128 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
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/compile_changelogs.yml
#	.github/workflows/stale.yml
#	SQL/database_changelog.md
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/__DEFINES/atom_hud.dm
#	code/__DEFINES/inventory.dm
#	code/__DEFINES/mobs.dm
#	code/__DEFINES/species_clothing_paths.dm
#	code/__DEFINES/subsystems.dm
#	code/__DEFINES/surgery.dm
#	code/__HELPERS/global_lists.dm
#	code/_globalvars/lists/maintenance_loot.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/minor_mapping.dm
#	code/controllers/subsystem/processing/quirks.dm
#	code/controllers/subsystem/shuttle.dm
#	code/datums/components/palette.dm
#	code/datums/components/surgery_initiator.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/hud.dm
#	code/datums/mood.dm
#	code/datums/mutations/chameleon.dm
#	code/datums/quirks/negative_quirks/nyctophobia.dm
#	code/datums/status_effects/debuffs/debuffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/slime/slime_leech.dm
#	code/datums/weather/weather.dm
#	code/game/data_huds.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/frog_statue.dm
#	code/game/objects/items/rcd/RLD.dm
#	code/game/objects/items/robot/items/hypo.dm
#	code/game/objects/items/stacks/medical.dm
#	code/game/objects/items/stacks/wrap.dm
#	code/game/objects/items/storage/garment.dm
#	code/game/objects/items/tools/medical/defib.dm
#	code/game/objects/items/weaponry.dm
#	code/game/objects/items/weaponry/melee/misc.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/curtains.dm
#	code/game/objects/structures/dresser.dm
#	code/game/objects/structures/girders.dm
#	code/game/objects/structures/maintenance.dm
#	code/game/objects/structures/mirror.dm
#	code/modules/admin/greyscale_modify_menu.dm
#	code/modules/admin/verbs/light_debug.dm
#	code/modules/antagonists/ashwalker/ashwalker.dm
#	code/modules/antagonists/heretic/knowledge/starting_lore.dm
#	code/modules/antagonists/ninja/ninjaDrainAct.dm
#	code/modules/art/paintings.dm
#	code/modules/client/preferences.dm
#	code/modules/client/verbs/ooc.dm
#	code/modules/clothing/head/wig.dm
#	code/modules/events/disease_outbreak.dm
#	code/modules/holodeck/holo_effect.dm
#	code/modules/jobs/job_types/head_of_security.dm
#	code/modules/jobs/job_types/security_officer.dm
#	code/modules/library/skill_learning/generic_skillchips/point.dm
#	code/modules/mining/lavaland/ash_flora.dm
#	code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/basic/guardian/guardian.dm
#	code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm
#	code/modules/mob/living/carbon/carbon.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/human_defines.dm
#	code/modules/mob/living/carbon/life.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/mob.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mod/mod_control.dm
#	code/modules/mod/modules/modules_general.dm
#	code/modules/modular_computers/computers/item/computer_ui.dm
#	code/modules/paperwork/paper.dm
#	code/modules/paperwork/paperbin.dm
#	code/modules/power/lighting/light.dm
#	code/modules/projectiles/guns/energy/kinetic_accelerator.dm
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#	code/modules/reagents/chemistry/reagents/food_reagents.dm
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#	code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm
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#	code/modules/research/xenobiology/crossbreeding/prismatic.dm
#	code/modules/surgery/advanced/brainwashing.dm
#	code/modules/surgery/advanced/lobotomy.dm
#	code/modules/surgery/amputation.dm
#	code/modules/surgery/blood_filter.dm
#	code/modules/surgery/bodyparts/_bodyparts.dm
#	code/modules/surgery/brain_surgery.dm
#	code/modules/surgery/cavity_implant.dm
#	code/modules/surgery/coronary_bypass.dm
#	code/modules/surgery/gastrectomy.dm
#	code/modules/surgery/healing.dm
#	code/modules/surgery/limb_augmentation.dm
#	code/modules/surgery/organ_manipulation.dm
#	code/modules/surgery/revival.dm
#	code/modules/surgery/sleeper_protocol.dm
#	code/modules/surgery/surgery_helpers.dm
#	code/modules/surgery/surgery_step.dm
#	code/modules/unit_tests/_unit_tests.dm
#	code/modules/unit_tests/designs.dm
#	code/modules/unit_tests/icon_state_worn.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png
#	code/modules/unit_tests/screenshots/screenshot_husk_body.png
#	code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png
#	icons/map_icons/clothing/head/_head.dmi
#	icons/map_icons/clothing/shoes.dmi
#	icons/map_icons/items/_item.dmi
#	icons/mob/huds/hud.dmi
#	icons/mob/inhands/64x64_lefthand.dmi
#	icons/mob/inhands/64x64_righthand.dmi
#	icons/obj/machines/computer.dmi
#	tgui/packages/tgui/interfaces/OperatingComputer.jsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/types.ts
#	tgui/packages/tgui/interfaces/SurgeryInitiator.tsx
#	tools/icon_cutter/check.py
2026-02-12 23:50:09 -05:00
Jacquerel b942cec267 Audit dismemberment to make sure we don't forget it might fail (#94808)
## About The Pull Request

Fixes #94778

There are a bunch of places where we dismember a limb (or head) and then
do something with it assuming that we actually dismembered it, but that
isn't actually true.
Many of these places then move your not-actually-dismembered head
somewhere else. If you have an unremovable limb (such as if you have
TRAIT_NODISMEMBER) this means that it actually gets removed anyway
because it's physically moved somewhere else.
In all of these cases, if we failed to dismember the limb we should just
leave it alone.

