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101 Commits

Author SHA1 Message Date
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
Frenjo 17239b193c Adds the AI_COMPATIBLE flag to the Mauler exosuit (#94572)
## About The Pull Request

Just a very simple PR to fix an oversight where the Mauler exosuit
doesn't have the AI_COMPATIBLE flag, meaning as well as being unable to
be beaconed - which is intended - you also couldn't use an intellicard
to manually install an AI into it.
## Why It's Good For The Game

If a squad of nukies wants to shove an AI into their Mauler, then why
not? The base Marauder model which the Mauler is based on has AI
compatibility, so does the Seraph! Also brings parity with the Dark
Gygax which currently _can_ have an AI installed.
## Changelog
🆑
fix: Fixed the inability to shove an intellicarded AI into a Mauler-type
exosuit.
/🆑
2025-12-25 00:14:38 +01:00
Joshua Kidder 7a3ad79506 All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.

<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>


I'll upload the .cs script I used to do it shortly.

## Why It's Good For The Game
Just minor code cleanup.

Script used is located at https://metek.tech/camelTo-Snake.7z

EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
    static async Task Main(string[] args)
    {
        var readFile = new FileStreamOptions
        {
            Access = FileAccess.Read,
            Share = FileShare.ReadWrite,
            Options = FileOptions.Asynchronous | FileOptions.SequentialScan
        };
        FileStreamOptions writeFile = new FileStreamOptions
        {
            Share = FileShare.ReadWrite,
            Access = FileAccess.ReadWrite,
            Mode = FileMode.Truncate,
            Options = FileOptions.Asynchronous
        };
        RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
        Dictionary<string, int> changedProcs = new();
        string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
        Regex camelCaseProcRegex = new(regexPattern, regexOptions);

        string snakeify(Match matchingRegex)
        {
            var vals =
            matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
            var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
            string logString = $"{vals[0]} => {newVal}";
            if (changedProcs.TryGetValue(logString, out int value))
            {
                changedProcs[logString] = value + 1;
            }
            else
            {
                changedProcs.Add(logString, 1);
            }
            return newVal;
        }
        var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();

        // uses default ParallelOptions
        // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
        await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
        {
            var reader = new StreamReader(filePath, readFile);
            string oldContent = await reader.ReadToEndAsync();
            string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
            if (oldContent != newContent)
            {
                var writer = new StreamWriter(filePath, writeFile);
                await writer.WriteAsync(newContent);
                await writer.DisposeAsync();
            }
            reader.Dispose();
        });
        var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
        foreach (var pair in logToList)
        {
            Console.WriteLine($"{pair.Key}: {pair.Value} locations");
        }
    }
}

```

## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
2025-11-27 15:50:23 -05:00
SmArtKar 4d648d016c Sleeping Carp and Cain & Abel no longer tell you about armor penetration when you reflect projectiles with them (#93275)
## About The Pull Request

Projectile refactor pulled armor check above the pre-hit comsig, this
fixes that. No need to check armor before you're hit when you
potentially will not be.

## Changelog
🆑
fix: Sleeping Carp and Cain & Abel no longer tell you about armor
penetration when you reflect projectiles with them
/🆑
2025-10-12 05:39:43 +02:00
SmArtKar a0464ce370 Fixes blood drunk miner's dash and some mecha actions not working (#92772)
## About The Pull Request

#92354 missed a few uses of Trigger, so blood drunk was missing the
clicker arg and some mecha actions didn't account for the change.

## Changelog
🆑
fix: Fixed blood drunk miner's dash and some mecha actions not working
/🆑
2025-09-04 22:59:34 -04:00
StaringGasMask e0740e1ea0 Removes the Justice mech (#92486)
## About The Pull Request

Removes the Justice mech from the game, including its sprites and some
of the associated code.
Leaves some sprites, effects and sounds in case anyone wants to reuse
them for something else.

If the maintainers prefer that the mech should remain in the game, but
as an admin-only spawn, I will do so.

## Why It's Good For The Game

This mech has been under fire recently because of it being way too
overtuned, which I think has mainly to do with trying to cram a lot of
unusual things for a mech, such as stealth and melee focus, into the
same package.
Aditionally, I don't really like the flavor at all, being a blatant
reference to another unrelated game. If both the ralsei plush and jevil
mask have been removed, I feel like a similar standard should be applied
here.

Finally, this opens up the posibility for someone else to try a new idea
on some of the concepts present on Justice's current iteration, such as
making a melee-focused mech.

## Changelog

🆑
del: The Justice mech has been removed.
/🆑
2025-08-11 20:28:55 +02:00
Arturlang 0bc42d6940 Fixes the issue of usr pointing to admins by making Trigger pass down clicker (#92354)
## About The Pull Request
Fixes the issue of usr pointing to admins by making Trigger pass down
clicker, as usr is fucky and can be passed down by other unrelated
procs. Fun.
Added the clicker arg to all usages of Trigger as well
Also changes isobserver check in antagonist ui_act code that prevents
observers from clicking UI's instead to check if the ui.user is
owner.current
## Why It's Good For The Game
Fixes admins giving heretic to people opening the heretic UI for the
admin instead
2025-08-05 22:58:40 -05:00
Xackii 9b28da6e38 Justice mech: Charge attack and code refactor/New blocking system/some balance and sprites! (#91434)
## About The Pull Request

New changes for Justice mech - traitor mech that can be created on
emaged fabricator(you need robo skillchip to emag it)
1. Charge attack refactor
Charged attack is now used not by pressing the action button but on
holding right click
![2025-06-0119-05-471-ezgif
com-video-to-gif-converter](https://github.com/user-attachments/assets/d5102cd7-bd23-4e05-916c-797a41668fd9)
While you press right click scope will focus on tile mouse looking for
and when you release right button you will charge on this tile (cooldown
5 seconds as before). if your mouse look at position you unable to
charge your mouse icon will become red
2.  New Justice block
Now Justice don't have 60% chance to block any damage. Instead of this
rng, justice has 3 engines that orbit around him
![2025-06-0119-05-472-ezgif
com-video-to-gif-converter](https://github.com/user-attachments/assets/fb5a615f-714e-499e-9d1b-6b6954b1e540)
Engines can be active and disabled. While all engines active they will
block any range projictiles back.
![2025-06-0119-05-473-ezgif
com-video-to-gif-converter](https://github.com/user-attachments/assets/a1d82eed-4cbd-4e91-891b-16000c78346d)
To deactivate engine you need to melee hit mech. When all engines
deactivated mech loses its ability to deflect for 10 seconds, after
which all cores are recharged and the cycle continues again.
