Commit Graph

25 Commits

Author SHA1 Message Date
FalloutFalcon 8f1a925afa More abstract types (#95064) 2026-02-03 23:25:31 +01:00
MrMelbert 52678d41b5 Everyone is kung fu fighting: Refactors martial arts / You can have multiple martial arts and swap between them (#89840)
## About The Pull Request

Refactors martial arts off the mind. Don't worry the martial arts you
learn still transfer with mindswap

Instead, they are just tracked on a list on the mob, and they also
independently track the datum that created them

This fixes a lot of jank with martial arts, like say, having your krav
maga gloves transfer across slime clones or something...

But it also opens an opportunity: As we track all martial arts
available, I added a verb (ic tab) that lets you swap between the ones
you know


![image](https://github.com/user-attachments/assets/6db1fc14-2859-444b-88ed-773962602f85)

(Some don't let you swap like that one brain trauma)

## Why It's Good For The Game

Aforementioned fixes a lot of jank

Recently martial arts have just been up and disappearing and this was
entirely spurred on by that bug

Probably fixes #84710 (haven't checked) 
Probably fixes #89247
Probably fixes #89948
Probably fixes #90067

## Changelog

🆑 Melbert
refactor: Refactored martial arts, if you notice any oddities like
managing to know two martial arts at once or having your powers
disappear, report it!
add: If you know multiple martial arts, such as krav maga from gloves
and cqc from a book, you can now swap between them at will via a button
in the IC tab!
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2025-03-16 03:16:49 +00:00
Penelope Haze 4c2a76ede3 Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to
variable names, but only the really egregious ones like "concious".
2025-01-28 22:16:16 +01:00
Penelope Haze 8196190aa1 Removes a a at at be be of of and and have have (#89155)
## About The Pull Request
I just had to one-up https://github.com/tgstation/tgstation/pull/89127.

## Why It's Good For The Game
Removes a a at at be be of of and and have have

## Changelog
N/A
2025-01-22 08:09:57 +11:00
Ghom d29630b6a8 The fishing skillchip now grants an action that dispenses fishing tips. (#87075)
## About The Pull Request
I've added an action granted by the fishing skillchip that dispenses a
fishign tip from the fishing tips text file when activated, allowing
players who have it to receive fishing-related tips and info on demand.

Also backend stuff: this PR adds action types support to skillchips and
moves all the simple generic skillchips still lingering in the
skillchip.dm file into the generic_skillchips folder. Maybe it
classifies as a small code improvement.

## Why It's Good For The Game
I think the skillchip should both aid mobs without fishing skill (IC),
and players with little experience with the feature (OOC)

## Changelog

🆑
add: The fishing skillchip now grants an action that dispenses fishing
tips.
/🆑
2024-10-10 17:30:52 +00:00
SmArtKar d4ac95a0e1 Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request
123 changed files and multiple crashes after writing broken regex, I
replaced most remains of direct spans with macros. This cleans up the
code and makes it easier to work with in general, see justification for
the original PR. I also fixed a bunch of broken and/or unclosed spans
here too.
I intentionally avoided replacing spans with multiple classes (in most
cases) and spans in the middle of strings as it would impact readability
(in my opinion at least) and could be done later if required.

## Why It's Good For The Game

Cleaner code, actually using our macros, fixes borked HTML in some
places. See original PR.

## Changelog
Nothing player-facing
2024-09-26 19:36:13 +00:00
Wallem c46e3209a1 Adds the DET.ekt Skillchip, upgrading the detective's sense of taste. (#84469)
## About The Pull Request
Gives the Detective a roundstart skillchip which allows them to unlock
the hidden potential of their tastebuds. With this, they can identify
chemicals by taste, and even identify bloodtypes in the same way.
## Why It's Good For The Game

![IMG_4060](https://github.com/tgstation/tgstation/assets/66052067/c5c45939-9484-48aa-8488-86798c3c16ed)


I've been watching a lot of detective stuff and I think it's really
funny how often they stick their fingers into random goo/blood and
taste/smell it.
The idea of a detective chugging a glass of unidentified liquid to
identify that there's a lethal chem mix in there is equally funny to me.
Imagine you're recovering from a mugging in the medbay and the detective
comes in, takes a blood sample from you, and downs it in one go.
## Changelog
🆑 Wallem
add: The detective now starts with the DET.ekt Skillchip, which allows
them to identify chemicals and bloodtypes by taste.
/🆑
2024-06-30 22:46:15 +02:00
delingar 494f306fcc RD get robo knowledges (#82642)
## About The Pull Request