I left anything where after dismembering the limb it immediately deletes
it in though because those are generally supposed to be invariably
fatal.

## Changelog

🆑
fix: Chainsaws can't behead people with unremovable heads.
fix: You can only put your own head on a spear or into a box if it is
possible to remove your head.
fix: Heretic rifts can only remove your arms if your arms can be
removed.
fix: Paperwork can only cut off your head if your head can be cut off.
fix: Smite being reflected can only blow off your arm if your arm can be
removed.
/🆑
2026-01-10 22:56:25 -07:00
SyncIt21 468b351b86 Axes grind & juice vars into procs (#94592)
## About The Pull Request
Inspired by #94233. `grind_results`(list) & `juice_typepath`(typepath)
are only used when grinding & juicing after which the atom is deleted.
This means if that object is not processed these vars occupy memory &
don't do anything.

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

## Changelog
🆑
refactor: grinding & juicing have been refactored to occupy low memory.
Report bugs on github
code: improved grinding & juicing code
/🆑
2025-12-25 20:40:35 +01:00
Bloop acaae89cf6 Removes some cargo culty global lists that don't need to be global lists (#94531)
## About The Pull Request

Not really sure why these were there storing the lists in memory
permanently, when these just get consumed anyway. People copy paste them
all over it seems so I'm going to put a stop to that.

## Why It's Good For The Game

Cleans up like 7 years of cargo cult.

## Changelog

Not player-facing
2025-12-19 10:14:57 -05:00
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
Ghom 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.

## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.

Currently a WIP as I slowly deal with the unit test reports.

## Changelog

🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
2025-12-02 18:29:01 -05:00
SmArtKar 316a58948c Assembling med/repair/secbots will now put their assemblies in your main hand instead of your offhand, and only do so if you held the original item (#94078)
## About The Pull Request

Bot assemblies will only be picked up if you held the item you attached
the arm/sensor to, and will be put into the hand which you held the
storage item in.
Also changed firebots assemblies to item_interaction

## Why It's Good For The Game

Usually you don't want to pick up the assembly if you're making a bunch
of bots on the ground en-masse, and having the assemblies be put in your
offhand and not your main hand despite the latter just being freed is
weird and clunky.

## Changelog
🆑
qol: Bot assemblies will only be picked up if you held the
medkit/toolbox/helmet/etc in your hands when creating one.
qol: Assembling med/repair/secbots will now put their assemblies in your
main hand instead of your offhand
/🆑
2025-11-30 03:07:31 +01:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
Ghom f72eb75a6f Handcuffs can now be used to bind certain items (briefcases, toolboxes, etc.) to your hand. (#93305)
## About The Pull Request
Technically, this PR introduces the cuffable_item element and the
cuffed_item status effect and their relative code.

In more player-friendly terms, this allows the ability to use handcuffs
to bind certain items to your hands by right-clicking it with a pair of
handcuffs in your active hand. This makes the item unable to be dropped,
for better or worse, until you or someone else remove said cuffs. And
no, this doesn't conflict with the ability to be handcuffed if you're
silly enough to think that.

There are more than one way to remove the cuffs. For the player with the
item cuffed to their hand, to remove the cuffs they can either click the
status alert, or examine the item and click the relative hyperlink. The
second option is good to have if for some reason the status alert
doesn't show up (too many alerts etc.).

For other people, they can remove the cuffs by opening the strip
inventory menu (the one you open by click-dragging the sprite of person
with the item onto yours). It's an alternative action specific to this
status effect (therefore only held items). Until the cuffs are removed,
trying to remove the item **directly** will bring you nowhere **because
the item is stuck to their hands**, duh. Alternatively you can just chop
their arm off. You do what you do.

For a list of items that can be bound with cuffs (suggestions welcome):
- briefcases
- toolboxes
- lockboxes
- first aid kits
- shields (they generally have handles and all. gameplay-wise they
already take away one hand slot to use. Using cuffs seals the deal: no
swapping items on the go, so no two-handed weapons, but you won't drop
the shield until it's broken)
- jerrycans (Kryson's suggestion)
- soup pots (ditto, kinda weird)
- coffee mugs, and the mauna mug (ditto)
- buckets
- plushes (silly stuff, if you ever want to arrest a plush or test the
feature)
- pet carriers
- mining drills
- swords with closed guards (ERT chainsaw-sword, cap's sabre, parsnip
sabre, cutlass, e-cutlass...)
- crutches and the white cane
- baskets
- flashlights and lamps (not subtypes like flares, glowsticks and
torches)
- TTVs
- chairs

## Why It's Good For The Game
This opens up for some emergent use for handcuffs beside people (or
prisoner shoes). Inspired by a scene of some 1998 action movie, where
one of the bad guys had the mc guffin briefcase latched to his wrist
with a pair of handcuffs.

