1397 Commits
Author SHA1 Message Date
7468a0fbcf refactor detective scan categories, fix some categories not being shown at all, remove Syndicate scan category (#93138)
## About The Pull Request

Refactor detective scan categories.
Fix some categories not being shown at all.
Remove Syndicate scan category.

<details>
<summary>TGUI</summary>
<img width="514" height="545" alt="image"
src="https://github.com/user-attachments/assets/754ce576-545e-40e5-9fad-86f19d8d2606"
/>
</details>

<details>
<summary>Paper report</summary>
<img width="460" height="609" alt="image"
src="https://github.com/user-attachments/assets/e37e1965-e90a-4e0c-8109-f4384d6a4a79"
/>
</details>


## Why It's Good For The Game

DETSCAN_CATEGORY_SETTINGS, DETSCAN_CATEGORY_HOLY,
DETSCAN_CATEGORY_ILLEGAL and DETSCAN_CATEGORY_NOTES are now shown in
detective scanner ui and printed report.

Cleaner code

## Changelog

🆑
fix: energy dagger pen report will be now shown in detective scanner and
also all items that transform will have additional note about it
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-10-12 05:44:56 +02:00
da10322dc1 Fix modsuits and defibs (#93373)
## About The Pull Request

Fixes #93359

Caused by #93165

Inventory screen elements were no longer considered reachable, which
broke mousedrop handing on objects that check "is dragging into
inventory slot"

I don't know the best way to fix this yet but I figured the next best
thing would be to make all of these use the `drag_pickup` element, which
skips this reach-ability check

Thus I refactored it slightly to accommodate for items which should
contextually not be drag-pick-up-abble and bam, works like a charm

## Changelog

🆑 Melbert
fix: Dragging defibs and modsuits off your back works again
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2025-10-11 18:17:23 -04:00
xPokee b308ee9d78 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-24 10:13:01 -04:00
BloopandGitHub 1627e53201 Adds support for custom stamp icons (#92995) 2025-09-20 15:38:41 -04:00
xPokee 9b282a850e Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-17 11:45:44 -04:00
Aliceee2chandGitHub 0918437d53 BORGENING! Borg changes and QOLs (#92303)
## About The Pull Request

Adds a few new items and upgrades for different cyborg modules or
reworks some of them.

<p align="center">
<img width="608" height="199" alt="image"
src="https://github.com/user-attachments/assets/ba44742f-984b-4988-af4d-e06cf66d3296"
/>
</p>
pic unrelated :)

### Main changes:

### Medical model
**Medical cyborg** gets chembag by default and a new bluespace syringe
upgrade!
<p align="center">
<img width="267" height="83" alt="image"
src="https://github.com/user-attachments/assets/4636688f-a3bf-4db8-b0c7-75089aeb4f54"
/>
</p>

### Engineering model
**Engineering cyborg** recieved a few new features. Now you can put your
regular RPED inside of a cyborg, but mind that it has way less storage,
than RPED upgrade from robotics. Robotics RPED upgrade were renamed into
expanded RPED and now cost the same amount of material to produce it as
BS RPED.
<p align="center">
<img width="198" height="117" alt="image"
src="https://github.com/user-attachments/assets/e614a9b0-41ad-4815-8eb6-f627c2bf77cc"
/>
</p>

Worth to mention adding decal painter with own sprite (yes it uses cell
instead of regular toner)
<p align="center">
<img width="827" height="498" alt="image"
src="https://github.com/user-attachments/assets/2eb36651-0ee2-4c9b-81ef-f8c3a96966a8"
/>
</p>

<p align="left">
Circuit manipulator was renamed to engineering apparatus, as its can no
longer hold only circuits. Additionally, it can also hold tubes/bulbs
now.
</p>

### Mining model
**Mining cyborg** now has mesons removed and remade into a new toggle
button, you dont need to use one of your modules just to be able to see
through darkness of lavaland caves.
<p align="center">
<img width="248" height="173" alt="image"
src="https://github.com/user-attachments/assets/e85a00ec-f373-43d0-9ce9-7ec573029af3"
/>
</p>

**Mining cyborg** got a new shield module. It helps you fighting
lavaland fauna (..or annoying humans, if youre evil) in low pressure by
absorbing 50% of incoming damage when activated. Takes some amount of
your charge per absorbed hit.
Example:
![2025-07-30
15-05-38](https://github.com/user-attachments/assets/0337a3b2-b9ef-4e27-a464-e3bc0a6a77d8)

## Why It's Good For The Game

I feel big lack of some cyborg modules or even features. This PR is
supposed to fix missing gap, aswell as rebalance some of existing
models.

## Changelog


🆑
qol: Added new helpful modules, such as decal painter for engineering
and chembag for medical borg.
add: Added miner cyborg shield module. In lavaland (low) pressure, it
protects you from 50% of incoming damage in exchange of your cell
charge.
add: Added BS syringe upgrade for medical cyborg.

/🆑
2025-09-16 04:12:27 -07:00
032d5ce23a Allows the cutting of folders back into cardboard (#92906)
## About The Pull Request
You can now cut folders apart into cardboard using wirecutters or a
knife.

## Why It's Good For The Game
It's always been weird to me that you could turn cardboard into folders
but then not reverse it, unlike boxes, which you can fold and unfold
practically freely.

## Changelog

🆑
qol: You can now cut folders apart back into cardboard with wirecutters
or a knife.
/🆑

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-09-10 23:21:53 +02:00
nevimer b348b617a3 Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-2025-09-07
# Conflicts:
#	README.md
#	code/__DEFINES/admin.dm
#	code/__DEFINES/melee.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/economy.dm
#	code/datums/components/crafting/crafting.dm
#	code/datums/elements/crusher_loot.dm
#	code/modules/antagonists/pirate/pirate_shuttle_equipment.dm
#	code/modules/clothing/suits/_suits.dm
#	code/modules/escape_menu/leave_body.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/mining/equipment/mineral_scanner.dm
#	code/modules/mob/living/living.dm
#	code/modules/plumbing/plumbers/pill_press.dm
#	tgui/packages/tgui/interfaces/Vending.tsx
2025-09-07 00:37:52 -04:00
Leland KembleandGitHub 571e0f53db Changes the white filing cabinet's path from filingcabinet/filingcabinet to filingcabinet/white (#92729) 2025-08-26 22:52:22 -06:00
Leland Kembleandnevimer b6cf0e4b78 Grammar, spelling and language checks on pre-made papers (#92586)
## About The Pull Request

A lot of very small grammar, spelling and language changes to pre-made
papers, and corrects the amount of glass sheets on the BSA materials
sheet

## Why It's Good For The Game

Good proofreading is good, and I've fallen for the wrong amount of glass
on that sheet like four times now. Never again.