Setting RD suplex skillchip as common chip. Adding Roboticist's
skillchip into RD. Skillchip's categories are global defines now

## Why It's Good For The Game

RD is literally the most skilled scientist and roboticist. CEO of all
Silicons. Why he doesn't have robo wires trait?
2024-05-07 13:27:48 -05:00
YesterdaysPromise e64331f678 Clowns can now make balloon... toys. And also mallets and hats. (#82288)
<!-- 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

Clowns will now start with a box of 24 random long balloons and a
skillchip in their noggin allowing them to create balloon animals by
combining two of them of different colour together. Owners of the
skillchip also gain access to crafting recepies of balloon mallets,
vests, helmets and tophats, all created from long balloons. A crate of
long balloons, with a box of balloons inside, can be bought at cargo, in
case the clown runs out. I might edit this once I wake up, its 3 in the
morning right now.
Oh also, resprited how balloons look in inventory.


![image](https://github.com/tgstation/tgstation/assets/122572637/2d7ce955-c787-48a5-bfda-4613d2eed837)

## Why It's Good For The Game

Balloon animals funny.
Silly features are my favourite kind of features, and this one's
open-ended too.
Someone on the coder chat recommended someone would do it that one time,
here it goes.


## Changelog

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🆑
add: Added long balloon box to the clown's starting inventory, and a
skill-chip of long lost honk-motherian knowledge to their brain.
add: Added long balloons. Consequently, added balloon animals to make
from such balloons. Also, balloon top hat, vest, helmet, and a mallet.
Don't ask about the mallet.
add: A long balloons box harvested fresh from the farms on the clown
planet will be able to be shipped in a crate to the cargo department
near you!
add: As per requests; water balloons can now be printed at service
lathe, and entertainment modsuit can now blow long balloons!
image: Balloons will now have an unique sprite when in the inventory,
compared when to on the ground.
/🆑

<!-- 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. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-04-10 23:58:15 +00:00
Ben10Omintrix 55267e1334 minebot buff (#82001)
## About The Pull Request
this pr buffs non-sentient minebots a bit to make them more helpful with
the new arcmining changes.
Minebots now have a better overall AI, they will maintain distance from
enemies and shoot while running. they will also plant landmines while
theyre running away from enemies. these landmines are carefully
programmed by the bot not to trigger when any of its miner friends step
on it. u no longer need to feed minebots an ore to get them to listen to
you, as they now automatically listen to any miners around.
minebots can now repair damaged node drones 

![image](https://github.com/tgstation/tgstation/assets/138636438/12e67eb2-3711-465c-a3ac-54fdadbed5e4)
they also have a new autodefend feature, which makes them automatically
attack any mob that attacks its miner friends or the drone. They also
have some new upgrades!
First is the regenerative shield, this shield allows minebots to tank a
limited amount of hits before breaking. minebots will then need to wait
sometime before the shield re-activates.
Second is the rocket launcher remote control, this allows players to
direct minebots to fire anti-fauna missiles at their target

https://github.com/tgstation/tgstation/assets/138636438/3ec3605e-8e11-4a31-acaa-1382bed98294

Also minebots are now highly customizable, you can rename them, change
their colors, or program their AI through their new user interface

![image](https://github.com/tgstation/tgstation/assets/138636438/d2e1c39d-f9d2-4da7-a5fa-5a41cea31d6e)


## Why It's Good For The Game
Improves minebot AI a bit, and makes it a more viable option for mining
solo players

## Changelog
🆑
balance: minebots have been buffed and have recieved new upgrades
/🆑
2024-03-29 22:26:35 -06:00
MrMelbert e21dc5fec7 Kicks Martial Arts out of the attack chain (yippee), makes it use signals, plus a large clean up of existing martial arts (#81097)
## About The Pull Request

- Kicks Martial Arts out of the attack chain. 
- All Martial Arts attacks are now handled via unarmed attack or grab
signals
- This means all martial arts are now technically on the living level,
allowing any mob that can unarmed attack to martial arts. Sort of. YMMV.

