231 Commits

Author SHA1 Message Date
Sir Winters 21497e1996 Better Bubber Bounties (Assistant Edition) (#4902)
## About The Pull Request

- Removes a bunch of blocker bounties that would cause you to get stuck
for 5 minutes if you obtained multiple at once.
- Adds some new bounties to freshen things up.

// Tested: Watermelon, Toy Swords, Mousetraps, Wired Glass Tiles, Bolas,
Towels, Dog Bed, Clipboards, Cargo Shelving, Crude Blueprints, Motorized
Wheelchair, Trapdoor Kit.
// Removed: Soap, Clown Box, Cheese Honkers, Extendo-Hand, Donk-Pockets,
Dead Mice, Raw Corgi Meat, Geranium, Poppies

## Why It's Good For The Game

I mean, that's debatable, but as an assistant bounties can be a huge
roadblock to getting anything done if cargo isn't using the exploit of
the week to print free money. This removes the listed bounties for a few
reasons:
- Take more than 5 minutes to acquire and people would just reroll them
anyway. (Soap, Clown Box, Dead Mice, Geranium, Poppies, Raw Corgi Meat)
- Limited amount available. (Extendo Hand, Cheese Honkers, Dead Mice)
- Exploitable via cargo orders. (Dead Mice, Donk-Pockets)

## Proof Of Testing

No proof but I did it, it was a painstaking endeavor. I just commented
out most bounties while testing the new ones added.

</details>

## Changelog
🆑
add: An assortment of new assistant bounties.
del: Annoying or unfeasible assistant bounties.
balance: Crayon bounty requires 7, not 8, crayons.
code: Assistant Bounties moved to Modular Zubbers.
/🆑
2025-11-21 08:35:47 -05:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
Fghj240 dac24540ec A new type of cybernetic ear, volume-adjusting ears. Also changes the stats of the basic and regular cybernetic ears for consistency (#93362) 2025-10-11 09:10:53 +11:00
xPokee 9b282a850e Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-17 11:45:44 -04:00
RusselNotSCP 72580ce0bb Adds Various Classic Cocktails (#92955)
## About The Pull Request
TL;DR: "What do you mean we didn't have an old fashioned in the game
before?"

This adds a bunch of different classic cocktails to the game that I
always felt were rather odd holes in the lineup of drinks that
bartenders could make, as well as a few less classic ones 'cause why
not. Adds thirteen new alcoholic drinks and one non alcoholic one.
Mechanically relevant drinks include the Blue Blazer and Hot Toddy which
warm you up like coffee, Bitters and Soda which settles upset stomachs,
and the Suffering Bastard which, in it's role as a hangover cure, calms
nausea, prevents headaches, and very slowly heals brain damage, giving a
way to heal chip brain damage that doesn't require chemistry or surgery.

Full list here: https://hackmd.io/@0lHAWBNkSXixU4v6xxYS_w/SkjlmIbsgx

<img width="439" height="435" alt="drinks"
src="https://github.com/user-attachments/assets/406ca285-63af-49d4-b0e8-176edb251291"
/>


PS This is basically my first real project and also my first time
spriting for anything, so I would really appreciate any advice or
reccomendations.
## Why It's Good For The Game
More variety for service is always nice, but also many of these drinks
are extremely commonly ordered in real world bars. Adding them here
fills some weird gaps in the bar's line up, allows people to order more
drinks that they personally like, and decreases the amount of awkward
interactions in which people order a drink that they're familiar with
and then get confused when a partender somehow can't give them an
daiquiri despite having everything to make it.
## Changelog
🆑
add: You can now make 15 new classic (and some less classic) cocktails.
Includes old standards like the Old Fashioned, Daiquiri, Ramos Gin Fizz,
and more!
/🆑
2025-09-14 21:17:27 -04:00
Ghom 75e7ef6def Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.

The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.

Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.

🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
2025-06-15 15:50:31 -04:00
Ghom 14fb86e3e8 Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
## About The Pull Request
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.

