Commit Graph

12 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

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2026-05-16 00:56:00 +02:00
Ghom 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.

## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.

Currently a WIP as I slowly deal with the unit test reports.

## Changelog

🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
2025-12-02 18:29:01 -05:00
MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00
Ghom 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00
YesterdaysPromise a373b4cb08 Icon folder cleaning wave one (#76703)
## About The Pull Request

Due to a mental breakdown caused by unfathomable abomination that is
icons folder, I swore to myself to one day clean it. Today is kind of
that day. Been at it for around 6, you gotta understand I need a rest. I
tracked most changes in descriptions of commits if you are looking for
details.

## Why It's Good For The Game

Saner spriters make better sprites. And also, just helps keep track of
things.

## Changelog

🆑
image: added sprites for different variants of scrolls.
image: modified couple posters with ghost pixels.
/🆑

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2023-07-11 10:50:10 -07:00
John Willard 8767ab709a removes all non-defined materials I found (#75659) 2023-05-26 15:45:09 -07:00
Jacquerel 1a918a2e14 Golem Rework (#74197)
This PR implements this design document:
https://hackmd.io/@Y6uzGFDGSXKRaWDNicSiEg/BkRr176st
Put briefly, this will remove every existing golem subtype and
consolidate golems into a single species with cool new sprites.
NOT implemented from that PR is the ability to eat Telecrystals, I
couldn't come up with an appropriate visual that can stack with the
existing ones, but that should be a reasonably trivial add for a future
artist & developer.

New Golems have a food-based mechanic where their hunger decays pretty
quickly and can only be replenished by eating minerals. They start
moving slower as they get hungrier, until eventually they become
completely immobilised and need to be rescued.
Eating different kinds of minerals will visually change your sprite and
give you a special effect in a similar way to old golems, but temporary.
While transformed, you can't eat any other kind of mineral which would
transform you (but can still consume glass).
To see the full list of effects, look at the hackmd above.

In service of these sprites working I have refactored the
`species/offset_features` feature by killing it and delegating that
responsibility to limbs instead. Rather than applying an offset to items
due to your species, it is due to your weird head or arms. This makes
overall more sense to me, but it inflates the code changes in this PR
somewhat.
It doesn't make a lot of sense to atomise unfortunately because that
code also seemed to be entirely unused until I tried to use it in this
PR, so you wouldn't be able to tell if my changes broke anything. I
might make a downstream sad by doing this.

All of the actual numbers in this PR are made up and only loosely
tested, it will need some testmerges to gather feedback about whether it
sucks or not.

Other relevant changes:
I reworked how bioscrambling works based off bodypart bodytypes, to
automatically exclude golem limbs in either direction. There's really no
way to have those work on humans or vice versa. Organs still fly though.
2023-05-07 22:45:20 +00:00
John Willard 302060acda Removes bepis Techweb and reworks tech disks in general (#74147)
## About The Pull Request

Did you know that there's 2 types of disks Science can print?
One of them creates a whole new techweb and is used to transfer data to
and from techwebs (which used to be for Theft objective, but nowadays
all it's used for is Admin techweb).
The other one is these disks you can find from Lavaland & for the
Limbgrower which holds nodes on them directly, they don't need anything
else.

These are both printable and have very similar names which could easily
confuse people, especially since they are both printed and used at the
same place, being the R&D room and R&D console.

This will hopefully simplify it, by removing the base Tech disks from
being printable. The only one that can be printed now is for
Limbgrowers, which can't be easily mixed with the other type of Disk.
Outside of that, Lavaland disks are staying the same, but I've moved
Bepis disks to use this, which allows us to remove Bepis techwebs being
made every single time a new bepis disk is created.

Examples of it in-game

![image](https://user-images.githubusercontent.com/53777086/226496444-28b17134-526d-4fc8-969b-952f7afdc36f.png)

![image](https://user-images.githubusercontent.com/53777086/226496483-86969bf9-56db-4824-a495-594afd9f3912.png)

![image](https://user-images.githubusercontent.com/53777086/226496498-7c10f636-5588-4622-934c-11f019079d2e.png)

## Why It's Good For The Game

There's no reason why every single Bepis node should be making a whole
new techweb set with experiments to complete, roundstart nodes
researched, being constantly checked if it should gain research points,
have a list of papers to publish, and everything else that techwebs do.

