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mayfools
15 Commits
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be1f231869 |
Lock R&D console boards by default (#94114)
## About The Pull Request This PR makes all R&D console boards that are either printed or sourced from tech storage start out locked. They can be unlocked by swiping them with an ID that has research access. R&D consoles can also be unlocked with an emag, but doing so will break their comms circuit as well, making all researched nodes broadcast over public comms. You can still emag the console itself after it's been constructed without breaking it in any way, while also silencing announcements instead. (that's definitely a noob trap, but it's out of scope for this PR) The reason why the tech storage board is locked as well is because the goal of this PR is to stop engineers from making R&D consoles, and engineers have access to tech storage. Leaving the board unlocked and moving it to secure tech storage would make engineers break in there every shift. The changelog basically has a FAQ for "Okay, so what do I do instead?", because I know people will be confused about what route they're intended to take when science closes their desk shutters for the umpteenth time this week. ## Why It's Good For The Game Engineering has a habit of making an R&D console every round to bypass having to ask science or a head of staff to research things. Locking the consoles at least makes engineers consider asking science to do science's job. Note that this doesn't solve the issue entirely, it just removes the easiest and most convenient way of bypassing science. Engineers can still break into R&D extremely easily using their wire knowledge, and do so regularly. More importantly though, this might shine some light on the fact that heads of department like the CE have remote access to the research network via their PDAs. This means engineers can ask the CE to research things for them. Asking people with access to the research network to research things is a lot better for roleplay and immersion than having engineering construct R&D consoles every shift. ## Changelog 🆑 balance: R&D console boards sourced from printing or tech storage are now locked by default. It's recommended to ask your respective head of department or the science department to complete research for you. Heads of department can remotely access the research network using their PDAs. /🆑 |
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59f8de91dc |
Adds 5 Bond-tier gadgets to the Spy's reward pool (#92481)
## About The Pull Request 1. Penbang A flashbang disguised as a pen. Clicking the pen arms the flashbang and has no other visual or audio tell besides the pen clicking. The fuse's length is based on the angle the pen cap is twisted. Works as a normal pen otherwise. 2. Camera Flash A camera with a high power flash. Clicking on an adjacent target will flash them, ie, as a handheld flash. Works as a normal camera otherwise - no tell. 3. Dagger Boot A pair of jackboots with a blade embedded in them. Makes your kicks sharp, meaning they will cause bleeding. Looks like normal jackboots otherwise, though has a tell on double-examine 4. Monster Cube Box A box containing 5 monster cubes, which spawn into a random monster when wet. Monsters include Migos, Carps, Bears, Spiders, Wolves... 5. Spider Bite Scroll A martial art focused around kicks and grabs. - Punches against standing, staggered targets will instead kick them, applying the bonus accuracy and damage that you'd expect from a kick. (Also combos with the dagger boots) - All kicks have a chance to disarm the target's active weapon. Chance increases per sequential kick. - Grants you the innate ability to tackle. This form of tackling has a very high skill modifier, meaning you are very likely to get a positive outcome (or at least, not fail). You also get up fast from it. - Your grabs are 20% harder to escape from and deal an additional 10 stam damage on fail. ## Why It's Good For The Game 1, 2, 3: Just some random flavorful items, giving them some more toys to use to complete bounties. 4: Shenanigans, for people who just wanna do "funny thing" instead of focusing on big loot. 5: I figured it would fill a fun niche: Spies are commonly depicted as martial artists, and the only martial arts they can obtain is Krav Maga (it's not unique to Spies) and Sleeping Carp (it's not unique to Spies). This gives them their own thing that people may look forward to acquiring and playing around with. As for the design of it, I wanted to add something that synergizes with one of the other other items, so in the field if you notice both of them pop up you really want to go for both. The rest of the design I just filled in as vaguely useful and flavorful tools a spy might want for kidnapping or detaining people: Better grabs, tackling, and disarms. Then I just went with the flavor of it being something the Spider Clan used to teach to their Spies / Ninjas, kinda like an analog to the real life Ninjutsu. (Maybe we can give it to Space Ninjas as well later... since it doesn't especially benefit Ninjas in any way.) ## Changelog 🆑 Melbert add: Adds 5 rewards to the Spy item pool: Penbang, Camera Flash, Dagger-Boot, Monster Cube Box, and the Spider Bite martial art /🆑 |
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9bd45e2f3a |
Part 3: Storage Improvements (#90476)
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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0893f4f945 |
Part 2: Storage Improvements (#90390)
## About The Pull Request Continuation of #90365 - Formatted some usages of `set_holdable()` to be more readable - `exception_hold` list now stores its values inside ` GLOB.cached_storage_typecaches`. This means we don't have to manage a static typecache list per storage but can share the value across all storages making memory management slightly more efficient - Monkey cube boxes now cannot hold gorilla cubes cause that would make gorilla cube boxes obsolete also now gorilla cube boxes can now only hold gorilla cubes & not general monkey cubes(which gorilla cubes is a subtype of) cause that would make monkey cube boxes obsolete. We are specializing each box for that specific use case ## Changelog 🆑 code: further improved storage code fix: monkey cube boxes can no longer hold gorilla cubes & vice versa /🆑 |
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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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4c2a76ede3 |
Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to variable names, but only the really egregious ones like "concious". |
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99424053f6 |
[NO GBP] Re-adds the cytopro to the science areas (#86441)
## About The Pull Request The Cytopro makes a grand return post-revert! Also renames the starting petri dishes to "basic sample petri dish" This noticeably does NOT fix the fact that the machine sells the wrong sort of labcoat, so I strongly recommend merging #86122 immediately following this PR. ## Why It's Good For The Game Puts #85338 and #85996 back ## Changelog 🆑 add: The vendor of cytology equipment, the CytoPro, is once again available in your local science department! /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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23929b39b6 |
Adds a new cytology-focused vending machine to the science area (#85338)
## About The Pull Request Creates a new vending machine in the science area, called the CytoPro and filled with cytology gear (and a few things that might be useful in xenobiology). This vending machine is added to the cytology labs of all maps. Here's how it looks in-game (with the panel screwed open, I was hacking it to test at the time)  The current product list is shown below.   I've put them in the locations shown below. Birdshot:  Delta:  Icebox:  Northstar:  Tram:  Wawa:  **Feedback on more products welcome!** ## Why It's Good For The Game Currently, there aren't a lot of backup sources for cytology gear. Most maps spawn with a single cytology closet containing the necessary gear, and good luck to you if someone makes off with the supplies before you get there. In addition to adding a source of backup cytology equipment, I'm hoping that this new vendor makes cytology quicker and more accessible. Plus, science really needed a new vending machine, and I think the purple-white colour and stylized microscope are neat. Since the cytology lab is usually located very close to the slime pens, the addition of monkey cube boxes, xeno bags, and bio suits also helps support xenobiology projects. If the 14 cubes supplied at round start are insufficient (which they really shouldn't be) then they can supplement their supply with the boxes in the CytoPro. ## Changelog 🆑 add: A new vendor of cytology equipment, the CytoPro, is now available in your local science department! /🆑 |
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06aa7b846a |
Fixes Donk Co. & Waffle Corp Trademark Issues (#85686)
## About The Pull Request All references to "Waffle Co" and "Waffle Company" have been scrubbed and replaced with appropriate branding. "The Waffle Corporation" may be shortened to "Waffle Corporation", "Waffle Corp" or "Waffle Corp." only. All references to "Donk Corp." and "Donk Corporation" have been scrubbed and replaced with appropriate branding. "Donk Company" may be shortened to "Donk", "Donk Co" or "Donk Co." only. ## Why It's Good For The Game Keeps these names consistant and lore accurate. ## Changelog 🆑 spellcheck: fixed many incorrect spellings of Waffle Corp and Donk Co. /🆑 --------- Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com> |
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12afcb911e |
Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) (#81120)
## About The Pull Request
- Large amount of storage datum cleanup.
- Documentation.
- Maybe more consistent use of parent vs real_location.
- Removes the weakrefs, replaces it with just references.
- These were already managed references anyways so why bother?
- Removes a bunch of arguments no one used and would ever used so only
the most useful args are left.
- Some bugfixes.
## Why It's Good For The Game
Aiming to make storage easier to work with. The whole intent of this was
to bugfix the whole "weight class" thing that keeps popping up but I had
to do this first.
## Changelog
🆑 Melbert
fix: When placing an item into storage (such as backpacks), all nearby
mobs now get a message, rather than just the first mob.
fix: TGC decks of cards should act a bit less odd when looking inside.
refactor: Refactored a bit of storage, cleaned up a fair bit of its
code. Let me know if you notice anything funky about storage (like
backpacks).
/🆑
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2a02cb536c |
Increases throwing weapons box storage to fit reinforced bolas and stuff it spawns with. (#76482)
## About The Pull Request - Increased box with throwing weapons storage to fit the things it spawns with, such as reinforced bolas. - Increased debug boxes to fit other boxes and the items it spawns with too. ## Why It's Good For The Game Less bluespace magic. ## Changelog 🆑 qol: Box with throwing weapons now can hold the items it spawns with. Incredible! admin: Boxex of materials, debugtools and stabilized extracts now 99 of total storage because they are meant to be debug. /🆑 |
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154c9ebe82 |
Stock Part Resprite (#75149)
## About The Pull Request Resprites stock parts to bring them up to date, changes manipulators to servo motors as I couldn't make manipulators work well at this scale.  (Power cells sold separately) ## Why It's Good For The Game The old stock parts are dated, in some cased quite ugly, and in the case of manipulators a ball of assorted pixels. Incidentally removed a couple of single letter var names. ## Changelog 🆑 image: Stock parts have been resprited. code: Manipulators have been renamed to servo motors, all related types have been repathed to match. /🆑 |
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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 |