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

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

---------

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2026-05-16 00:56:00 +02:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts:
#	.github/CODEOWNERS
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#	SQL/database_changelog.md
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#	code/datums/components/palette.dm
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#	code/datums/diseases/advance/advance.dm
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#	tgui/packages/tgui/interfaces/SurgeryInitiator.tsx
#	tools/icon_cutter/check.py
2026-02-12 23:50:09 -05:00
RikuTheKiller c7e4e90004 Adds a new antag, the Blood Worm (#93787)
## LTS Document

Check this document before making any significant future changes to
blood worms, please.

https://hackmd.io/@RikuTheKiller/H1AHQSKNZx

## About The Pull Request

THIS PR SHOULD ABSOLUTELY BE TM'D FIRST

Blood worms are a new progression antag. When the event runs, 2
candidates are picked from ghosts and spawned in as blood worm
hatchlings, which then have to grow up, do a couple objectives and take
over the station.

Hatchlings are weak outside of a host, while juveniles can stand their
own reasonably well. Adults have high offensive power and can only be
dealt with using the right gear or a lot of luck and robustness. They're
meant to be a moment of glory for achieving maximum progression and they
can bootstrap the next hatchlings by gathering corpses before cocooning.

Each growth stage requires 30 seconds in a cocoon, which can only be
created after consuming a lot of blood. There's a falloff curve on a
per-blood-type basis, meaning you can't drain the same person over and
over again to reach adulthood. The medbay freezer is a priority target
for the blood worms and can get one of them to the juvenile stage if
fully ransacked.

It takes 500 blood to mature from hatchling to juvenile, and 1500 blood
to mature from juvenile to adult. You can only get up to 1000 blood from
synthetic sources like monkeys, and consuming synthetic blood is 30%
less efficient. Blood worms can also examine living targets to see how
much blood a target has, and how much growth the blood worm would gain
for consuming that blood.

Blood worms spawn in vents and have night vision for maneuvering in
maintenance. Hatchlings can ventcrawl, while juveniles can move around
by breaking things. Optionally, you can take over a host with a lot of
access like the Captain to go basically anywhere, especially if nobody
knows you killed the captain.

Behind the scenes, host-taking kicks the host's original mind to a
backseat mob. This needs the most testing in practice, but it's
confirmed that it returns the host's mind back to their body, at least
in testing.

All mob, ability and action sprites are made by INFRARED_BARON. Legal
rights were transferred to me after I paid for the commission.

Note, I've been working on this massive PR for quite a while, so
documenting every small change is really hard! Apologies for anything
I've missed. There's a lot.

Final note, admins can spawn these by either:
A. Trigger the midround event via the dynamic-panel verb, under the
Rulesets tab.
B. Giving someone the Blood Worm antag datum via the Traitor Panel in
the Player Panel for the target player. This will transform their mob
into a valid Blood Worm, with all of the associated objectives and such.

### Active Abilities
1. Leech Blood (No Host) - Lets the blood worm drain blood from living
targets and reagent containers. Uses an aggressive grab to restrain
living targets until leeching is over, which takes around a second to
initiate. Causes oxyloss during the leeching. NPC monkeys can't escape
from this and it floors targets as well.
2. Spit Blood (Both) - Multi-function ability, lets the blood worm fire
ranged corrosive blood spit at targets, melt restraints on their hosts
by right-clicking, and as an adult, shoot a burst of blood spit at a
target by right-clicking. Note of the right-click abilities, shooting
bursts can't be done while in a host. (to avoid unfair stealth kills)
Shooting a burst has a much longer cooldown than shooting normally. All
spit types cost blood to use.
3. Invade Corpse (No Host) - Lets the blood worm take a host for
themselves, consuming all of the host's blood and in essence, "becoming"
the host. Any bloodloss inflicted on the host is taken as damage to the
blood worm, and the blood worm retains its weakness to fire even in this
state. Burn damage itself no longer has any extra damage, though.
4. Leave Host (Host) - Title, literally just leaves the host after a
delay. Notably works even while the host is moving, dead, incapacitated
or otherwise fucked up in any way, shape or form.
5. Inject Blood (Host) - Lets the blood worm heal its host. The potency
of this increases as the worm grows up, but so does the cooldown and
blood consumption. This works on organ damage, injuries, etc.
6. Mature (No Host) - Makes the blood worm enter a cocoon for 30
seconds, emerging as the next growth stage. Requires an increasing
amount of consumed blood / growth as the blood worm uses it.
7. Reproduce (No Host, Adult Only) - Makes the blood worm enter a cocoon
for 30 seconds, with 4 hatchlings emerging out of it, including the
original blood worm, now reverted back into a hatchling as well.
8. Revive Host (Host) - If the host is in a viable state to be revived,
revives them after an animation sequence plays out.

### Passive Abilities
1. Space Immunity - Blood worms are immune to the cold, low pressures
and a lack of oxygen. Only the immunity to a lack of oxygen carries on
to hosts from this.
2. Organ Insertion - Blood worms can insert organs into their hosts by
right-clicking on them with the organ in-hand. This mainly exists to
deal with hosts that lack organs, and avoids the gotcha where an adult
blood worm ends up gutting their host by hitting them too hard, as they
can simply fix it on the spot.
3. Life Support - Blood worm hosts don't need a heart, lungs or a liver
to survive. Lungs are useful for speaking, and a liver is necessary to
process reagents.
4. Regeneration - Blood worms slowly heal over time. This is nowhere
near enough to overcome bleeding or heat damage, since it's 0.3 hp/s for
a hatchling, 0.4 hp/s for a juvenile and 0.5 hp/s for an adult.
5. Night Vision - Blood worms can see in the dark. This doesn't extend
to hosts.
6. Ventcrawling - Hatchling blood worms can ventcrawl.
7. Doorcrawling - Hatchling and juvenile blood worms can slide under
doors. Doing so takes 3 seconds for a hatchling and 5 seconds for a
juvenile.
8. HUD - Blood worms can tell how much blood targets have at a glance,
via a blood HUD bar exclusive to them. They can also tell apart other
blood worm hosts from normal people via an antag HUD. There's also an
examine message they can use on living targets for even more info.