## Changelog

🆑
spellcheck: grammar, spelling and language checks on premade papers +
BSA materials sheet shows correct amount of glass
/🆑
2025-08-19 22:42:58 -04:00
Leland KembleandGitHub c80361d5f3 Grammar, spelling and language checks on pre-made papers (#92586)
## About The Pull Request

A lot of very small grammar, spelling and language changes to pre-made
papers, and corrects the amount of glass sheets on the BSA materials
sheet

## Why It's Good For The Game

Good proofreading is good, and I've fallen for the wrong amount of glass
on that sheet like four times now. Never again.

## Changelog

🆑
spellcheck: grammar, spelling and language checks on premade papers +
BSA materials sheet shows correct amount of glass
/🆑
2025-08-18 00:14:40 +02:00
subject217andRoxy 00acd8cea3 fixes a typo in the operative bomb implant manual (#92328)
## Why It's Good For The Game

I like correct grammar

🆑
spellcheck: fixed a typo in the operative bomb implant manual
/🆑
2025-08-04 20:53:37 -04:00
subject217andGitHub 9fc9c00b25 fixes a typo in the operative bomb implant manual (#92328)
## Why It's Good For The Game

I like correct grammar

🆑
spellcheck: fixed a typo in the operative bomb implant manual
/🆑
2025-07-31 21:02:26 -04:00
Kocma-sanandRoxy dbe8aefea9 Free photocopier is now really free (#91894) 2025-07-04 16:42:08 -04:00
Kocma-sanandGitHub c7d735afee Free photocopier is now really free (#91894) 2025-07-04 18:36:30 +02:00
690bfc04b4 Rebalances wound determination values, wounding escalation and wound armor to hopefully be less explosive (#91099)
This is a big one so please bear with me, wounds are complicated

We've decreased the max contributed damage to wound rolls from 35 to 25.
This results, after the exponent, a max possible wound roll of 1 to 91
before any modifiers (assuming the attack, after armor, is 25 or above).

The minimum value to wound is still 5.

Most wounds were contributing significant numbers per wound type to the
potential for a new wound to occur. Getting wounded once meant you were
getting wound a lot, but actually getting past that first wounding may
be the tricky part.

We have significantly reigned in the wound penalty that having a wound
contributes, and instead utilize the series wound penalty to allow same
type wounds to escalate themselves faster as a priority. Having wounds
still makes you more wound vulnerable, just not to such an extreme
degree.

The priority here for what wounds matter most for contributing to
overall wounding vulnerability is ``Infected BURNS > BURNS >
SLASH|PIERCE > BLUNT.``

Wound armor, unlike all other kinds of armor, was used as a additive
value to the wound roll modifiers rather than a multiplicative value.

We have reworked how wound armor is determined by changing how wound
modifiers are calculated.

Firstly, we're passing our entire injury roll into the
``check_woundings_mod()`` proc, as we're not treating this as a proc
that just adds values anymore.

Secondly, bare wound bonus only applies if there is no potential wound
protection from any source, as expected. But it comes last in the
calculations.

Thirdly, wound protection is applied to the injury roll last, after
wound bonuses from the attack, wound bonuses from other wounds and wound
bonuses from a disabled limb are applied. This does not include serial
wound bonuses, which are determined outside of this proc.

Wound protection comes from two sources. Clothing and limb wound
resistance. Your chest and head have an amount of wound resistance so
long as they are not mangled in any fashion. Being mangled means having
either a hairline fracture or a weeping avulsion wound.

Wound protection reduces the final injury roll by a percentage. Say our
roll is 50, and we have effectively 50% wound protection. The final roll
would be 25.

~~Most clothing have had their wound armor values changed. As a loose
rule, I used the highest of melee or bomb armor, except where that value
was 100, in which case I used the lowest instead. I'm basing this
decision on how embeds are calculated, which is attack type agnostic.~~

~~Some armor have inconsistent values because they are alternative
armors to an existing armor type or are hyperspecialized armor.
Ablative, bulletproof and security vests all share a value of 35,
despite the former two not having decent melee or bomb armor.~~

~~Some clothing missing wound armor that should have had them now have
wound armor.~~

~~This may need a bit of scrutiny in case one or two seem weirdly high.
Some have maybe become too low. Its a bit hard to say.~~

I changed it to ``exposed_wound_bonus`` to better represent when it
applies. You can be naked and still not be affected by this bonus if the
limb has wound resistance.

I'm not promising anything with this PR, but this is an attempt to
sanity check the values on wounds so that we're not seeing what the data
that determined the removal of beheading presented. An extreme
over-representation of tier 3 wounds. ~~And, from that, maybe I can
argue for beheadings coming back. That's my goal. I think beheadings
happened so much because the numbers were in need of work.~~ Well okay I
just wanna make wounds a bit more workable actually more than I want
beheadings.

Why is it that tier 3 wounds were so over-represented? Because wounds
will often force more severe wounds of other types by merit of any
wounds existing at all on a limb. Having **_a_** wound makes you more
wound prone for any kind of wound, and not just making you more likely
to suffer a more severe type of the same wound.

The threshold mechanic was intended to simulate making a wound worse,
but oddly just made a limb broadly more prone to getting worse from any
kind of attack to such a degree that future wound rolls of different
types were often going to start at the threshold necessary to be a tier
3 wound.

Dismemberment, mind you, requires you to suffer a flesh wound while you
have a bone wound of tier 2 or higher (with tier 3 giving a bonus to
this). You can do this readily via just a sharp weapon, because having a
mangled limb causes the wound to turn into a bone wound. Technically,
this is meant to be less likely as the effective damage for this wound
is halved. But the wound bonus from having a flesh wound was almost
always significant enough to kick your new bone wound up to a tier 3.

In other words; its not surprising that you saw so many beheadings,
because the system wanted to behead you as fast as it possibly can
thanks to all these escalating values.

Wound armor was only applied as a flat reduction on the roll. The
average for wound armor was 10. After receiving a single wound, you can
expect wound rolls to reach upwards of 100, even if the actual damage
roll was not particularly high, due to wound stacking bonuses form being
wounded.