Justice can also recharge one engine when pilot hits someone who not in
crit.
![2025-06-0119-05-474-ezgif
com-video-to-gif-converter](https://github.com/user-attachments/assets/eae7a108-ac8b-4274-9c1d-075b9bb3b2e7)
3. 
Some balance changes:
Mech hp now 300
Mech melee armor now 50
Mech bullet and laser armor now 30
 Mech now don't have speed change  when you switch safety mod. 
Instead mech becomes faster in invisibility and slower when holding the
right mouse button to charge a charge attack.
Invisibility mode now no longer temporary. You can be invisible as long
as you want until you attack/ bump with someone/ take damage or turn it
off yourself
AoE attack from invisibility is now x2 faster
![2025-06-0119-05-475-ezgif
com-video-to-gif-converter](https://github.com/user-attachments/assets/1b10c9bd-c130-4f1b-875a-18228da4026a)

## Why It's Good For The Game

Lots of changes from recived feedback. 
Basically the most annoying thing was the block chances. Praying on luck
to not die from laser spam turned out to be not a very interesting
mechanic. Now mech justice requires more strategic actions to destroy it
and the mechanics create more fun for both the mech user and those who
fight with it. You need to get close to the mech to hit it and only then
will you be able to shoot the laser and user of justice has the ability
to recharge his cores by attacking enemies (if you don't attack, then
you won't be able to recharge the cores (well, only if your other cores
are broken)). This all creates more risk reward elements and not just
rng.
Accordance with block chance changes i also increased HP and armor of
Justice to balance the block changes a bit.
AoE attack speed was needed simply because 100/100 cases everyone said
that the aoe attack is weak and useless because it is almost very easy
to get away from it.
Changing the charge attack work mechanic is necessary to improve the
maneuverability of the mech. pressing the charge button and then getting
messages that you chose the wrong direction is very inconvenient and
deprives comfortable gameplay and pleasant use of the mech.

## Changelog

🆑
add: Justice mech: New block and charge system! Build and try it now!
qol: Justice mech: charge attack is now much more pleasant and
convenient to use!
balance: Justice mech: Increased HP and armor.
balance: Justice mech: Invisibility is now infinite.
balance: Justice mech: stealth aoe attack is now 2x faster.
refactor: Justice mech: Some code clenup and mechanic improvements.
/🆑

---------

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2025-07-21 12:22:55 +02:00
necromanceranne 5a3d6881ec Completely strips silicon control options out of open cage mechs (except mech domination). Adds flags to handle granular control restrictions and beacon limitations. (#91118)
## About The Pull Request

Open cabin mechs cannot be piloted by silicon pilots. MMI's, uploaded
AI's, positronics or AI control beacons. The mechs can still be tracker
beaconed. It can also be dominated via the malfunctioning AI power.

Adds some flags to help flag which mechs can or cannot be beaconed, or
which are silicon compatible.

## Why It's Good For The Game

I'm not going to lie. I do feel a bit pressured on this change in
particular. This is somewhat meant to be an intended feature.

But I think the cats out of the bag on open cabin mechs and the ways to
circumvent their downsides. And the more I think about it, the more I
come to realize that I frankly haven't had many, if any, good
interactions with a posibrain/MMI mech army. So making that more
efficient is...a problem.

Using a silicon-based pilot can help you evade the potential
consequences of being a flesh and bone pilot inside of a steel mesh
cabin and being shot repeatedly. So you may as well, in those instances,
treat it as a sealed cabin mech. And these mechs are surprisingly pretty
strong statistically. Especially the Paddy with its ability to equip
actual lethal weaponry.

They're cheap, can be mass produced, come out early, and durable. The
only limitation is pilots, and if you're printing positronics and get
ghosts for those positronics, you can usually just keep producing more.

From a purely objective standpoint, there isn't much reason to not push
out posi-paddys over any other mech. Rather than settle for a perfect
answer, let's at least require some human pilots in these mechs so that
their supposed downside is more of an Achilles heel.

## Changelog
🆑
balance: Caged mechs cannot accept silicon pilots. AI uploaded pilots,
AI control beacons, MMIs or positronics. Malfunctioning AIs can still
dominate these mechs.
code: Allows for a higher degree of granularity for what mechs can and
cannot accept by including additoinal mecha flags to block beacon type
installations, pilot uploads and so on.
/🆑
2025-06-01 13:07:21 -07:00
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
necromanceranne e99a9e1204 Adds the exosuit ablative insulation module. A module that protects a mech from energy attacks and their wires from EMPs. But makes it weaker to ballistics and melee weapons. Adds a special version for nukie mechs. (#90845)
<!-- 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

Adds the Ablative Insulation. A type of mech armor.

The armor module protects the mech from energy weapons (such as thermal
pistols), and also protects the wires from EMPs (only the wires, not the
mech itself). However, it makes it weaker against melee and ballistic
weapons.

The Dark Gygax and Mauler both obtain a version of this module as part
of their default loadout that does not have any disadvantages against
melee and ballistic weapons.

## Why It's Good For The Game

This is a complimentary PR to this one.
https://github.com/tgstation/tgstation/pull/90830

Wire scrambling for mechs is an extremely irritable system, but it does
force mech pilots out of the mech to repair some of the effects
attached. or at least to a standstill.

This can often feel a bit like a knowledge check to resolve for some
pilots, since the optimal solutions for this typically involve pulsing
the wires in some way, utilizing assemblies like voice analyzers,
circuits or signalers.

While I would like a more obvious way for pilots to resolve these
problems without having to set up signal networks, I do think it should
come at some expense in other defenses so that it isn't such a catchall
solution compared to the other armor booster modules. There would
otherwise be no reason not to use this armor booster if there was no
downside, since it completely negates a weakness. Therefore, we're
aiming for a slight upside/downside exchange. You get a very good
upside, but you now need to compensate for weaker defenses elsewhere
(such as risking internal damage effects due to lower armor, see this PR
https://github.com/tgstation/tgstation/pull/90844)

We've given nuclear operatives an improved version because their mechs
are A) expensive as shit, and B) meant to be a huge all-in but have
suffered immensely from many years of refactors, rebalances and gear
availability changes that definitely have left them underperforming for
their promised value. I would much rather nuclear operative mechs feel
like they are less beholden to the weaknesses that crew mechs need to
contend with if only because they exist for what might be a fraction of
the time, if they are even spawned at all due to their price.

