Commit Graph

36 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

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: loganuk <fakeemail123@aol.com>
Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com>
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com>
Co-authored-by: Isratosh <Isratosh@hotmail.com>
Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com>
Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com>
Co-authored-by: Alexander V. <volas@ya.ru>
Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com>
Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com>
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com>
Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com>
Co-authored-by: Josh <josh.adam.powell@gmail.com>
Co-authored-by: Josh Powell <josh.powell@softwire.com>
Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com>
Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com>
Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2026-05-16 00:56:00 +02:00
Boviro 70e16d7114 Adds a Quirk: "Loose Limbs" That Causes Your Limbs To Fall Off On Death! (#5030)
## About The Pull Request
Full disclosure: This is a PR commissioned by CodeRedAlert on the
discord for 20 USD.

Adds a quirk which causes your limbs (arms and legs) to fall off on
death. This is a feature from the "Cursed" quirk that the commissioner
wanted to see isolated. We agreed that -2 seems like a fair point value
to give it, but this can be open to change, either making it worth more
or less points if the maintainers agree on it.
Tested locally, as far as I know, there are no bugs with it, and it
should not inherit any other of the Cursed quirk.
## Why It's Good For The Game
Adds extra flavor to players who want characters with weak limbs, such
as a piñata character, or a doll.

## Proof Of Testing
<img width="158" height="161" alt="image"
src="https://github.com/user-attachments/assets/f768ffe5-acd0-4861-99ed-d2dab83173fa"
/>

Those limbs sure do come off! Tested locally in a variety of
circumstances to ensure it functions as expected.

## Changelog
🆑
add: New quirk- Loose Limbs!
/🆑
2025-12-25 00:55:18 +01:00
Cameron Lennox eb42f39cd1 Fixes omens not giving proper damage mod increase (#93126)
## About The Pull Request
Fixes a copy paste error in omen's InheritComponent to properly give you
the increased damage of the original omen if it was more damaging than
the newer one.

numbers for easy explanation:

Before:
You have an omen with incident 1, luck 2, damage 2. 
You inherit one with incident 10, luck 1, damage 1. 
You now have incident 10, luck 3, damage 2.

Now:
You have an omen with incident 1, luck 2, damage 2. 
You inherit one with incident 10, luck 1, damage 1.
You now have incident 10, luck 2.5, damage 2.5
## Why It's Good For The Game
No longer can you have an omen with a massive damage modifier and get a
longer lasting, weaker omen and have it double add your luck mod while
leaving your damage mod untouched.
## Changelog
🆑
fix: Omens properly transfer their damage modifier when multiple are
applied.
/🆑
2025-09-26 14:53:21 +02:00
SmArtKar cf131db497 Cleans up mood and mood-related code (#90162)
## About The Pull Request

One of my upcoming PRs affects a significant chunk of the codebase so
I'm cleaning up messes that I've found along the way.
This PR adds wrappers for adjusting sanity/checking if a mob already has
a certain moodlet, fixes an oversight where attempting to set sanity
over passed maximum would abort the change outright (instead of actually
capping it out), moved jolly and depression processing into quirks
themselves (instead of having dedicated traits for them used solely by
said quirks and nothing else that are constantly checked for by mood
datums), and rewrote how blessings return their results to move omen's
deletion on blessing effect from constantly checking mood for a blessing
moodlet to a comsig.

## Why It's Good For The Game

Less jank handling of certain mechanics, we ***really*** shouldn't be
checking for blessings every time mood of all things is updated.

## Changelog
🆑
fix: Adjusting sanity over the allowed maximum will no longer completely
halt the change, and instead actually cap it at the maximum value.
code: Cleaned up mood and mood-adjacent code.
/🆑
2025-03-24 13:53:03 +01:00
MrMelbert 9007190a74 Audits a bunch of calls to receive_damage, replacing them with apply_damage (#88205)
## About The Pull Request

Looks through calls to `receive_damage` and replaces them with calls to
`apply_damage`

`receive_damage` is a gross to use internal proc that doesn't take into
account physiology (damage modifiers) or even update the mob's sprite
when taking damage

It should be avoided many uses - `apply_damage`, in fact, can take a
bodypart as a target, and is overall a lot easier and more ergonomic to
use.

