Commit Graph

22 Commits

Author SHA1 Message Date
SyncIt21 468b351b86 Axes grind & juice vars into procs (#94592)
## About The Pull Request
Inspired by #94233. `grind_results`(list) & `juice_typepath`(typepath)
are only used when grinding & juicing after which the atom is deleted.
This means if that object is not processed these vars occupy memory &
don't do anything.

Now these values are only generated on demand by calling their
respective procs. Considering how these vars are on the obj level the
memory savings are quite significant

## Changelog
🆑
refactor: grinding & juicing have been refactored to occupy low memory.
Report bugs on github
code: improved grinding & juicing code
/🆑
2025-12-25 20:40:35 +01:00
MrMelbert 6395f12833 Adds a rewards bonus for nohitting combat bitrunning domains (#93531)
## About The Pull Request

Completing a combat bitrunning domain grants 0.8 score bonus per player
that escaped without being hit

## Why It's Good For The Game

I figured it be a fun challenge to try to nohit these things, especially
the megafauna ones. For a bonus.

## Changelog

🆑 Melbert
add: Nohitting a combat bitrunning domain rewards a higher score.
/🆑
2025-11-01 13:39:08 +01:00
KingkumaArt b23b4c0fb0 Buffs the amount EMPs drain cells to be worthwhile (#92902)
Simply put, EMPs now drain cells at hopefully decent rates. Starting at
basic high capacity, a heavy emp (aka a direct ion rifle hit) drains 1/3
of the battery, with each successive tier of cell taking an extra heavy
emp to drain it. At the end, the data looks like this:

- Basic Cell: Instantly drained. Unchanged.
- High Capacity: 3 hits
- Super Capacity: 4 Hits
- Hyper Capacity: 6 Hits
- Bluespace: 8 hits.

Also potatoes take halfed emp damage, because theres not really much
silicon to emp, given its a potato.
## Why It's Good For The Game

As of now, this is the stats to drain a cell with EMPs. (Do note some
stuff just doesnt drain at all and this is for those that do just run
the proc to the cell itself)

- Basic Cell: Instantly drained.
- High Capacity: 10 hits
- Super Capacity: 20 Hits
- Hyper Capacity: 30 Hits
- Bluespace: 40 hits.

The EMP gun on the station can shoot 10 bolts before needing a recharge.
It is *physically impossible* to use the ion to depower something with
an upgraded cell without needing to reload, and even landing 10 direct
hits with the ion to bring down a stock cell is frankly a big ask.
Additionally, using emps as crew or sec runs the risk of you getting
caught in the splash damage and now your modsuit/pda/whatever doesnt
work. Hopefully, this will make the EMP gun actually useful for its
intended purpose of countering silicons/mechs.

## Changelog
🆑 WebcomicArtist
balance: EMPs now drain cells better, starting at 3 emps to drain a
basic cell, up to 8 for bluespace.
/🆑

---------

Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2025-09-14 23:32:32 -04:00
Krysonism 52ef858a2c Lead pipe is now fireproof and acidproof. (#91859)
## About The Pull Request

The lead pipe is now fire proof and acid proof, it can still be melted
by lava.

## Why It's Good For The Game

My perfect half catgirl, half moth half sec officer frankenstein got set
on fire and his lead pipe arm melted.

Lead is highly resistant to common strong acids like sulphuric and
hydrochloric acids, in fact, the historical process for making sulphuric
acid is called the lead chamber process. It was the only metal that they
had which was unaffected by the acid.

While lead has a low melting point, it does not ignite when exposed to
flame.

## Changelog

🆑
balance: the lead pipe is now fire and acid proof.
/🆑
2025-06-29 13:36:54 +02:00
Ghom 14fb86e3e8 Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
## About The Pull Request
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.

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

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

## Changelog

🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
2025-06-08 13:57:10 +02:00
_0Steven fe1e071499 Bitrunning Gimmick Loadout Disks (feat. minor disk load refactor) (#88716)
## About The Pull Request

Where I forget about a pr for 5 months.