## 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
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and its 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
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🆑
add: Adds the Exosuit Ablative Insulation armor booster module. Protects
the mech from energy-based attacks and its wires from EMPs (only the
wires, not the mech). However, the armor booster makes the mech weaker
to ballistic and melee weapons.
add: The Dark Gygax and Mauler now come pre-packaged with a special
version that has no weakness to ballistic and melee weapons.
/🆑

<!-- 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. -->
2025-05-06 18:21:51 -07:00
necromanceranne b59fe89edc Makes dark gygaxes and maulers (and the admin mechs) incapable of being beaconed in any fashion (#90846) 2025-05-03 20:23:50 +02:00
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
MX0739 73162138e3 Fixes justice mech's dash ability (#89252)
## About The Pull Request

Fixes the fact that the justice mech dash could only be performed in
eight main directions, which was clearly not intended, since you made a
dash at the completely wrong place and not at the target.
## Why It's Good For The Game

Fixes ability's weird behavior
## Changelog
🆑
fix: Fixed Justice mech's dash ability
/🆑
2025-01-28 22:12:44 +01:00
The Sharkening 17010c1182 Makes the mech repair droid unstackable + mech armor balance (#88789)
## About The Pull Request
alternative to #88776
Makes the repair droid unable to be stacked and reduces armor slots to 1
on station mechs except the phazon.

## Why It's Good For The Game

You can get to some pretty heavy duty values on certain mechs,
especially the durand, with a very intense rate of healing. This makes
those items unstackable.


![image](https://github.com/user-attachments/assets/714c48ca-f9a1-4452-bc25-9d20070f43be)


## Changelog

🆑
balance: Reduces armor slots to 1 for all station built mechs except the
phazon.
balance: melee mech armor has been increased to 20 from 15.
balance: mech bullet and laser armor has both been increased to 15 from
10.
balance: You can no longer stack the repair droid on mechs.
/🆑
2025-01-22 21:11:45 +11:00
Y0SH1M4S73R 7fe8f29fdb Corpses with clients in them can no longer perform mech actions (#88959)
## About The Pull Request

Turns out most mech actions only cared about the person attempting to
use them being inside the mech, without checking for things such as the
mob being alive. This fixes that, but required a slight refactoring to
the `ui_status` proc of mechs to account for the three fundamentally
different types of mobs that can pilot a mech.

## Why It's Good For The Game

Fixes #88933

## Changelog

🆑
fix: Corpses at the pilot seat of mechs can no longer toggle the lights,
safeties, cabin sealing, strafing, overclocking, or durand shields, nor
can they rename the mech or configure its equipment.
/🆑
2025-01-14 15:50:03 +01:00
grungussuss e46db99412 airlocks and computers are leanable (#88478)
## About The Pull Request
- added a signal - `COMSIG_ATOM_DENSITY_CHANGED`, is sent when
set_density is called and doesn't early return
- changed all manual assignments of .density to use `set_density` so the
signal is sent
- airlocks get the leanable component, if the airlock opens while you
are leaning on it - you will fall
- computers get the leanable component
## Why It's Good For The Game
can lean on more stuff, roleplay! Immersion!
*John Tider leans on the airlock*
## Changelog
🆑 grungussuss
add: computers and airlocks are now leanable
refactor: changed how density/collision of some objects is changed,
report any oddities!
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2024-12-29 08:53:55 +01:00
KingkumaArt fc496d1fcb Fixes two mech power issues caused by megacell rework (#88414)
…'s production in line with the megacell rework.
## About The Pull Request

The durand's shield and the mech plasma generator never got their values
adjusted with the power rework. this led to 15 shots (a mag from a laser
smg) instantly draining the cell if it hits the durand's shield, ten
times more than normal. Also, the plasma generator's power never got
increased proportionally, meaning every second it recharged a tenth of
what it was meant to.

## Why It's Good For The Game

Fixes yet another thing broken by making the base power unit ten times
higher than previously.

## Changelog


🆑 WebcomicArtist
fix: Durand shield now uses proper amount of power upon taking damage
fix: Mech plasma generator now produces the correct amount of charge,
previously bugged to be 10% of intended.
/🆑
2024-12-10 19:51:49 +01:00
SmArtKar a2d463cdd8 Guncode Agony 4.4: Armor as an argument (#88143)
## About The Pull Request
Lil cleanup/tweak I couldn't do in the main PR because it conflicted
before and i forgot after. Yes this works with overrides that don't have
the arg, yes I tested it.

## Why It's Good For The Game
Don't run armor code thrice please thank you

## Changelog
🆑
code: Projectile impacts no longer fetch mobs' armor values thrice
/🆑
2024-11-25 03:59:21 -08:00
Ben10Omintrix 9ba27165e5 fixes parriable projectiles runtimes (#87899) 2024-11-14 11:22:48 +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
SmArtKar d548e8202f Retextured Durand's shield, fixed power drain and UI (#85718)
## About The Pull Request

![dreamseeker_phiCk3bcfG](https://github.com/user-attachments/assets/5e2dfb36-cb8b-4954-8c04-5b452dfb0a2f)

Closes #84419
Durand drained ten times the default cell capacity per tick due to power
changes, and UI for some reason multiplied the cell charge by a
thousand, confusing the players. Also minor cleanup.

## Why It's Good For The Game
Super dated sprite that doesn't really fit the modern durand

## Changelog
🆑
image: Durand shield got a glowup
fix: Durand shield no longer instantly drains its battery
fix: Mech UI no longer lies about the amount of power your mech has left
/🆑
2024-08-14 12:31:00 +02:00
Axidy d4fc07fea5 Justice invisibility now turns off by the safety (#85272)
## About The Pull Request
Small change to make justice invisibility turn off when the safety is
turned on. Because you could bypass safety check on it by basically
turning off mecha safety and turning it on after it went to
invicibility.
## Why It's Good For The Game
Now everything works as supposed.
## Changelog
🆑
fix: now Justice invisibility turns off in non combat mode as it
supposed to
/🆑
2024-07-27 21:39:46 +02:00
carlarctg d220adba3f HONK mech now waddles (#85152)
## About The Pull Request

How the ffffffuck didn't it waddle befoerhand

## Why It's Good For The Game

It's essential. Clowns need waddling to survive

## Changelog

🆑
fix: HONK mech now waddles
/🆑
2024-07-22 02:02:32 +02:00
SmArtKar 2c0f5d181a Datumizes pod types (#85033)
## About The Pull Request

Changes supply pods to use datums instead of a massive nested list to
store data and index defines as styles. Complete feature parity.