The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.

## Why It's Good For The Game
Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.

## Changelog

🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
2025-06-08 13:57:10 +02:00
SmArtKar d841c9df40 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.

- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.

- Closes #91039

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.

![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-06-05 19:47:01 -04:00
SmArtKar b4061f1800 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
## About The Pull Request

Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.

- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.

- Closes #91039 

#### Examples

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-05-31 19:38:07 -05:00
SmArtKar 5d9951b52d Fixes mech bounty runtimes (#91180)
## About The Pull Request

Didn't check the parent call which made all sorts of things be typecast
into mech diagnostics which then runtimed.

## Changelog
🆑
fix: Fixed mech bounty runtimes
/🆑
2025-05-22 21:17:45 -04:00
SmArtKar 41a48d1886 Fixes mech bounty runtimes (#91180)
## About The Pull Request

Didn't check the parent call which made all sorts of things be typecast
into mech diagnostics which then runtimed.

## Changelog
🆑
fix: Fixed mech bounty runtimes
/🆑
2025-05-16 23:08:40 -07:00
Ghom b296d71625 Aquariums have now three different modes (Manual/Assisted/Stasis) (#90605)
## About The Pull Request
This PR replaces the toggleable safe mode with Manual, Assisted and
Stasis.

Manual and Stasis mode works much like the old safe mode being off and
on respectively. The real addition here is the new default assisted
mode, which automatically sets fluid and temperature based on what
combination of these two settings would keep the most fish alive. It can
also temporarily enable stasis if over half of the fish population is at
risk of dying.
The main difference with stasis is that it doesn't necessarily prevent
fish death if it's a minority of the general population, rather just
make aquarium easier for players to manage.

Also added a line about fluid and temp when examining aquariums.

Still have to test it, definitely a WIP.

## Why It's Good For The Game
I want to make aquariums a bit easier and more accessible, since the
benefits are fairly meager for the efforts needed to maintain one,
excluding the power generator. I'll probably look into fish traits and
fish reproduction next, who knows...

## Changelog

🆑
add: Aquariums can now be switched between three different modes
(Manual/Assisted/Stasis) to replace the old Safe Mode toggle.
/🆑
2025-04-29 18:33:34 -06:00
SmArtKar 645211174f Fixes toolbox bounty typecheck logic (#90687)
## About The Pull Request
Closes #90607

## Changelog
🆑
fix: Toolbox bounties should no longer randomly fail
/🆑
2025-04-29 18:04:56 -06:00
ArcaneMusic 8dcbed6ac2 Revises and adds several new bounties for assistants, roboticists, and medical doctors. (#89772)
## About The Pull Request

This pull request makes several balance adjustments to older bounties,
primarily for the roboticist and assistant. Additionally, this adds a
new type of medical doctor bounty as well.

### Bounty Modifications:

**Assistant**: Toolbox bounty
The toolbox bounty now requests 1 toolbox instead of 6. However, the
toolbox bounty now requires a fully packed mechanical toolbox worth of
contents. That means any toolbox, containing a screwdriver, wrench,
welding tool, crowbar, analyzer, and wire cutters. When shipped,
non-toolbox contents are dropped.

Why It's Good For The Game (**WIGFTG**):
This bounty follows bad design principles, being a bounty that can be
solved entirely from a lathe. For any of these cases, we want to either
replace them or recontexualize them into an activity that forces players
to either learn more about the mechanics in and around that area as a
form of played tutorial, give them a toe-dip into the mechanics required
to complete the activity, or perform an activity that makes the station
better for having completed it.

For the toolbox bounty, this goes all in on teaching players about the
full set of toolbox equipment, instead of just needing one printable
item, it takes them through the full autolathe menu and gives them
plausible deniability for getting a full set of tools.

**Assistant:** Potted Plants.
The potted plant bounty now requires 3 potted plants as opposed to 8.
Most stations are going to be completely devoid of potted plants after
collecting 8 of these, where lowering the quantity to 3 allows for a
larger amount of competition for this type of bounty. This also
disallows using plastic potted plants from being used in the bounty as a
trade off, as real potted plants are available through other means.