### Weaknesses
1. Heat and Fire - Blood worms quickly die to heat, their bodies are
flammable and their blood will burn up if their host's core temperature
is too high. The main counter to this is getting a host with
flame-resistant gear.
2. Bleeding - While in a host, bleeding wounds will directly damage the
blood worm itself. How much a host needs to bleed before the worm dies
depends on their growth stage. Blood worm hosts keep bleeding even while
dead, so just keep hitting them and they'll die. Blood worms
automatically leave their hosts when they hit 10% health or lower, and
their hosts bleed 50% faster than normal people.
3. Stuns - Blood worms have no way of dealing with a stunned host other
than getting out. They can deal with any restraints by melting them,
though.
4. Testing - Security can order a blood worm testing crate from cargo,
either for a 20 minute cooldown via the security cargo interface
console, or for 10000 credits via the supply console. It contains 4
single-use testers that hurt a bit when applied, but are instant to use
and 100% accurate. The stopgap is that they're really fucking expensive
and only work once per item.

### Screenshot
<img width="280" height="132" alt="image"
src="https://github.com/user-attachments/assets/00d22361-997e-4347-a0bf-aa240de40727"
/>

## Why It's Good For The Game

Antagonist variety, mainly. This is basically Cortical Borers 2:
Electric Boogaloo.

Currently, we lack any antagonists with mind control abilities. That
really sucks!

I've also gotten a lot of positive feedback about the antagonist while
working on it.

This antagonist also has great potential for roleplay, as they can take
over hosts, surprise attack people by getting out of a dead corpse, talk
to each other using Wormspeak, etc.

I think we're also itching for variety on "pest" antagonists. Right now
we just have spiders and xenos. Everybody knows these two, so why not
mix it up a bit?

And as for balance? Blood worms are relatively easy to dispatch when you
know their weaknesses, which are extremely clear. Bleeding for hosts,
fire for either one, lasers for the worms themselves. As long as you get
the host in crit and keep hitting, you've pretty much won, and they
can't keep spamming Inject Blood forever since they'll quickly run out
of blood to use.
## Changelog
🆑
add: Added a new heavy roundstart/midround antagonist, the Blood Worm.
Credit to INFRARED_BARON for the sprites!
fix: Removing traits based on a source no longer causes issues with
trait signals.
fix: High-priority effects no longer double-trigger due to subsystem
issues.
fix: Weighted averaging in reagent merging code has been band-aid fixed.
It's not the best, but it works.
/🆑
2026-01-14 23:30:35 -06:00
MrMelbert acd881147f Adds cybernetic surgical processor implant (#94555) 2025-12-21 14:16:51 +01:00
MrMelbert e37ac402b0 Implements a proper framework for mood events with many conditions (#94334)
## About The Pull Request

The death moodlet was becoming a monster, and I knew it would happen but
I was too lazy to implement something proper for it, until now

`/datum/mood_event/conditional` now exists: 
When this moodlet is added, it iterates over all subtypes of the moodlet
and checks to see if the subtypes fulfill some condition
Each subtype has a priority set, the highest priority condition is what
is ultimately added

This makes it significantly easier and cleaner to add new conditions to
more complex moodlets, which should make new personality dev a piece of
cake

## Changelog

🆑 Melbert
refactor: Refactored death moodlet, report any oddities
/🆑
2025-12-19 19:31:07 +00:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
EnterTheJake a2c7c8e57b Heretic Antagonist Full Overhaul. (#92119)
## About The Pull Request

Heretic has received a complete overhaul. This PR touches nearly every
aspect of the antagonist. For readability's sake, not every change is
going to be listed in this pull request.

For the full list of changes please refer to the design doc:
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

Code by Me, @Xander3359 and @Arturlang 

TGUI by @Arturlang 

Sprites by OrcaCora and GregorDM

Writing bits by @necromanceranne 

### Core changes

- Cross-pathing has been removed. Main knowledge spells are now
exclusive to their path (for the most part).

- For every main knowledge unlocked (save for the robes and the blade
upgrade), Heretics can choose one option from a draft of 3 random side
knowledges (this is a free point).

- Heretics can now purchase side knowledges from a new tab, the
"Knowledge Shop". Side-knowledges have been divided by tier (Stealth,
Defense, Summons, Combat and Main). Tiers are unlocked as you progress
toward your main path.

- Heretics now gain the grasp and mark upgrade immediately, but their
main knowledge choices cost twice as much (except for the first spell,
the robes and the blade upgrade).

- Path specific robes have been introduced! They come with their own set
of quirks.

- Each Path has received a passive ability. This passive is upgraded
when you first create your robes, and again when you complete the Ritual
of Knowledge.

- Paths have been rebalanced as a result of the removal of cross-path
progression. Cosmic and Moon paths have received soft reworks.

- Upon unlocking the path 2nd level or reaching a total of 8 points
worth of knowledge, Heretics will lose the ability to blade break (and
the limit on blades all together).

- Ascension now automatically calls the shuttle with no possibility of a
recall.

- Late join Heretic has been removed.

### New UI 
<img width="750" height="635" alt="moon path ui"
src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990"
/>


### Knowledge shop

<img width="787" height="669" alt="Knowledge shop"
src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7"
/>




### Quality of life //General balance changes

- Heretics will now gain X-ray vision for a few seconds when nearby an
eldritch essence (this effect has a cooldown).

- Ritual of knowledge now requires 1 uncommon item instead of 2. You may
now use a stunprod instead of a baton to complete the ritual. Beartraps
have been removed from the list of possible reagents.

- The maximum number of possible sacrifices required to ascend has been
reduced from 6 to 5 while the minimum has been upped to 4.

- Codex Cicatrix no longer requires a special pen to be made.

### Passive abilities

- Heretics now start with a passive ability. You can find what it does
on the path info tab after a path has been selected, and what they gain
when upgraded.

- Crafting your first set of Eldritch robes will bump your passive to
level 2.

- Unlocking the 2nd level will subsequently unlock your "Ritual Of
Knowledge"

- Completing the ritual of knowledge or ascending will net you the final
level.

### Path Specific Robes

- Armorer's Ritual is no longer a side knowledge. Each path will have
their own unique version of the ritual. This is placed after the 2nd
spell in the tree.