## Why It's Good For The Game
this is nightmare fuel to work with

![image](https://github.com/user-attachments/assets/851ea009-508b-4958-996e-d46a758b2f62)

and this is a sin against nature and god

![image](https://github.com/user-attachments/assets/6b0cd374-1305-4fe6-9ab6-4912c9cb4461)

![image](https://github.com/user-attachments/assets/88c83f60-af9d-4ea9-af5f-c0810a6d9c66)
ends up as

![image](https://github.com/user-attachments/assets/2cb9e264-895d-49b9-b228-e04ac1353ba1)
which is ???

Using a nested list to store pod data is a very bad idea, it has
horrible formatting, is unreadable without having index defines open in
a second tab and is not extendable. And as you can see above, if someone
added another pod type before 14th everything would break because other
pod type lists **__only have 8 elements__** instead of 10 like the
seethrough one does.

## Changelog
🆑
refactor: Pod code now uses datums instead of being a huge nested list
/🆑
2024-07-21 13:52:21 -07:00
Artemchik542 f31ae8e8f5 Justice mech invisibility fix (#84906)
## About The Pull Request
Closes: https://github.com/tgstation/tgstation/issues/84894

Fixes a bug if you exited the mech and it was in “stealth mode” at the
time.

This will make your Mech completely unusable.

Originally bug found on Massmeta server.

## Why It's Good For The Game

Have you spent a lot of TC on your new car and forgotten where you
parked it? - Skill Isuue.

## Changelog

🆑
fix: Justice mech invisibility fix
/🆑
2024-07-17 20:31:05 +02:00
Xackii 82f92cb983 New Traitor mech: Justice. (#84097)
## About The Pull Request

Adds new mech that can be created from emaged fabricator. To craft this
mech you need:
1. Emag Fabricator to recive Justice disgine(done this, fabricator will
emit a text and sound signal that can reveal you).
2. You need to craft it like any other mech but you also need 8
telecrystals to finish constraction.
3. To board a mech you need syndicate access (traitor can get it by
purchasing an agent card).
About Mech:
Video:
https://youtu.be/QwJfO_lbLK0
Text:
Health 200
Damage 60
Only melee attacks(can't attach range weapons(can't attach anything in
his arms at all))
Block chanse 60
Speed - in safty mode 2.5 in combat mode 4.5
Attack effects:
In addition to damage, it has a 50 percent chance of cutting off an arm
or leg (does not put you to sleep or give a knockdown
effect when hit like regular combat mechs do).
If a target in crit or stun makes a finishing attack instead of a
regular attack, the mech says an epic phrase and after a second cuts off
the target's head by dashing through the target.

Special actions(can't be used if mech in safty mode):

Invisability - Makes the mech invisible for 20 seconds. If the mech is
pushed or collides with someone or if the pilot presses the invisibility
button again, the mech will no longer be invisible and will go into a 5
second cooldown (the same will happen after 20 seconds). If you attack
in invisibility, then instead of a normal attack the mech will make an
AoE 3x3 attack 1 second after pressing (the attack will be accompanied
by a sound and visual effect and for a second the mech will not be able
to move, which gives enemies time to run away from the attack). Upon
completion AoE attack, everyone( except peoples in crit and in stunned
condition) in a 3x3 radius will receive 35 damage and a 25 chance of
having one of their limbs cut off.

Charge Attack - Mech makes a dash towards the cursor at a distance of up
to 7 cells, breaking all obstacles in its path. If the obstacle is a
living person (and he is not in crit and is not stunned) then he will
receive 35 damage and a 25 chance of cutting off a limb. Cooldown 5
Seconds.
P.S.
Also added emag_act on fabricator so you can put any new secret traitor
mechs on it.
Also made the sounds of mech melee attacks to vars so that it would be
more convenient to change them.

Also fix a runtime error where if you set something in the mech's
max_equip_by_category to 0, the mech UI panel doesn't load.

## Why It's Good For The Game

Adds a traitor mech with fun and interesting mechanics. This is a new
mech with new unique abilities that turns the battle with you into a
boss fight.

## Changelog

🆑
add: New traitor mech: Justice. Emag fabricator to get it.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-07-04 12:01:42 -07:00
jimmyl 38b7580894 durand shield is a tad bit stronger and also doesnt immediately depower the mech when taking stamina damage (#84043)
## About The Pull Request

durand shield is a tad bit stronger and also doesnt immediately depower
the mech when taking stamina damage

## Why It's Good For The Game
i mean this shit almost immediately depowers the mecha if you hit it a
few times with a toolbox and thats bad for something that costs shittons
of mats
making it not as bad should make it not a noob trap
also bug bad

## Changelog
🆑
fix: durand shield doesnt immediately depower the mech when taking
stamina damage
balance: durand shield is a bit stronger
/🆑
2024-06-25 00:05:59 -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
StaringGasMask bc0e2587cd Phazons now use ectoplasm cores (#83939)
## About The Pull Request

Phazons now use ectoplasm anomaly cores instead of bluespace ones. Text
implying otherwise has been changed as well.
Allows ectoplasm cores to be bought via the science supply console.

## Why It's Good For The Game

Bluespace cores are some of the most overused ones in anomalock
technology, and often the most desirable ones. Ectoplasm cores, however,
have a single gimmicky and mediocre use.
This PR aims to make them more appealing to the crew while reducing
machines that rely on bluespace anomalies, so their available number can
be more freely tweaked.

## Changelog


🆑
balance: Phazon mechs use ectoplasm cores now
balance: You can now acquire ectoplasm cores from the science supply
interface
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-06-14 19:56:29 +00:00
githubuser4141 c4587bf2af Centcom/Nukie mechs receive better innate armor but cannot be upgraded (#83580)
## About The Pull Request

QoL for antag mechs: no longer are you expected to sit around station
Robotics with a [materials] [inducer] [experiment scanner] to upgrade
your antag mechs, they are now appropriately armoured out of the box!
Unfortunately, this high end armour cannot accept third party upgrade
modules.

Also good because of incoming (hopefully) sprite upgrades, maulers
should become more attractive to buy.
Inspired by maplestation..

NOTE: WEB-EDITED! NOT TESTED!

## Why It's Good For The Game

Antags like Centcom or Syndicates don't have no time to sit around in
the station robotics bay trying to upgrade their mechs - and it's insane
to expect them to do so. This is especially poor for newer players who
aren't aware of mech mechanics - such as a basic chainsaw or fireaxe
dealing 15 or over damage to their mech when a upgraded Durand isn't
affected by this.