This started because there was a pr that made it so skills transfer
between the real and the digital, and so I thought it'd be really funny
if I could train boxing in virtual reality... but there's no easy way to
get boxing gloves or anything like it in the virtual world...
So! I decided to make a disk for it, but then thought about fishing and
gaming and-
Anyhow it all went downhill from there and here we are now: Gimmick
Disks. (And a refactor of disk loading)

This implements a new type of bitrunning disk that instead of a single
item or ability, grants a full set of thematic items/abilities!
Unhelpfully cosplay as a wizard! Game inside your game! Down a digital
protein shake and box some simplemobs!
As the name "Gimmick" implies, these are primarily intended to help
shake up the sometimes stale bitrunner gameplay.
By letting you invoke, if you so desire, what to me is the most
enjoyable gaming experience: doing stupid shit with your buddies.

To facilitate the new type of disk I had to refactor disk loading, as it
was hardcoded to the item types.
Instead, we make disk loading send a signal to the bitrunner, and
register for this when held in their inventory.
This allows us to do things like making the lead acid battery give you
shock touch when held, without needing to make an explicit typecheck or
iterate over every item in the bitrunner's nested contents to see if
they have a loadable item.
## Why It's Good For The Game

I think it'd be really funny if you could train your boxing in the
digital realm.
As said above, I feel the bitrunner gameplay can get stale sometimes,
and this is how I hope to help people shake it up for themselves
sometimes. By giving them more stupid shit to do.
Doing stupid extended bits with other people is one of the things I
enjoy most out of ss13, and this is there to let the bitrunners do
exactly that with each other.

And sometimes you just have to roleplay as Gamers™️ entering virtual
reality to fight the virtual syndicate in bad cosplay while roleplaying
as a wizard smoking his magic weed, an overly edgy rogue, and the healer
desperately trying to keep them from exploding into a million pieces.
## Changelog
🆑
refactor: Bitrunning item/ability loading has been refactored. Please
report any issues.
add: Added Bitrunning gimmick loadout disks. These disks contain full
sets of equipment for all your digital cosplay needs, each including
questionably helpful equipment. Currently includes Sports (Boxer,
Skater, Archer, Fisher, Gamer) and Dungeon Crawling (Alchemist, Rogue,
Healer, Wizard).
add: Taking a lead acid battery into the netpod with you now gives your
bit avatar shock touch.
/🆑
2025-01-30 13:17:08 +01:00
LT3 d527b51d9c Fix lead acid cell being rated as megacell (#88734)
## About The Pull Request

Fixes lead acid battery being overlooked in the split between cell and
megacell. It still remains a very good battery fitting of being rare
maintenance loot, but it's no longer equivalent to several bluespace
cells combined.

It is a cell with a maximum charge of 600kJ, more than a bluespace cell,
but a lower charge rate and no charge indicator.

It spawns with 250kJ to 350kJ in starting charge, between super and
hyper.

## Why It's Good For The Game

Fixes https://github.com/tgstation/tgstation/issues/88573

## Changelog

🆑 LT3
fix: Fixed lead acid cell having extremely high max charge
/🆑
2024-12-27 23:19:31 -08:00
SmArtKar 7ddc30783a Adds better attack animations and alternate attack modes (#88418)
## About The Pull Request

This is the first PR in a series attempting to modernize our damage and
armor, both from a code and a gameplay perspective. This part implements
unique attack animations, adds alternate attack modes for items and
fixes some minor oversights.

Items now have unique attack animation based on their sharpness - sharp
items are now swung in an arc, while pointy items are thrust forward.
This change is ***purely visual***, this is not swing combat. (However,
this does assign icon rotation data to many items, which should help
swing combat later down the line).

Certain items like knives and swords now have secondary attacks - right
clicks will perform stabbing attacks instead of slashing for a chance to
leave piercing wounds, albeit with slightly lower damage - trying to
stick a katana through someone won't get you very far!

https://github.com/user-attachments/assets/1f92bbcd-9aa1-482f-bc26-5e84fe2a07e1

Turns out that spears acted as oversized knives this entire time, being
SHARP_EDGED instead of SHARP_POINTY - in order for their animations to
make sense, they're now once again pointy (according to comment,
originally they were made sharp because piercing wounds weren't very
threatening, which is no longer the case)

Another major change is that structure damage is now influenced by armor
penetration - I am not sure if this is intentional or not, but attacking
item's AP never applied to non-mob damage.

