Commit Graph

11 Commits

Author SHA1 Message Date
Leland Kemble 0b5d199509 You can only reseal sealable biscuits once (#96162)
## About The Pull Request

There's two other checks for `has_been_sealed` for the sake of telling
people they can't seal it twice but nothing for actually preventing
resealing

## Why It's Good For The Game

It is extremely clear that you are not supposed to do this

## Changelog
🆑

fix: Sealable biscuits can only be sealed once

/🆑
2026-05-20 23:58:08 -04:00
_0Steven c5578e4b7d Refactor folder attackby into item interaction procs, adding screentips and consistency (#91252)
## About The Pull Request

Folders still used `attackby(...)` where they should be using
`item_interaction(...)`, and this aims to resolve that.
Or, well, the primary thing that started this was the following code:

https://github.com/tgstation/tgstation/blob/a165e9e1ef8157c5a696512f965adfc36ee05cbf/code/modules/paperwork/paper.dm#L417-L421
Evil.

So this aims to rectify one of those issues, by refactoring folders'
interactions into the modern systems.
In the process we add screentips, and play some animations/sounds where
we didn't for consistency.

...Also adjusts the balloon alert played when trying to insert paper
into a closed biscuit card from `"unopened!"` to `"open first!"`,
because that feels clearer to the player as to what the issue is.
## Why It's Good For The Game

Less weird inventory jank.
Screentips good.
Having sounds and animations for interactions is good, having
_consistent_ sounds and animations is better.
2025-05-29 19:55:17 +00:00
MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

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

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

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

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00
Ghom 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

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

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

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

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00
SmArtKar ef916d99f6 Folders and paper biscuits no longer share their color with their contents (#88759)
## About The Pull Request
Paper overlays for folders and paper biscuits are now KEEP_APART and get
colored in their item's (paper or paper slip respectively) colors.

## Why It's Good For The Game

Consistency for item visuals.

## Changelog
🆑
fix: Folders and paper biscuits no longer share their color with their
contents
/🆑
2025-01-03 00:03:14 +00:00
Ghom 375b57338d THERE IS OGG! I DIDN'T LIE (#87975)
## About The Pull Request
Converted `duct_tape_snap` and `duct_tape_rip` from mp3 to ogg, 441,00
Hz, mono.

## Why It's Good For The Game
Sound standards.

## Changelog
N/A
2024-11-18 14:08:49 +02:00
Kapu1178 a9864a5268 THERE IS NO OGG! I LIED! (#87808)
Fixes mislabeled audio files. @francinum and I found this while working
on https://github.com/tgstation/rust-g/pull/192


![image](https://github.com/user-attachments/assets/2d564842-876a-4915-9eba-a5d6847d81b3)
https://www.youtube.com/watch?v=plrlrGtoiik
2024-11-17 05:12:29 +01:00
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
MrMelbert 7b5f270057 Fix Biscuit (paper) hard delete (#76097)
## About The Pull Request

`contained_slip` is a reference to one paperslip in the "folder"
contents, when said slip was removed and eventually deleted caused a
hard delete.

## Why It's Good For The Game

Hard deletes bad

## Changelog

🆑 Melbert
fix: Fix Hard Delete from the captain's spare ID code paper
/🆑
2023-06-18 16:13:34 +08:00
Tom f4b5736283 Updates paper biscuits and the paper cutter (#74473)
## About The Pull Request

Well this started as a PR updating some of the spelling and grammar on
the biscuits... though spilled out a little into other aspects of the
relevant code.
There are a few things I've done here.

**Paper biscuits:**

- Updated spelling and grammar for paper biscuits. Confidental ->
confidential, that sort of thing.
- A little reorganisation and cleanup of the code itself. 
- Preset slips are now generated on init on the parent from a var,
rather than each having its own init proc.
- Early returns, clearer vars, etc


**Paper Cutters**
Ended up doing more here, even though it wasn't the original reason I
started looking at this code.

- Added one (1) paper cutter blade to the paper cutters cargo crate.
Raised the price a little. This is just a reskinned hatchet, so I don't
think it's much of a balance concern.
- Clarifies and docs vars
- Cleans up refs on destroy
- Many `to_chat`s to `balloon_alert`s
- Removed single-letter vars
- Cancelled attack chains when trying to actually use the cutter. You
now pick it up either by having the blade secured and no paper inside,
or by dragging it into your hand.