Makes antag/centcom mechs good 'against most threats' out of the box, so
better for newbies and less stressful for experienced players who won't
have to literally _do station jobs_ to get a good mech. Did you know:
mech mechanics aren't even explained at all in-game?

Balance wise, it's "good against everything" and loses the ability to be
super-specialized against a single thing, while retaining
higher-then-normal grades on everything else. Station mechs still have
the ability to specialize in one armor, say, melee, but have much worse
grades on bullet/laser/EMP, and often have less health. Previously, a
trip to Robotics could get a D-GYGAX up to 85% melee while still
retaining 40%/50% of bullet/laser which imo is a biit *too* good. The
difference between say - 70% and 85% is fairly significant - 9 damage /
13.5 damage for 70% melee vs 4.5 / 6.7 damage for 85%, so twice as good.

NOTE: Some of the mechs receive better bomb/energy armors, which weren't
affected by armor upgrades.

## Changelog

🆑
balance: Antag/Centcom mechs now have top notch un-upgradeable armor out
of the box. You can't add armor to centcom or nukie mechs anymore, but
their default armor rating is a lot higher.
/🆑
2024-06-06 09:46:39 +00:00
YesterdaysPromise 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
Antonio Tosti 726bdf5891 Viewing Reticence Stats no longer causes NtOS error (#83343)
## About The Pull Request
These changes correctly place Reticence's default power module into a
`list()` object, preventing an NtOS error when using the "View Stats"
button inside the mech. This resolves a bug in the UI, which had
prevented players from viewing their Reticence mech's stats, and
modifying its loaded modules therein.

Closes #82374

Before:

![reticence-before](https://github.com/tgstation/tgstation/assets/5588048/9c90e7f2-13b6-49bb-af9b-6ad68834bfd4)


After:

![reticence-after](https://github.com/tgstation/tgstation/assets/5588048/96862f04-cc00-4d6f-bdeb-c34193794ab5)
## Why It's Good For The Game
Syndicate Mimes can now scream (inaudibly) for joy, as they'll be able
to inspect and modify their mech as was intended.
## Changelog
🆑
fix: Viewing Reticence's stats no longer causes an NtOS UI error
/🆑
2024-05-20 21:11:47 -07:00
SyncIt21 7abafa7819 Fixing cell power usage (Part 5) (#82296)
## About The Pull Request
Continuation of #82227

Fixes these issues in
https://github.com/tgstation/tgstation/issues/82196 and others that
weren't noticed.
- Batton emp protection
- Cyborg stun arm
- Cyborg energy sword
- Cyborg hug attack
- Mechanical god religious sect charge check
- Mecha fixes
  - Phasing energy drain
  - Short circuit energy drain
  - Durand shield damage energy drain
  - Plasma engine recharge rate
- Mechbay recharge power rate
- Recharge station charge rate

Stuff that was already working & didn't require fixing.
- Plasma cutter energy shots
- Botany cell charging

## Changelog
🆑
fix: Fixed cell energy usage for a bunch of stuff(Part 5). See PR 82296
for details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2024-03-30 16:40:21 +01:00
Pickle-Coding c1f11f26ce Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579)
## About The Pull Request
Removes all arbitrary energy and power units in the codebase. Everything
is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you
are going to multiply by time. This is a visible change, where all
arbitrary energy units you see in the game will get proper prefixed
units of energy.

With power cells being converted to the joule, charging one joule of a
power cell will require one joule of energy.

The grid will now store energy, instead of power. When an energy usage
is described as using the watt, a power to energy conversion based on
the relevant subsystem's timing (usually multiplying by seconds_per_tick
or applying power_to_energy()) is needed before adding or removing from
the grid. Power usages that are described as the watt is really anything
you would scale by time before applying the load. If it's described as a
joule, no time conversion is needed. Players will still read the grid as
power, having no visible change.

Machines that dynamically use power with the use_power() proc will
directly drain from the grid (and apc cell if there isn't enough)
instead of just tallying it up on the dynamic power usages for the area.
This should be more robust at conserving energy as the surplus is
updated on the go, preventing charging cells from nothing.

APCs no longer consume power for the dynamic power usage channels. APCs
will consume power for static power usages. Because static power usages
are added up without checking surplus, static power consumption will be
applied before any machine processes. This will give a more truthful
surplus for dynamic power consumers.

APCs will display how much power it is using for charging the cell. APC
cell charging applies power in its own channel, which gets added up to
the total. This will prevent invisible power usage you see when looking
at the power monitoring console.

After testing in MetaStation, I found roundstart power consumption to be
around 406kW after all APCs get fully charged. During the roundstart APC
charge rush, the power consumption can get as high as over 2MW (up to
25kW per roundstart APC charging) as long as there's that much
available.

Because of the absurd potential power consumption of charging APCs near
roundstart, I have changed how APCs decide to charge. APCs will now
charge only after all other machines have processed in the machines
processing subsystem. This will make sure APC charging won't disrupt
machines taking from the grid, and should stop APCs getting their power
drained due to others demanding too much power while charging. I have
removed the delays for APC charging too, so they start charging
immediately whenever there's excess power. It also stops them turning
red when a small amount of cell gets drained (airlocks opening and shit
during APC charge rush), as they immediately become fully charged
(unless too much energy got drained somehow) before changing icon.

Engineering SMES now start at 100% charge instead of 75%. I noticed
cells were draining earlier than usual after these changes, so I am
making them start maxed to try and combat that.

These changes will fix all conservation of energy issues relating to
charging powercells.
## Why It's Good For The Game
Closes #73438
Closes #75789
Closes #80634
Closes #82031

Makes it much easier to interface with the power system in the codebase.
It's more intuitive. Removes a bunch of conservation of energy issues,
making energy and power much more meaningful. It will help the
simulation remain immersive as players won't encounter energy
duplication so easily. Arbitrary energy units getting replaced with the
joule will also tell people more meaningful information when reading it.
APC charging will feel more snappy.