This meant that wounds, if they happened, came thick and fast after the
first, regardless of what your protection might be to wounds. It was
just a matter of getting past the initial bump.

This is why effects that forced wounds were so powerful. They basically
made a given limb more prone to taking a wound without having to deal
with the protection problem first.

Finally, this is just a broad flaw with the system that is not its
fault. It is actually a problem that isn't a problem. Most people in the
game are not wearing helmets that protect their head. So most people are
going to suffer from a higher proclivity of being wounded if people are
aiming for the head. There is this...kind of cargo cult belief that
aiming for the head means you do more damage, or can stun someone if
you're lucky or what have you. It's entirely nonsense, but it has a
grain of truth in that people rarely wear, or even have access too,
headwear that provides wound protection or any protection at all. People
have jumpsuits, which are universally wound protected, but that isn't
true of the head. Look, the point is, they're not aiming at the head
because it is usually less armored, its for other reasons but it just so
happens to become true due to wounds and how wounds roll their type.

To soften this issue, I've decided to treat wound resistance as armor
until the limb suffers a tier 3 wound. This way, hits to the head MAY
not necessarily escalate to tier 3 instantly as they would on live even
from relatively low power weapons. Some weapons have very low force, but
have extreme bare wound bonuses. This should be less likely after this
change. I doubt this will necessarily make high damage high wound
weapons like energy swords any less prone to cutting you clean open, but
it might thanks to the reduction to contributed damage to the injury
roll. The system is now _a bit more random_.

🆑
balance: Wounds do not make you as vulnerable to suffering wounds of all
types as before. Instead, wounds make you more vulnerable to suffering
worse versions of themselves as a priority.
balance: Wound armor is now more impactful when protecting you from
wounds when you have already been wounded.
balance: Your head and chest are more difficult to wound until they have
been mangled; either from suffering from a weeping avulsion or a
hairline fracture.
code: Changed the variable for bare_wound_bonus to exposed_wound_bonus
to better explain what that variable is doing.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-06-21 22:32:18 -04:00
SyncIt21andRoxy 04054a9ff6 Removes un-needed calls to RefreshParts() (#91564) 2025-06-21 22:25:38 -04:00
57624ca1e2 Rebalances wound determination values, wounding escalation and wound armor to hopefully be less explosive (#91099)
## About The Pull Request

This is a big one so please bear with me, wounds are complicated

### Max Potential Wound Rolls

We've decreased the max contributed damage to wound rolls from 35 to 25.
This results, after the exponent, a max possible wound roll of 1 to 91
before any modifiers (assuming the attack, after armor, is 25 or above).

The minimum value to wound is still 5.

### Wound Escalation Penalties

Most wounds were contributing significant numbers per wound type to the
potential for a new wound to occur. Getting wounded once meant you were
getting wound a lot, but actually getting past that first wounding may
be the tricky part.

We have significantly reigned in the wound penalty that having a wound
contributes, and instead utilize the series wound penalty to allow same
type wounds to escalate themselves faster as a priority. Having wounds
still makes you more wound vulnerable, just not to such an extreme
degree.

The priority here for what wounds matter most for contributing to
overall wounding vulnerability is ``Infected BURNS > BURNS >
SLASH|PIERCE > BLUNT.``

### Wound Armor

Wound armor, unlike all other kinds of armor, was used as a additive
value to the wound roll modifiers rather than a multiplicative value.

We have reworked how wound armor is determined by changing how wound
modifiers are calculated.

Firstly, we're passing our entire injury roll into the
``check_woundings_mod()`` proc, as we're not treating this as a proc
that just adds values anymore.

Secondly, bare wound bonus only applies if there is no potential wound
protection from any source, as expected. But it comes last in the
calculations.

Thirdly, wound protection is applied to the injury roll last, after
wound bonuses from the attack, wound bonuses from other wounds and wound
bonuses from a disabled limb are applied. This does not include serial
wound bonuses, which are determined outside of this proc.

Wound protection comes from two sources. Clothing and limb wound
resistance. Your chest and head have an amount of wound resistance so
long as they are not mangled in any fashion. Being mangled means having
either a hairline fracture or a weeping avulsion wound.

Wound protection reduces the final injury roll by a percentage. Say our
roll is 50, and we have effectively 50% wound protection. The final roll
would be 25.

### ~~Wound Armor on Clothing~~ Reverted

~~Most clothing have had their wound armor values changed. As a loose
rule, I used the highest of melee or bomb armor, except where that value
was 100, in which case I used the lowest instead. I'm basing this
decision on how embeds are calculated, which is attack type agnostic.~~

~~Some armor have inconsistent values because they are alternative
armors to an existing armor type or are hyperspecialized armor.
Ablative, bulletproof and security vests all share a value of 35,
despite the former two not having decent melee or bomb armor.~~

~~Some clothing missing wound armor that should have had them now have
wound armor.~~

~~This may need a bit of scrutiny in case one or two seem weirdly high.
Some have maybe become too low. Its a bit hard to say.~~

### The ``bare_wound_bonus`` variable

I changed it to ``exposed_wound_bonus`` to better represent when it
applies. You can be naked and still not be affected by this bonus if the
limb has wound resistance.

## Why It's Good For The Game

I'm not promising anything with this PR, but this is an attempt to
sanity check the values on wounds so that we're not seeing what the data
that determined the removal of beheading presented. An extreme
over-representation of tier 3 wounds. ~~And, from that, maybe I can
argue for beheadings coming back. That's my goal. I think beheadings
happened so much because the numbers were in need of work.~~ Well okay I
just wanna make wounds a bit more workable actually more than I want
beheadings.

Why is it that tier 3 wounds were so over-represented? Because wounds
will often force more severe wounds of other types by merit of any
wounds existing at all on a limb. Having **_a_** wound makes you more
wound prone for any kind of wound, and not just making you more likely
to suffer a more severe type of the same wound.

The threshold mechanic was intended to simulate making a wound worse,
but oddly just made a limb broadly more prone to getting worse from any
kind of attack to such a degree that future wound rolls of different
types were often going to start at the threshold necessary to be a tier
3 wound.

Dismemberment, mind you, requires you to suffer a flesh wound while you
have a bone wound of tier 2 or higher (with tier 3 giving a bonus to
this). You can do this readily via just a sharp weapon, because having a
mangled limb causes the wound to turn into a bone wound. Technically,
this is meant to be less likely as the effective damage for this wound
is halved. But the wound bonus from having a flesh wound was almost
always significant enough to kick your new bone wound up to a tier 3.

