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masterfixes
13 Commits
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3799968eb3 |
feat: new floppy disk sprites; most disks are now under the /item/disk type; adds disk stacking, uqinue styling and wrapping (#94112)
## About The Pull Request Floppy disks received a sprite upgrade, as well as unique wraps: <img width="364" height="150" alt="image" src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f" /> <img width="786" height="527" alt="image" src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348" /> You can now stack floppy disks! They also scatter around when thrown. The video also showcases new styling options with a selection of stickers! You can also write something on the disk instead of selecting an icon: https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2 MOST disks now inherit the `/item/disk` type to properly stack and do... stuff. An updatepaths script included. ## Why It's Good For The Game Old school is cool. Stacking disks makes them feel more authentic, while styling allows for more crearivity! ## Changelog 🆑 add: New unique wraps for floppy disks qol: Floppy disks can now be stacked image: New sprites and stickers for floppy disks map: Added and ran an updatepaths script refactor: Most disks are now under the base disk item type /🆑 --------- Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com> |
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c3aa5ff596 |
box of XL shotgun darts no longer has an XL name (#93002)
## About The Pull Request Fixes the name of XL shotgun darts ## Why It's Good For The Game "A box full of shotgun darts with increased chemical storage capacity" barely fits on the screen as a tooltip ## Changelog 🆑 LT3 fix: 'a box full of shotgun darts with increased chemical storage capacity' now has a shorter name /🆑 |
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455fe545e0 |
Part 4: Storage Improvements (#90783)
## About The Pull Request - Address https://github.com/tgstation/tgstation/pull/90476#discussion_r2051701283. Makes pill bottle code cleaner - Datumized some more storage values(monkey guncase toolbox & crafter toolbox) making their init slightly faster - Moved all standard storage subtypes(bags, boxes, lockboxes etc) that is scattered across various files & folders in the codebase into their respective files under `code/game/objects/item/storage` folder. This means for e.g. if you want to see all boxes in the game you can find them in `code/game/objects/item/storage/boxes` folder & don't have to go looking for hidden subtypes in various module files or folders where they were hidden away. Makes looking for stuff & modifying these storages much saner & easier ## Changelog 🆑 code: organized storage subtypes under the same files & folders /🆑 --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> |
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6b83a91956 |
Revert "Refactor for storage initialization & organization (#89543)" (#90332)
## About The Pull Request Reverts the storage initialization refactor and all subsequent related PRs. The original PR is below our standards both for code quality and testing, and is majorly flawed at its core. This has been discussed with other maintainers and headcoder(s?) over on discord. A lot of changes from the PR could be brought over later, but in its current state it should not have been merged. - Closes #90322 - Closes #90313 - Closes #90315 - Closes #90320 - Closes #90312 - Closes #90344 ## Why It's Good For The Game This PR causes a series of major issues which cannot be resolved without either completely rewriting a lot of the original PR, or bad code. Not matching our standards is grounds for not merging a PR, and the fact that a PR should not have been merged is a reason for a revert. ## Changelog 🆑 fix: Fixed a series of storage-related bugs caused by a refactor PR. /🆑 |
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0f57a23830 |
Refactor for storage initialization & organization (#89543)
## About The Pull Request A Huge chunk of changes just comes from moving existing storage code into new files & seperating `atom_storage` code into its own subtype under the already existing `storage/subtypes` folder. With that the changes in this PR can be organized into 3 categories. **1. Refactors how `/obj/item/storage/PopulateContents()` initializes storages** - Fixes #88747 and every other storage item that has a similar variant of this problem The problem with `PopulateContents()` is that it allows you to create atoms directly inside the storage via `new(src)` thus bypassing all the access restrictions enforced by `/datum/storage/can_insert()` resulting in storages holding stuff they shouldn't be able to hold. Now how this proc works has been changed. It must now only return