"So what are valid uses of it?"
- Apply damage itself, and similar direct-damage procs 
- Ensuring you deal an exact amount of damage to a bodypart
- Damaging a limb with no owner

## Changelog

🆑 Melbert
refactor: A ton of things now use the more correct method of applying
damage to you. Which means they will correctly factor in damage
modifiers and are less likely to break your sprite. Some examples
include embedded objects jostling around, chiropractice, and tackling a
wall. Report any oddities, such as extreme damage or bodyparts being
wrongly affected.
fix: Having acid splashed on your face may now disfigure you and make
you bald, as it once did three years ago.
fix: Itchy heretic trauma now better checks if the bodypart is covered
or not before determining if you should itch.
fix: "Repair Puncture" logs no longer mistakenly report you are
"Incising burned flesh"
/🆑
2024-12-04 09:00:15 +13:00
Lucy bfb405907b Omen component no longer tries to crush you from inside of a vent (#87847) 2024-11-12 12:09:53 +01:00
klorpa e1bf793264 Spelling and Grammar Fixes (#86022)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-08-23 21:49:46 +02:00
Xander3359 a8ff61beb8 Fixes burning a bible giving you an infinite amount of curses. (#81248)
## About The Pull Request
Burning a bible now gives you 1 curse, instead of INFINITY curses.
## Why It's Good For The Game
It looks like https://github.com/tgstation/tgstation/pull/78899 forgot
about bible curses.
I think this was an oversight.
## Changelog
🆑
fix: burning a bible no longer gives you INFINITY curses
/🆑
2024-02-04 08:39:51 +01:00
lessthanthree d541df5604 Fixes cursed/bad luck initializing with the wrong amount of incidents (#79846)
## About The Pull Request

Fixes cursed/bad luck always spawning with only 1 incident.
incidents_left should not have a default value for the arg, as if it's
called with null it will use the incidents_left var.

Fixes https://github.com/tgstation/tgstation/issues/79790

## Changelog

🆑 LT3
fix: Cursed/bad luck omen will now stick with the player for more than 1
incident
/🆑
2023-11-21 04:03:01 +01:00
lessthanthree 1496019dde Fixes tram plate electrocution [NO GBP] (#79717)
## About The Pull Request

When tram electrocution was turned into a component instead of on the
turf, the bad luck omen stopped having a chance of electrocuting the
mob. Fixes the toast proc to check for the cursed trait, now also
applied by the omen.

Splits the toast probability into one value for a normal plate, and one
for a broken plate or people with omen. Narrows the window of a
potential shock with adjusted probability, no chance of electrocution on
green.

Adds a missing early return for when the tram isn't moving.

## Changelog

🆑 LT3
fix: Bad luck omen again raises your chance of getting shocked by the
tram plate
fix: Tram plate checks and energizes when the tram is moving
code: Omen component now applies the cursed trait
/🆑
2023-11-14 14:32:12 -07:00
carlarctg 071f6063e6 Adds charges to omens and omen smiting. Reduces omen bad luck if nobody's nearby. (#78899)
## About The Pull Request

refactor: Adds charges to omens and omen smiting rather than only being
permanent or one-use. Mirrors now grant seven bad luckers.

qol: Reduces omen bad luck if nobody's nearby to witness the funny.
(Ghosts are included in the check!)

fix: Fixed an issue where a monkey check in doorcrushing was never
actually able to pass. Also they screech now.

## Why It's Good For The Game

> refactor: Adds charges to omens and omen smiting rather than only
being permanent or one-use. Mirrors now grant seven bad luckers.

Allows for someone to get between 1-infinity omen accidents. Seriously
why wasnt this a thing before

> qol: Reduces omen bad luck if nobody's nearby.

I LOVE this quirk, but trying to do antything at all except 'Suffer
Miserably' is nigh impossible. To alleviate life a little, making it so
that you have a lesser chance of suffering misfortune if nobody's around
will be the perfect compromise. It makes life easier but doesn't
compromise funny moments.