Additionally, also fixes an issue where attack verbs for you and
everyone else may differ.
2024-12-17 12:35:52 -06:00
grungussuss 4221033381 Lead pipe readjustments (#86835) 2024-09-26 19:25:11 +00:00
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
grungussuss 89e24acc83 lead pipe (#86040)
## About The Pull Request


https://github.com/user-attachments/assets/209f8e0b-4202-4e06-8b6d-e5d1f659824b
## Why It's Good For The Game

![image](https://github.com/user-attachments/assets/54bafe68-a82b-4dc2-af2f-d53351e812f5)
## Changelog
🆑 grungussuss
sound: lead pipe has sound
/🆑
2024-08-25 03:51:47 -04:00
Watermelon914 0db2a23faf Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request
As the title says. A standard power cell now only stores 10 KJ and
drains power similar to how it did before the refactor to all power
appliances.

The new standard megacell stock part stores 1 MJ (what cells store right
now). APCs and SMESs have had their power cells replaced with these
megacell stock parts instead. Megacells can only be used in APCs and
SMESs. It shouldn't be possible to use megacells in any typical
appliance.

This shouldn't change anything about how much 'use' you can get out of a
power cell in regular practice. Most should operate the same and you
should still get the same amount of shots out of a laser gun, and we can
look at expanding what can be switched over to megacells, e.g. if we
want mechs to require significantly more power than a typical appliance.

Thanks to Meyhazah for the megacell icon sprites.

## Why It's Good For The Game
Power cell consumption is way too high ever since the power appliance
refactor that converted most things to be in joules. It's a bit
ridiculous for most of our machinery to drain the station's power supply
this early on.

The reason it's like this is because regular appliances (laser guns,
borgs, lights) all have a cell type that is identical to the APC/SMES
cell type. And it means that if we want to provide an easy way to charge
these appliances without making it easy to charge APCs/SMESs through a
power bug exploit, we need to introduce a new cell type to differentiate
between what supplies power and regular appliances that use power. This
is primarily what the megacell stock part does.

This moves us back to what it was originally like before the power
refactor, where recharging power cells wouldn't drain an exorbitant
amount of energy. However, it maintains the goal of the original
refactor which was to prevent people from cheesing power generation to
produce an infinite amount of power, as the power that APCs and SMESs
operate at is drastically different from the power that a regular
appliance uses.

## Changelog
🆑 Watermelon, Mayhazah
balance: Drastically reduces the power consumption and max charge of
power cells
balance: Added a new stock part called the battery, used primarily in
the construction of APCs and SMESs.
add: Suiciding with a cell/battery will shock you and potentially dust
you/shock the people around you if the charge is great enough.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2024-06-25 00:32:19 +00:00
Paxilmaniac 350ee3f0e7 Electric Eels Prefer Used Car Batteries (#84221)
## About The Pull Request

Makes the preferred bait type of both types of eel the lead-acid
battery. Throw used car batteries into the ocean, how else will the eels
charge?


![image](https://github.com/tgstation/tgstation/assets/82386923/11388ca6-b21f-4a56-a075-c84b8ddefdf2)

![image](https://github.com/tgstation/tgstation/assets/82386923/360244c5-02d7-497b-ba3e-d1a78fb08ec0)

![image](https://github.com/tgstation/tgstation/assets/82386923/39edecb3-93e0-47a4-8484-08e7320314ef)
## Why It's Good For The Game

Makes the electric eels prefer a simply more realistic bait type, how
are they supposed to charge themselves using dough balls after all?
## Changelog
🆑
add: Electric eels now prefer used car batteries for bait.
/🆑
2024-06-23 15:38:55 -06:00
SyncIt21 635b7fa66c 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
/🆑
2024-04-18 14:29:21 -07:00
_0Steven d8683758c3 Update lead acid batteries charge values (#82510)
## About The Pull Request

So during the whole power consistency update thing, it seems lead acid
batteries were entirely forgotten about.
Which, well, is easy, because they never actually used
`STANDARD_CELL_CHARGE`.

https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/code/game/objects/items/maintenance_loot.dm#L32-L33
Looking into it, the previous value for `STANDARD_CELL_CHARGE` seemed to
have been 1000, so we convert it directly:
```dm
maxcharge = STANDARD_CELL_CHARGE * 20
chargerate = STANDARD_CELL_CHARGE * 1.4
```
But, comparing this to the normal power cells, it seems their charge
rates got _halved_ during the update.
So, we do that too.
```dm
maxcharge = STANDARD_CELL_CHARGE * 20
chargerate = STANDARD_CELL_CHARGE * 0.7
```
And that fixes it.
## Why It's Good For The Game