Can you guess which disk does what in this screenshot?

![image](https://user-images.githubusercontent.com/53777086/226496856-10cf71b0-7469-4568-818f-ecadcf03e677.png)

## Changelog

🆑
balance: You can no longer print Technology data disks. You can still
print Tech disks, which hold techweb information on it, just not the one
that holds up to 5 nodes.
balance: ^ Because of this, there's no way to download nodes from an RD
console and upload them to an Autolathe to bypass departmental
restrictions, you have to go through a Techfab/Circuit imprinter for
your needs.
balance: Ones that are found cannot have anything uploaded/deleted off
of them either, you can only upload them to the Web.
code: Every individual Bepis disk no longer create an entire techweb
/🆑
2023-03-26 18:23:03 -04:00
MrMelbert e8d209c6f4 Fixes runtime in golem body swap, Fixes some hard deletes assocaited with golems and mind masters (#73373)
## About The Pull Request

Fixes #73368 

Golems didn't mind transfer on body swap until after the body was
finished creating, this created an issue as golems also did mind
assignment business while creating the body. So the
`mind.enslave_to_creator()` part runtime error'd and caused the create
to fail, which in turn caused the shell to not be consumed.

While sorting this out, I noticed that shells and golems hold a hard
reference to their owner. Yep, hard deletes. Changes mind `enslaved_to`
to a weakref, changes golem `owner` to a weakref, straight up removes
golem `owner` tracking on species because it was ONLY used for card
board golems when it could've just grabbed mind master

## Why It's Good For The Game

No more infinite golem shells

## Changelog

🆑 Melbert
fix: Transferring golem shells no longer make you a free man and also
results in infinite golem shells
fix: Servant golems are considerably less free
fix: Fixes some hard deletes related to mob minds being enslaved to
other mobs
/🆑
2023-02-17 15:06:49 -07:00
Seth Scherer f1a363c825 Converts a shitload of istypes to their more concise macros (#69260)
* Converts a lot of istypes() to use their istype macro helpers.
2022-08-18 22:08:44 -04:00
Seth Scherer 4a0847db52 Converts all research categories into defines (#69161)
* Converts all research categories into defines

* missing category + machine categories

* final things i hope

* couple issues i missed
2022-08-13 13:47:03 -04:00
Zytolg d411393e72 NukeOps Firebase Rework (#66149)
Attention Recruit: Welcome to Firebase Balthazord
Here you will lean how to:
-Kill corpo scum
-Kill corpo scum
-Kill corpo scu-

This has been on my docket for months. Ever since gave the Holding Facility a much needed facelift. I have been eyeballing the nukie base, waiting for that stroke of inspiration to hit me. It finally did. Gone are the aging walls of the old encampment. Nukies finally have what well-funded corpo-terrorists always dream of- a home.

It's more than a Home. This is a sweeping rework that is part of a series of reworks to revisit old locations and not only bring them up to date with our current asset roster, but to make them properly belong within the game world. The Nuke-Ops base may ultimately be a tiny chunk of the overall SS13 experience, but I'll be damned if it isn't a defining one. It's also a location that has the capacity to do one thing that I have always wanted to do. Purchase Property. You heard me right, you get to buy rooms now. The newly expanded Nuke-Ops base features, with @Mothblocks blessing, further expansions that you can purchase from your local Syndicate Uplink. Spend your TC, expand your capabilities, and utilize your expertise in order to create
the most mind-boggling disky heists there are.

Possible expansions to your terrorism suite include:
-Ordinance Lab
-Bio-Terrorism Lab
-Chemical Manufacturing Plant

Definite expansions to your Nuke-Ops Firebase include:
-Crew Bunks
-Lab Wing
-War Table
-Upgraded "Disembarkment" Bay"
2022-04-17 18:40:34 -06:00