## Changelog
🆑
fix: Fixes conservation of energy issues relating to charging
powercells.
qol: APCs will display how much power they are using to charge their
cell. This is accounted for in the power monitoring console.
qol: All arbitrary power cell energy units you see are replaced with
prefixed joules.
balance: As a consequence of the conservation of energy issues getting
fixed, the power consumption for charging cells is now very significant.
balance: APCs only use surplus power from the grid after every machine
processes when charging, preventing APCs from causing others to
discharge while charging.
balance: Engineering SMES start at max charge to combat the increased
energy loss due to conservation of energy fixes.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-23 16:58:56 +01:00
LemonInTheDark ef714c1c34 Overlay Lighting Color/Intensity Pass (#81425)
## About The Pull Request

I was looking at screenshots of the game and realized we had a lot of
light sources that were really... flat.

Medium intensity, not colored at all, cringe.

So I went over all the uses of overlay styled lighting (since I've done
matrix lighting already) and gave them more unique features. Colors that
match the sprite they're used with, intensity to produce vibes, that
sort of thing.

It's kinda impossible to go one by one cause there's a LOT.

I may have gone a bit overboard with a few, I'm messing around with some
things like giving bots colors based off their department, etc. We'll
see how this all turns out.

Oh also I tweaked how the cone of overlay lighting is drawn. It seemed a
bit too present to me so I dropped the alpha down from like 200 to 120
at max (so it's roughly half of the mask's alpha so it's less
overwhelming

## Why It's Good For The Game

Lighting should be impactful, subtle and colorful

<details>
<summary>
Old Lights
</summary>


![dreamseeker_QJ5bFZxd63](https://github.com/tgstation/tgstation/assets/58055496/8ae74a95-32cb-473f-830a-ab4e1073a581)

![dreamseeker_DPVgI8wOoN](https://github.com/tgstation/tgstation/assets/58055496/149095af-a08a-4038-bf18-9e3401327452)

![dreamseeker_pyEmTAb37x](https://github.com/tgstation/tgstation/assets/58055496/6dbb6cf8-2ed7-4bc0-9d19-c64849088a33)

![dreamseeker_aDfvnea6YD](https://github.com/tgstation/tgstation/assets/58055496/4ed983e1-6be3-4513-ba3b-cecde08ccd38)

![dreamseeker_RnkQSwmxmc](https://github.com/tgstation/tgstation/assets/58055496/63e0210e-e1b1-42f0-be64-53d67c43f689)

![dreamseeker_G8NSC3lzAk](https://github.com/tgstation/tgstation/assets/58055496/93001925-904d-4061-8874-1d17bb225a90)

![dreamseeker_yASfxtbHDR](https://github.com/tgstation/tgstation/assets/58055496/ce0ae9ad-9067-44e0-9491-3ef331bbbb84)

![dreamseeker_4ecBbG5urI](https://github.com/tgstation/tgstation/assets/58055496/ce82f471-15c7-40ce-bc08-be4f5dc8a3b7)

![dreamseeker_udYlv8uAce](https://github.com/tgstation/tgstation/assets/58055496/c516a278-852b-44b8-ba7c-1203cea3f845)

![dreamseeker_bc2120Fnmr](https://github.com/tgstation/tgstation/assets/58055496/87a1429a-2329-4dd5-8c7b-ff44f54a08bb)

</details>

<details>
<summary>
New Lights
</summary>


![dreamseeker_0H11TyhGgx](https://github.com/tgstation/tgstation/assets/58055496/75b68a25-055e-488c-af82-b062dbe7413e)

![dreamseeker_2B9AENHsfl](https://github.com/tgstation/tgstation/assets/58055496/b52d441c-6ed3-495b-9ebd-9b0c9f924f30)

![dreamseeker_3vOVRRMTSP](https://github.com/tgstation/tgstation/assets/58055496/b265578f-34cc-4a0a-80ea-3237fb83df33)

![dreamseeker_5bTLup65rx](https://github.com/tgstation/tgstation/assets/58055496/6fcd3dc0-5927-458a-9f77-5582ad57a954)

![dreamseeker_iZzxZv4nfW](https://github.com/tgstation/tgstation/assets/58055496/67c3af13-2305-4130-936b-19ded08ccc4e)

![dreamseeker_Lhe9TSA0Av](https://github.com/tgstation/tgstation/assets/58055496/a5310e58-0ff1-45ac-bb81-b4a0212eb0ce)

![dreamseeker_ngQJUv0tV4](https://github.com/tgstation/tgstation/assets/58055496/c3d7423a-ab32-4401-9ffa-c4c3b7811334)

![dreamseeker_PL0z6sU7by](https://github.com/tgstation/tgstation/assets/58055496/2947d828-3aee-48c2-903f-2bf0db9077d2)

![dreamseeker_xineFZDzPA](https://github.com/tgstation/tgstation/assets/58055496/095ff8b0-51cf-4f7c-a2ee-752d9d7e87bd)

![dreamseeker_zpXxbZZakS](https://github.com/tgstation/tgstation/assets/58055496/c4200d35-a2fa-4c3f-8e88-1fd87f44cd46)

</details>

## Changelog
🆑
add: Tweaked the saturation, color and intensity of a bunch of lights
/🆑
2024-03-09 23:57:19 +00:00
LemonInTheDark 70651816c2 Fixes complex lights not handling moving well, renames lighting defines (#81423)
## About The Pull Request

[Fixes static lights not
moving](https://github.com/tgstation/tgstation/commit/ffef43c05a55dae414ef94558ecf9b9df709ded7)

Worked fine when the owner moved, but if the owner was inside something
else, it would try and trigger an update on the PARENT's lights, which
are obviously not us.

[Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they
do](https://github.com/tgstation/tgstation/commit/de73a63bd4d97783c69c95370726d1c253ffb8fe)

People keep trying to change the lighting system of lamps and it makes
me mad.
I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a
better name for turf matrix lighting. Suggestions welcome

## Why It's Good For The Game

Closes #80005
Hopefully improves understanding of lighting at a glance
## Changelog
🆑
fix: Fixes fancy lights not updating their source location when picked
up and moved
/🆑
2024-02-12 20:50:20 +01:00
K4rlox a33b688dd7 Adds new Role restricted Traitor item: Reticence Assasination Exosuit (#81212)
## About The Pull Request

Adds a decade old item that has been in the code for a LONG LONG TIME
but yet still unobtainable without admin intervention

as a traitor item as it was (supposedly?) designed as

screenshots of the item

![image](https://github.com/tgstation/tgstation/assets/118483925/eb73dc81-f957-4c7b-8b8f-035311440e22)

![image](https://github.com/tgstation/tgstation/assets/118483925/2b431736-824c-4ba1-b2d9-4480b71ab261)

and a ameteur demonstration video


https://github.com/tgstation/tgstation/assets/118483925/641dfc9c-d548-4e56-a106-6f85a5c12ad4




Note: this is my first ever addition PR in tgstation, please inform me
if you believe i have made any issues!