**WIGFTG**: Removes a lathe-solved bounty, and adjusts the quantity to
compensate for the fact that previously you would loot the entire
station of all of it's potted plants in order to complete this bounty
one time.

**Assistant:** Action Figures -> Toys
Action figures and their general availability widely varies by maps. At
best, you can snag one per office on (I think) delta, and at worse
you'll need to fish them out of arcade machines across the station.
Considering how often new toys are added to the vending machine, this
can be a very raw deal where you might be spending 10s of minutes just
for maybe one or two action figures. Instead, it feels like a wider and
better solution is to just make this touch the whole toys category.

WIGFTG: For the toys bounty, it's far too scarce to complete regularly,
but instead now it gives makes players interact with the arcade machine
wholistically, which in turn requires players to have to play an arcade
machine just enough that they're likely to gains a level in the gamer
skill, and serve as a primer to interact with how skills interact with
the round at large. Granted, it's the gamer skill, so it's not the end
of the world if players are getting skill increases here as opposed to
other skills that may have more of an effect on the round at large.

**Assistant:** Pens.
Fuck this bounty. I have removed it. 

**WIGFTG**:
Allow me to elaborate.
So the pens bounty requires 10 pens. However, it requires specifically
`/obj/item/pen`, no subtypes. `/obj/item/pen` is not printable. It is
not found at quantities that make it easy to specifically complete. You
cannot use red pens. Or fountain pens. Or blue pens. Or Crayons. Just
standard black pens that spawn in your PDA and on paper bins. And you
need 10. There is **A** printable pen, however,
`/obj/item/pen/red/security`, which is however printable from
autolathes, leading many players and myself to think that this is
another easy printable bounty. But EVEN THEN, even if those pens WERE
ACCEPTABLE, having to manually carry 10 tiny objects to complete a
bounty worth not even 200 credits to the bounty holder? This just sucks.
It's Bleem. Get it outta here.


**Robotics**: All current mech bounties (MK 2 Ripley, Clarke, Odysseus,
Gygax, and Durand)
Robotics bounties have been reworked. Now, mecha bounties require that a
new mecha of that type be built, and that a holodiagnostic scan be
completed of the mech. This can be done once-per mech, which will print
out a holodiagnostic sheet onto the floor. This sheet is what is turned
in for the bounty. As a result, the value of these bounties have been
roughly halved. For those looking to collect the rest of the previous
value, all 5 of these mechs can now be sold on the cargo shuttle for the
remaining value of the old bounties.

**WIGFTG**: The biggest hurdle for roboticists when it comes to economy
is twofold: Roboticist need resources far more than most other jobs in
the game. No metal means no cyborgs, or mechs, or cool equipment for
robotics. But, if a roboticist needs credits, they have to trade away a
new mech in exchange for some of the largest credit pool bounties in the
game. If they can't spend those credits, or can't receive anything using
those credits, that's effort wasted.

There's a tremendous amount of uncertainty when it comes to robotics
being able to meaningfully interact with the credit economy as it
currently stands, or being able to leverage the credit economy to solve
any of their issues. If the player really does just want to sell their
mech for credits, this also provides them with a method of doing so that
will still reward them even further if they feel they truly do not need
it. Side note, the cargo loader mech "old bess" has the trait provided
by generating a diagnostic already, preventing them from just scanning
that for an easy minute 1 bounty.

Ultimately, having to sell a mech for credits as opposed to getting to
use it is not *fun*. Getting to get paid for doing your job, and getting
the benefits of something you'll have spend a reasonable amount of time
and the station's resources on is *fun*. It's a better pay off. It's why
we're here.