a list of items(each item in the list can either be a typepath or a solid atom or a mix of them in any order) that should be inserted into the storage. Each item is then passed into `can_insert()` to check if it can fit in the storage. If your list contains solid atoms they must be first moved to/Initialized in nullspace so `can_insert()` won't count it as already inserted. `can_insert()` has now also been refactored to throw stack traces but explaining exactly why the item could not fit in the storage thus giving you more debugging details to fix your stuff. A large majority of changes is refactoring `PopulateContents()` to return a list instead of simply creating the item in place so simple 1 line changes & with that we have fixed all broken storages(medical toolbox. electrical toolbox, cruisader armor boxes & many more) that hold more items they can handle **2. Organizes initialization of `atom_storage` for storage subtypes.** All subtypes of `/obj/item/storage` should(not enforced) create their own `/datum/storage/` subtype under the folder `storage/subtypes` if the default values are not sufficient. This is the 2nd change done across all existing storages Not only does this bring code cleanliness & organization (separating storage code from item code like how `/datum/wire` code is separated into its own sub folder) but it also makes storage initialization slightly faster (because you are not modifying default values after `atom_storage` is initialized but you are directly setting the default value in place). You now cannot & should not modify `atom_storage` values inside `PopulateContents()`. This will make that proc as pure as possible so less side effects. Of course this principle is not enforced and you can still modify the storage value after `Initialize()` but this should not be encouraged in the future **3. Adds support for automatic storage computations** Most people don't understand how `atom_storage` values work. The comment here clearly states that https://github.com/tgstation/tgstation/blob/55bbfef0da70d87455ca8d6fd5c95107eb8dbefb/code/game/objects/items/storage/toolbox.dm#L327-L329 Because of that the linked issue occurs not just for medical toolbox but for a lot of other items as well. Which is why if you do not know what you doing, `PopulateContents()` now comes with a new storage parameter i.e. `/datum/storage_config` This datum allows you to compute storage values that will perfectly fit with the initial contents of your storage. It allows you to do stuff like computing `max_slots`, `max_item_weight`, `max_total_weight` etc based on your storage initial contents so that all the contents can fit perfectly leaving no space for excess. ## Changelog 🆑 fix: storages are no longer initialized with items that can't be put back in after taking them out refactor: storage initialization has been refactored. Please report bugs on github /🆑 |
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11fce492bb |
Jarvis, add buckshot to the blackmarket. (#85470)
## About The Pull Request  ~discord light-theme big L.~ By the by, these are slightly nerfed buckshots, create big puffs of powder smoke when fired, damage your gun, and MIGHT blow you up in the same style of using a detective revolver loaded with .357 if you fire too many. Also, the integrity of the firearm now counts towards the damage of bullets it's fired from. ## Why It's Good For The Game The blackmarket is a place where you can find illegally illegal, evil items, along with other trinkets. I thought it'd be a nice place to reintroduce buckshot with a little downgrading twist after it has been nerfed (it used to do 60 damage without falloff) AFTER it was removed from the lathes and the station. ## Changelog 🆑 add: Buckshot is back on the menu, on the blackmarket. balance: the integrity of firearms now counts toward projectile damage. A gun that's on the very verge of breaking down will deal half as much damage. /🆑 |
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4611958e74 |
Buffing some awful black market items to be less awful. (#84895)
## About The Pull Request With this PR, I'm making some awful or bad blackmarket items less bad (some are still bad imo). I don't aim to tweak every item that I find mediocre at best, because it ultimately boils down to opinion and maybe what I don't like, others do, but also because the feature was designed to have some "scammy" items in there (the broken chameleon hat is a prime example). Moving on, some of the more noticeable changes: - the old spacesuit in a box should no longer cost thousands of credits - the thermite bottle now contains enough thermite to melt one r-wall - replaced the shotgun dart item with a more expensive box of XL shotgun darts (25 units of reagent capacity vs 15) - replaced the science googles with a more expensive