- Robes can no longer be destroyed by fire and acid, grant t4 flash
protection (Moth Heretics stay winning) and protection against basic
syringes, to bring them on par with other antagonist's armor sets.

- The recipe to craft the robes is now a set of armor/vest, a mask (any
mask will do now, not just gas masks), plus the unique reagent required
for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so
on)

- Wearing the robes as a non-heretic may yield some unfortunate
side-effects.

### Moon Path Rework

Moon path  rework.

Moon Heretics gain immunity to brain traumas and slowly regenerate brain
health. Equipping the moon amulette channels its effects through the
moon blade; making it unblockable and cause sanity damage instead of
brute. Ring leader's Rise now summons an army of harmless clones that
explode when attacked; the explosion briefly stuns non-heretics and
cause sanity and brain damage to them. Moon blade can also now be used
when pacified and Moon spells are no longer blocked by regular anti
magic, only mind magic protection.


**Cosmic Path Rework**

Cosmic path has received the biggest batch of changes alongside Moon.
The path has been dead last in ascension and pickrate (less than 5%) for
almost 2 years. It did gain some popularity over the last few months,
reaching the highest ascension rate in the game (12%) while mantaining a
relatively low pickrate.

Cosmic sits in a weird spot, where pretty much every knowledge
surrounding the path is either mediocre or, in the case of the
ascension, dysfunctional. Yet it has maintained a smidge of relevancy
due to how quickly Cosmic heretics can capture and sacrifice targets
thanks to Star Touch.

As a result, the best course of action would be to rebalance the
entirety of the kit; granting the heretic more tools to manipulate space
and dictate the flow of a fight, while lessening their ability to end a
confrontation by instantly sleeping their opponents.

lastly The Star Gazer is now ghost controlled ; And they shoot lazers!

<img width="636" height="451" alt="gazer gag 3"
src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b"
/>


## Why It's Good For The Game


### Ok...but why do we want this?

Again, if you want my full reasoning, please check my doc
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

To keep it short and concise; Heretic is too complex and unintuitive for
its own good. Too impenetrable for new players and too abusable for
experienced players. This can be chalked up to a lot of poor design
decisions. But ultimately, what I believe being the biggest contributor
to the current status of Heretic is the ability to move into different
paths, also known as "Cross-Pathing".

### Cross Pathing my beloathed.

Cross-pathing, while cool in theory, overcomplicates the antagonist and
overloads them with power. Players dealing with the heretic are
incapable of working out what a given heretic can do. This also leads to
late game heretics having 3 rows Worth of action buttons and virtually
no weakness.

Over the last year, I've often received the understandable but also kind
of unfair accusations of making Heretic too powerful without a clear aim
or purpose.

My goal with the paths I've reworked over the last year (Rust,Void and
Blade) wasn't necessarily to just make them stronger (although that was
also part of the goal, as they were paths that were underperforming),
but for them to have more interactions with the sandbox and to better
live up to the fantasy presented to the player.

If an harbringer of frost gets countered by a cup of coffee, we probably
messed something up.


Unfortunately, the current incarnation of Heretic doesn't really allow
for surgical balance changes to specific paths. Every time a knowledge
gets buffed, we make every path that can easily tap onto that knowledge
stronger by default. It doesn't take a genius to understand why this
system is ultimately unsustainable.

### Blade Breaking

I feel that after a heretic has reached the near peak of their power,
they no longer need the ability to instantly escape any encounter. Check
my doc for my full reasoning.

## Less versatile, more specialized paths.

By removing cross-pathing, we remove a huge maintainability burden from
the antagonist. Paths can now be designed around clearer strengths and
weaknesses. They become easier to balance and less of an headache to
understand for everyone.

It also means we can give paths some needed quality of life quirks
without having to worry how such a change might have a knock-on effect
for other paths.

Ash heretics can finally let loose without dying by their own flames.
Cosmic Heretic can go to space without having to carry a modsuit. Moon
Heretic can use their abilities without fear of one random trauma
ruining their day, and so on.

### What a horrible night to have a curse...., wait how do I curse
people again?

As of right now the heretic tree has quite a hefty amount of trinkets
that pretty much never see use.

Partly because the tree itself is a nightmare to navigate. And partly
because why would anyone set up an elaborate plan or scheme when they
can unleash 2 rows of spell in the span of bunch of seconds.

Heretics mostly gravitate towards powers that push them towards greater,
more potent combat strength. If it doesn't contribute to killing people
quicker, it isn't worth doing for most. And given the opportunity cost
associated for taking those powers, they will remain that way so long as
there are better choices to be poached.

The new draft system encourages Heretics to play more with the tools at
their disposal. If you want to go for a specific combo from the side
path options, you may now do so by tapping into the knowledge shop.

Yes, the shop does include a few knowledges from the other paths. But
these are limited to 1 per path, are very expensive and can only be
unlocked very late into the shift.

## Drip Of the Mansus

The iconic heretic robe is actually sequestered to a side path that is
most easily access by only two paths at a time. Since heretic paths are
being made to be much more specialized, the most obvious way in which
this can be showcased is through an easily
identifiable outfit.

By using the robes, we can both telegraph WHAT heretic you are looking
at, and just how much power they've accumulated and when it is
reasonable to take the kid gloves off and treat them as a genuine
threat. If a heretic is in their
robes, that heretic is now a significantly more prominent danger to the
station.

It also serves as a useful means for gating some of the more powerful
effects of a heretic's path behind the robes, AND enable options for
disarming them of that power should they be captured without making it
something endemic to their mob.

A major problem with heretics is a lack of certainty as to how powerful
they have become. A heretics robes is one of the milestones to help
players dealing with heretics identify that.

### Will this be 100% fair and balanced?

This is a massive overhaul to a pretty complex and bloated antagonist.
I've done my best to show the changes to several maintainers and other
members of the community for their feedback. But at some point we'll
have to see how this behave in the environment to get a feel if
something is over or undertuned. (that's my way of saying, yes this is
likely gonna require a testmerge or two).

What I will say is that I'm not trying to change the core identity of
Heretic.