Fixes lead acid batteries still using the old power amounts, and not
being relative to `STANDARD_CELL_CHARGE`.
## Changelog
🆑
fix: Lead acid batteries have had their power values fixed.
/🆑
2024-04-08 22:15:46 -06:00
Da Cool Boss ab1789160c Typo correction in maintenance_loot.dm (#79613)
## About The Pull Request
Fixes typos and grammar issues in the maintenance_loot file. Mostly
these are in item descriptions.
## Why It's Good For The Game
Improves those item descriptions.
## Changelog
🆑
spellcheck: Fixed typos in the examine text for the lead pipe &
lead-acid battery.
/🆑
2023-11-10 23:56:34 -08:00
MrMelbert 3bc0c13b54 Fixes some incorrect uses of rand() (#74032)
## About The Pull Request

`Rand` only takes integers 


![image](https://user-images.githubusercontent.com/51863163/225454770-bdb70aca-ed43-4c17-a943-2ec99720b53d.png)


![image](https://user-images.githubusercontent.com/51863163/225454784-8f9cc053-8e7d-46fd-b6b2-42efb0751d5e.png)

## Why It's Good For The Game

Less misleading code

## Changelog

🆑 Melbert
fix: Lead batteries now start partially drained as intended. 
/🆑
2023-03-16 15:31:32 -06:00
itseasytosee 878e3b8d37 Implements a Demolition Modifier variable to items, affects damage vs structures and robots. (#66967)
Adds a modifier variable which can be used to increase or decrease a given items damage to structures, machinery, vehicles, and robots (including cyborgs, simple-bots, and anything else with the MOB_ROBOTIC biotype)
2022-06-06 15:29:57 -05:00
ErdinyoBarboza 7fd2bd30da Changes sulphuric acid to sulfuric acid (#65929) 2022-04-05 16:53:31 -05:00
Thunder12345 c95321042e Resprites power cells, fixes and cleans up power cells and power cell derivatives (#64900)
imageadd: Power cells and the cell charger have been resprited, the charger will now look correct with a much wider variety of non-standard power cells
del: Removed the uncraftable 15k charge high-capacity power cell+, all instances have been replaced with the regular 10k charge high-capacity cell
fix: Erroneous power cell charge indicators have been removed from many non-standard types of power cells
fix: All varieties of marauder mech including the nuke ops mauler come with a bluespace power cell, consistent with other nuke op mechs
fix: Power cell charge indicators will now update while in a cell charger
fix: Potato and other crop batteries will not have their wires disappear when on cell chargers
2022-02-21 02:48:13 -03:00
tralezab 6c01cc2c01 every case of initialize that should have mapload, does (#61623)
## About The Pull Request

stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it

for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

![](https://media.discordapp.net/attachments/823293417186000909/875122648605147146/image0.gif)

## Regex used:

procs without args, not even regex

`/Initialize()`

procs with args
`\/Initialize\((?!mapload)((.)*\w)?`

cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
2021-09-24 17:56:50 -04:00
Krysonism b8b347722d Drugs of the 26th century. Three new hella rad drugs, one less lame drug and more! (#60432)
* lead stuff

* kronkus + loot table

* one drug sprite

* kroncaine

* drug items

* addiction stuff

* makes this compile

* plane master controllers

* small adjustments

* bro its a comment CHILL OUT

* temp

* desc and sprite update

* temp

* hmm

* invisible1

* invisible2

* fixes

* It compiles

* misc drug fixes

* signal

* synthesis

* fix

* span macros

* kroncaine filter removal + no speedup on cuffs n narsie rune

* makes the ampoule visible.

* hud-b-gone

* revert

* reverts more

* sound enviroment

* on_transfer & animated fade

* adrenal crisis + unknown

* blastoff signal

* blastoff adjustments

* filters

* small fixes

* animation parallel

* Taste, sounds and feel

* span proc

* final touches

* review and integration fix

* less blood, more fun

* moth and blood fix

* KronKaine and bLaSToFF spelling fix

* Assorted bLaSToFF fixes and range change

* suggestions from head head head coder

Co-authored-by: floyd <Floydje123@Hotmail.com>
2021-08-09 12:03:36 -04:00