Any client in viewrange will disable the reduction. This includes
ghosts.

## Changelog

🆑
refactor: Adds charges to omens and omen smiting rather than only being
permanent or one-use. Mirrors now grant seven bad luckers.
qol: Reduces omen bad luck if nobody's nearby to witness the funny.
(Ghosts are included in the check!)
fix: Fixed an issue where a monkey check in doorcrushing was never
actually able to pass. Also they screech now.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-10-25 12:39:54 +00:00
LemonInTheDark 2532911353 Adds pathmaps, refactors pathfinding a bit (#78684)
## About The Pull Request

Implements /datum/pathfind/sssp, which generates /datum/path_map

/datum/path_maps allow us to very efficently generate paths to any turf
they contain from their central point.

We're effectively running the single source shortest paths algorithm.
We expand from the center turf, adding turfs as they're found, and then
processing them in order of addition.
As we go, we remember what turf "found" us first. Reversing this chain
gives us the shortest possible path from the center turf to any turf in
its range (or the inverse).

This isn't all that useful on its own, outside of a few niche cases
(Like if we wanted to get the farthest reachable turf from the center)
but if we could reuse the map more then once, we'd be able to swarm
to/from a point very easily.

Reuse is a bit troublesome, reqiures a timeout system and a way to
compare different movables trying to get paths.
I've implemented it tho. I've refactored CanAStarPass to take a datum,
/datum/can_pass_info. This is built from a movable and a list of access,
and copies all the properties that would impact pathfinding over onto
itself.

There is one case where we don't do this, pathing over openspace
requires checking if we'd fall through the openspace, and the proc for
that takes an atom.
So instead we use the weakref to the owner that we hold onto, and hold
copies of all the values that would impact the check on the datum.

When someone requests a swarmed path their pass info is compared with
the pass info of all other path_maps centered on their target turf. If
it matches and their requested timeout isn't too short, we just reuse
the map.

Timeout is a tricky thing because the longer a map exists the more out
of date it gets.
I've added a few age defines that let you modulate your level of risk
here. We default to only allowing maps that are currently
being generated, or finished generating in our tick. 
Hopefully this prevents falling into trouble, but consumers will need to
allow "failed" movements.

As a part of this datumized pass info, I've refactored pathfinding to
use access lists, rather then id cards directly. This also avoids some
dumbass harddel oppertunities, and prevents an idcard from changing mid
path.

Did a few things to the zPass procs, they took args that they did NOT
need, and I thought it'd be better to yeet em.

If you'd all like I could undo the caching/can_pass_info stuff if you'd
all like. I think it's useful generally because it avoids stuff changing
mid pathfind attempt, but if it's too clunky I could nuke it.

Oh also I added optional args to jps that constricts how it handles
diagonals. I've used this to fix bot paths.

## Why It's Good For The Game

Much of this is redundant currently. I'm adding it because it could have
saved hugglebippers, and because I get the feeling it'll be useful for
"grouping" mobs like bees and such.
We're doing more basic mob work currently and I want to provide extra
tools for that work.


https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853

## Changelog
🆑
add: Adds swarmed pathfinding, trading accuracy for potential
optimization of used correctly
fix: Bots will no longer take diagonal paths, preventing weirdo looking
path visuals
refactor: Refactored bits of pathfinding code, hopefully easier to add
new pathfinding strategies now
/🆑
2023-10-17 23:52:54 -06:00
lessthanthree 7626c3bd6c Tram v6/Transport Subsystem (#78230)
Co-authored-by: Unit0016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2023-10-17 10:52:38 -07:00
Tim d6f79f4427 Refactor gib code to use bitflags and have documentation (#78754)
## About The Pull Request
This takes all the gib related procs:
- `gib()`
- `spawn_gibs()` 
- `spill_organs()`
- `spread_bodyparts()`

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

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

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

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

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

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

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

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

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

## Changelog
🆑
refactor: Refactor gib code to be more robust.
qol: Gibbing a mob will result in all items being dropped instead of
getting deleted. There are a few exceptions (like admin gib self) where
this will not take place.
/🆑
2023-10-06 13:12:22 +01:00
Sealed101 d29b3df5e7 Cursed actually breaks mirrors when it procs (#78094) 2023-09-06 01:48:35 -04:00
carlarctg f0dc574c37 Added Omen Spontaneous Combustion and light tube and mirror effects (#77175)
## About The Pull Request

Cursed crewmembers can randomly, extremely rarely, spontaneously combust
for no reason.