- All martial arts block checking is now handled by the arts themselves,
meaning you can selectively decide for a martial arts strike to not be
blocked. Maybe good for the future.

- A comprehensive cleanup of all existing martial arts. Improving var
names, code, adding some missing animation calls, etc.

Fixes #74829

## Why It's Good For The Game

Untangles the mess that is martial arts, making it a lot easier to work
with the attack chain and making it overall a ton more consistent.

## Changelog

🆑 Melbert
refactor: Big martial arts refactor, they should now overall act a ton
more consistent. Also technically any mob can do martial arts. Let me
know if something is funky.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-01 14:18:46 +00:00
Ben10Omintrix af67bd7490 basic cleanbots refactor and new janitor skillchip (#80128)
## About The Pull Request
this pr refacotrs cleanbots into basic bots. also adds a new skillchip
for janitrs. this skillchip will allow janitors to communicate with
cleanbots and order them around, like pointing at something and telling
them to clean it. also now the cleanbot has an inbuilt mop which it will
use to smack mice and cockroaches

## Why It's Good For The Game
refactors cleanbots into basic bots and fixes them getting stuck
sometimes while patrolling. also janitors being able to order them
around can make them a bit more useful as tools for the janitor

## Changelog
🆑
refactor: cleanbots are refactored into basic bots. please report all
bugs
fix: fixes cleanbots getting stuck sometimes while patrolling
add: janitors get a new skillchip which allow them to communicate with
cleanbots
/🆑
2023-12-08 16:26:10 -07:00
Andrew 2d34c7433a New Mech UI and equipment refactor (#77221)
![bWJlVIDO53](https://github.com/tgstation/tgstation/assets/3625094/d75030b5-59e9-43f6-96b4-1b7564caceef)

## About The Pull Request

Made a new UI and refactored some mech code in the process.

Fixes #66048
Fixes #77051
Fixes #65958 ??? if it was broken
Fixes #73051 - see details below
Fixes other undocumented things, see changelog.

## Why It's Good For The Game

The UI was too bulky and Mechs were too complex for no reason. 
Now they follow some general rules shared between other SS13 machinery,
and there is less magic happening under the hood.

## Detailed Changes

### New Mech UI, Air Tank and Radio as separate modules

Previous UI for comparison:

<img alt="9SScrXAOjy"
src="https://github.com/tgstation/tgstation/assets/3625094/904e3d07-e7d7-4d3a-a062-93e0e35b4b66">

Previously mechs came with radio pre-installed and air canisters
magically pre-filled with air even when you build one in fab.
Radio and Air Tanks are now both utility modules that are optional to
install. Gas RCS thrusters still require Air Tank module to operate.

This made the Mechs more barebones when built, giving you only the basic
functionality.

<img alt="5SDMlXTJxv"
src="https://github.com/tgstation/tgstation/assets/3625094/b9364230-49ac-416b-aa70-e851fbf2050e">

To compensate this change, all mechs got two extra utility module slots.

All other modules got new UI. And ore box now shows the list of ores
inside.

<img alt="SRX5FjvsHA"
src="https://github.com/tgstation/tgstation/assets/3625094/cbe2e98d-1cd4-4667-8dae-2f9227b4b265">

### Mounted Radio

Works as a normal radio, but with subspace transmission. Available from
the basic mech research node and can be printed in fab.

### Cabin Sealing

To compensate for the lack of air tank by default, mechs with enclosed
cabin (e.g. all except Ripley) got an ability to toggle cabin exposure
to the outside air. Exiting the mech makes cabin air automatically
exposed.

When you seal the cabin, it traps some of the outside air inside the
cabin and you can breathe with this air to perform a short space trips.
But the oxygen will run out quickly and CO2 will build up.

Sealing the cabin in space will make the cabin filled with vacuum, and
it will stay there until you return to air environment and unseal the
cabin, letting the breathable air to enter. There are temperature and
pressure sensors that turn yellow/red when the corresponding warning
thresholds are reached.

You could also use personal internals in combination with cabin sealing
for long space travels, so Air Tank is completely optional now and
mostly needed when you need RCS thruster.