## Why It's Good For The Game

makes a decade old mime-themed item, obtainable by mime traitors
this item is a **VERY FRAGILE** silent, fast, "assasination" exosuit
the suit has barely any armor and exactly 100 durability making it
extremely fragile to oncoming attacks, however, it includes a RCD, a
silenced pistol and the ability to punch open structures

effectively making this a glass cannon

personally i think this item should have been obtainable by mime
traitors in the first place, but i dont get why it never was, i believe
it to be a fairly balanced item for any ordinary traitor to use ((unlike
certain items))

so i believe its a good addition
## Changelog
🆑
add: Added Reticence Assasination Exosuit For 20 TC to mime traitors
tweak: makes the mime mech have a air tank by default
tweak: reticence is faster and slightly stronger
/🆑
2024-02-07 05:30:56 +01:00
zxaber 46eb5bb38a Fixes open-air mechs (Ripley, Paddy) not pushing projectile damage to the pilot (#80844)
## About The Pull Request
Moves parent call for mech bullet_act() to after the enclosed and
occupant check, so that the rest of the proc has a chance to send the
damage to the pilot
## Why It's Good For The Game
Bugfix.
## Changelog
🆑
fix: Ripley MK-Is and Paddys now correctly make incoming projectiles hit
the pilot again.
/🆑
2024-01-09 14:09:22 -05:00
LemonInTheDark 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
LemonInTheDark 9696dd1a1d Targeting Datums Renamed (and global) (#79513)
## About The Pull Request

[Implements the backend required to make targeting datums
global](https://github.com/tgstation/tgstation/commit/6901ead12e419530b7f646ea21094d4432d7385e)

It's inconsistent with the rest of basic ai for these to have a high
degree of state, plus like, such a waste yaknow?

[Implements
GET_TARGETING_STRATEGY](https://github.com/tgstation/tgstation/commit/d79c29134d03424a9f8bacd64c08cb41775fe8c0)

Regexes used:
new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1)

Renamed all instances of targetting to targeting (also targetting datum
-> targeting strategy)

I've used GET_TARGETING_STRATEGY at the source where the keys are
actually used, rather then in the listing. This works out just fine.

## Why It's Good For The Game

Not a misspelled name through the whole codebase, very slightly less
memory load for basically no downside (slight cpu cost maybe but not a
significant one.

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-11-09 14:44:24 +00:00
Zephyr 9ebf319e6a fixes signal circuit not working | refactors name of timer cooldown macros to be inherent, also docs them (#79367)
## About The Pull Request

Title
## Why It's Good For The Game

Less headache in the future for a macro thats not really obvious in what
it does
## Changelog
🆑
fix: signals in circuits now actually function
/🆑
2023-10-31 10:58:48 +00:00
Andrew 7e1f5e609e Overclock safety setting for Gygax (#79101)
![SVYgXCYIFN](https://github.com/tgstation/tgstation/assets/3625094/fffe3763-fae5-4449-a47e-7fc564e96853)

## About The Pull Request

Since people started using OC on all mechs by attaching a signaller to
the wire, I figured that Gygax should have at least something special,
except the 2x overclock modifier for dark gygax and the UI button for
overclock.

Now Gygax type mechs have an option to automatically disable overclock
when the mech is overheated. As Gygax was designed to use overclock,
other mechs lack this component and there is no wire for this.

## Why It's Good For The Game

Special overclock behavior for Gygax.

## Changelog

🆑
add: Gygax type mechs now have an option to disable overclock when
overheated.
fix: Fixed overclocking having no effect on Ripley.
/🆑
2023-10-21 13:38:29 -04:00
Emmett Gaines 96d7e9c690 Invisibility refactor (#78908)
This adds a tracker for sources of invisibility and a priority system. I
needed this for another thing so I'm doing this first since it touches a
lot of code. As for the bugs fixed in the changelog, it's only what I
noticed while going through everything and there's likely a few more
things fixed with this. This should be testmerged for a while, I'll
bring this out of draft when it feels safe.

🆑
admin: Invisimin can now be used on mobs that are already invisible,
whether through temporary or permanent effects.
fix: Monkeyize/Humanize mob transformations no longer permanently reveal
invisible mobs if they had effects making them invisible otherwise.
fix: Objects with the undertile element that have been made invisible
through other means are no longer revealed by being uncovered.
/🆑
2023-10-17 13:07:31 -06:00
Tim d6f79f4427 Refactor gib code to use bitflags and have documentation (#78754)
## About The Pull Request
This takes all the gib related procs:
- `gib()`
- `spawn_gibs()` 
- `spill_organs()`
- `spread_bodyparts()`

And adds heavy documentation that communicates what the procs are used
for and how the different bitflags affect them. The difference is
noticeable:

`gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)`

The code is now much more legible which is important considering it's
used in a lot of places!

Another robust change, is that we had several places in the code where
there were double negatives like so:

```
/mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts)
	if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!?
		// do stuff here
```

This is a mindfuck to untangle. I inverted a lot of these parts so we
don't lose our sanity.

Last thing that was changed was a big `if()` loop in the `spill_organ()`
proc. This was refactored to just be a simple `for` loop with `continue`
statements where we needed to skip enabled bitflags. It's now shorter
and cleaner than before.

The only slight gameplay change this affects is that gibbing a mob now
guarantees to drop all items unless the `DROP_ITEMS` bitflag is
deliberately omitted. Some places like admin gib self, we don't want
this to happen.

## Why It's Good For The Game
Gib code is very old. (~15 years) People kept adding more arguments to
the procs when it should have been a bitflag initially. By doing it this
way, there is more flexibility and readability when it comes to adding
new code in the future.

## Changelog
🆑
refactor: Refactor gib code to be more robust.
qol: Gibbing a mob will result in all items being dropped instead of
getting deleted. There are a few exceptions (like admin gib self) where
this will not take place.
/🆑
2023-10-06 13:12:22 +01:00
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
necromanceranne a18872b6ee Restores some mechs being able to pivot step (move and turn in the same keypress) and diagonal movement (#77345)
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## About The Pull Request

Most mechs couldn't move diagonally. This restores that for all but the
Clarke (which is a vehicle on treads)

The Clarke and Odysseus once again have pivot step, lost during the
refactor for unknown reasons. It was literally just right there, it was
an easy fix. Clarkes once again move like a tank!