![image](https://github.com/user-attachments/assets/d372a338-14dc-49a3-8279-4cb379c13c10)


**Medical:** Crew Scan Bounties.
Medical staff are now given the chance to perform routine medical scan
bounties. These require a medical doctor to scan another crew member who
is above 90% health, and then print the reports to submit. Some
stipulations:
* The report cannot be of the bounty holder.
* A scanned crewmate must be scanned above 90% heath. 
* When the report is printed, the target is given a trait for 5 minutes,
`TRAIT_RECENTLY_TREATED`, which disqualifies them being the target of a
submitted medical report. This is to encourage the doctor to check up on
several members of the crew when submitting this bounty.

**WIGFTG**:
Medical bounties are in an awkward place, honestly. They are possible to
become purely printable bounties using either advanced organs, or
through the organ grower. However, both of these outcomes are research
locked, and will require a more through look down the line, don't get me
wrong. In the meantime, this falls squarely under that area of "getting
medical doctor bounties to be more closely aligned with doing what
they're already supposed to be doing".

I also floated the idea of making medical bounties pick a random
crewmate for a check-up as opposed to a few different members of the
crew from anyone. I might follow up on that at a later date, but this PR
was already getting a bit overloaded.


![image](https://github.com/user-attachments/assets/63ab2a4f-1eab-410b-9b37-c9299199191b)


### Some other things tacked on here:
I swear I'll be fast.

The `/obj/item/paper/medical_report` created is a new subtype of paper
as opposed to the old type that was used by health analyzers, which
holds the last scanned mob as a weakref as opposed to just creating a
snowflaked paper as we were doing before.

The bounty pad, when it generates it's list of bounties, now works
slightly differently so that there's no chance of getting a list of
three "random" bounties that are all exactly the same thing, called in a
new proc, `generate_bounty_list()`.

I've added a new debug item, called the `/obj/item/bounty_voucher`. This
item allows you to use it in-hand and it gives the activating player a
new bounty from a list of all possible bounties. This makes my life,
just specifically just me and nobody else, easier when testing bounties.

As mentioned above, the mecha UI required adding a new button to it in
order to create holoscans. It's fairly innocuous if I do say so myself,
but I can make further tweaks if it's an issue.

## Why It's Good For The Game

I've sprinkled a good bit of this in above, but in general, bounties
needed some more TLC to make sure they align with their place as a
tertiary source of making money in the game. I've talked about this
before in some now-ancient design documents, but in summary, there's
three forms of credit sources in the game:

* Primary sources: This is regular payroll, earned by playing the game
when the economy SS fires. In theory, this is how much money you can
spend without needing to think about making a purchase most of the time.
* Secondary sources: This is from sources like tourist bots. Ignore the
design decisions they inhabit, they're gameplay loops that allow you to
make additional credits while still performing the functions of your job
for the station, which in tourist bot's case, is making food and drinks
and serving people, making up for any costs incurred by their presence.
* Tertiary sources: This is bounties. These are activities that exist as
a fallback from the secondary sources, where you may not be performing
the duties of your job in order to get credits, should they be more
critical as a resource than the service you provide to the station as a
result.

...Everyone has been fairly clear that doing bounties is not very good.
If you're playing medical doctor and want a shiny medical doctor thing,
you would hope that the majority of your time is spent still playing
medical doctor, or scientist, or whatever. However, of all the jobs that
have fairly sub-par bounties, the one job that I've heard time and again
that I actually got *right* was surprisingly, security officer. Their
sets of bounties, (Which aren't just looting the locker room mind
you...) between the contraband bounty and the n-spect scanner bounties,
actually encourages players to basically do tasks that are already part
of their job obligations, without needing to run to the nearest lathe or
to _steal 8 boar tusks that drop from the barrens_. The bounties are
basically, "Go on patrol to this area", "look for suspicious items on
the station", etc.

In effect, those are *secondary credit sources*. Which is fantastic! It
gave me the idea to revisit a few of these job bounties to try and make
them a bit less exhausting to have to deal with, and as usual I got a
bit distracted and the scope got a bit too big and now it's march. God
damnit.