### RCS thrusters

They are now available earlier in tech tree and consume reasonable
amount of air (5 times more than human jetpacks), and they don't work
without Mounted Air Tank, unless it's an Ion thruster variant.

### Mounted Air Tank

Available from the basic mech research node and can be printed in fab.
Built model comes empty, and syndicate mechs come with one full of
oxygen.

<img alt="GrFDrH5Hwe"
src="https://github.com/tgstation/tgstation/assets/3625094/b677b705-bda0-4c8c-96c7-d32bf7bf9f28">

Can be switched to pressurize or not pressurize the cabin. Releases gas
only when the cabin is sealed shut. Starts releasing automatically, but
can be toggled to not release if you want to use it just as a portable
canister.

Cabin pressure can now be configured in the module UI instead of
Maintenance UI.

Can be attached to a pipe network when the mech is parked above a
connection port.

Comes with a pump that works similarly to the portable pump. It lets you
vent the air tank contents outside, or suck air from the room to fill
the air tank. Intended to provide an ability to fill the air tank
without the need to bother with pipes.

Also has gas sensors that display gas mix data of the tank and the cabin
(when sealed).

### Stock part changes

All mechs now require a servo motor and they reduce mech movement power
consumption instead of scanning module.

Scanning modules are optional for mech operation (still required to
build) and the lack of one disables the following UI elements:

- Display of mech integrity (you can still see the alerts or examine the
mech to get rough idea)
- Display of mech status on internal damage (and you can't repair what
you can't diagnose)

The rating of scanning module doesn't have any effect as of now.

Cargo mech comes without it roundstart.

<img alt="2vDtt99oqb"
src="https://github.com/tgstation/tgstation/assets/3625094/147144ca-824e-4501-acf5-6ee104f309e7">

Capacitors now also reduce light power usage and raise the overclocking
temperature thresholds (see below).

### Maintenance

Maintenance UI removed, and its logic migrated to other places.

Access modification now managed inside the mech, and anyone who can
control the mech, can adjust the access in the same way as they can set
DNA key.

To open the maintenance panel you just need a screwdriver. It is instant
when the mech is empty and it has a 5 second delay when there is an
occupant to avoid in-combat hacking and part removal. It will alert the
occupant that someone is trying to tinker with their mech.


![image](https://github.com/tgstation/tgstation/assets/3625094/1abfca3c-8ba9-44b0-913c-c209564b91fd)

Once the panel is open, you can see the part ratings:


![image](https://github.com/tgstation/tgstation/assets/3625094/404f95bb-9f74-4e5b-a975-5ab6f74bdfa9)

With open panel you can hack the mech wires (roboticists can now see
them):

<img alt="mj205G2qDa"
src="https://github.com/tgstation/tgstation/assets/3625094/44cea0d1-44b4-4b50-b1d3-a97c0056bab3">

There are wires for:
- Enabling/Disabling ID and DNA locks
- Toggling mech lights
- Toggling mech circuits malfunction (battery drain, sparks) 
- Toggling mech equipment malfunction (to repair after EMP or cause
EMP-like effect, disarming mech)
- 3 dud wires that do nothing

The hacker may be shocked if the mech power cell allows.

When the panel is open and the user has access to the mech, they can
remove parts with a crowbar:

<img alt="jR40gyTWtJ"
src="https://github.com/tgstation/tgstation/assets/3625094/b573f5b9-b8ea-412e-b3e0-c872e01e0c23">

Hitting the mech with an ID from outside now toggles the ID Lock on/off
if the ID has sufficient access.

### Power consumption and overclocking

Rebalanced mech power consumption. T4 parts were not working in
Syndicate Mechs, as their effect was not calculated until you manipulate
parts manually. Constructed mechs with t1 parts even had their energy
drain reduced with upgrade to t1.

Now all mechs apply their base step power usage correctly don't ignore
the stock parts.

Servo tier now reduces base power consumption by 0% at t1, 50% at t2,
33% at t3 and 25% at t4
Capacitor tier now reduces base power consumption of mele attacks,
phasing and light by the same amounts.

Gygax leg actuators overload replaced with mech overclocking. Any mech
can be overclocked by hacking wires, but only Gygax has a button for
toggling it from the Cabin.