## Changelog
🆑
spellcheck: Paper biscuits now have more proper spelling and grammar
qol: You now get one spare paper cutter blade in the paper cutter cargo
crate.
tweak: You now use right click to cut paper with a paper cutter
fix: You can now remove paper from a paper cutter if you change your
mind.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-04 01:50:41 +00:00
DrTuxedo bf37597c24 "Biscuit" cards, and also now slip papers are actually paper! (#74329)
## About The Pull Request
**This is not a literal biscuit which you eat. "Biscuit" is just a
nickname of this kind of snap-cards.**
Slip paper is now actually paper, before that, it was just literally
nothing, an object which does nothing. Because of that, the paper cutter
was useless as well, as it turned normal paper into useless paper slips.
Because of this now paper cutters are placed at:

- Bridge
- HoP office
- Warden office
- Cargo

Also adds biscuit cards. If you have no idea what it is, it's a kind of
card placed around a piece of paper usually to conceal some document and
it can be opened by cracking it with a crunchy sound (that's why it's
named a biscuit). Those are usually only opened in certain situations or
emergencies (The most famous example is the US president's nuclear
biscuit, which contains nuclear codes)

There are 2 biscuits: Normal and Confidential.
Normal is a plain biscuit with nothing really special, can be coloured
if you want as it's white.

![image](https://user-images.githubusercontent.com/42353186/229195802-4ac5ad96-6083-47dc-9ccd-13d132f690bf.png)

The confidential biscuit is blue and has "NT" on it.

![image](https://user-images.githubusercontent.com/42353186/229195753-207d64f1-1f17-418e-a01a-8bfa2c4abc51.png)

There is a not-sealed biscuit you can print in autolathe, it starts open
so you can put paper in and seal later making it a normal crackable one.

Now spare ID safe code automatically spawns in a confidential biscuit in
a new paper slip subtype - corporate slip paper. It's a plastic card
which is sturdier than the normal paper clip.

![image](https://user-images.githubusercontent.com/42353186/229195696-07075f78-c736-43a9-bd14-5cf9ca36ddc9.png)

You can also create the corporate paper slip paper using - normal paper
slip, plastic, and captain rubber stamp (making this paper having a rare
status)


![image](https://user-images.githubusercontent.com/42353186/229195599-75807483-02f9-44cb-ae24-d3388b509ccd.png)

![image](https://user-images.githubusercontent.com/42353186/229195610-5a264ed4-8b04-4452-9032-5755e2419423.png)


## Why It's Good For The Game
Paper slips being not paper is stupid and has no point in being that
way. This also made the paper cutter useless; hence, it was never placed
on any map (and never used).
This PR makes it paper, so it's usable when crew members need a paper
slip instead of a full-size sheet.

Placing paper cutters around the station makes it so the crew can
produce paper slips when they need them, this also gives it finally a
use and place on the station.

The 'biscuits' are cool and give more flavour to the spare ID safe
codes, as well as to other documents people might put in future PRs.
This also makes those paranoid captains which are scared of their spare
ID safe code being stolen and read can sleep tight, as now if someone
opens it up it's really obvious. Now also you can really make sure if
that head is lying about "not touching the spare ID", _but not as anyone
cares really._

**Okay, it's draft for now just so I can add some new things, and fix
the dupe bug:**

- [x] Being able to fax the paper biscuits
- [x] Make it impossible to cut paper slips into paper slips
- [x] Make corporate paper slips craftable or printable
- [x] Make confidential biscuits craftable or printable
- [x] Make paper cutters orderable at the cargo

_CRUNCH_
## Changelog
🆑 DrDiasyl aka DrTuxedo#0931
add: Added 'biscuit' cards! They can contain documents and can only be
accessed by cracking them open, you can't close them back. Nanotrasen
now stores spare ID safe codes in them.
add: Placed paper cutters around the station. They're in Bridge, HoP
office, Warden office, and Cargo.
add: Now you can order paper cutters at cargo.
fix: Now the paper slip is actually paper.
imageadd: The paper slips sprite was slightly tweaked to have text lay
more logically, added the corporate paper slip.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-03-31 22:27:26 -06:00