But yeah if this goes well, I'd love to see about adjust a few of the
bounty methodologies to be in-line with the changes I've implemented
here. More bounties that encourage players to be doing what they're
already doing, bounties that encourage players to learn more about the
game when it comes to assistant bounties or that encourage them to get a
toe-dip report on mechanics that they may not be introduced to yet, and
get rid of some of the CBT bounties that nobody in their god damn mind
wants to do.

## Changelog

🆑
add: New Medical bounty! Scan crewmates who have been healed or
currently have a clean bill of health, and ship the medical report to
prove that you're not accidently letting them die on your watch. Most of
the time.
balance: Assistant bounties for toolboxes now only require 1, but the
toolbox must be fully stocked like standard mechanical toolboxes.
balance: Potted plant bounties no longer accept plastic plants. They
only require 3 plants now, however.
balance: The action figure bounty now only requires toys instead.
del: Removed the pens bounty.
balance: The robotics mech bounty now requires a diagnostic scan of a
newly completed mech as opposed to sending the whole mech itself.
Diagnostic scans can now be generated by riding in a mech and completing
the action from the UI menu. Mech bounties are worth about half as much.
add: Mechs can be sold on the cargo shuttle for the remaining half of
the value from previous mech bounties.
fix: You can now no longer roll duplicates of the same bounties when
generating a new bounty from the civilian bounty console.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-04-29 17:11:54 -06:00
Ghom ec20e7fac2 Aquariums have now three different modes (Manual/Assisted/Stasis) (#90605)
## About The Pull Request
This PR replaces the toggleable safe mode with Manual, Assisted and
Stasis.

Manual and Stasis mode works much like the old safe mode being off and
on respectively. The real addition here is the new default assisted
mode, which automatically sets fluid and temperature based on what
combination of these two settings would keep the most fish alive. It can
also temporarily enable stasis if over half of the fish population is at
risk of dying.
The main difference with stasis is that it doesn't necessarily prevent
fish death if it's a minority of the general population, rather just
make aquarium easier for players to manage.

Also added a line about fluid and temp when examining aquariums.

Still have to test it, definitely a WIP.

## Why It's Good For The Game
I want to make aquariums a bit easier and more accessible, since the
benefits are fairly meager for the efforts needed to maintain one,
excluding the power generator. I'll probably look into fish traits and
fish reproduction next, who knows...

## Changelog

🆑
add: Aquariums can now be switched between three different modes
(Manual/Assisted/Stasis) to replace the old Safe Mode toggle.
/🆑
2025-04-28 16:09:44 +01:00
SmArtKar 455bf9bba0 Fixes toolbox bounty typecheck logic (#90687)
## About The Pull Request
Closes #90607

## Changelog
🆑
fix: Toolbox bounties should no longer randomly fail
/🆑
2025-04-19 19:57:19 +02:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
ArcaneMusic fbbddbb012 Revises and adds several new bounties for assistants, roboticists, and medical doctors. (#89772)
## About The Pull Request

This pull request makes several balance adjustments to older bounties,
primarily for the roboticist and assistant. Additionally, this adds a
new type of medical doctor bounty as well.

### Bounty Modifications:

**Assistant**: Toolbox bounty
The toolbox bounty now requests 1 toolbox instead of 6. However, the
toolbox bounty now requires a fully packed mechanical toolbox worth of
contents. That means any toolbox, containing a screwdriver, wrench,
welding tool, crowbar, analyzer, and wire cutters. When shipped,
non-toolbox contents are dropped.

Why It's Good For The Game (**WIGFTG**):
This bounty follows bad design principles, being a bounty that can be
solved entirely from a lathe. For any of these cases, we want to either
replace them or recontexualize them into an activity that forces players
to either learn more about the mechanics in and around that area as a
form of played tutorial, give them a toe-dip into the mechanics required
to complete the activity, or perform an activity that makes the station
better for having completed it.