Heretics should have the upperhand in single encounters early on, be
able to joust a small group of players after they unlock their final
spell, and end the round when they ascend. They're a progression
antagonist. They should retain their payoff as well as pose a danger as
they grow stronger.

But if more players feel like they are more reliably able to play the
antagonist in more varied and interesting ways, rather than the
antagonist largely existing as a measuring stick for 'robustness' due to
its elitist design philosophy, then the rework has been a success. There
should be something for
everyone in the antagonist, as is true for all of our antagonist roles.
2025-10-15 22:34:51 +00:00
xPokee 5e629dff04 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-10-03 07:05:54 -04:00
MrMelbert 3ea7b03369 Accentuate the positive with **Personality**: A (soft) mood rework (#92941)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-10-02 19:00:13 +00:00
MrMelbert e0c3c310ff -15 mood is required to become "crazy", rather than -7 (#92449)
## About The Pull Request

`MOOD_LEVEL_SAD2` (-7 to -14) now brings you down to `SANITY_UNSTABLE`
at worse
`MOOD_LEVEL_SAD3` (-15 to -20) now brings you down to `SANITY_CRAZY` at
worse
`MOOD_LEVEL_SAD4` (-20 to -inf) now brings you down to `SANITY_INSANE`
(unchanged)

## Why It's Good For The Game

-7 to -14 puts you neatly in the threshold that a single moderately bad
thing happening to you will drive you completely crazy, which feels a
bit excessive and makes it difficult to have nuance with sanity levels.

This as a problem with sanity hallucinations in particular. These
hallucinations kick in when you're "crazy" or "insane", but being
moderately hungry is enough to dip into "crazy", which feels off and
excessive - you don't start seeing things because you skipped one
dinner.

If I instead modified the hallucinations to only trigger in "insane",
I'm then unable to have differing hallucinations based on just how
insane you are. So, modifying the threshold to afford more nuance here
(and maybe for other mechanics) is welcome.

Moving it to -15 to -20 means you need at least two moderate bad things
to start ticking towards crazy. For example, Freezing and suffocating to
death simultaneously would be enough to drive you crazy.

## Changelog

🆑 Melbert
balance: Mood threshold to become "crazy" changed from -7 (one
moderately bad event) to -15 (two moderately bad events).
/🆑

(cherry picked from commit 902f65ec62)
2025-08-08 15:33:42 -04:00
MrMelbert 902f65ec62 -15 mood is required to become "crazy", rather than -7 (#92449)
## About The Pull Request

`MOOD_LEVEL_SAD2` (-7 to -14) now brings you down to `SANITY_UNSTABLE`
at worse
`MOOD_LEVEL_SAD3` (-15 to -20) now brings you down to `SANITY_CRAZY` at
worse
`MOOD_LEVEL_SAD4` (-20 to -inf) now brings you down to `SANITY_INSANE`
(unchanged)

## Why It's Good For The Game

-7 to -14 puts you neatly in the threshold that a single moderately bad
thing happening to you will drive you completely crazy, which feels a
bit excessive and makes it difficult to have nuance with sanity levels.

This as a problem with sanity hallucinations in particular. These
hallucinations kick in when you're "crazy" or "insane", but being
moderately hungry is enough to dip into "crazy", which feels off and
excessive - you don't start seeing things because you skipped one
dinner.

If I instead modified the hallucinations to only trigger in "insane",
I'm then unable to have differing hallucinations based on just how
insane you are. So, modifying the threshold to afford more nuance here
(and maybe for other mechanics) is welcome.

Moving it to -15 to -20 means you need at least two moderate bad things
to start ticking towards crazy. For example, Freezing and suffocating to
death simultaneously would be enough to drive you crazy.

## Changelog

🆑 Melbert
balance: Mood threshold to become "crazy" changed from -7 (one
moderately bad event) to -15 (two moderately bad events).
/🆑
2025-08-07 15:50:15 -04:00
nevimer 0bf1345cce Merge branch 'pr/Shadow-Quill/3670' 2025-05-07 02:11:26 -04:00
LT3 470ac6b162 Removes hallucination on hunger/mood (#3731)
## About The Pull Request

Disables the mob hallucination caused by low hunger/mood

## Why It's Good For The Game

Having this status effect adds an annoyance and food is not readily
available.

## Changelog

🆑 LT3
del: Removed hallucinations caused by high hunger/low mood
/🆑
2025-05-06 19:13:35 -07:00
MrMelbert 326012c4ff Hunger bar is now animated and updates as you eat (#90446)
## About The Pull Request

Hunger bar is now dynamic rather than 4 static sprites

Hunger bar now accounts for food you have yet to metabolize, meaning it
updates as you eat


https://github.com/user-attachments/assets/06269da7-f07d-4738-98b2-ca6bde8ba0fe

Other changes:

- Adds a hunger tier between hungry and starving

## Why It's Good For The Game

Overeating happens so often simply because this bar is trash, so let's
give it some love

## Changelog

🆑 Melbert
fix: All humans no longer have a baseline "75" ghost nutrition (which
means you can eat more)
qol: Hunger bar update! It's now dynamic and updates as you eat.
qol: Adds a hunger tier between hungry and starving (for mood)
/🆑
2025-04-29 17:41:26 -06:00
LT3 2564f323fb Fix alcohol moodlet (#3522)
## About The Pull Request

Fix the alcohol status moodlet to work with our blood alcohol system.

## Changelog

🆑 LT3
fix: Mood will show your correct drunkenness status
/🆑
2025-04-15 21:00:04 -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
MrMelbert df19931edb Hunger bar is now animated and updates as you eat (#90446)
## About The Pull Request

Hunger bar is now dynamic rather than 4 static sprites

Hunger bar now accounts for food you have yet to metabolize, meaning it
updates as you eat


https://github.com/user-attachments/assets/06269da7-f07d-4738-98b2-ca6bde8ba0fe

Other changes:

- Adds a hunger tier between hungry and starving

## Why It's Good For The Game

Overeating happens so often simply because this bar is trash, so let's
give it some love

## Changelog

🆑 Melbert
fix: All humans no longer have a baseline "75" ghost nutrition (which
means you can eat more)
qol: Hunger bar update! It's now dynamic and updates as you eat.
qol: Adds a hunger tier between hungry and starving (for mood)
/🆑
2025-04-06 14:20:13 -06:00
SmArtKar 107188c51e Terror Unification: Converts all "fear" quirks and traumas (except item phobias) to use a unified handler (#90217)
## About The Pull Request

This PR adds the fearful component which acts as a unified handler for
terror effects. This currently includes nyctophobia and claustrophobia
quirks, terrified status effect from nightmare's spell, and the
monophobia brain trauma. The component processes terror handler datums
which act both as terror sources and effects - jittering, stuttering,
vomiting, panic attacks, etc.
This means that nyctophobia and claustrophobia now act more like
terrified status/monophobia - causing jitters, stuttering, periodic
panic attacks, etc, and their effects stack (i.e. being in a closet in
the dark will increase your fear much quicker).