Now there is an overclock coefficient. 1.5 for Gygax and other mechs, 2
for Dark Gygax.

When overclocked, mechs moves N times faster, but consumes N times more
power.


![image](https://github.com/tgstation/tgstation/assets/3625094/01e285fd-6fd6-4558-8277-2ed3abf474d8)

While overclocked, mech heats up every second, regardless of movement,
and starts receiving internal and integrity damage after a certain
temperature threshold. The chance is 0% at the threshold, and 100% at
thresholds * 2. The roll happens every tick. Capacitor upgrades this
threshold, letting you overclock safely for longer periods.


![image](https://github.com/tgstation/tgstation/assets/3625094/80d90cea-0d20-4054-9369-a47deb6f52f2)

When you stop overclock, the temperature goes back down.

### Other changes and fixes

Concealed weapon bay now doesn't show up when you examine the mech, so
it's actually concealed now.

New radio module can properly change its frequency, as it didn't work
for previous radio.

Launcher type weapons were ignoring cooldowns and power usage, so you
could spam explosive banana peals, while they should have a 2 second
cooldown:
<img alt="q5GjUsHwGr"
src="https://github.com/tgstation/tgstation/assets/3625094/d102725d-e9e1-4588-9d6c-b9e38b7a6535">

Now this is fixed and all launcher type weapons properly use power and
have their cooldowns working.
And now they have the kickback effect working (when it pushes you in the
opposite direction in zero gravity on throw).

Thermoregulator now heats/cools considering heat capacity instead of
adding/reducing flat 10 degrees. So you can heat up cabin air quicker if
the pressure is low.

There were some other sloppy mistakes in mech code, like some functions
returning too early, blocking other functionality unintentionally. Fixed
these and made some other minor changes and improvements.

## Changelog

🆑
refactor: Refactored Mech UI
refactor: Refactored mech radio into a utility module, adding extra slot
to all mechs
refactor: Refactored mech air tank into a utility module with an air
pump, adding extra slot to all mechs
refactor: Refactored mech cabin air - there is now a button to seal or
unseal cabin to make it airtight or exchanging gases with the
environment
refactor: Removed mech maintenance UI Access is set in mech UI, and
parts are ejected with a crowbar
add: Mech now has wires and can be hacked
qol: Roboticists now can see MOD suit and mech wires
add: Mechs now require servo motor stock part and it affects movement
power usage instead of scanning module
add: Scanning module absence doesnt block mech movement and hides some
UI data instead. Big Bess starts without one.
qol: Hitting mech with ID card now toggles ID lock on/off if the card
has required access
fix: Fixed concealed weapon bay not being concealed on mech examine
fix: Fixed mech radio not changing frequency
fix: Fixed mech launcher type weapons ignoring specified cooldown
fix: Fixed mech launcher type weapons not using specified power amount
fix: Fixed mech temperature regulator ignoring gas heat capacity
fix: Fixed mech stopping processing other things while not heating
internal air
fix: Fixed mech being able to leave transit tube in transit
fix: Fixed mech internal damage flags working incorrectly
fix: Fixed Gygax leg overloading being useless
fix: Fixed mechs ignoring their stock parts on creation. Syndicate mechs
now stronger against lasers and consume less energy on move. Upgrading
from tier 1 to tier 2 doesn't make mech consume MORE energy than before
the upgrade.
balance: Rebalanced mech energy drain with part upgrades. Base energy
drain reduced by 50%, 33%, 25% with upgrades and applies to movement
(Servo rating), phasing, punching, light (Capacitor rating).
balance: Hydraulic clamp now can force open airlocks
balance: Made mech RCS pack consume reasonable amount of gas
code: Fixed some other minor bugs and made some minor changes in the
mech code
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-15 18:02:28 +01:00
John Willard b0c8eb5a3a Fixes Cook CQC + job change config fixes (#66876)
Allows configs to once again change job positions of jobs, and additionally allows them to completely disable some jobs. In the past, Pubby didn't have Lawyers and Curators, I doubt this would be the case in the future, but I find having this as an option for config is still good.

I also properly logged jobs not loading due to removal from mapping config, to be in job debug instead of testing.