For the toolbox bounty, this goes all in on teaching players about the
full set of toolbox equipment, instead of just needing one printable
item, it takes them through the full autolathe menu and gives them
plausible deniability for getting a full set of tools.

**Assistant:** Potted Plants.
The potted plant bounty now requires 3 potted plants as opposed to 8.
Most stations are going to be completely devoid of potted plants after
collecting 8 of these, where lowering the quantity to 3 allows for a
larger amount of competition for this type of bounty. This also
disallows using plastic potted plants from being used in the bounty as a
trade off, as real potted plants are available through other means.

**WIGFTG**: Removes a lathe-solved bounty, and adjusts the quantity to
compensate for the fact that previously you would loot the entire
station of all of it's potted plants in order to complete this bounty
one time.

**Assistant:** Action Figures -> Toys
Action figures and their general availability widely varies by maps. At
best, you can snag one per office on (I think) delta, and at worse
you'll need to fish them out of arcade machines across the station.
Considering how often new toys are added to the vending machine, this
can be a very raw deal where you might be spending 10s of minutes just
for maybe one or two action figures. Instead, it feels like a wider and
better solution is to just make this touch the whole toys category.

WIGFTG: For the toys bounty, it's far too scarce to complete regularly,
but instead now it gives makes players interact with the arcade machine
wholistically, which in turn requires players to have to play an arcade
machine just enough that they're likely to gains a level in the gamer
skill, and serve as a primer to interact with how skills interact with
the round at large. Granted, it's the gamer skill, so it's not the end
of the world if players are getting skill increases here as opposed to
other skills that may have more of an effect on the round at large.

**Assistant:** Pens.
Fuck this bounty. I have removed it. 

**WIGFTG**:
Allow me to elaborate.
So the pens bounty requires 10 pens. However, it requires specifically
`/obj/item/pen`, no subtypes. `/obj/item/pen` is not printable. It is
not found at quantities that make it easy to specifically complete. You
cannot use red pens. Or fountain pens. Or blue pens. Or Crayons. Just
standard black pens that spawn in your PDA and on paper bins. And you
need 10. There is **A** printable pen, however,
`/obj/item/pen/red/security`, which is however printable from
autolathes, leading many players and myself to think that this is
another easy printable bounty. But EVEN THEN, even if those pens WERE
ACCEPTABLE, having to manually carry 10 tiny objects to complete a
bounty worth not even 200 credits to the bounty holder? This just sucks.
It's Bleem. Get it outta here.


**Robotics**: All current mech bounties (MK 2 Ripley, Clarke, Odysseus,
Gygax, and Durand)
Robotics bounties have been reworked. Now, mecha bounties require that a
new mecha of that type be built, and that a holodiagnostic scan be
completed of the mech. This can be done once-per mech, which will print
out a holodiagnostic sheet onto the floor. This sheet is what is turned
in for the bounty. As a result, the value of these bounties have been
roughly halved. For those looking to collect the rest of the previous
value, all 5 of these mechs can now be sold on the cargo shuttle for the
remaining value of the old bounties.

**WIGFTG**: The biggest hurdle for roboticists when it comes to economy
is twofold: Roboticist need resources far more than most other jobs in
the game. No metal means no cyborgs, or mechs, or cool equipment for
robotics. But, if a roboticist needs credits, they have to trade away a
new mech in exchange for some of the largest credit pool bounties in the
game. If they can't spend those credits, or can't receive anything using
those credits, that's effort wasted.

There's a tremendous amount of uncertainty when it comes to robotics
being able to meaningfully interact with the credit economy as it
currently stands, or being able to leverage the credit economy to solve
any of their issues. If the player really does just want to sell their
mech for credits, this also provides them with a method of doing so that
will still reward them even further if they feel they truly do not need
it. Side note, the cargo loader mech "old bess" has the trait provided
by generating a diagnostic already, preventing them from just scanning
that for an easy minute 1 bounty.