In other words; its not surprising that you saw so many beheadings,
because the system wanted to behead you as fast as it possibly can
thanks to all these escalating values.

Wound armor was only applied as a flat reduction on the roll. The
average for wound armor was 10. After receiving a single wound, you can
expect wound rolls to reach upwards of 100, even if the actual damage
roll was not particularly high, due to wound stacking bonuses form being
wounded.

This meant that wounds, if they happened, came thick and fast after the
first, regardless of what your protection might be to wounds. It was
just a matter of getting past the initial bump.

This is why effects that forced wounds were so powerful. They basically
made a given limb more prone to taking a wound without having to deal
with the protection problem first.

Finally, this is just a broad flaw with the system that is not its
fault. It is actually a problem that isn't a problem. Most people in the
game are not wearing helmets that protect their head. So most people are
going to suffer from a higher proclivity of being wounded if people are
aiming for the head. There is this...kind of cargo cult belief that
aiming for the head means you do more damage, or can stun someone if
you're lucky or what have you. It's entirely nonsense, but it has a
grain of truth in that people rarely wear, or even have access too,
headwear that provides wound protection or any protection at all. People
have jumpsuits, which are universally wound protected, but that isn't
true of the head. Look, the point is, they're not aiming at the head
because it is usually less armored, its for other reasons but it just so
happens to become true due to wounds and how wounds roll their type.

To soften this issue, I've decided to treat wound resistance as armor
until the limb suffers a tier 3 wound. This way, hits to the head MAY
not necessarily escalate to tier 3 instantly as they would on live even
from relatively low power weapons. Some weapons have very low force, but
have extreme bare wound bonuses. This should be less likely after this
change. I doubt this will necessarily make high damage high wound
weapons like energy swords any less prone to cutting you clean open, but
it might thanks to the reduction to contributed damage to the injury
roll. The system is now _a bit more random_.

## Changelog
🆑
balance: Wounds do not make you as vulnerable to suffering wounds of all
types as before. Instead, wounds make you more vulnerable to suffering
worse versions of themselves as a priority.
balance: Wound armor is now more impactful when protecting you from
wounds when you have already been wounded.
balance: Your head and chest are more difficult to wound until they have
been mangled; either from suffering from a weeping avulsion or a
hairline fracture.
code: Changed the variable for bare_wound_bonus to exposed_wound_bonus
to better explain what that variable is doing.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-06-19 17:49:59 +02:00
SyncIt21andGitHub 6edc6d616a Removes un-needed calls to RefreshParts() (#91564) 2025-06-19 06:16:56 +02:00
730eb8af99 Photocopier Improvements (#91258)
## About The Pull Request
Photocopiers no longer initialize all their stored papers. Since the
only paper that can be stored has to be empty this is now just stored as
a number value. This prevents hundreds of blank papers from being
spawned during round start loading, since every station map has a dozen
of these machines scattered about.

Other stuff:
- Emag function where it breaks the payment system so people are no
longer charged for printing
- Stock parts now affect max paper storage, print time, and toner usage
(swapped servo part for matter bin)
- Can now load paper via paper bins
- Can now select which type of paper to print with (regular, carbon,
construction, natural)
- Fix stored paper counts being wrong
- Gave paper subtypes proper names so we can use them in our UI
- Paper and toner are now dropped when machine deconstructed
- Refactored item code to use `item_interaction()` instead of
`attackby()`

## Why It's Good For The Game
New functionality, bugfixes, refactored code, and optimizations are
good.

## Changelog
🆑
add: Photocopiers can now be emagged to disable the payment system that
charges you for printing copies
add: Photocopiers are now affected by stock part upgrades. Matter bins
affect paper capacity, lasers affect toner usage, and scanning module
affects time to print. The servo stock part was replaced with matter
bin.
add: Photocopiers can now be loaded with regular, carbon, construction,
and natural paper. You can select which kind to use in the UI when
printing copies if any are stored.
qol: Photocopiers can now be loaded with paper bins
fix: Photocopiers now display the correct amount of stored paper
fix: Photocopiers now drop toner and paper when machine is deconstructed
code: Paper subtypes (carbon, construction, natural) were given proper
names to use with photocopiers UI menu.
refactor: Photocopier code was refactored to not spawn paper when it is
initialized. Instead it stores blank papers as a numeric value. Also
switched the `attackby()` code handling to use the modern
`item_interaction()` proc.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-06-15 15:52:32 -04:00
a91d61d449 Photocopier Improvements (#91258)
## About The Pull Request
Photocopiers no longer initialize all their stored papers. Since the
only paper that can be stored has to be empty this is now just stored as
a number value. This prevents hundreds of blank papers from being
spawned during round start loading, since every station map has a dozen
of these machines scattered about.

Other stuff:
- Emag function where it breaks the payment system so people are no
longer charged for printing
- Stock parts now affect max paper storage, print time, and toner usage
(swapped servo part for matter bin)
- Can now load paper via paper bins
- Can now select which type of paper to print with (regular, carbon,
construction, natural)
- Fix stored paper counts being wrong
- Gave paper subtypes proper names so we can use them in our UI
- Paper and toner are now dropped when machine deconstructed
- Refactored item code to use `item_interaction()` instead of
`attackby()`

## Why It's Good For The Game
New functionality, bugfixes, refactored code, and optimizations are
good.

## Changelog
🆑
add: Photocopiers can now be emagged to disable the payment system that
charges you for printing copies
add: Photocopiers are now affected by stock part upgrades. Matter bins
affect paper capacity, lasers affect toner usage, and scanning module
affects time to print. The servo stock part was replaced with matter
bin.
add: Photocopiers can now be loaded with regular, carbon, construction,
and natural paper. You can select which kind to use in the UI when
printing copies if any are stored.
qol: Photocopiers can now be loaded with paper bins
fix: Photocopiers now display the correct amount of stored paper
fix: Photocopiers now drop toner and paper when machine is deconstructed
code: Paper subtypes (carbon, construction, natural) were given proper
names to use with photocopiers UI menu.
refactor: Photocopier code was refactored to not spawn paper when it is
initialized. Instead it stores blank papers as a numeric value. Also
switched the `attackby()` code handling to use the modern
`item_interaction()` proc.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-06-08 16:09:56 +00:00
SmArtKarandRoxy d841c9df40 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.

- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.

- Closes #91039

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.

![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-06-05 19:47:01 -04:00
SmArtKarandGitHub b4061f1800 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
## About The Pull Request

Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.

- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.

- Closes #91039 

#### Examples

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-05-31 19:38:07 -05:00
_0StevenandRoxy cfc94ebaa7 Refactor folder attackby into item interaction procs, adding screentips and consistency (#91252)
## About The Pull Request

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

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

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

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

Less weird inventory jank.
Screentips good.
Having sounds and animations for interactions is good, having
_consistent_ sounds and animations is better.
2025-05-29 16:19:42 -04:00
_0StevenandGitHub c5578e4b7d Refactor folder attackby into item interaction procs, adding screentips and consistency (#91252)
## About The Pull Request

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

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

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

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

Less weird inventory jank.
Screentips good.
Having sounds and animations for interactions is good, having
_consistent_ sounds and animations is better.
2025-05-29 19:55:17 +00:00
MrMelbertandRoxy bc2215667f Re-refactors batons / Refactors attack chain force modifiers (#90809)
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)
/🆑
2025-05-22 21:30:07 -04:00
MrMelbertandRoxy ec3f5acec0 [MDB Ignore] Damp Rag can now get dirty / Repaths damp rag (it's no longer a cup) (#90700)
- Damp rag is now no longer god's perfect cleaning tool. After blood,
the damp rag will collect it, and after cleaning a lot of blood, you can
no longer clean with the rag until you wash it in a sink (or with
cleaner or however you want)
- This means the rag will collect DNA in it as you clean, which gives
detectives an opportunity to investigate.
- It also means the DNA it collects will occasionally spread onto you,
meaning you will have to clean your gloves or hands.
- Cleaning vomit and such is (currently) unaffected (and does not dirty
the rag).
- Diseases are not currently transferred to the rag (but this would be
fun to add)

- Gauze now gets dirty when using it to wrap bleeding wounds. This is
just visual, though blood DNA gets transferred. It can be washed in a
sink.

- Removed gauze on sink / cloth on sink interaction.
   - Can't really wash gauze with it, plus it's redundant.

- Damp rag is no longer a cup.

Damp rag is just "soap without any downsides", which is kinda lame.
I thought about going a step further and making it require you wet it
first but then it just becomes "mop but small" which is also lame.

Instead, you're required to clean it, which gives janitors / crewmembers
an alternate cleaning method:
- Soap: Small, finite, limited. Can't be replenished.
- Cleaner: Small, finite, even more limited, ranged. Can be refilled
with chemistry's help.
- Mop: Large, infinite, limited. Needs a water bucket.
- Damp Rag: Small, infinite, limited. Need to clean it after a few goes.

🆑 Melbert
balance: Damp Rags can now get dirty when using them to clean blood,
passing blood DNA along.
add: Gauze now gets dirty when apply it to actively bleeding wounds.
Doesn't spread disease or anything, just passes blood DNA. It can be
cleaned in a sink.
del: Removed cloth on sink / gauze on sink interaction to make rags.
Just use the crafting menu
/🆑
2025-05-22 21:14:47 -04:00
MrMelbertandGitHub 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
MrMelbertandGitHub 685ca9db69 [MDB Ignore] Damp Rag can now get dirty / Repaths damp rag (it's no longer a cup) (#90700)
## About The Pull Request

- Damp rag is now no longer god's perfect cleaning tool. After blood,
the damp rag will collect it, and after cleaning a lot of blood, you can
no longer clean with the rag until you wash it in a sink (or with
cleaner or however you want)
- This means the rag will collect DNA in it as you clean, which gives
detectives an opportunity to investigate.
- It also means the DNA it collects will occasionally spread onto you,
meaning you will have to clean your gloves or hands.
- Cleaning vomit and such is (currently) unaffected (and does not dirty
the rag).
- Diseases are not currently transferred to the rag (but this would be
fun to add)

- Gauze now gets dirty when using it to wrap bleeding wounds. This is
just visual, though blood DNA gets transferred. It can be washed in a
sink.

- Removed gauze on sink / cloth on sink interaction.
   - Can't really wash gauze with it, plus it's redundant.

- Damp rag is no longer a cup.

## Why It's Good For The Game

Damp rag is just "soap without any downsides", which is kinda lame. 
I thought about going a step further and making it require you wet it
first but then it just becomes "mop but small" which is also lame.

Instead, you're required to clean it, which gives janitors / crewmembers
an alternate cleaning method:
- Soap: Small, finite, limited. Can't be replenished.
- Cleaner: Small, finite, even more limited, ranged. Can be refilled
with chemistry's help.
- Mop: Large, infinite, limited. Needs a water bucket.
- Damp Rag: Small, infinite, limited. Need to clean it after a few goes.

## Changelog

🆑 Melbert
balance: Damp Rags can now get dirty when using them to clean blood,
passing blood DNA along.
add: Gauze now gets dirty when apply it to actively bleeding wounds.
Doesn't spread disease or anything, just passes blood DNA. It can be
cleaned in a sink.
del: Removed cloth on sink / gauze on sink interaction to make rags.
Just use the crafting menu
/🆑
2025-05-16 13:49:27 -07:00
RoxyandSmArtKar 8dde76eb2f Fix photocopier silently failing if you can't pay for it (#90997)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-05-08 19:21:08 -04:00
ba9369bbef Fix photocopier silently failing if you can't pay for it (#90997)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-05-08 06:00:56 +00:00
GhomandShadow-Quill 11d82b7995 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
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.
/🆑
2025-04-29 18:22:44 -06:00
GoatandShadow-Quill 713000b32b [MDB Ignore] Makes photocopiers buildable (#90658)
## About The Pull Request
Adds the ability to build & deconstruct photocopiers. Replaces
photocopiers on current maps with a prebuilt version that's prestocked
with ink & paper. It starts preresearched in the office equipment node.
Takes a scanning module, micro laser, and servo to build.
## Why It's Good For The Game
Being able to remake is GOOD !!! Lets crew have ~ass scanning factories~
hard working offices wherever they want.
## Changelog
🆑 Goat, LePiromano
qol: Photocopiers now have boards meaning you can build, destroy, and
remake them. (If you're a mapper use the prebuilt version to prestock
your photocopiers)
/🆑
2025-04-29 18:04:28 -06:00
MrMelbertandShadow-Quill 3af7607909 Fax checks contents for blacklists (#90649)
## About The Pull Request