Codewise, it was also a reason to refactor bits of code like handcuffs
and screen alerts slightly. On a sidenote, actual sprites for
cult/heretic shackles.

## Changelog

🆑
add: You can now bind certain items like briefcases, toolboxes, medkits,
shields, jerrycans etc. to your hand with a pair of handcuffs,
preventing them from being dropped. You can remove said binds at any
time unless incapacitated, and so can others through the strip inventory
menu.
qol: The appearance of a screen alert now updates if the object it
represents (like, an item offered by another player) changes appearance.
imageadd: The shadow shackles item (from cult magic and heretic
sacrifices) now has its own icon.
/🆑
2025-10-07 05:24:20 -06:00
Krysonism fc8ff2fbaf Emergency suture is kill. Replaced with bandage. (#91854)
## About The Pull Request

This PR removes the suture/emergency item and replaces it with a bandage
in all instances.

Provides as much brute healing overall(25), but in one big chunk.

## Why It's Good For The Game

### Flavour

Suturing is a specialised medical skill and not typically something
you'd expect to find a standard workplace first aid kit.

The emergency suture also shared a sprite with the regular suture
causing confusion.

### Healing Glut

Like when I first added sutures and mesh six year ago, one of the main
reasons for making this change is also to start making a dent in the
glut of free easy healing available to the crew.

While medical is in a much better place than before we started the grand
medical revitalisation project¹ 6 or so years ago, we have been
backsliding by turbo powercreeping chems, letting plumbing churn out
ungodly amounts of heal mix patches, nerfing organ damage and wounds and
adding more free healing items to maps.

While these bandages provide the same amount of healing, the healing is
less granular as such some of it will likely be wasted, leading to a
modest reduction of free heal points available to the crew under real
world conditions.

#### Wound Treatment

The bandages are worse for treating bleeds, but the kit already contains
a super ez bleed fixing pen and gauze, so the kit is still very robust
for dealing with bleeds.

Hopefully the minor reduction in bleed treating power will encourage
players to engage more with the expansive and robust system we have for
ghetto treatment of bleeds.

While this doesn't address the multiple elephants in the room, it
reduces the free item glut slightly.

1. (cloning removal, organ damage, trek meds removal, sleeper removal,
bruise pack removal, surgery expansion etc)
2025-07-04 16:33:16 -04:00
Krysonism 8ef45975ba Emergency suture is kill. Replaced with bandage. (#91854)
## About The Pull Request

This PR removes the suture/emergency item and replaces it with a bandage
in all instances.

Provides as much brute healing overall(25), but in one big chunk.

## Why It's Good For The Game

### Flavour

Suturing is a specialised medical skill and not typically something
you'd expect to find a standard workplace first aid kit.

The emergency suture also shared a sprite with the regular suture
causing confusion.

### Healing Glut

Like when I first added sutures and mesh six year ago, one of the main
reasons for making this change is also to start making a dent in the
glut of free easy healing available to the crew.

While medical is in a much better place than before we started the grand
medical revitalisation project¹ 6 or so years ago, we have been
backsliding by turbo powercreeping chems, letting plumbing churn out
ungodly amounts of heal mix patches, nerfing organ damage and wounds and
adding more free healing items to maps.

While these bandages provide the same amount of healing, the healing is
less granular as such some of it will likely be wasted, leading to a
modest reduction of free heal points available to the crew under real
world conditions.

#### Wound Treatment

The bandages are worse for treating bleeds, but the kit already contains
a super ez bleed fixing pen and gauze, so the kit is still very robust
for dealing with bleeds.

Hopefully the minor reduction in bleed treating power will encourage
players to engage more with the expansive and robust system we have for
ghetto treatment of bleeds.

While this doesn't address the multiple elephants in the room, it
reduces the free item glut slightly.

1. (cloning removal, organ damage, trek meds removal, sleeper removal,
bruise pack removal, surgery expansion etc)
2025-06-29 13:20:51 -05:00
Nick 285702417c Splits Syndicate surgery dufflebag into two items (#91107)
## About The Pull Request

This PR splits the syndicate surgery dufflebag into two items
Syndicate Surgery medkit which is just a compact medkit to hold all your
tools with some sedatives(for your evil surgery purposes)
Removes the Syndicate brand MMI from it limiting it to Robo/RD for their
traitor uplink.
Removes the straightjacket for Surgery this is pretty limiting you to
head surgery.

And the syndicate dufflebag in its own

The medkit being 3 TC due lost functionality of the duffblebag surgery
space but still being inventory effecient.
The dufflebag being 2 TC on its own for having the functionality to hold
bulky items

## Why It's Good For The Game

Syndicate dufflebag got buffed to hold upto bulky 2 items and this PR
points more towards to this being a thing, and giving traitors more
convience when they buy a surgery kit they don't have just a bunch of
tools in a dufflebag thats hard to get rid of.