Cursed crewmembers can get zapped by nearby light tubes.

Cursed crewmembers can freak out when passing by mirrors.

To make up for these, triggering a cursed effect is slightly less than
half as likely now when walking around now.

## Why It's Good For The Game

Cursed is fun as hell, but after a certain point it gets kind of
monotonous - it's airlocks, vending machines, and the rest is too rare
to count. We need more ways to comically get hurt in the game.

You might dislike the 'reduced effects' bit but trust me it is
incredibly frickin' common to have shit happen to you. Add to the
occasional vending machine and airlock crushes the near-constant light
tubes all over the station? Yeah, that needs a toning down else it will
be just a tad too miserable to be funny. Also cause the poor janitor
unneeded stress.

## Changelog

🆑
add: Cursed crewmembers can randomly, extremely rarely, spontaneously
combust for no reason.
add: Cursed crewmembers can get zapped by nearby light tubes.
add: Cursed crewmembers can freak out when passing by mirrors.
add: To make up for these, triggering a cursed effect is slightly less
than half as likely now when walking around now.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-08-05 14:04:13 +02:00
LemonInTheDark ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced)

[Moves signal procs over to their own
file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e)

[And finally passes over the examine
signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00
Jacquerel d439808c2a Cursed quirk doesn't go away after triggering a single time (#75477)
## About The Pull Request

Fixes #75471
Someone added some optional initialise arguments and forgot to make an
important one optional, leading to it always setting the "permanent"
value to "null", which of course evaluates falsily to FALSE.

## Why It's Good For The Game

If you take this quirk you _want_ to be repeatedly pulverised by vending
machines until your skull pops. We shouldn't deny people their agency.

## Changelog

🆑
fix: The Cursed quirk will once more plague you with bad luck for your
entire shift rather than just once.
/🆑
2023-05-17 18:47:36 -06:00
ChungusGamer666 dff70625e7 Bible refactor (#75350)
## About The Pull Request

This started as a simple addition where burning a bible would curse you,
but then I realized... Bibles aren't even proper books, thus can't be
burned!
So yeah, since that is not necessary due to how atom_storage works, I
reworked that.

## Why It's Good For The Game

Because burning bibles and getting cursed for it is funny.

![image](https://github.com/tgstation/tgstation/assets/82850673/2a8489ce-ecd6-45ee-9eb9-168ff820af65)

![image](https://github.com/tgstation/tgstation/assets/82850673/ebe98ad6-2d0d-4d20-9ea1-5d472d6ca465)

## Changelog

🆑
add: You can burn bibles now! But heresy has a steep cost...
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-05-15 04:27:43 +00:00
John Willard 1674f25725 New Medical job: The Coroner (#75065)
## About The Pull Request

HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view

Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972

Adds a Coroner job to the game, they work in the Medical department and
have their office in the Morgue.
I was inspired to make this after I had played my first round on
Paradise and messed around in there. The analyzer is copied from there
(https://github.com/ParadiseSS13/Paradise/pull/20957), and their
jumpsuit is also mostly stolen from it (i just copied the color scheme
onto our own suits).

Coroners can perform autopsies on people to see their stats, like this

![image](https://user-images.githubusercontent.com/53777086/235369225-805d482c-56c0-441c-9ef8-a42d0a0192bc.png)

They have access to Medbay, and on lowpop will get Pharmacy (to make
their own formaldehyde). They also have their own Secure Morgue access
for their office (doubles as a surgery room because they are edgelords
or whatever) and the secure morgue trays.

Secure Morgue trays spawn with their beepers off and is only accessible
by them, the CMO, and HoS. It's used to morgue Antagonists. Security's
own morgue trays have been removed.