medical-security combo HUD (the sprites exist already) - the donk pocket box item can now spawn subtypes of the donk pocket box, this includes the gondola box, though it's pretty rare. - the suspicious pill bottle item can now spawn a pill bottle of maintenance pills The rest should be price changes. ## Why It's Good For The Game Many of the blackmarkets choices are downright a bummer, and I'm not talking about things like the broken chameleon hat, but stuff such as shotgun darts, science googles, thermite; I mean, SOME of stuff that's OBVIOUSLY easy and more convenient to get from a (proto/auto) lathe or the chemist and just make the blackmarket look kinda bad. ## Changelog 🆑 balance: reduced the prices of some blackmarket items across the board. balance: the thermite bottle (from the contraband spawner and the blackmarket), now spawns with 50u of thermite vs 30, enough to melt one reinforced wall. add: Replaced the science googles from the blackmarket with a security + health scanner HUD. add: Replaced the single shotgun dart from the blackmarket with a box of XL shotgun darts. add: The donk pocket box from the blackmarket now comes in different flavors. /🆑 |
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977799a2e7 |
A red spy has entered the base: Adds Spies, a roundstart antagonist inspired by Goonstation's Spy-Thief (#81231)
# Disclaimer: No Goon code was referenced or used in the making of this PR ## About The Pull Request [Design Document (Read this for more information)](https://hackmd.io/@L9JPMsZhRO2wI25rNI6GYg/rkYKM9Yc6) This PR adds Spies as a new roundstart antagonist type, inspired by Spy-Thiefs from Goonstation. Spies are tasked with stealing various objects around the station, from insulated gloves to the black box, from the clown's left leg to the bridge's communications console. For every item stolen, the Spy is rewarded with a random item from the Syndicate Uplink, plus some items uniquely available to the Spy. Stolen items are then shipped off and sold on the Black Market Uplink, allowing the crew - or maybe some other evil-doers - to get their hands on them.  More ideas for theft items and bounties are welcome. ## Why It's Good For The Game See the design document for more information. In short: Adds a solo antagonist which has less impact than your Traitors and Heretics, but more impact than Paradox Clones and Thieves. In other words: On the same tier as old traitors. Seeks to embrace the sandbox aspect of antagonists more by having no precise greentext objective, and instead some suggestions for chaos you can embark in. Have fun with it! ## Changelog 🆑 Melbert add: Spies may now roam the halls of Space Station 13. Watch your belongings closely. /🆑 |
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16bdcf409c |
"Security Implant" rework, prisoner management console updates (#79882)
## About The Pull Request For the vernacular purposes of the following PR body -- "Security Implant" refers to the existing subset of implants given, by security, to captured prisoners and such as a punitive, controlling measure. This includes the chemical, tracking, and maybe exile implants. This revamps the functionality of how "security" implants are displayed on huds, prisoner management console implant controls/readouts, and their instrumentality. It was also, ultimately, an attempt at nerfing the tracking implant that spiralled far out of control. Rather than only displaying chemical on the right and tracking on the left, all implants with the "security implant" flag will be trackable on SecHuds. A maximum of two can be implanted at once. This is both due to technical limitations, but also conveniently provides security a limit to consider when choosing implants. Implants now also occupy their HUD slot based on the order they were implanted in, rather than always occupying the same spot. Neat!  From two (three if you count the exile implant), there are now five security implants. _The tracker implant has been split into two of these implants._ <details> <summary>Summary of the implants, functions, changes:</summary> <br> - **Tracker (Red)** -- No longer grants teleporter beacon. Tracking radius has been increased from 20 to 35 tiles. The Prisoner Management Console will now list the area the prisoner is occupying as well. Disables after the implantee is dead for 10 minutes. - **Chemical (Blue)** -- No mechanical changes. The implant pad readout has been modified slightly. - **Exile (Green)** -- In addition to past functionality, station shuttle controls (public, mining, etc.) will be unresponsive for the implantee. Flimsy, but more effective than a stern warning not to come back from lavaland. - **Beacon (Yellow)** -- Implantee becomes a teleporter beacon. The prisoner console will report if their currently occupied area is hazardous