## Changelog
🆑
balance: Splits surgery dufflebag into two items the dufflebag itself
and the medkit
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-05-22 21:31:03 -04:00
SmArtKar e14d79858a Fixes tactical medkits not giving medibots a bezerk skin (#91146)
## About The Pull Request

Only the lite version had the skin override, so tactical and premium
tactical kits just made regular medibots (visually, they still heal all
types at once)

## Changelog
🆑
fix: Fixed tactical medkits not giving medibots a bezerk skin
/🆑
2025-05-22 21:12:29 -04:00
Nick 3c065944a4 Splits Syndicate surgery dufflebag into two items (#91107)
## About The Pull Request

This PR splits the syndicate surgery dufflebag into two items
Syndicate Surgery medkit which is just a compact medkit to hold all your
tools with some sedatives(for your evil surgery purposes)
Removes the Syndicate brand MMI from it limiting it to Robo/RD for their
traitor uplink.
Removes the straightjacket for Surgery this is pretty limiting you to
head surgery.

And the syndicate dufflebag in its own

The medkit being 3 TC due lost functionality of the duffblebag surgery
space but still being inventory effecient.
The dufflebag being 2 TC on its own for having the functionality to hold
bulky items

## Why It's Good For The Game

Syndicate dufflebag got buffed to hold upto bulky 2 items and this PR
points more towards to this being a thing, and giving traitors more
convience when they buy a surgery kit they don't have just a bunch of
tools in a dufflebag thats hard to get rid of.

## Changelog
🆑
balance: Splits surgery dufflebag into two items the dufflebag itself
and the medkit
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-05-21 07:19:44 +10:00
SmArtKar 0ae6b99ebd Fixes tactical medkits not giving medibots a bezerk skin (#91146)
## About The Pull Request

Only the lite version had the skin override, so tactical and premium
tactical kits just made regular medibots (visually, they still heal all
types at once)

## Changelog
🆑
fix: Fixed tactical medkits not giving medibots a bezerk skin
/🆑
2025-05-16 17:07:49 +03:00
SyncIt21 81c9e6ebd3 Part 3: Storage Improvements (#90476)
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-04-29 18:19:23 -06:00
SyncIt21 9bd45e2f3a Part 3: Storage Improvements (#90476)
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-04-20 12:02:29 +00:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
SmArtKar 6b83a91956 Revert "Refactor for storage initialization & organization (#89543)" (#90332)
## About The Pull Request

Reverts the storage initialization refactor and all subsequent related
PRs.
The original PR is below our standards both for code quality and
testing, and is majorly flawed at its core. This has been discussed with
other maintainers and headcoder(s?) over on discord. A lot of changes
from the PR could be brought over later, but in its current state it
should not have been merged.

- Closes #90322
- Closes #90313
- Closes #90315
- Closes #90320
- Closes #90312
- Closes #90344

## Why It's Good For The Game

This PR causes a series of major issues which cannot be resolved without
either completely rewriting a lot of the original PR, or bad code.
Not matching our standards is grounds for not merging a PR, and the fact
that a PR should not have been merged is a reason for a revert.

## Changelog
🆑
fix: Fixed a series of storage-related bugs caused by a refactor PR.
/🆑
2025-03-30 21:30:31 +00:00
SyncIt21 0f57a23830 Refactor for storage initialization & organization (#89543)
## About The Pull Request
A Huge chunk of changes just comes from moving existing storage code
into new files & seperating `atom_storage` code into its own subtype
under the already existing `storage/subtypes` folder.

With that the changes in this PR can be organized into 3 categories.

**1. Refactors how `/obj/item/storage/PopulateContents()` initializes
storages**
- Fixes #88747 and every other storage item that has a similar variant
of this problem

The problem with `PopulateContents()` is that it allows you to create
atoms directly inside the storage via `new(src)` thus bypassing all the
access restrictions enforced by `/datum/storage/can_insert()` resulting
in storages holding stuff they shouldn't be able to hold.

Now how this proc works has been changed. It must now only return a list
of items(each item in the list can either be a typepath or a solid atom
or a mix of them in any order) that should be inserted into the storage.
Each item is then passed into `can_insert()` to check if it can fit in
the storage.

If your list contains solid atoms they must be first moved
to/Initialized in nullspace so `can_insert()` won't count it as already
inserted. `can_insert()` has now also been refactored to throw stack
traces but explaining exactly why the item could not fit in the storage
thus giving you more debugging details to fix your stuff.

A large majority of changes is refactoring `PopulateContents()` to
return a list instead of simply creating the item in place so simple 1
line changes & with that we have fixed all broken storages(medical
toolbox. electrical toolbox, cruisader armor boxes & many more) that
hold more items they can handle

**2. Organizes initialization of `atom_storage` for storage subtypes.**
All subtypes of `/obj/item/storage` should(not enforced) create their
own `/datum/storage/` subtype under the folder `storage/subtypes` if the
default values are not sufficient. This is the 2nd change done across
all existing storages

Not only does this bring code cleanliness & organization (separating
storage code from item code like how `/datum/wire` code is separated
into its own sub folder) but it also makes storage initialization
slightly faster (because you are not modifying default values after
`atom_storage` is initialized but you are directly setting the default
value in place).