Closes #37492
Closes #57121
Closes #69684

## Why It's Good For The Game

Terrified status is very immersive and its effects perfectly fit
nycto/claustrophobia quirks, enough to be impactful to owner's gameplay,
but not roleplaying for them, which is what we want quirks to be. It
also makes them share their stress, which is how you'd expect them to
act. (I would also love to see monophobia moved from a brain trauma to a
quirk, as it perfectly fits latter instead of former, and acts as a
great incentive to interact with other people instead of doing autism
projects by yourself.)
I haven't moved phobias to this system yet, but it could be done in the
future without too many issues - should make phobias less painful to
deal with, and maybe make people actually interested in playing around
them instead of rushing a lobotomy because of how debilitating they are
(currently only interaction is getting hugged by someone you're afraid
of, which will increase your terror)

## Changelog
🆑
add: Nyctophobia and Claustrophobia quirks now have proper terror
effects instead of making you walk/suffocate. Immersion!
refactor: All sources of "terror"/"fear" now use a common component,
meaning they share their counters.
/🆑
2025-03-27 21:01:23 +01:00
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
SmArtKar 552ab80ed2 Fixes sanity hallucinations not working after 3 years (#90179)
## About The Pull Request

So #70311 never actually did anything because it used SANITY_CRAZY and
not SANITY_LEVEL_CRAZY, and sanity_level only goes up to 6 (SANITY_CRAZY
is 25).

Yeeeah.

## Why It's Good For The Game

Its supposed to be a rare cool low sanity effect but because of an
oversight it never worked, so see original PR's justification?

## Changelog
🆑
fix: Being at low sanity will actually give your hallucinations as
intended.
/🆑
2025-03-23 19:50:47 +01:00
MrMelbert e7b21f0332 Fix me using the wrong helper in mood printout (#90082)
## About The Pull Request

Duration is infinite, amount is what matters

## Changelog

🆑 Melbert
fix: Fixed drunkness mood printout
/🆑
2025-03-18 17:53:05 -04:00
MrMelbert 1406210b6e Improves the "Check mood" printout, reworks the "Check self" printout, minor embed changes (#89854)
## About The Pull Request

1. Reformats "Check Mood" 

Basically just cleaning it up.
- Moodlets are bullet pointed.
- Hunter is displayed here now.
- Quirks are displayed here now.
- It now tells you how drunk you feel.

Sample


![image](https://github.com/user-attachments/assets/1aac1180-1eed-45f7-9615-005eeecef8c8)

2. Reworks "Check self"

Big reworks done here.
- Organs now don't outright say "Your hear is hurty" "Your lugs are
hurty". Now they'll say something like, "Your chest feels tight" -
Unless you're self aware, then it will say "Your heart is hurty".
- Check self no longer reports wounds with 100% accuracy. You get an
approximate of what the wound is like - "Your chest has an open cut".
More severe wounds will still be bolded, though.

Sample 


![image](https://github.com/user-attachments/assets/3da6336c-63db-4298-9fcb-76748608c848)


![image](https://github.com/user-attachments/assets/6e797ef3-cb04-46cd-aa3c-520c9240953d)

3. Embed tweaks

Embeds can be hidden, and thus will only show up on health analyzers.
This means you can't rip them out by hand.
Right now only bullet shrapnel and explosion shrapnel is hidden.

## Why It's Good For The Game

1. Just some cleanup, largely. Stuff like quirks and hunger make more
sense when checking your mental rather than checking your body. Though
this might be weird for if mood is config-disabled, I might have to
revisit htat.

2. I always found that clicking on yourself and just getting a print out
of "Your liver's non-functional, your chest has a weeping avulsion, etc"
is pretty lame... it kind of diminishes diagnosis / doctor's job.
Ultimately, the goal of this is to open up a little more doctor gameplay
- primarily I think it'll allow for some fully roleplay moments, like
"Doc my chest hurts a lil" "You have 7 bullets and broken ribs bro"

3. Adds more punch to some embeds. Mostly for larp though.

## Changelog

🆑 Melbert
add: Your mood printout (clicking on the mood face) has been
reformatted, and should generally be cleaner.
add: Self examining was reworked, and overall gives you a lot less
perfect information, unless you are self-aware.
add: Bullet and grenade shrapnel is now hidden from examining - it's
skin deep. You can't rip them out with your hands, but hemostats /
wirecutters still suffice if you know they're there. Health analyzers
still pick them up too.
qol: Ghosts aren't notified about NPCs getting appendicitis 
/🆑
2025-03-15 05:51:06 +00:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
Aylong 7a817300fd Improve and extend fieldset_block and examine_block (#88678)
## About The Pull Request
Maked `fieldset_block` and `examine_block` more stylish and neat, also
`fieldset_block` no longer has a centred title.
Renamed `examine_block` to `boxed_message` and adds
`custom_boxed_message` which can be colored.