Finally, I removed the old config_job, and made all configs use title instead. It was suggested I use typepath instead of title, but I am against doing it for the time being, as I don't expect Mappers to look for typepaths if all they want to do is make mapping stuff, though arguments can be made against that (like how its case sensitive so it's easy to break).
2022-05-13 11:15:27 -04:00
Ghilker abb095886d Anomaly expansion - part 1 - Hallucination anomaly (#66392)
New anomaly, the hallucination anomaly. It has small bursts of hallucinations while alive followed by a big one in the moment of the end.

More anomalies are fun, i'm planning to add more of these

added the hallucination anomaly, spawnrate similar to the flux one, can spawn from the SM if eer are over 5000, can spawn when the SM delams (higher rate than the grav one), you can make the hallucination reactive armor
2022-04-30 00:56:33 -07:00
Tim 14deaa41ed Remove code/__DEFINES/misc.dm (#63879)
This removes code/__DEFINES/misc.dm and moves all the defines to either:

another existing define file
new define file
local .dm file if the define was only used in one file
I also deleted defines that were not being used and added documentation to all of the ones that were moved out of misc.dm

Why was this needed? People were basically using the misc.dm file as a dumpster to toss all their defines into that was creating one giant mess. The defines have been organized into their proper groups and files now.
2022-01-23 14:30:27 -08:00
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
Timberpoes a85e24c520 Moves chef's CQC area whitelist into the mapping config and better balances chef CQC as a result. (#57593) 2021-03-12 18:40:00 -08:00
Timberpoes 7337a984b8 Removes the Chameleon Skillchip from the game. (#57620) 2021-03-11 22:16:03 -08:00
necromanceranne 98642bfe97 Changes fireman carrying from a trait on gloves to a skillchip (#56593) 2021-02-03 13:31:01 -08:00
coiax c09947624f Move origin of chef CQC to skillchip (#56437)
One more intrinsic property of a job that has been moved to an
extrinsic, that won't likely affect many rounds, but now makes more
aspects "lootable".
2021-02-01 10:38:17 -03:00
elle 3fa2ad5c99 fixes various grammar issues (#56446)
fixes misspellings of 'permanently'
fixes grammar with bandaging wounds on yourself
2021-01-28 17:23:30 -08:00
coiax 2fcc642c81 Tweak the RD's suplexing ability into a skillchip (#55870)
Although this doesn't change the power level of the Research Director,
it's important to rework "job title" checks into traits or something
similar.

Moving job title specific behaviour out of checks by job name and into
traits means there's more flexibility to trigger behaviour. If an admin
feels the station really needs the ability, they can var edit it in, or
spawn the chip.
2021-01-10 13:56:50 -03:00
coiax 23e4ecd739 Move psychologist immunity from mind to skillchip (#55813)
Skillchips are neat, and this is the sort of "job-specific skill" that can remain job specific, but still gainable in the shift through in-universe means.

The logic behind the skillchip is that the supermatter is psychically sensitive, hence the hallucinations and headaches from looking at it and projecting the "correct mental aura" will help it calm down. But that is lore following mechanics.

Refactors skillchips to be able to automatically apply more than one trait.
2021-01-09 23:59:23 -03:00
Timberpoes 8fc671f942 Implements job skillchip framework as per hackmd.io design document (#52630)
* Shift wire revealing logic to dedicated proc

* Bit of code modification. Framework for roundstart job skillchips.

* Implement roboticist skillchip trait functionality.

* Feex moth feet messup

* Add skill chips to robodrobe inventory

* Code refactor. Add missing skill_stations to Pubby and Delta.

* Implement special flags, changelings inherit skillchip skills

* Additional code refactor. Traitor chameleon skillchip framework.

* Implement traitor skillchip, fix up more code, move job chips to outfit datums

* Modify autosurgeon, create skillchip variant, add to uplink

* Implement chip cooldowns. Add new skillchip for station engineers. Cleanup some code. Add job chips to lockers.

* Feex

* Feex

* Code review implementation

* More feexes, improved chameleon chip code and more.

* Code review and minor refactor

* Additional review fixes, rebuild tgui

* Minor logic fixes

* Final Rohesie review

* Robust code changes, improved slot/complexity system.

* Rebuild tgui

* Code review

* Brain regeneration failsafe

* Lazylist cut fix
2020-08-05 21:21:29 +02:00