## About The Pull Request
1. Monkeys will only seek out food to eat if they are actually hungry,
rather than on an arbitrary cooldown.
2. Monkeys will no longer teleport-yoink food out of your hands.
Instead, they may get angry at you for stealing their food, and fight
you over it. The hungrier the monkey, the more likely they are to fight.
3. Monkeys will discard trash and empty glasses (on the floor) after
eating or drinking them.
4. Monkeys can target soup to eat
5. PunPun will no longer seek out drinks if they are hungry.
6. PunPun will now, if the bartender is absent and there are multiple
patrons around, attempt to find filled glasses or food to hand out to
patrons.
7. Several places that sought edible items no longer include drinking
glasses as edible items
<img width="656" height="185" alt="image"
src="https://github.com/user-attachments/assets/8b3a6ac1-ae2c-41a0-919f-b471ad93bb0f"
/>
## Why It's Good For The Game
PunPun shouldn't be yoinking glasses out of patron's hands - their
intended behavior is to serve drinks not steal them
Otherwise, monkey eating was a bit jank due to it being some of our
oldest ai code. I largely just brought it up to more modern ai
standards.
## Changelog
🆑 Melbert
add: If the bartender is absent, PunPun will serve filled drink glasses
to patrons that don't have one.
add: PunPun will now ignore filled drinks and items being held when
looking for stuff to eat.
add: Monkeys can eat soup.
add: Monkeys will no longer seek out food if they are not hungry.
add: Hungry monkeys might fight you over the food you are holding. The
hungrier the monkey, the angrier the monkey.
fix: Monkeys can no longer teleport items out of your hands to eat.
/🆑
## 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)
/🆑
## 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.
/🆑
## About The Pull Request
516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.
This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.
I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.
Lints will probably be failing for a bit, got to wait for [this
update](https://github.com/SpaceManiac/SpacemanDMM/commit/4b77cd487d0a7b6a069df20356b701af5b20489d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt
## Why It's Good For The Game
Fixes this massive 516 mess, hopefully.
closes#90281
## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
## About The Pull Request
This is the first PR in a series attempting to modernize our damage and
armor, both from a code and a gameplay perspective. This part implements
unique attack animations, adds alternate attack modes for items and
fixes some minor oversights.
Items now have unique attack animation based on their sharpness - sharp
items are now swung in an arc, while pointy items are thrust forward.
This change is ***purely visual***, this is not swing combat. (However,
this does assign icon rotation data to many items, which should help
swing combat later down the line).
Certain items like knives and swords now have secondary attacks - right
clicks will perform stabbing attacks instead of slashing for a chance to
leave piercing wounds, albeit with slightly lower damage - trying to
stick a katana through someone won't get you very far!
https://github.com/user-attachments/assets/1f92bbcd-9aa1-482f-bc26-5e84fe2a07e1
Turns out that spears acted as oversized knives this entire time, being
SHARP_EDGED instead of SHARP_POINTY - in order for their animations to
make sense, they're now once again pointy (according to comment,
originally they were made sharp because piercing wounds weren't very
threatening, which is no longer the case)
Another major change is that structure damage is now influenced by armor
penetration - I am not sure if this is intentional or not, but attacking
item's AP never applied to non-mob damage.
Additionally, also fixes an issue where attack verbs for you and
everyone else may differ.
## About The Pull Request
I would've been content to leave these, but you guys just haaaad to
overdo it
- Plates now respect weight class of items on top
- Fried food now respect volume of existing items
## Why It's Good For The Game
These exploits are not intended and have potential and, if abused, can
severely detract from rounds.
## Changelog
🆑 Melbert
fix: Plates now respect the weight class of items on top.
fix: Fried items now respect existing volume cap.
fix: Smartfridges now don't accept bulky food items, good thing we have
none of those right guys?
/🆑
## About The Pull Request
.
Adds tongs, as requested on the [Official TGStation13
Forums](https://tgstation13.org/phpBB/viewtopic.php?f=9&t=33026)
Tongs can be used to pick up food from two tiles away, and feed it to
people who are two tiles away.
You can also use them while in your hand to snap them together like a
crab, or use them to harmlessly pinch people who are up to two tiles
away.
Tongs are available from the kitchen's dinnerware vendor, the autolathe,
and the service lathe.
## Why It's Good For The Game
You can feed people from across a counter, without touching the food and
spreading your germs to them.
## Changelog
🆑 Coded by Jacquerel, Sprited by Dalmationer
add: Added tongs to the kitchen, which you can use to manipulate food
from further away
/🆑