- AdminPMs, admin tickets and vote results has been wrapped into
`fieldset_block` for comfort and visibility
- Health Analyzer results painted to blue
- Vote notice and tips of the round wrapped to purple
`custom_boxed_message`
- Tooltip text border color, now uses text color, not just white

## Why It's Good For The Game
Demonstration in both themes

<details><summary>Dark</summary>


![image](https://github.com/user-attachments/assets/7175379b-b053-4fb7-bd25-65c744a21c56)

![image](https://github.com/user-attachments/assets/1728e72b-0110-4b81-9d61-8779f5fdc3a0)

![image](https://github.com/user-attachments/assets/5e6f9604-35b8-4840-b6b4-35a68f49a997)

</details>

<details><summary>Light</summary>


![image](https://github.com/user-attachments/assets/6a3d693b-e0dc-4a4b-b4d7-2ded54ce0d67)

![image](https://github.com/user-attachments/assets/c4f5e089-180f-4d13-806a-fa64f01740a3)

![image](https://github.com/user-attachments/assets/a46d52c4-ad37-4637-8cae-c4b00139efc1)

</details>

## Changelog

🆑
qol: AdminPMs, admin tickets, vote results and started vote notification
are now much more visible in the chat.
qol: Boxed messages in chat (like examine), has been restyled.
/🆑
2024-12-24 11:32:38 -08:00
paganiy 115609c113 Adds a new item to the chef traitor's uplink: Molt'Obeso sauce. (#87103)
## About The Pull Request
A new item for 2 TC has been added to the chef's traitor uplink –
Molt'Obeso sauce!
Buying it, you get a bottle for 50 units, filled with this sauce. After
eating Molt'Obese, you'll think you're still hungry. It also removes the
limit on how much food you can eat, so you can just keep going and
going, but you never get full. Plus, Molt'Obeso helps your body absorb
more nutrients from food, so the food is even more nourishing with it.
## Why It's Good For The Game
The Syndicate sabotages the NT station by making everyone fat?
## Changelog
🆑
add: Add a new item to the chef traitor's uplink: Molt'Obeso sauce. A
sauce that makes people want to eat too much.
/🆑
2024-11-28 16:23:18 +01:00
Sealed101 ec343eea6b Fixes set_sanity() math maybe hopefully oh fuck (#87605)
## About The Pull Request

okay so judging by the code comment when sanity dips lower than the
minimum aka 0 we're supposed to move up from our current sanity by 0.7
instead. however in code it's instead using the passed `amount` value,
which from the looks of it is mostly passed by already modifying sanity
with other math operations, like the madness mask

https://github.com/tgstation/tgstation/blob/762a52ed83c3d910b14258060d4693d120fe628a/code/modules/antagonists/heretic/items/madness_mask.dm#L59

https://github.com/tgstation/tgstation/blob/762a52ed83c3d910b14258060d4693d120fe628a/code/datums/mood.dm#L530-L532
so instead we're passing an even lower value than the current sanity and
are moving up from there instead of current sanity. wack
i think it started as far back as
https://github.com/tgstation/tgstation/commit/091f221fe615cfa5e741b98f14b6e5c8eeadbe47
but i might be wrong and my math might be wrong and do we need the
`clamp()` part of the equation even oh god oh fuck

## Why It's Good For The Game

Fixes #69082

## Changelog

🆑
fix: sanity dropping below zero should now properly slowly recover back
to zero instead of dropping even further
/🆑
2024-11-01 13:12:59 +01:00
Majkl-J e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00
Ghom adc47b42ee You can release fish after catching it (#86126)
## About The Pull Request
This PR nerfs the mood event from fishing from 5 to 4. In exchange,
after catching a fish, you can release it in the appropriate fishing
spot for a minor positive mood event (if it's alive, or if the user has
either the morbid or naive traits). It also counts towards fish
population for fish that are limited in the amount of times they can be
catched. Mobs with the naive trait (clowns) get the positive mood event
even if the fish is dead or being released in a bad place like lava

Some fishing spots like toilets and moisture traps don't have this
option, but that's because they've their own interactions with fish
that'd otherwise be overridden by it.

This PR also fixes mobs with the morbid trait (coroners) not enjoying
aquarium in their own morbid ways and add a few touches pertaining the
naive trait like alternative chat messages when interacting with the
fish.

## Why It's Good For The Game
This gives players a way to get rid of unwanted fish without leaving it
to die on the floor, also it's in the spirit of recreational fishing.

## Changelog

🆑
fix: Fixed morbid mobs (coroners) not enjoying room beauty and aquariums
in their own weird ways.
add: You an now release fish after catching it for a positive moodlet
(or to repopulate certain fishing spot with rare fish).
/🆑

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2024-09-15 13:57:41 +00:00
klorpa d2c7806047 Spelling and Grammar Fixes (#85992)
## 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
/🆑
2024-08-21 17:07:02 +12:00
Shroopy 97d4ddec2c Fix typo in alexithymia sanity examine (#29481)
* Fix typo in alexithymia mood code

* Fix tab on empty line
2024-08-21 06:49:08 +07:00
SkyratBot 528af3e3ea [MIRROR] mood is more reactive to area beauty changes, also flips it for people with morbid trait. (#28691)
* mood is more reactive to area beauty changes, also flips it for people with morbid trait. (#84641)

## About The Pull Request
Previously, the mood datum would only react to beauty when entering an
area, any later changes to the room wouldn't update it for the mood
datum.

Also, mobs with the morbid trait (ie. the cononer) now like
degradated-looking rooms and dislike (if they also have the snob trait),
well-decorated ones.

## Why It's Good For The Game
Feature and improvement.

## Changelog

🆑
qol: Mood more promptly reacts to the beauty of an area as it changes,
and not just when changing areas.
add: Coroners (and potentially other mobs with the morbid trait), now
like degradated-looking rooms.
/🆑

* mood is more reactive to area beauty changes, also flips it for people with morbid trait.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-08 14:51:32 +05:30
Ghom dde3007852 mood is more reactive to area beauty changes, also flips it for people with morbid trait. (#84641)
## About The Pull Request
Previously, the mood datum would only react to beauty when entering an
area, any later changes to the room wouldn't update it for the mood
datum.

Also, mobs with the morbid trait (ie. the cononer) now like
degradated-looking rooms and dislike (if they also have the snob trait),
well-decorated ones.

## Why It's Good For The Game
Feature and improvement.

## Changelog

🆑
qol: Mood more promptly reacts to the beauty of an area as it changes,
and not just when changing areas.
add: Coroners (and potentially other mobs with the morbid trait), now
like degradated-looking rooms.
/🆑
2024-07-07 15:07:33 -04:00
SkyratBot acf368c684 [MIRROR] Tail Regained checks for owner and species + deleted unused mood_event datums (#28153)
* Tail Regained checks for owner and species + deleted unused mood_event datums (#83741)

## About The Pull Request

Changed how tail regaining works.