The job in action


https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4

### Surgery changes

Autopsies are a Surgery, and I tried to intertwine this with the
Dissection surgery.
Dissections and Autopsies both require the Autopsy scanner to perform
them, however you can only perform one on any given body. Dissections
are for experiments, Autopsies is for the paper of information.

Dissected bodies now also give a ~20% surgery speed boost, this was
added at the request of Fikou as a way to encourage Doctors to let the
Coroner do their job before reviving a body.
I also remember the Medical skill, which allowed Doctors to do surgery
faster on people, and I hope that this can do something like that
WITHOUT adding the potential for exploiting, which led to the skill's
downfall.

### Morgue Improvements

Morgue trays are no longer named with pens, they instead will steal the
name of the last bodybag to be put in them.

Morgue trays are also removed from Brig Medical areas and Robotics, now
they have to bring their corpses to the Morgue where the Coroner can
keep track and ensure records are properly updated.

### Sprite credits

I can't fit it all in the Changelog, so this is who made what

McRamon
- Autopsy scanner

Tattax 
- Table clock sprites and in-hands

CoiledLamb
- Coroner jumpsuits & labcoats (inhand, on sprite, and their respective
alternatives)
- Coroner gloves
- CoronerDrobe (the vending machine)

## Why It's Good For The Game

This is mostly explained in the hackmd, but the goal of this is:

1. Increase the use of the Medical Records console.
2. Add a new and interesting way for Detectives to uncover mysteries.
3. Add a more RP-flavored role in Medical that still has mechanics tied
behind it.

## Changelog

🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb
add: The Coroner, a new Medical role revolving around dead corpses and
autopsies.
add: The Coroner's Autopsy Scanner, used for discovering the cause for
someone's death, listing their wounds, the causes of them, their
reagents, and diseases (including stealth ones!)
qol: Morgue Trays are now named after the bodybags inside of them.
balance: The morgue now has 'Secure' morgue trays which by default don't
beep.
balance: Security Medical area and Robotics no longer have their own
morgue trays.
balance: Dissected bodies now have faster surgery speed. Autopsies also
count as dissections, however they're mutually exclusive.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-05-05 21:31:28 -04:00
MrMelbert 1c1e2da831 Fixes omen component door crushing failing, fixes tilted vendors double dipping on omen people (#74692)
## About The Pull Request

- Fixed door crush always failing. 
- It passed `forced = TRUE` and not `force_crush = TRUE`, so it just did
a limp close -> re-open. Fixed that

- Fixed tilted vendor double dip
- It checked for tiltable but not already tilted, meaning you can get
crushed -> move -> get crushed by the same vendor. Fixes that

## Why It's Good For The Game

Curses

## Changelog

🆑 Melbert
fix: Omen Component door crush works
fix: Omen Component vendors will no longer double dip (double tip)
/🆑
2023-04-13 21:49:56 -06:00
lessthanthree 70aef0490a Electrified tram plate (#74334)
A new addition for the bad luck smite/cursed trait. A chance of getting
an electric shock when crossing the tram rails.

While it adds no additional danger for normal crew, if you have the bad
luck smite or cursed trait you may be in for a shocking surprise!
2023-04-04 16:04:27 -05:00
MrMelbert 2a6c6b5df2 Fixes a bad as anything in cursed quirk (#72485) 2023-01-06 00:02:32 -08:00
Jeremiah 97db4ecca4 Adds the Cursed quirk (#72317)
## About The Pull Request
Adds a silly negative quirk inspired by fallout's bloody mess.

Bad luck interactions for
- Microwaving
- Cigarette coupons
- Russian roulette
- Vending machines
- Ledges
- Slipping

All of which have a chance to kill you, which, by the way, causes you to
**delimb and explode**.

This changes the admin smite as well since it's all the omen component.
Giving permanent omens will mean the player will gib on death, which is
super probable given the insane base damage from bonking your head.
Permanent omen smites are basically dooming someone to die of natural
causes.