Fixes #90638, Fixes #88726

When checking for "can we fax this item", the item (and all its contents
(recursively)) are checked if they are fax-able as well

## Changelog

🆑 Melbert
fix: You can't fax unfaxable things by putting them in faxable things
/🆑
2025-04-29 17:56:54 -06:00
MrMelbertandShadow-Quill 86eee7d521 Burning paper (and similar) is now two way (you can hold a paper to your cigarette to burn it) (#90307)
## About The Pull Request

1. Burning paper (and similar) is now two way - rather than
necessitating you touch the paper with the burning thing, you can now
touch the burning thing with the paper

2. You can now light a cigarette on a lit candle

3. Candles no longer craft into flashlight eyes

## Why It's Good For The Game

1. Burning money with a cigarette larp 

2. Cool Frenchman larp

3. ??? I noticed you can't light a candle with a candle because it tried
to craft flashlight eyes.

## Changelog

🆑 Melbert
qol: Burning paper (and similar) is now two way. Rather than needing to
click on the paper with a burning item, you can now click on a burning
item with the paper. This means you can burn paper on your lit cigarette
like a badass.
qol: You can now light cigarettes on candles. 
del: Flares and candles can no longer craft into flashlight eyes, I
guess.
/🆑
2025-04-29 17:08:46 -06:00
f1f611e500 Force UTC±0 for time2text logging and IC times (#90347)
## About The Pull Request
This won't actually do anything on live, since those are all set to
UTC±0 currently

Pins logging and IC uses of time2text to UTC±0 instead of using the
system timezone (byond default)
Timezones not being set to utc0 caused issues before (and is again)

All timezones are now passed explicitly to make it more likely it's
cargo culted properly at least

Deletes worldtime2text cus it was gameTimestamp default args

## Why It's Good For The Game
Server timezone changes probably shouldn't affect logging, round times,
file hashes, IC time, when you caught fish, etc

## Changelog
🆑
refactor: Logging and IC timestamps will now always use UTC±0 and not be
affected by server system timezone changes
fix: Station and round times will not longer be incorrect if the system
timezone is not UTC±0
/🆑

---------

Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
2025-04-29 17:08:34 -06:00
GhomandGitHub 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
GoatandGitHub 3799f50e65 [MDB Ignore] Makes photocopiers buildable (#90658)
## About The Pull Request
Adds the ability to build & deconstruct photocopiers. Replaces
photocopiers on current maps with a prebuilt version that's prestocked
with ink & paper. It starts preresearched in the office equipment node.
Takes a scanning module, micro laser, and servo to build.
## Why It's Good For The Game
Being able to remake is GOOD !!! Lets crew have ~ass scanning factories~
hard working offices wherever they want.
## Changelog
🆑 Goat, LePiromano
qol: Photocopiers now have boards meaning you can build, destroy, and
remake them. (If you're a mapper use the prebuilt version to prestock
your photocopiers)
/🆑
2025-04-18 17:47:26 +02:00
MrMelbertandGitHub 87a33482f0 Fax checks contents for blacklists (#90649)
## About The Pull Request

Fixes #90638, Fixes #88726

When checking for "can we fax this item", the item (and all its contents
(recursively)) are checked if they are fax-able as well

## Changelog

🆑 Melbert
fix: You can't fax unfaxable things by putting them in faxable things
/🆑
2025-04-16 17:49:49 -07:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
MrMelbertandGitHub 283084786b Burning paper (and similar) is now two way (you can hold a paper to your cigarette to burn it) (#90307)
## About The Pull Request

1. Burning paper (and similar) is now two way - rather than
necessitating you touch the paper with the burning thing, you can now
touch the burning thing with the paper

2. You can now light a cigarette on a lit candle

3. Candles no longer craft into flashlight eyes

## Why It's Good For The Game

1. Burning money with a cigarette larp 

2. Cool Frenchman larp

3. ??? I noticed you can't light a candle with a candle because it tried
to craft flashlight eyes.

## Changelog

🆑 Melbert
qol: Burning paper (and similar) is now two way. Rather than needing to
click on the paper with a burning item, you can now click on a burning
item with the paper. This means you can burn paper on your lit cigarette
like a badass.
qol: You can now light cigarettes on candles. 
del: Flares and candles can no longer craft into flashlight eyes, I
guess.
/🆑
2025-04-02 22:16:34 +01:00
88c2213f1e Force UTC±0 for time2text logging and IC times (#90347)
## About The Pull Request
This won't actually do anything on live, since those are all set to
UTC±0 currently

Pins logging and IC uses of time2text to UTC±0 instead of using the
system timezone (byond default)
Timezones not being set to utc0 caused issues before (and is again)

All timezones are now passed explicitly to make it more likely it's
cargo culted properly at least

Deletes worldtime2text cus it was gameTimestamp default args

## Why It's Good For The Game
Server timezone changes probably shouldn't affect logging, round times,
file hashes, IC time, when you caught fish, etc

## Changelog
🆑
refactor: Logging and IC timestamps will now always use UTC±0 and not be
affected by server system timezone changes
fix: Station and round times will not longer be incorrect if the system
timezone is not UTC±0
/🆑

---------

Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
2025-04-01 22:08:15 +02:00
Ben10OmintrixandThe Sharkening abb8f539bd Cain & Abel (new mining loot) (#89455)
## About The Pull Request
adds the Cain & Abel to the lootpool of the colossus!