or not, so half of the security team doesn't blindly teleport into space or lava. Disables after the implantee is dead for 10 minutes. Available from Cargo. - **Teleport Blocker (Deep Blue, not shown)** -- Prevents the implantee from being teleported. Ever wanted to keep a wizard or cultist in a cell? This is where you can start. Available from Cargo, expensive and scarce. Each of the implants has some application that would benefit security if used on a captured criminal. Their usefulness may overlap in some places, but the overall range of control these implants give security is broadened. </details> The implant control console has also been given a small facelift. Certain implants provide more useful readouts that can help officers locate, control, or capture an implantee, rewarding cooperation between officers. It has also been totally converted into TGUI by @MrMelbert. Kickass! Also, You can now remotely destroy implants, either to relieve criminals from their punishment or to make room for a different implant. Wardens should keep hold of their ID and remember to log out, since a motivated convict could use it to shed their implants!  Everything made in this PR _should_ be scaleable enough to allow for new security implant types to be implemented with relative ease. The teleport-blocker implant was a last minute attempt to prove it to myself. I had a few more ideas for implants in my head, but figured this PR was already getting big and ugly enough. That is all for another day. I truly apologize if there's anything I've missed in here. I did a lot of this over a long period of time and kind of just... sat on it for a while. If there's any confusing our unexplained changes, feel free to point them out and I'll try to give an explanation. ## Why It's Good For The Game The goal of this PR is to give a bit more depth to security's armory implants. The intent is to present a choice in what implants are given (rather than just tracker and maybe chem if you're feeling spiteful), and to make them more useful as punitive/monitoring tools. The tracker implant needed a nerf (and probably still does regardless of this PR's success). It's never used for tracking since the teleporter beacon is much more direct (+ gives a virtually free attack opportunity), and the tracking range was incredibly subpar. I'd rather not take toys away from security, but having the best option not be roundstart gear feels like a fair compromise. Warden content. Wardens have more gear to budget for and use at their own (or the HOSes) discretion. The changes to the prisoner console allow them to coordinate with officers to get good value out of the implants they've chosen for an implantee. Gives antagonists an alternate way to get de-implanted, without external help, that can only be granted at the fault of security. Wardens who dish out implants must keep an eye on the people carrying them! ## Changelog 🆑 Rhials, MrMelbert add: The Tracker implant has had its teleport beacon functionality migrated to the new (cargo accessible) Beacon implant. add: Teleport Blocker security implant, that prevents the implantee from teleporting by any means. Purchasable from cargo. add: Security implants may now be harmlessly self-destructed at the Prisoner Management Console. balance: The Tracker implant tracking radius has increased from 20 to 35 tiles. The Prisoner Management Console will track and display the area the implantee is in as well. balance: The exile implant now prevents implantees from operating shuttle controls. code: Various code improvements and removal of unused vars in the Prisoner Management Console code: The HUD slots for chem/tracking implants have been converted to display any implant with the IMPLANT_TYPE_SECURITY flag and an associated sprite. spellcheck: Modifies various implant pad readouts, removing false information and rewriting some sections. /🆑 --------- Co-authored-by: MrMelbert <kmelbert4@gmail.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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865cd178bc |
Adds a new heavy weight space pirate variant: The space IRS! (#76115)