You now cannot & should not modify `atom_storage` values inside
`PopulateContents()`. This will make that proc as pure as possible so
less side effects. Of course this principle is not enforced and you can
still modify the storage value after `Initialize()` but this should not
be encouraged in the future

**3. Adds support for automatic storage computations**
Most people don't understand how `atom_storage` values work. The comment
here clearly states that

https://github.com/tgstation/tgstation/blob/55bbfef0da70d87455ca8d6fd5c95107eb8dbefb/code/game/objects/items/storage/toolbox.dm#L327-L329
Because of that the linked issue occurs not just for medical toolbox but
for a lot of other items as well.

Which is why if you do not know what you doing, `PopulateContents()` now
comes with a new storage parameter i.e. `/datum/storage_config`

This datum allows you to compute storage values that will perfectly fit
with the initial contents of your storage. It allows you to do stuff
like computing `max_slots`, `max_item_weight`, `max_total_weight` etc
based on your storage initial contents so that all the contents can fit
perfectly leaving no space for excess.

## Changelog
🆑
fix: storages are no longer initialized with items that can't be put
back in after taking them out
refactor: storage initialization has been refactored. Please report bugs
on github
/🆑
2025-03-23 22:20:23 +01:00
SmArtKar eb2796831b [MDB Ignore] Refactors pills, patches, and generalizes stomach contents, nothing to see here. (#89549)
## About The Pull Request

Currently patches are a subtype of pills, and while they have the
``dissolveable`` var set to FALSE, barely anything checks it (because
people don't expect patches to be pills in disguise) so we end up
patches being dissolveable and implantable, which is far from ideal.
Both have been moved into an ``/obj/item/reagent_containers/applicator``
class, which handles their common logic and helps handling cases where
either one fits. As for gameplay changes:
* Pills no longer dissolve instantly, instead adding their contents to
your stomach after 3 seconds (by default). You can increase the timer by
dropping sugar onto them to thicken their coating, 1s per 1u applied, up
to a full minute. Coating can also be dissolved with water, similarly
-1s per 1u applied. Pills with no coating will work like before.
* Patches now only take half as long to apply (1.5s), but also slowly
trickle in their reagents instead of instantly applying all of them.
This is done via embedding so you could theoretically (if you get lucky)
stick a ranged patch at someone, although they are rather quick to rip
off. The implementation and idea itself are separate, but the idea for
having a visual display has been taken from
https://github.com/Monkestation/Monkestation2.0/pull/2558.

![dreamseeker_Ywd4jQcy3t](https://github.com/user-attachments/assets/7ce0e549-9ecd-4a8a-98ea-12e00754bdd9)
* In order to support the new pill mechanics, stomachs have received
contents. Pills and items that you accidentally swallow now go into your
stomach instead of your chest cavity, and may damage it if they're
sharp, requiring having them surgically cut out (cut the stomach open
with a scalpel, then cauterize it to mend the incision). Or maybe you
can get a bacchus's blessing, or a geneticist hulk to gut punch you,
that may also work. Alien devour ability also uses this system now. If
you get a critical slashing wound on your chest contents of your cut
apart stomach (if a surgeon forgot to mend it, or if you ate too much
glass shard for breakfast) may fall out. However, spacemen with the
strong stomach trait can eat as much glass cereal as they want.

Pill duration can also be chosen in ChemMaster when you have a pill
selected, 0 to 30 seconds.

![image](https://github.com/user-attachments/assets/1f40210e-74dd-49c2-8093-432a747ac8dd)

## Why It's Good For The Game

Patches and pills are extremely similar in their implemenation, former
being a worse version of sprays and pills, with only change being that
pills cannot be applied through helmets while patches and sprays ignore
both. This change makes them useful for separate cases, and allows
reenactment of some classic... movie, scenes, with the pill change. As
for stomach contents, this was probably the sanest way of implementing
pill handling, and everything else (item swallowing and cutting stomachs
open to remove a cyanide pill someone ate before it dissolves) kind of
snowballed from there. I pray to whatever gods that are out there that
this won't have some extremely absurd and cursed interactions (it
probably will).

## Changelog
🆑
add: Instead of dissolving instantly, pills now activate after 4
seconds. This timer can be increased by using a dropper filled with
sugar on them, 1s added per 1u dropped.
add: Patches now stick to you and slowly bleed their reagents, instead
of being strictly inferior to both pills and sprays.
add: Items that you accidentally swallow now go into your stomach
contents.
refactor: Patches are no longer considered pills by the game
refactor: All stomachs now have contents, instead of it being exclusive
to aliens. You can cut open a stomach to empty it with a scalpel, and
mend an existing incision with a cautery.
/🆑
2025-03-13 17:31:37 +01:00
FlufflesTheDog 7ba886331b Fix normal crafted medbots being invisible (#89427)
## About The Pull Request
the comment lies, the skin var is no longer null safe
medibots crafted with a non-special medkit would give it a null skin,
which is no longer supported after they were reskinned
## Why It's Good For The Game
👻 
## Changelog
🆑
fix: crafted medibots are more consistently corporeal
/🆑
2025-03-12 15:45:44 -04:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
FlufflesTheDog 7a87a14df1 Fix normal crafted medbots being invisible (#89427)
## About The Pull Request
the comment lies, the skin var is no longer null safe
medibots crafted with a non-special medkit would give it a null skin,
which is no longer supported after they were reskinned
## Why It's Good For The Game
👻 
## Changelog
🆑
fix: crafted medibots are more consistently corporeal
/🆑
2025-02-11 13:49:44 -05:00
Andrew 9d045f7cb6 New Medbot Sprites (#89152)
## About The Pull Request


