## About The Pull Request
This has the potential to create a lot of needless mob updates which is
not great. Now should only update a mob's clothing if it was actually
washed.
This PR
1) ensures that all wash() procs return a bitflag.
2) ensures that `wash()` proccalls which result in expensive operations
like icon updates only do so when it is necessary
## Why It's Good For The Game
Updating mob sprites is expensive, and doing it when nothing has been
changed is bad.
## Changelog
Nothing really player facing
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).
🆑 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)
/🆑
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.
Improving old code. And I want to be able to pet mobroaches while
holding them too.
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
* Making the fuck you coupon trigger only once, take two (#81953)
## About The Pull Request
So a previous pr attempted to fix the fuck you coupon, by adding 1 to
the arguments.
```dm
(tgstation/code/modules/cargo/coupon.dm, line 87)
cursed.AddComponent(/datum/component/omen, 1)
```
But this was setting the `vessel` rather than the `incidents_left`
argument to 1.
```dm
(tgstation/code/datums/components/omen.dm, line 20)
/datum/component/omen/Initialize(obj/vessel, incidents_left, luck_mod, damage_mod)
```
Moving this argument over one fixes the issue.
```dm
cursed.AddComponent(/datum/component/omen, null, 1)
```
However! We're now skipping over the `vessel` value, which is used to
burn up a curse's vessel once the curse is expended.
Setting this to `src` rather than `null` means the fuck you coupon
actually gets 'expended', which I think it better than just using `null`
or `incidents_left = 1`. The coupon's useless once it's done, and this
way it's cooler anyway.
For consistency, we then also add this behaviour to when the coupon
gives you a heart attack instead.
Then! I noticed there was a _second_ bug with fuck you coupons, where it
would stop prematurely if the location wasn't a mob.
```dm
(tgstation/code/modules/cargo/coupon.dm, line 80-81)
if(!ismob(loc))
return FALSE
```
However, this also happens when you don't have a free hand for it to put
the coupon in, and thus entirely negating the curse and just giving you
a useless fuck you coupon.
We fix this by just adding a `user` argument to `generate`, which it
prefers to use when available, and is set to the user ripping off the
coupon in the first place.
## Why It's Good For The Game
Fixes#81946.
As fuck you coupons are pretty much useless after expending their curse,
and we have to add the vessel value anyway, I thought it'd be more
fitting to add the coupon as the vessel rather than just putting in
null. Then, for consistency, I felt it'd be best to make them *also*
burn when giving you a heart attack when you already have a curse.
Y'know, it's expending the coupon for it's one-time fuck you!
Also fixes fuck you coupons not actually applying their curse if you
didn't have any free hands for it to put the coupon in when ripping it
off.
## Changelog
🆑
fix: Fuck you coupons ACTUALLY trigger only once again. As a
consequence, they also burn up when expended for their one-time fuck
you.
fix: Fuck you coupons work regardless of whether you had a free hand or
not.
/🆑
* Making the fuck you coupon trigger only once, take two
---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
* Makes the Omen coupon only trigger bad luck once, like it used to (#81814)
## About The Pull Request
Tin
## Why It's Good For The Game
Idk when it happened, but someone managed to not input an
`incidents_left` for the coupon's component addition, which made it
default to `INFINITE`. As such, this would actually leave you with a
**_worse_** curse than the quirk itself, since EVERYTHING would be more
likely to hit you.
## Changelog
🆑 Wallem
fix: The cursed coupon now only triggers a cursed event once, rather
than infinite times.
/🆑
* Makes the Omen coupon only trigger bad luck once, like it used to
---------
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* The Coupon Master PDA app (#80240)
## About The Pull Request
This PR adds a new PDA program to the supply category, which allows
users to redeems coupons for various cargo packs (mostly goodies), like
the ones also found at the bottom of cig packs.
How it works is fairly simple:
- Once installed, the modular computer subsystem will periodically, at a
3-5 minutes interval, generate a coupon code datum associated to a plain
text code, which is sent out to everyone with the program installed.
- The user can then open the program and insert the text into an input
box to redeem the coupon code, which is then associated with their bank
account.
- He will then have to find a photocopier, and tap it with the PDA to
print the coupon. Only one coupon can be printed. Photocopier fees
apply, so it'd cost 5 creds to the average assistant to print the
coupon.
- He can then insert the coupon in a cargo console and order/reuest the
associated pack (same deal as cig coupons).
- Some coupon codes however, especially those with juicer discounts,
will expire after a while if not printed.
Albeit mostly innocuous, the program provides negative Detomatix
resistance, slowly fills the computer file storage with trash files with
each redeemed coupon, and halves the download speed of new apps. Not
really the cleanest ware out there.
This PR also extends coupons to several non-goody packs, since they have
been privately buyable for over the last couple years now. Some packs
get discounts less frequently however, with those in the uncommon
category being roughly 1 in a 12 chance and the rare being 1 in 50.
Here's a screenshot of the UI (outdated, I've reduced the height from
500 to 400 and the notice box tip to specify the right click):

Fun fact: Right now, the odds of a 75% discount coming from the Coupon
Master for the 1.000.000 credits bycycle pack are roughly 0.0012%, while
that of a 50% for the same pack, from a cig pack coupon are 0.0042%.
## Why It's Good For The Game
These last couple days I've been wanting to test myself at making simple
UIs, as well as contributing to the modular computers feature, which has
started to become pretty neat ever since PDAs were reworked into a
subtype of it.
Beside, coupons are a very small feature limited to the bottom of
cigarette packs (also possibly cursed) in the current state of affairs.
Cargo is filled with packs that are niche or fluff. Modular computers
also has those little things that, while interesting, do not contribute
a whole lot. Maybe this is one of them, but I guess free* coupons are
always a big W.
## Changelog
🆑
add: Added the 'Coupon Master' program for the PDA. Install it to
receive periodical, redeemable coupons for several cargo packs. Requires
NTnet connection and the messenger enabled to work.
add: Coupons are no longer only limited to goodies, but may also apply
discount to some other packs as well.
/🆑
<sup>*minus the photocopier fee</sup>
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* The Coupon Master PDA app
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* Adds coupons
* fixes invalid var
* fixes old var name
* test
* does this please you travis?
* is that a prize, or....
* adjusts odds
* fikou owes me $10
* neatens code per review
* corrects bouncy
* corrects some errors
* redisables price gouging on goodies