It seems the station has attracted the attention of a local polity! They have sent a friendly reminder to pay their taxes, should the station respond not in time or refuse to pay their taxes the polity will send a heavily armed vessel to ensure they would pay their taxes. peacefully or otherwise. Gameplay aims: A different playstyle of pirates. most pirates (with the exception of the greytide) have the same gameplay loop of raiding vulnerable spots within the station and scurrying away and waiting out their cooldown in the relative safety of their ship with turrets and space to hamper the crew's attack my intention of this pirate variation is to force them to actively fight the crew by making their armor non-space worthy instead of hiding behind the wall of space breaching shells for the space IRS to use and recode ammo box code to be less snowflakey. Also my English isn't the very best and I wrote most of it at 1AM. please point out any messages that feel strange or out of place. Notable Equipment list: Combat: 1. 2 WT-550's with 6 normal mags + 6 AP 2. M911 with 2 mags 3. 2 combat knifes and a telebaton 4. breaching shotgun with breaching shells 5. Grenade launcher with 6 smoke shells and flashbangs Armor: 2 Highly armoured sets of tactical vests and helmets and 3 EVA suits for emergency Engineering: 1. Sandbags 2. Jaws of Life 3. Syndicate toolbox Medical: 1. Surgery tools and disk 2. Variety of medkits 3. Blood packs |
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d3fffa79d2 |
Labels security equipment as being lethal, nonlethal, less-than-lethal or highly destructive. (#74548)
## About The Pull Request Labels a few bits of security equipment as lethal, nonlethal, less-than-lethal or highly destructive (in the case of ion carbines or flamethrowers). For shotgun shell boxes, ammo boxes and weapon crafting kits, it clarifies this in the name. For printable individual ammo, it clarifies this in the print name. ## Why It's Good For The Game [This thread](https://tgstation13.org/phpBB/viewtopic.php?p=676311#p676311) reminded me that I've seen a lot of confusion about various pieces of security equipment and what exactly the distinction is between lethal, nonlethal and less-lethal actually is. People actively use a lot of less-lethal equipment while thinking that it is nonlethal. It isn't. You absolutely can kill someone with rubber shot and beanbags, and the AI will get up in your grill about it. The same can be said about weapons such as the energy crossbow. I saw one person flabbergasted that by repeatedly shooting someone with it, they killed their prisoner with toxin damage. While the weapon is mostly stamina damage, it still deals a hefty amount of toxin damage, so shouldn't be used necessarily in place of a disabler or baton. Equally, I've seen some people using temperature guns recklessly and finding out far too late that they've murdered a lizardperson by shooting them once, or wondering why the AI is angry at them for using it when it doesn't _seemingly_ cause damage immediately. This has resulted in administrative issues. We can't assume our players know these distinctions before utilizing this equipment, so having some helpful gear titles will hopefully inform them before they walk into these problems. ## Changelog 🆑 qol: Clarifies in various names and descriptions whether security equipment is lethal, nonlethal, less-than-lethal or destructive. /🆑 |
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f1f46275f0 |
Removes tablet hard drives entirely (HDD & SSD) (#70678)
* Removes HDD's entirely HDDs have been removed, though the code for it is still currently lingering as it's required for portable disks. I'll have to find a solution to this one day, but as I am going to sleep, this is a problem for future me. * starts on removing SSD * updatepaths and kills off SSD * update path :D * Fixes to programs and icons * Ready for review now I read over everything I did and tried to fix anything I saw wasn't done right. Hopefully better comments now. * merge conflict fix * can't win them all * takes viruses into account in paths, fixes it in snowcabin * Renames the updatepaths * removes the qdel loop * accidentally new'ed programs twice * Fix program's computer var * destroy pen and disk, dont run kill program on something killed * more fixes for pens and idle threads * Fixes PDAs installing apps twice. * simplifies inserted disk & PDA disk * fuck's sake * Use istype instead * revert * Revert "revert" This reverts commit 9ede628c6fef9c7c86417234f6d8ada1ff9e2fef. * why did that happen * Update code/modules/modular_computers/computers/item/tablet.dm * MC_SSD added to master lol Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> |
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42ec99a1b4 |
Preset Boxes File De-concatenation (#69753)
* Preset Boxes File De-concatenation Hey there, We had one file that was like eighteen-hundred (1800) lines full of just... box presets. There was no rhyme or reason to where anything was in the list, it just sorta got to the point where new features were found near the bottom with zero grouping. So, let's de-concatenate this massive file and give it some proper grouping. While I was in the area, I did some file cleanup, using `snake_case` instead of whatever the fuck some vars were, alphabetizing and cleaning up lists to have trailing commas, that sorta stuff. Let me know if I broke something somewhere. * documentations, var improvement * adds some documentation, clears up some variables |