https://github.com/user-attachments/assets/a57e9bd2-8e00-4ab4-86de-9facba477955


![medbots_flat](https://github.com/user-attachments/assets/6846a7bc-29d8-4dd2-a8ef-dc65eb57ca03)


![image](https://github.com/user-attachments/assets/c83941cf-a883-48f7-922f-2b6424939765)

Resprites medbots and related sprites - stacked mediborg skin,
assemblies

## Why It's Good For The Game

Consistent with the new medkits

## Changelog

🆑
image: New medbot sprites
image: New stacked medibot borg skin sprite
/🆑
2025-01-29 15:07:20 +00:00
Penelope Haze 4c2a76ede3 Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to
variable names, but only the really egregious ones like "concious".
2025-01-28 22:16:16 +01:00
LT3 e906f6d975 This year's medkit resprite #89085 (#2950)
## About The Pull Request

https://github.com/tgstation/tgstation/pull/89085


![image](https://github.com/user-attachments/assets/660f6d2e-0585-4bc9-bc1c-0763fd8443bc)

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
2025-01-21 00:33:00 -07:00
Andrew e3933ba938 This year's medkit resprite (#89085) 2025-01-18 02:06:36 -05:00
_0Steven 9d7c406abd Pre-filled test tube rack fixes (#88728) 2025-01-07 14:42:02 +01:00
Majkl-J e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00
sippykot 5d6119ac9e add surgical medkit to cargo (#2195)
<!-- 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 surgical medkit to cargo goodies
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game
Items you can only get at roundstart are bad, ackshually
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Proof Of Testing
i ran it, it works, it's a really simple change
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and 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
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: you can buy the surgical medkit in cargo now

/🆑

<!-- 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. -->

<!-- By opening a pull request. You have read and understood the
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---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2024-10-12 20:49:22 +00:00
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

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

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

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

-- instrumental --

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

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

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

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

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

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

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

- [ ] attributions

## Why It's Good For The Game

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

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
carlarctg 7d9754b0c7 Moves Meta drone bay to the main cargo bay (#86581)
## About The Pull Request

MetaStation's Drone Bay has been moved to be basically inside the normal
cargo bay.

![image](https://github.com/user-attachments/assets/f9a84631-d761-489f-ba8d-995696ef09c5)

This bay starts slightly more prepared than others. You're still
rewarded for going out of your way to set up exoscanners but now it's
not literally obligatory, to reduce the effort entry cost.

To make room for it, the security cargo post was moved to the east of
the mailing room:

![image](https://github.com/user-attachments/assets/522e0de2-7fd6-4312-ac7e-974b3b37603e)

The drone bay spot in maintenance has been cleared out by a gang of
rowdy assistants, and turned into a drug den.

![image](https://github.com/user-attachments/assets/ae31b7f2-4817-4d09-af34-1bda8bdc1753)
It also has a nod to its prior room usage up north with some misc. drone
bay stuff.

This is my first real map PR and is likely to have dumb oversights.
## Why It's Good For The Game
## Changelog

> MetaStation's Drone Bay has been moved to be basically inside the
normal cargo bay.

On all stations Drone Bay is shunted off into some ass corner where
nobody even notices it exists. After using it a bunch I've realized it
has some interesting cargo use cases, because it's a cooldown based
activity you can often have it on in the background while doing other
things. I wished to move it inside the bay to highlight its usefulness!

> To make room for it, the security cargo post was moved to the east of
the mailing room:

The mail room is rather big for being such a non-used part of the
station, so it won't be harmed by being trimmed down into the main five
chutes. I've tried to keep everything important on the tables, but do
let me know if I fucked up and missed something.

I also think it's funny to symbolize how Security has a weak hold on
Cargo by having its security office almost completely cut off from the
main area, but that's a post-hoc rationalization if anything.

> The drone bay spot in maintenance has been cleared out by a gang of
rowdy assistants, and turned into a drug den.

Had to make use of the empty space somehow. This is a little funny den
that might kickstart some hijinks. Meta's maint is pretty bland and
hasn't had any real shakeups in a very long time, so adding a new PoI
might cause some fun events.