## Why It's Good For The Game

So the way that mech movement works, by blocking diagonal movement, what
instead happens is that the mech eats the move command and goes on
movement cooldown. By pressing two buttons rather than one, you come to
a full stop and no longer can move. I cannot think of a more hostile
player-facing feature than this. It utterly gutted the usability of
mechs for no real apparent benefit. As such, I'm just removing it on all
but the most relevant mech, the Clarke. This should make it much more
approachable to pilot mechs and not feel like the game is malfunctioning
half the time.

Clarkes and Odysseus mechs had a really cool feature. They turned and
moved in the same button press. This made them very nimble mechs and fun
to utilize. They lost this feature in the refactor for, once again, not
much apparent reason since this was literally a line change to restore.

## Changelog

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🆑
fix: Restores a lost feature, Clarkes and Odysseus mechs once again can
pivot on a dime and step in the same button press.
qol: Mechs universally have diagonal movement as to avoid unresponsive
movement, as block diagonal movement was having unintended side effects
and was actually intended for pivot step mechs.
/🆑

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2023-08-05 14:41:44 +02:00
nikothedude f44adfde1e Refactors vendor tipping and adds 2 new malf modules: Remote vendor tipping, and the ability to roll around and crush anything in your path. (#76635)
## About The Pull Request

Title.

Vendor tipping code is now on /atom/movable, and any movable can fall
over like a vendor does. Things like crits have been moved to
type-specific availability tables, their effects are now held in their
own proc, are now random per crushed item, have probability weights,
etc.

In the process of making this PR I also had to fix another issue, where
a bunch of take_damage() overrides had incorrect args, so that explains
the take_damage changes I made.

Tipping now also attacks any atoms on the target, given they use
integrity.

Adds 2 new malf modules.

1. REMOTE VENDOR TIPPING: A mid-cost and mid-supply module allows malf
AIs to remotely tip a vendor in any of the 8 directions. After 0.5
seconds of delay and a visual indicator (along with other warnings), the
vendor falls over.
1.1. In the process of making this I had to expand a arrow sprite to
have orthogonal directions, which is why you may see the testing dmi
being changed.
2. CORE ROLLING: A mid-cost but low-supply ability that allows the AI to
roll around and crush anything it falls on, including mobs. This has a
5% chance to have a critical hit so it isnt THAT terrible - plus it's
guaranteed to never stunlock. It's real utility lies in the fact the AI
now has limited movement without borgs. Also, the psychological factor.

As a bonus, vendor tipping now uses animate and transforms instead of
replacing matrices.
## Why It's Good For The Game

1. Generifying vendor tipping code is just good, period. It's a very
wacky and silly little piece of code that really doesn't need to be
isolated to vendors exclusively. ANY big and heavy object can fall over
and do a ton of damage.
1.1. Also, adding weights to critical hits is really good, because it
lets things like the headgib finally be a lot less terrifying, as
they're a lot less likely to happen.

2. Remote vendor tipping is a bit of a goofy ability that isn't really
THAT practical but has a chance of catching someone unaware and doing
some serious damage to that person alone.
2.1. Atop of this, vendor tipping isn't that loud of an action as say,
blowing things up, or doing a plasma flood. Even overrides aren't this
silent or a non-giveaway. A vendor falling on someone, though, is a
mundane thing that happens a lot. This is a decent way to assassinate
people before going loud (or at least, damage people) that isn't offered
yet.

4.
3.1. For real though, AIs rolling around is just fucking hilarious. The
ability to move isn't offered right now (which isn't that much of a bad
things), but with sufficiently limited charges (or limits to how many
times you can buy the ability), this can be a funny little t hing that
lets the AI potentially hide somewhere on the sat (or just relatively
close to the sat, such as engineering [it can't go through the
teleporter with this but it can go through transit tubes]) without the
need for borgs.
3.2. Also, it lets the AI sacrifically execute people by blowing up
their brains.
2023-07-27 18:41:10 +00:00
YesterdaysPromise a373b4cb08 Icon folder cleaning wave one (#76703)
## About The Pull Request

Due to a mental breakdown caused by unfathomable abomination that is
icons folder, I swore to myself to one day clean it. Today is kind of
that day. Been at it for around 6, you gotta understand I need a rest. I
tracked most changes in descriptions of commits if you are looking for
details.

## Why It's Good For The Game

Saner spriters make better sprites. And also, just helps keep track of
things.

## Changelog

🆑
image: added sprites for different variants of scrolls.
image: modified couple posters with ghost pixels.
/🆑

---------

Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
2023-07-11 10:50:10 -07:00
Helg2 b5ebf5c942 Adds better parts for syndie mechs, some tooltips to mech maintenance mode and some little changes. (#74466)
## About The Pull Request
Kinda resusticates #72442 cause the whole conflict was stupid.
Adds t4 parts for dark gygax, mauler and reticence (for the sake of
shitspawn) and t3 for dark honker.
Formulas of better parts to understand the difference:

https://github.com/tgstation/tgstation/blob/aff9cf1b434c7a95d156ea20108d8b2bc015083d/code/modules/vehicles/mecha/_mecha.dm#L427-L439


Made examine text into span_notices so it's not just plane text.
Also added tooltips for maintenance. Screens to compare:

![image](https://user-images.githubusercontent.com/93882977/229368394-23ca7388-2640-4a82-8134-36a18878b687.png)

![image](https://user-images.githubusercontent.com/93882977/229368398-d4654b56-78e9-4321-80cc-cad31cfabef8.png)


Dark gygax will now spawn without access adding regime.
Tool interactions with mech will now have sounds. (wrench and crowbar)
Removing parts from mech will now put them in your hands, and not just
under the mech.
When inserting parts in mech they won't make some noisy noise, already
forgot which noise it was, but i changed it for some reason, so meh.

Also fixed that you can remove capacitors and scanning mods from mech
without proper maintenance as it works with cell. Closes
https://github.com/tgstation/tgstation/issues/71577
## Why It's Good For The Game
Syndie mechs are still week. Didn't see them in half a year.
## Changelog
🆑
qol: changed mech description to span_notices and just slightly comfier
to use.
qol: added tooltips for mech's maintenance mode.
balance: added t4 parts for mauler and dark gygax. And t3 parts for dark
honker.
fix: fixed that you can remove capacitor and scanmod from mech without
proper maintenance steps. Now you can't
/🆑
2023-04-03 21:16:38 -07:00