<details>
<summary>GIFs</summary>


![dreamseeker_ZE6hyRdYet](https://user-images.githubusercontent.com/42397676/209779120-f7d76862-91e2-4366-a49d-e93366d96faf.gif)

updated: Death no longer fully gibs (carbons)

![dreamseeker_8S8r6B6gMM](https://user-images.githubusercontent.com/42397676/209874302-2e24f581-ffda-42e7-9794-dbe0fff2ff5b.gif)

Panic at seeing bad omen coupons

![dreamseeker_tykHbePTSS](https://user-images.githubusercontent.com/42397676/209887936-5d7f5edf-6fa2-41c7-8503-37432b49c7c0.gif)


![3](https://user-images.githubusercontent.com/42397676/209885388-90523f2c-531a-4928-96b2-c902552cbbbc.png)
</details>

## Why It's Good For The Game
Adds a bit of physical comedy and difficulty for players that want it.
## Changelog
🆑
add: Hope you saved for a rainy day: Added the 'Cursed' quirk which
causes excessive slippage and... other difficulties.
/🆑

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2023-01-03 13:18:24 -08:00
AnturK 4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
Seth Scherer 34b4034777 Replaces the mood component with a mood datum (#68592)
About The Pull Request

Mood was abusing signals and get component pretty badly, so I redid it as a datum to stop this.
Why It's Good For The CODEBASE

Better code pratices, also gives admins easier tools to manage mood
Changelog

cl
admin: Added two new procs into the VV dropdown menu to add and remove mood events from living mobs.
/cl
2022-08-12 08:59:20 +12:00
Ghom b84ad2dde8 Removes useless status effect path defines. (#64490) 2022-01-30 01:26:04 -08:00
Ghom 21ac10d3d4 multiz movement refactor redux (#62132) 2021-12-06 23:13:48 -08:00
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
Kylerace 999fa5508d Removes SIGNAL_HANDLER_DOES_SLEEP and makes signals synchronous (#59176) 2021-05-20 23:11:34 -07:00
TiviPlus 0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
Rohesie af65c90125 Mobility refactor: no more update_mobility() (#54183)
This is a pretty big change all around. The gist of it is that it moves the mobility_flags into traits or variables that can track the sources, and to which we can append code to react to the events, be it via signals or via on_event-like procs.

For example, MOBILITY_STAND could mean, depending on context, that the mob is either already standing or that it may be able to stand, and thus is lying down.

There was a lot of snowflakery and redefinitions on top of redefinitions, so this is bound to create bugs I'm willing to fix as I learn them.

The end-goal is for every living mob to use the same mobility system, for the traits to mean the same among them, and for no place to just mass-change settings without a way to trace it, such as with mobility_flags = NONE and mobility_flags = ALL

Fixes AIs being able to strip nearby people. They've lost their hands usage.
2020-10-09 16:04:30 -07:00
Timberpoes 56958cd9c9 Adds new accidents to the omen component and makes it an admin smite (#54063)
The omen component now has a 15% chance when walking through an airlock to have it try to crush you and a 15% chance when walking next to an open turf to throw yourself into it alongside the existing 15% chance to get crushed by a vending machine and 50% chance when you trip over to crack your skull open.

It is also an admin smite with an option to make it permanent.

Allows airlocks to override safties for a single close() proc call, forcing a crush.
2020-10-09 01:37:25 -03:00
Jared-Fogle 45c14f6330 Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.

Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.

This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.

To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.

Requested by @optimumtact.
Changelog

cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
2020-08-20 09:11:28 +12:00
Jordan Brown c89d7b188d Fix Docker Build (#51781)
* Change BYOND version to 513.1526

* Remove BSQL from docker image

* Add a docker publish action

* Add a docker test action

* Cleanup runtime icons

* Cleanup runtime sounds

* Correct docker workflow names

* Add Dockerfile as an appveyor cache dependency

* Fix build issues

* Copy all dlls

* No need for .dlls in docker

* Minor cleanups
2020-06-22 16:49:07 +02:00
Ryll Ryll afdce632bc Adds coupons to cargo, turns small crates into goodies (#51216)
* 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
2020-06-03 21:40:39 +02:00