🆑
add: MetaStation's Drone Bay has been moved to be basically inside the
normal cargo bay.
add: To make room for it, the security cargo post was moved to the east
of the mailing room:
add: The drone bay spot in maintenance has been cleared out by a gang of
rowdy assistants, and turned into a drug den.
/🆑
2024-09-21 15:27:41 +02:00
SkyratBot 0ac0b26309 [MIRROR] Toolbox, medkit, cardboard box sounds. (#29349)
* Toolbox, medkit, cardboard box sounds. (#85337)

## About The Pull Request

https://github.com/user-attachments/assets/155210d1-d0ae-404e-b69c-a0d185306db6

### Added container rustle sounds for:
- medkit
- box
- toolbox

### Added container open sounds for:
- box
- toolbox

### De-hard coded container rustle sounds so now you can change the
sound path on subtypes.
## Why It's Good For The Game
- Hearing the same cloth rustling SFX for boxes, toolboxes and medkits,
when they're clearly not made of cloth is immersion breaking, let's fix
that.
- giving players satisfying sounds when they open containers and an
overall diversity of sounds will reduce ear fatigue
- rustle SFX were previously hard coded and you couldn't change them or
change the `vary` boolean, we should keep the code customizable and
allow contributors to add more rustle sounds by implementing this
framework.
## Changelog
🆑 grungussuss
sound: added rustle sounds for: toolbox, medkit, box
sound: added open sounds for: toolbox, box
code: added support for giving container items rustle sounds
/🆑

* Toolbox, medkit, cardboard box sounds.

---------

Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
2024-08-15 22:27:06 +07:00
grungussuss a4a92eb84c Toolbox, medkit, cardboard box sounds. (#85337)
## About The Pull Request


https://github.com/user-attachments/assets/155210d1-d0ae-404e-b69c-a0d185306db6

### Added container rustle sounds for:
- medkit
- box
- toolbox

### Added container open sounds for:
- box
- toolbox

### De-hard coded container rustle sounds so now you can change the
sound path on subtypes.
## Why It's Good For The Game
- Hearing the same cloth rustling SFX for boxes, toolboxes and medkits,
when they're clearly not made of cloth is immersion breaking, let's fix
that.
- giving players satisfying sounds when they open containers and an
overall diversity of sounds will reduce ear fatigue
- rustle SFX were previously hard coded and you couldn't change them or
change the `vary` boolean, we should keep the code customizable and
allow contributors to add more rustle sounds by implementing this
framework.
## Changelog
🆑 grungussuss
sound: added rustle sounds for: toolbox, medkit, box
sound: added open sounds for: toolbox, box
code: added support for giving container items rustle sounds
/🆑
2024-08-14 13:46:51 +02:00
SkyratBot 36415e19a1 [MIRROR] Medkit sounds (#29093)
Medkit sounds

Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
2024-07-28 13:49:47 +05:30
grungussuss 5f9a25fc18 Medkit sounds (#85286)
## About The Pull Request


https://github.com/user-attachments/assets/b607e1e2-d19b-4b02-b264-05e5326e4374
## Why It's Good For The Game
We have box sounds, why not medkit sounds?
## Changelog
🆑 grungussuss
sound: medkits now have sounds
/🆑
2024-07-27 22:16:31 +02:00
SkyratBot 76a9716aa0 [MIRROR] Add interaction sounds to pill bottle (#28850)
* Add interaction sounds to pill bottle (#84924)

## About The Pull Request

https://github.com/user-attachments/assets/111ec50f-9e52-41be-925a-0fb9d880ab3d
## Why It's Good For The Game
More soundscape is good for immersion
## Changelog
🆑
sound: added pickup, dropping and opening sound for pill bottle
/🆑

* Add interaction sounds to pill bottle

---------

Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com>
2024-07-15 10:06:24 +05:30
FinancialGoose 44fd12a956 Add interaction sounds to pill bottle (#84924)
## About The Pull Request


https://github.com/user-attachments/assets/111ec50f-9e52-41be-925a-0fb9d880ab3d
## Why It's Good For The Game
More soundscape is good for immersion
## Changelog
🆑
sound: added pickup, dropping and opening sound for pill bottle
/🆑
2024-07-14 20:07:11 -06:00
SkyratBot 53d3099582 [MIRROR] Moves tool use back higher in the chain, but makes it so tool acts are only called on non-combat-mode (#28457)
Moves tool use back higher in the chain, but makes it so tool acts are only called on non-combat-mode

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-02 15:31:16 +05:30
MrMelbert 4aa7bae77a Moves tool use back higher in the chain, but makes it so tool acts are only called on non-combat-mode (#84083)
## About The Pull Request

### Dilemma 

So we've been running into a dilemma recently as we move more and more
items over (#84070, #83910)

Some things like modsuits, tables, washing machines, storage items want
to do their tool acts before their item interactions

In the past this was perfectly fine, because it was `tool_act` ->
`attack`, but now it's a problem, because it's `item_interaction` ->
`tool_act` -> `attack`.

Rather than resort to snowflaking, my idea is that we can move tools
back up the chain so deconstruction and other similar effects are
handled first, before anything else like putting the tool onto the
table.

### So why does it require non-combat-mode?

A large amount of tool acts early return if the user's on combat mode to
allow the user to smack the thing instead of using the tool on it. So
I've decided to walk back on what I said like a week ago and make this
standardized behavior.