Ultimately, having to sell a mech for credits as opposed to getting to
use it is not *fun*. Getting to get paid for doing your job, and getting
the benefits of something you'll have spend a reasonable amount of time
and the station's resources on is *fun*. It's a better pay off. It's why
we're here.


![image](https://github.com/user-attachments/assets/d372a338-14dc-49a3-8279-4cb379c13c10)


**Medical:** Crew Scan Bounties.
Medical staff are now given the chance to perform routine medical scan
bounties. These require a medical doctor to scan another crew member who
is above 90% health, and then print the reports to submit. Some
stipulations:
* The report cannot be of the bounty holder.
* A scanned crewmate must be scanned above 90% heath. 
* When the report is printed, the target is given a trait for 5 minutes,
`TRAIT_RECENTLY_TREATED`, which disqualifies them being the target of a
submitted medical report. This is to encourage the doctor to check up on
several members of the crew when submitting this bounty.

**WIGFTG**:
Medical bounties are in an awkward place, honestly. They are possible to
become purely printable bounties using either advanced organs, or
through the organ grower. However, both of these outcomes are research
locked, and will require a more through look down the line, don't get me
wrong. In the meantime, this falls squarely under that area of "getting
medical doctor bounties to be more closely aligned with doing what
they're already supposed to be doing".

I also floated the idea of making medical bounties pick a random
crewmate for a check-up as opposed to a few different members of the
crew from anyone. I might follow up on that at a later date, but this PR
was already getting a bit overloaded.


![image](https://github.com/user-attachments/assets/63ab2a4f-1eab-410b-9b37-c9299199191b)


### Some other things tacked on here:
I swear I'll be fast.

The `/obj/item/paper/medical_report` created is a new subtype of paper
as opposed to the old type that was used by health analyzers, which
holds the last scanned mob as a weakref as opposed to just creating a
snowflaked paper as we were doing before.

The bounty pad, when it generates it's list of bounties, now works
slightly differently so that there's no chance of getting a list of
three "random" bounties that are all exactly the same thing, called in a
new proc, `generate_bounty_list()`.

I've added a new debug item, called the `/obj/item/bounty_voucher`. This
item allows you to use it in-hand and it gives the activating player a
new bounty from a list of all possible bounties. This makes my life,
just specifically just me and nobody else, easier when testing bounties.

As mentioned above, the mecha UI required adding a new button to it in
order to create holoscans. It's fairly innocuous if I do say so myself,
but I can make further tweaks if it's an issue.

## Why It's Good For The Game

I've sprinkled a good bit of this in above, but in general, bounties
needed some more TLC to make sure they align with their place as a
tertiary source of making money in the game. I've talked about this
before in some now-ancient design documents, but in summary, there's
three forms of credit sources in the game:

* Primary sources: This is regular payroll, earned by playing the game
when the economy SS fires. In theory, this is how much money you can
spend without needing to think about making a purchase most of the time.
* Secondary sources: This is from sources like tourist bots. Ignore the
design decisions they inhabit, they're gameplay loops that allow you to
make additional credits while still performing the functions of your job
for the station, which in tourist bot's case, is making food and drinks
and serving people, making up for any costs incurred by their presence.
* Tertiary sources: This is bounties. These are activities that exist as
a fallback from the secondary sources, where you may not be performing
the duties of your job in order to get credits, should they be more
critical as a resource than the service you provide to the station as a
result.

...Everyone has been fairly clear that doing bounties is not very good.
If you're playing medical doctor and want a shiny medical doctor thing,
you would hope that the majority of your time is spent still playing
medical doctor, or scientist, or whatever. However, of all the jobs that
have fairly sub-par bounties, the one job that I've heard time and again
that I actually got *right* was surprisingly, security officer. Their
sets of bounties, (Which aren't just looting the locker room mind
you...) between the contraband bounty and the n-spect scanner bounties,
actually encourages players to basically do tasks that are already part
of their job obligations, without needing to run to the nearest lathe or
to _steal 8 boar tusks that drop from the barrens_. The bounties are
basically, "Go on patrol to this area", "look for suspicious items on
the station", etc.

