rather then masking mobs, let's reuse the masking idea from old fov,
and use it to cut out a bit of the game render plane, and
blur/over-saturate the bit that's masked out.

My hope is this makes things visible in light, but not as much in
darkness, alongside making more vivid shit more easily seen (just like
real life)

Here's some videos, what follows after is the commits I care about
(since I had to rip a bunch of planes to nothing, so the files changed
tab might be a bit of a mess)

Oh also I had to remove the darkness pref since the darkness is doing a
lot of the heavy lifting now. I'm sorry.

Edit:
NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a
better future.


https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609


https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8

## Commits I Care About

[Implements something like fov, but without the planes as layers
hell](https://github.com/tgstation/tgstation/commit/a604c7b1c8d74cd27af4d806d85892c1f7e35ba8)

Rather then masking out mobs standing behind us, we use a combo color
matrix and blur filter to make the stuff covered by fov harder to see.

We achive this by splitting the game plane into two, masking both by fov
(one normally and one inversely), and then applying effects to one of
the two.

I want to make the fov fullscreens more gradient, but as an effect this
is a good start

[Removes WALL_PLANE_UPPER by adding a WALL_PLANE overlay to material
walls (init cost comes
here)](https://github.com/tgstation/tgstation/commit/25489337392f708cb337fbf05a2329eacdfc5346)

@Mothblocks see this. comment in commit explains further but uh, we need
to draw material walls to the light mask plane so things actually can be
seen on them, but we can't do that and also have them be big, so they
get an overlay. Sorry, slight init time bump, about 0.5 seconds. I can
kill it with wallening.

[Moves SEETHROUGH_PLANE above
ABOVE_GAME_PLANE](https://github.com/tgstation/tgstation/commit/beec4c00e01d34a04fba7c2bb98a9b70d27ead82)

I don't think it actually wants to draw here
@Time-Green I think this was you so pinging for opinion

[Resprites FOV masks to be clean (and more
consistent)](https://github.com/tgstation/tgstation/pull/80062/commits/f02ad13696b3b17658af612c62848b48609d785d)

[f02ad13](https://github.com/tgstation/tgstation/pull/80062/commits/f02ad13696b3b17658af612c62848b48609d785d)

This is 100% donglesplonge's work, he's spent a week or so going back
and forth with me sharpening these to a mirror shine, real chill

## Why It's Good For The Game

Walls are closing in

## Changelog
🆑 LemonInTheDark, Donglesplonge
image: Redoes fov "mask" sprites. They're clean, have a very pleasant
dithering effect, and look real fuckin good!
del: Changed FOV, it no longer hides mobs, instead it blurs the hidden
area, and makes it a bit darker/oversaturated
/🆑

###### * It's technically possible if we start using render targets to
create 2 sets of sources but that's insane and we aren't doing it
2023-12-13 15:52:24 +01:00
f432051f79 [MIRROR] Adds a sleeve of tiling colors for several holidays. [MDB IGNORE] (#24831)
* Adds a sleeve of tiling colors for several holidays. (#79188)

## About The Pull Request
Inspired by #79108. This concerns Christmas, many national holidays and
a few gimmicky ones where it'd make sense.

Oh, yeah, I've also added "Sacrebleu" to the list of possible station
prefixes for the Bastille day, since "Merde" is already there.

<details>
<summary>some screenshots (got tired of restarting the server over and
over halfway through)</summary>

### St. Patrick (Ireland) :
![Booze Complex Fifty-Four 2023-03-17
090724](https://github.com/tgstation/tgstation/assets/42542238/c09e6c3d-8fab-45d6-802e-13687e83b9a7)

### Bastille Day (France) :
![Merde Tomb Seventeen 2023-07-14
084422](https://github.com/tgstation/tgstation/assets/42542238/045f7c32-9a17-4e24-9d33-c51596e348e6)

### Waitangi Day (Union Jack colors, New Zealand) :
**No, it isn't the french flag again, it's the tram tiles that always
display the pattern in vertical stripes...**
![Southern Cross Outpost 39 2023-02-06
012622](https://github.com/tgstation/tgstation/assets/42542238/f6e24875-35b0-4b03-a4f8-72f8d976005d)

### Christmas (Before I realized it looks like the italian flag so I've
removed the white) :
![Festive Space-hulk XLIII 2023-12-25
013720](https://github.com/tgstation/tgstation/assets/42542238/8328ff54-88d9-4be6-9d5e-773fbba7046c)
</details>

## Why It's Good For The Game
Implemeting a smidge of festivity and/or celebration to several
holidays. Open to suggestions and thoughts.

## Changelog

🆑
image: Several holidays now have themed floor and tram tiling.
/🆑

* Adds a sleeve of tiling colors for several holidays.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-11-06 21:22:23 -05:00