* If it's your tail, an infinite debuff is replaced with a timed one
(new, on live there is no debuff)
* If it's not your tail but of same species, I guess it works, but we
are more sad (new)
* If it's not your tail AND of different species, we are horrified
(live)

Also a little clearing up of unused mood datums

## Why It's Good For The Game

Refactors good? Having your tail back good?

* Tail Regained checks for owner and species + deleted unused mood_event datums

---------

Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com>
2024-06-14 20:22:09 +01:00
larentoun 580dac31cd Tail Regained checks for owner and species + deleted unused mood_event datums (#83741)
## About The Pull Request

Changed how tail regaining works.

* If it's your tail, an infinite debuff is replaced with a timed one
(new, on live there is no debuff)
* If it's not your tail but of same species, I guess it works, but we
are more sad (new)
* If it's not your tail AND of different species, we are horrified
(live)

Also a little clearing up of unused mood datums

## Why It's Good For The Game

Refactors good? Having your tail back good?
2024-06-13 13:11:18 -05:00
lessthanthree 2b94bd460c Smooth the alcohol impairment curve because a bottle of vodka should last more than 5 minutes (#27183)
* enhanced roleplay drinking

* now modular!

* switch fix
2024-04-16 02:51:55 +02:00
SkyratBot e021ec7176 [MIRROR] Blocks (most instances of) screen elements from entering base atom /Click (#27049)
* Blocks (most instances of) screen elements from entering base atom `/Click` (#82236)

## About The Pull Request

Fixes #76495

This PR prevents (most) screen elements from running base
`/atom/proc/Click` and `/mob/proc/ClickOn()` when clickend.

(The only exception I found to it was the cursor catcher for scopes.)

Why?
Most, if not everything in `ClickOn` is considered "in world"
interacting. It abides by `incapacitated`, runs `faceAtom`, etc.
This means, currently, you can "interact" with screen elements using in
world elements. For example, TK-ing / pointing a gun at your mood face.

Right now this affects very little, but there is a large potential for
errors. All you have to do is forget a sanity check in `afterattack` and
suddenly you have an item that can affect your screen objects.
The only example I found was the `/item/godstaff`, which can color some
of your screen elements. But there may be more. Like guns.

Note:
Many, many screen elements ALREADY do not fall down into atom click.
They simply don't call parent. Which is totally fine.
I am just ensuring ALL* screen elements do not fall down into atom
click.

## Changelog

🆑 Melbert
fix: Blocks mobs from trying to "physically" interact with some of their
hud elements, such as using Telekinesis or point a gun at your mood
meter.
/🆑

* Blocks (most instances of) screen elements from entering base atom `/Click`

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-04-04 13:38:44 -04:00
MrMelbert 21d72c49c0 Blocks (most instances of) screen elements from entering base atom /Click (#82236)
## About The Pull Request

Fixes #76495

This PR prevents (most) screen elements from running base
`/atom/proc/Click` and `/mob/proc/ClickOn()` when clickend.

(The only exception I found to it was the cursor catcher for scopes.) 

Why?
Most, if not everything in `ClickOn` is considered "in world"
interacting. It abides by `incapacitated`, runs `faceAtom`, etc.
This means, currently, you can "interact" with screen elements using in
world elements. For example, TK-ing / pointing a gun at your mood face.

Right now this affects very little, but there is a large potential for
errors. All you have to do is forget a sanity check in `afterattack` and
suddenly you have an item that can affect your screen objects.
The only example I found was the `/item/godstaff`, which can color some
of your screen elements. But there may be more. Like guns.

Note: 
Many, many screen elements ALREADY do not fall down into atom click.
They simply don't call parent. Which is totally fine.
I am just ensuring ALL* screen elements do not fall down into atom
click.

## Changelog

🆑 Melbert
fix: Blocks mobs from trying to "physically" interact with some of their
hud elements, such as using Telekinesis or point a gun at your mood
meter.
/🆑
2024-03-26 14:55:20 -06:00
SkyratBot 45343bb159 [MIRROR] Food Bar Updates, moves it out of the alert "stack" and to the left of mood, makes it more snappy (#26774)
* Food Bar Updates, moves it out of the alert "stack" and to the left of mood, makes it more snappy (#81834)

* Food Bar Updates, moves it out of the alert "stack" and to the left of mood, makes it more snappy

* Update hemophage_species.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2024-03-26 12:14:55 -04:00
MrMelbert b8b420cfcb Food Bar Updates, moves it out of the alert "stack" and to the left of mood, makes it more snappy (#81834) 2024-03-06 14:46:01 -07:00
Gandalf 3f55068ac7 CI Fix (#26177)
Removes timeout_mod arg from add_mood_effect (#80964)

## About The Pull Request

Partial Revert of https://github.com/tgstation/tgstation/pull/80800

Assuming every num passed in the parameters of `add_mood_effect` is a
`timeout_mod` is incorrect, because there can be mood events that take a
numeric arg which is not meant to be multiplied against the timeout.

This leads to the same issue as multiplying it with strings essentially
(in one case, shown below, this results in a negative duration of a
timer).


![image](https://github.com/tgstation/tgstation/assets/13398309/f8af858f-04ef-4144-9a0b-2fae60b71272)


![Code_ZN176cpMqA](https://github.com/tgstation/tgstation/assets/13398309/a6ec7689-0171-4909-91cb-a17b56454eb6)

Plus having a keyword arg that may or may not actually be what the
keyword arg claims to be is really confusing and bad.

Instead here's what I propose: passing in an instantiated mood datum
itself, which has been modified, and copying the timeout from it before
discarding it.

It is not as clean as I'd prefer either, but at least it's logically
sound and the intent is clear, and it's the best I can think of short of
a major refactor of the entire system for this one small thing which is
only being used by food quality.


![image](https://github.com/tgstation/tgstation/assets/13398309/8560c066-bb0b-4066-af94-372d5ea62679)

## Why It's Good For The Game

Clearer, less smelly code.