![daggerpic](https://github.com/user-attachments/assets/d0e0c5f9-bace-4010-854a-3ea65e764499)

these are a set of angelic twinblades bound together by some chains. The
long chains allow u to attack mobs from a distance (2 tiles max) and at
very FAST speed, and come with a few new mechanics:

-Attacking a mob with the cain and abel grants you a special whisp that
follows your character. these whisps empower ur next melee attacks u can
collect a maximum of up to 6 whisps, (their bonuses stack), after which
they reset. If u get hit by a mob once, you'll lose ur whisps (and ur
melee bonus), so ull have to regain them by rebuilding up ur combo. u
can also choose to sacrifice ur whisps by firing them at mobs (by right
clicking them) for some hefty damage (this again means u'll lose them)

https://github.com/user-attachments/assets/0a1738db-9fa4-4226-ac80-334f5e97cfa5

-u can also choose to hurl one of ur daggers at enemies, there's 2 throw
modes u can toggle between by pressing Z while holding ur weapon.
1- On launch mode, u can throw one of ur daggers at a tile, afterwhich
the chains will rapidly pull u towards it, making for some cool getaways
in tense situations. this puts throw mode on a 7 second cooldown
2- On crystal mode, u can hurl a dagger at an enemy or at a tile. Spiked
crystals will errupt on nearby floors, dealing some damage to nearby
mobs and stunning them for 2 seconds (bosses dont get stunned tho). puts
throw mode on a 15 second cooldown

https://github.com/user-attachments/assets/665b9cf4-c5a1-4263-a36b-86e3f35d0ae5

-Lastly is the swing ability. This will swing ur daggers around u,
dealing AOE damage to nearby mobs, and makes u block all melee attacks,
tentacle attacks, and deflect incoming projectile attacks (could for
example be used to deflect the colossus' shotgun blast back to it). ull
only block attacks while the animation is active, which lasts a good
1.75 seconds, and is at a 20 second cooldown.

https://github.com/user-attachments/assets/073e5324-af5b-45ab-912e-5bcaa13fc728

Here's a short clip of me using them to fight a colossus and a bubblegum
https://www.youtube.com/watch?v=kp5Hu16dHPQ&ab_channel=Kobsa

## Why It's Good For The Game
adds a new fun weapon with a few deep mechanics to the game. also makes
taking down colossi alot more rewarding.

## Changelog
🆑
add: adds the cain and abel to the colossus lootpool!
/🆑
# Conflicts:
#	icons/mob/inhands/equipment/kitchen_lefthand.dmi
2025-03-30 13:56:46 -06:00
Ben10OmintrixandGitHub 7c81098d33 Cain & Abel (new mining loot) (#89455)
## About The Pull Request
adds the Cain & Abel to the lootpool of the colossus!

![daggerpic](https://github.com/user-attachments/assets/d0e0c5f9-bace-4010-854a-3ea65e764499)

these are a set of angelic twinblades bound together by some chains. The
long chains allow u to attack mobs from a distance (2 tiles max) and at
very FAST speed, and come with a few new mechanics:

-Attacking a mob with the cain and abel grants you a special whisp that
follows your character. these whisps empower ur next melee attacks u can
collect a maximum of up to 6 whisps, (their bonuses stack), after which
they reset. If u get hit by a mob once, you'll lose ur whisps (and ur
melee bonus), so ull have to regain them by rebuilding up ur combo. u
can also choose to sacrifice ur whisps by firing them at mobs (by right
clicking them) for some hefty damage (this again means u'll lose them)



https://github.com/user-attachments/assets/0a1738db-9fa4-4226-ac80-334f5e97cfa5

-u can also choose to hurl one of ur daggers at enemies, there's 2 throw
modes u can toggle between by pressing Z while holding ur weapon.
1- On launch mode, u can throw one of ur daggers at a tile, afterwhich
the chains will rapidly pull u towards it, making for some cool getaways
in tense situations. this puts throw mode on a 7 second cooldown
2- On crystal mode, u can hurl a dagger at an enemy or at a tile. Spiked
crystals will errupt on nearby floors, dealing some damage to nearby
mobs and stunning them for 2 seconds (bosses dont get stunned tho). puts
throw mode on a 15 second cooldown


https://github.com/user-attachments/assets/665b9cf4-c5a1-4263-a36b-86e3f35d0ae5

-Lastly is the swing ability. This will swing ur daggers around u,
dealing AOE damage to nearby mobs, and makes u block all melee attacks,
tentacle attacks, and deflect incoming projectile attacks (could for
example be used to deflect the colossus' shotgun blast back to it). ull
only block attacks while the animation is active, which lasts a good
1.75 seconds, and is at a 20 second cooldown.



https://github.com/user-attachments/assets/073e5324-af5b-45ab-912e-5bcaa13fc728

Here's a short clip of me using them to fight a colossus and a bubblegum
https://www.youtube.com/watch?v=kp5Hu16dHPQ&ab_channel=Kobsa

## Why It's Good For The Game
adds a new fun weapon with a few deep mechanics to the game. also makes
taking down colossi alot more rewarding.

## Changelog
🆑
add: adds the cain and abel to the colossus lootpool!
/🆑
2025-03-29 04:28:51 +01:00
JacquerelandGitHub 4f32800df6 You can pick up desk bells (#90186)
## About The Pull Request

2 years and 9 months ago it was suggested that the UX for attaching a
bell to a wheelchair was unintuitive.

![image](https://github.com/user-attachments/assets/e4818ac4-0ba9-4d73-b13e-3e240ad2e8c5)
Today I am finally implementing that feature request.

This PR lets you pick up desk bells by dragging them onto yourself. 
After picking up a desk bell you can ring it by using it in your hand,
hit someone with it (which also rings the bell), attach it to a
wheelchair, or throw it at someone (which also rings the bell).

_Also_ now if you fold up your wheelchair the bell falls off, instead of
being deleted forever.

## Why It's Good For The Game

If ringing the bell repeatedly doesn't get someone's attention you can
now physically hurl the desk bell at their head, which should be more
effective.
Also people were saying on my other PR that they had no idea that you
even could attach desk bells to wheelchairs, this will hopefully make it
more intuitive.

## Changelog

🆑
add: You can pick up desk bells by dragging them onto yourself. This is
now how you attach them to wheelchairs, instead of dragging it onto the
wheelchair.
fix: Folding a wheelchair with attached bell will drop the bell to the
ground instead of deleting it forever.
/🆑
2025-03-28 10:48:50 -07:00
SmArtKarandGitHub 431bf75d53 Color Code Audition: Human rendering hates me (#89702)
## About The Pull Request

This trainwreck of a PR is (hopefully) a final solution to all rendering
jank stemming from the new filter-based coloring system. I went over
every single instance of RESET_COLOR, either adding KEEP_APART or
rewriting them entirely so they render properly. I've also fixed blood
rendering issues by utilizing alpha filters and adding an abstract
"holder" appearance for worn items, which holds blood overlays on worn
clothing as to avoid coloring it. I've also fixed horrible
inconsistencies with atmos pipe coloring as a result (of getting sucked
down that rabbit hole) and converted all uses of COLOR_VERY_LIGHT_GRAY
in atmos code to ATMOS_COLOR_OMNI to avoid confusion.