### Misc

Reintroducing `tool_act` as a proc that exist means that atoms can
easily hook certain interactions that must happen very high in the click
chain, such as doing something that block storage insertion. Moves some
of the behaviors I put on the (admittedly rather hacky) new proc to
that.

(Also cleaned up a bit of lockbox and medbot code)

## Changelog

🆑 Melbert
fix: Fixed modsuit interactions slightly. No longer requires combat mode
to use tools on it, plasma core works as intended as well. (Using combat
mode, however, will make you insert the item)
refactor: Refactored lockboxes
refactor: Refactored medbot skin application
/🆑
2024-06-28 16:18:50 -06:00
SkyratBot b540aaf8ab [MIRROR] Afterattack is dead, long live Afterattack (#28128)
* Afterattack is dead, long live Afterattack

* wew

* fixes

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2024-06-15 04:02:11 +02:00
MrMelbert ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00
SkyratBot c72d1dcf48 [MIRROR] Replaces a number of deciseconds into SECONDS (#27188)
* Replaces a number of deciseconds into SECONDS

* blep

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-04-16 10:17:58 +02:00
Jeremiah 1443ef79d3 Replaces a number of deciseconds into SECONDS (#82436)
## About The Pull Request
Using these search regexes:

Number ending in 0:
`do_after\((\w+), (\d+)0,`
Replace:
`do_after($1, $2 SECONDS,`

Single digit number:
`do_after\((\w+), [1-9],`
replace:
`do_after($1, 0.$2 SECONDS,`

Double:
`do_after\((\w+), (\d)([1-9]),`
Replace:
`do_after($1, $2.$3 SECONDS,`

## Why It's Good For The Game
Code readability
2024-04-04 18:56:08 -06:00
SkyratBot 4fb4a50167 [MIRROR] A red spy has entered the base: Adds Spies, a roundstart antagonist inspired by Goonstation's Spy-Thief (#26711)
* A red spy has entered the base: Adds Spies, a roundstart antagonist inspired by Goonstation's Spy-Thief

* Update code/__DEFINES/role_preferences.dm

* Update code/__DEFINES/role_preferences.dm

* closet fix

* I am stupid

* fix effects

* there we go

* is this the end?

* ugh

* please stop

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: jjpark-kb <mccorvey.norman@gmail.com>
2024-03-23 16:27:57 -04:00
MrMelbert 977799a2e7 A red spy has entered the base: Adds Spies, a roundstart antagonist inspired by Goonstation's Spy-Thief (#81231)
# Disclaimer: No Goon code was referenced or used in the making of this
PR

## About The Pull Request

[Design Document (Read this for more
information)](https://hackmd.io/@L9JPMsZhRO2wI25rNI6GYg/rkYKM9Yc6)

This PR adds Spies as a new roundstart antagonist type, inspired by
Spy-Thiefs from Goonstation.

Spies are tasked with stealing various objects around the station, from
insulated gloves to the black box, from the clown's left leg to the
bridge's communications console.

For every item stolen, the Spy is rewarded with a random item from the
Syndicate Uplink, plus some items uniquely available to the Spy. Stolen
items are then shipped off and sold on the Black Market Uplink, allowing
the crew - or maybe some other evil-doers - to get their hands on them.


![image](https://github.com/tgstation/tgstation/assets/51863163/f057d480-4545-44da-b8fe-a8d09a5d2dcf)

More ideas for theft items and bounties are welcome. 

## Why It's Good For The Game

See the design document for more information. 

In short: Adds a solo antagonist which has less impact than your
Traitors and Heretics, but more impact than Paradox Clones and Thieves.
In other words: On the same tier as old traitors.

Seeks to embrace the sandbox aspect of antagonists more by having no
precise greentext objective, and instead some suggestions for chaos you
can embark in. Have fun with it!

## Changelog

🆑 Melbert
add: Spies may now roam the halls of Space Station 13. Watch your
belongings closely.
/🆑
2024-03-01 04:41:57 +00:00
SkyratBot 138d1324b8 [MIRROR] Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) (#26357)
* Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already)

* fixes

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: jjpark-kb <mccorvey.norman@gmail.com>
2024-02-07 14:12:31 -05:00
MrMelbert 12afcb911e Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) (#81120)
## About The Pull Request

- Large amount of storage datum cleanup.
   - Documentation.
   - Maybe more consistent use of parent vs real_location. 
   - Removes the weakrefs, replaces it with just references.
      - These were already managed references anyways so why bother?
- Removes a bunch of arguments no one used and would ever used so only
the most useful args are left.
 
- Some bugfixes. 

## Why It's Good For The Game

Aiming to make storage easier to work with. The whole intent of this was
to bugfix the whole "weight class" thing that keeps popping up but I had
to do this first.

## Changelog

🆑 Melbert
fix: When placing an item into storage (such as backpacks), all nearby
mobs now get a message, rather than just the first mob.
fix: TGC decks of cards should act a bit less odd when looking inside.  
refactor: Refactored a bit of storage, cleaned up a fair bit of its
code. Let me know if you notice anything funky about storage (like
backpacks).
/🆑
2024-02-05 11:42:03 -08:00