## Changelog

🆑
code: removed the timeout_mod arg from add_mood_event, which was only
used for one thing and causes more issues than it's worth
/🆑

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-01-19 14:02:59 +00:00
SkyratBot 4ba490185a [MIRROR] Removes timeout_mod arg from add_mood_effect [MDB IGNORE] (#26142)
* Removes timeout_mod arg from add_mood_effect

* Update mood.dm

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2024-01-18 16:32:27 +00:00
SkyratBot 536e1e48cd [MIRROR] fixes a bunch of moodlets potentially lasting forever (less band-aidy) [MDB IGNORE] (#26124)
* fixes a bunch of moodlets potentially lasting forever (less band-aidy) (#80800)

## About The Pull Request
In a previous PR (https://github.com/tgstation/tgstation/pull/79661), I
noted that a lot of moodlets tended to have their timeouts break because
it was passing their names and whatnot as a parameter, that gets fed
into the timeout modifier parameter, causing the timeout multiplier to
break, because BYOND type-agnosticism means that it can multiply a
number (timeout_mod) by text (a name or some other object), resulting in
0 - which makes a moodlet permanent. This is probably not intended.

This fixes that in two ways:
- Adding a `1` to potentially applicable moodlets (searched for with a
regex of `.add_mood_event(.*, .*,)`) just to make sure the timeout
doesn't get multiplied out weirdly.
- Making the add_mood_event thing CRASH() if the timeout_mod is bad.

If someone else wants to come up with a solution better than this,
please do.

## Why It's Good For The Game
Maybe having your arm permanently fall asleep after getting it
reattached sucks, moodlet-wise. (Being stuck with permanent
positive/negative moodlets is probably not intended.)

## Changelog

🆑
fix: Moodlets with parameters/effects e.g. limb reattachment moodlets
should probably disappear more appropriately.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>

* fixes a bunch of moodlets potentially lasting forever (less band-aidy)

* wew

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2024-01-18 16:28:41 +00:00
Bloop fc0a1f4068 Removes timeout_mod arg from add_mood_effect (#80964)
## About The Pull Request

Partial Revert of https://github.com/tgstation/tgstation/pull/80800

Assuming every num passed in the parameters of `add_mood_effect` is a
`timeout_mod` is incorrect, because there can be mood events that take a
numeric arg which is not meant to be multiplied against the timeout.

This leads to the same issue as multiplying it with strings essentially
(in one case, shown below, this results in a negative duration of a
timer).


![image](https://github.com/tgstation/tgstation/assets/13398309/f8af858f-04ef-4144-9a0b-2fae60b71272)


![Code_ZN176cpMqA](https://github.com/tgstation/tgstation/assets/13398309/a6ec7689-0171-4909-91cb-a17b56454eb6)

Plus having a keyword arg that may or may not actually be what the
keyword arg claims to be is really confusing and bad.

Instead here's what I propose: passing in an instantiated mood datum
itself, which has been modified, and copying the timeout from it before
discarding it.

It is not as clean as I'd prefer either, but at least it's logically
sound and the intent is clear, and it's the best I can think of short of
a major refactor of the entire system for this one small thing which is
only being used by food quality.


![image](https://github.com/tgstation/tgstation/assets/13398309/8560c066-bb0b-4066-af94-372d5ea62679)

## Why It's Good For The Game

Clearer, less smelly code.

## Changelog

🆑
code: removed the timeout_mod arg from add_mood_event, which was only
used for one thing and causes more issues than it's worth
/🆑
2024-01-16 20:57:42 +01:00
Hatterhat 27386bffe8 fixes a bunch of moodlets potentially lasting forever (less band-aidy) (#80800)
## About The Pull Request
In a previous PR (https://github.com/tgstation/tgstation/pull/79661), I
noted that a lot of moodlets tended to have their timeouts break because
it was passing their names and whatnot as a parameter, that gets fed
into the timeout modifier parameter, causing the timeout multiplier to
break, because BYOND type-agnosticism means that it can multiply a
number (timeout_mod) by text (a name or some other object), resulting in
0 - which makes a moodlet permanent. This is probably not intended.

This fixes that in two ways:
- Adding a `1` to potentially applicable moodlets (searched for with a
regex of `.add_mood_event(.*, .*,)`) just to make sure the timeout
doesn't get multiplied out weirdly.
- Making the add_mood_event thing CRASH() if the timeout_mod is bad.

If someone else wants to come up with a solution better than this,
please do.

## Why It's Good For The Game
Maybe having your arm permanently fall asleep after getting it
reattached sucks, moodlet-wise. (Being stuck with permanent
positive/negative moodlets is probably not intended.)

## Changelog

🆑
fix: Moodlets with parameters/effects e.g. limb reattachment moodlets
should probably disappear more appropriately.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2024-01-15 07:08:01 +01:00
SkyratBot 8eeca186df [MIRROR] Cleans up some extra args in Destroy() [MDB IGNORE] (#25907)
* Cleans up some extra args in Destroy() (#80642)

## About The Pull Request

After https://github.com/tgstation/tgstation/pull/80628, these shouldn't
be needed anymore right?

## Why It's Good For The Game

Cleans up some vestigial code

## Changelog
EDIT: Not player-facing.

* Cleans up some extra args in Destroy()

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-12-30 01:21:26 -05:00
Bloop f34174414d Cleans up some extra args in Destroy() (#80642)
## About The Pull Request

After https://github.com/tgstation/tgstation/pull/80628, these shouldn't
be needed anymore right?

## Why It's Good For The Game

Cleans up some vestigial code

## Changelog
EDIT: Not player-facing.
2023-12-30 03:54:07 +01:00
SkyratBot f0b265b6bb [MIRROR] Foodening [MDB IGNORE] (#23440)
* Foodening

* Update chem_dispenser.dm

* Juicening?

* Update big_mortar.dm

* Adds crafting complexities to modular foods

* Olive oil repath

* Cooking oil repath

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-03 20:47:17 -04:00
Andrew b1c5e5e0f6 Foodening (#77887) 2023-08-31 14:57:19 -04:00
SkyratBot 6dfe17306c [MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals

* update modular

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 13:18:23 +00:00
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