MODsuit modules still get colored into MOD unit's color, need to
refactor their rendering for this.

Closes #88989
Closes #87526
Closes #89837

## Changelog
🆑
refactor: Audited all remaining coloring code - among noticeable
changes, blood should no longer get colored or "leak out" of item
bounds, atmos pipes no longer color weirdly and repairbots are white
again.
/🆑
2025-03-24 15:05:33 +01:00
warblukeandGitHub 06a69cafba Makes Toner Cartridges small (#90130)
## About The Pull Request

This pull request makes toner cartridges small-sized items. Normal,
large, and extreme toner cartridges are the same size but we can assume
it is futuristic printer companies pulling a pricing scheme rather than
anything supernatural.

## Why It's Good For The Game

Fixes #89987

## Changelog

🆑
fix: Toner cartridges are no longer larger than the airlock sprayer.
/🆑
2025-03-20 14:30:29 +01:00
8df0c5851d Partially reverts #89619, where I partially reverted #87936; Puts back the mining and damage AOE damage on Mech PKA, but improves the standard modkits as well (#89993)
## About The Pull Request

In #89619, I removed the mech PKA's mining AOE and reduced the damaging
AOE to a fraction of the damage.

I have restored both of these aspects, but I have also applied this
change to the standard PKA's mining and damage AOE. I have also included
the mob biotype limitations as well.

AOE modkits take 10% capacity, now allowing miners to use them in more
setups. However, they conflict with one another. You can only have one
AOE mod until you can get the dual AOE mod from tendrils.

The AOE damage/mining effect is now a 2 tile effect rather than 1 tile
effect.

## Why It's Good For The Game

My intent in the previous PR was to bring mech PKA's down to standard
mining limitations. So, why not improve those standards for everyone
instead? The new state of mining expects you to be dealing with a lot of
mobs at once. Even small vents can, on occasion, decide to spit out
several goliaths back to back. That's a lot of mobs with a lot of
health.

Miners need AOE options more than ever. They have very little that are
actually meaningful, sadly. So my intent here is that this should be an
expectation for our miners to be seeking out and can fit into their
current, standard gameplay.

Certainly I've only felt like shit having to sacrifice a damage or
cooldown mod for an AOE mod, only to get a very minor amount of damage
splash for my efforts. That, and the radius doesn't usually impact most
mobs as they spawn and attack from awkward angles or distances from one
another where they are JUST out of reach of one another. Trying to use
the splash to hit multiple enemies is often not worth it compared to
just hitting one enemy at a time with a lot of damage.

So, let's just go with the standard of 'Good AOE is fundamentally needed
now' and worth from that premise.

## Changelog
🆑
balance: Mech PKA now once again mines turfs and does full damage on its
AOE explosion (still only hitting mining mobs).
balance: The standard PKA AOE mods are now by default 10% capacity. But
they cannot be used with one another.
balance: The standard PKA offensive AOE mod now does the PKA's full
damage in its AOE.
balance: Mining AOEs will affect everything within a 2 tile radius
around the point of impact, up from a 1 tile radius.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-03-19 07:57:52 +01:00
itsmeowandRoxy 9ebcabb077 IconForge: rust-g Spritesheet Generation (#89478)
Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (https://github.com/tgstation/rust-g/pull/160).

This is a rough port of
https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it
includes fixes for some cases I didn't catch that apply on TG.

(FWIW we've been using this system on prod for over a year and
encountered no major issues.)

![image](https://github.com/user-attachments/assets/53bd2b44-9bb5-42d2-b33f-093651edebc0)

`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.

This PR notably does not convert a few things to the new spritesheet
generator.

- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.

IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.

The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.

Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.

```json
{
	"input_hash": "99f1bc67d590e000",
	"dmi_hashes": {
		"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
	},
	"sizes": [
		"76x76"
	],
	"sprites": {
		"achievement-rustascend": {
			"size_id": "76x76",
			"position": 1
		}
	},
	"rustg_version": "3.6.0",
	"dm_version": 1
}
```

Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.

Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.

Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.

Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.

Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)

If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.

Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.

![image](https://github.com/user-attachments/assets/3efa71ab-972b-4f5a-acab-0892496ef999)

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)

![image](https://github.com/user-attachments/assets/9ad8ceee-7bd6-4c48-b5f3-006520f527ef)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:

![image](https://github.com/user-attachments/assets/e6892c28-8c31-4af5-96d4-501e966d0ce9)

**Before**

![image](https://github.com/user-attachments/assets/cbd65787-42ba-4278-a45c-bd3d538da986)

**After**

![image](https://github.com/user-attachments/assets/d750899a-bd07-4b57-80fb-420fcc0ae416)

🆑
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/🆑
2025-03-12 17:10:20 -04:00
SmArtKarandRoxy 57a01623a6 Adds a new syringe gun mode and improves foam darts. (#89510)
## About The Pull Request

This PR implements multiple new features:

Foam darts now can stick to people as long as their cap isn't removed.
Riot foam darts have a chance to jostle when you move with one stuck
inside of you, dealing a bit of stamina damage from the weight stuck to
your limbs.

Syringe guns received a second "low power" mode, toggleable with in-hand
right click. In this mode, syringes fired will embed into their target
and slowly leak their reagents instead of instantly delivering them.
Thankfully, they can be plucked out pretty quickly.

You can also insert syringes into uncapped (screwdriver-ed) foam darts
(similarly to pens) to achieve the same result, allowing you to get a
bootleg low-efficiency syringe gun.

Additionally, I fixed/cleaned up some embedding issues/code which I
found while coding this.

## Why It's Good For The Game

This allows players to explore new funny interactions between items and
chems, as we don't have a reliable slow release mechanism aside from IV
drips currently. And foam darts embedding it just (mostly) harmless
fluff, if someone figures out a way to cause havoc with it then I'll be
very proud of them (someone totally will).

## Changelog
🆑
add: Foam darts now stick to people when they have their cap on, riot
foam darts also can passively deal a bit of stamina damage when you move
with one.
add: Syringes can be inserted into foam darts, making them embed and
slowly leak their reagents into their victim.
add: Syringe guns can be toggled (with right click) between high power
and low power modes, former being their normal functionality and latter
making syringes embed and slowly leak their contents.
fix: Fixed projectiles sometimes not embedding when they should've
code: Cleaned embedding code up
/🆑
2025-03-12 16:52:51 -04:00