In effect, those are *secondary credit sources*. Which is fantastic! It
gave me the idea to revisit a few of these job bounties to try and make
them a bit less exhausting to have to deal with, and as usual I got a
bit distracted and the scope got a bit too big and now it's march. God
damnit.

But yeah if this goes well, I'd love to see about adjust a few of the
bounty methodologies to be in-line with the changes I've implemented
here. More bounties that encourage players to be doing what they're
already doing, bounties that encourage players to learn more about the
game when it comes to assistant bounties or that encourage them to get a
toe-dip report on mechanics that they may not be introduced to yet, and
get rid of some of the CBT bounties that nobody in their god damn mind
wants to do.

## Changelog

🆑
add: New Medical bounty! Scan crewmates who have been healed or
currently have a clean bill of health, and ship the medical report to
prove that you're not accidently letting them die on your watch. Most of
the time.
balance: Assistant bounties for toolboxes now only require 1, but the
toolbox must be fully stocked like standard mechanical toolboxes.
balance: Potted plant bounties no longer accept plastic plants. They
only require 3 plants now, however.
balance: The action figure bounty now only requires toys instead.
del: Removed the pens bounty.
balance: The robotics mech bounty now requires a diagnostic scan of a
newly completed mech as opposed to sending the whole mech itself.
Diagnostic scans can now be generated by riding in a mech and completing
the action from the UI menu. Mech bounties are worth about half as much.
add: Mechs can be sold on the cargo shuttle for the remaining half of
the value from previous mech bounties.
fix: You can now no longer roll duplicates of the same bounties when
generating a new bounty from the civilian bounty console.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-04-05 16:53:02 +02:00
SmArtKar eb2796831b [MDB Ignore] Refactors pills, patches, and generalizes stomach contents, nothing to see here. (#89549)
## About The Pull Request

Currently patches are a subtype of pills, and while they have the
``dissolveable`` var set to FALSE, barely anything checks it (because
people don't expect patches to be pills in disguise) so we end up
patches being dissolveable and implantable, which is far from ideal.
Both have been moved into an ``/obj/item/reagent_containers/applicator``
class, which handles their common logic and helps handling cases where
either one fits. As for gameplay changes:
* Pills no longer dissolve instantly, instead adding their contents to
your stomach after 3 seconds (by default). You can increase the timer by
dropping sugar onto them to thicken their coating, 1s per 1u applied, up
to a full minute. Coating can also be dissolved with water, similarly
-1s per 1u applied. Pills with no coating will work like before.
* Patches now only take half as long to apply (1.5s), but also slowly
trickle in their reagents instead of instantly applying all of them.
This is done via embedding so you could theoretically (if you get lucky)
stick a ranged patch at someone, although they are rather quick to rip
off. The implementation and idea itself are separate, but the idea for
having a visual display has been taken from
https://github.com/Monkestation/Monkestation2.0/pull/2558.

![dreamseeker_Ywd4jQcy3t](https://github.com/user-attachments/assets/7ce0e549-9ecd-4a8a-98ea-12e00754bdd9)
* In order to support the new pill mechanics, stomachs have received
contents. Pills and items that you accidentally swallow now go into your
stomach instead of your chest cavity, and may damage it if they're
sharp, requiring having them surgically cut out (cut the stomach open
with a scalpel, then cauterize it to mend the incision). Or maybe you
can get a bacchus's blessing, or a geneticist hulk to gut punch you,
that may also work. Alien devour ability also uses this system now. If
you get a critical slashing wound on your chest contents of your cut
apart stomach (if a surgeon forgot to mend it, or if you ate too much
glass shard for breakfast) may fall out. However, spacemen with the
strong stomach trait can eat as much glass cereal as they want.

Pill duration can also be chosen in ChemMaster when you have a pill
selected, 0 to 30 seconds.

![image](https://github.com/user-attachments/assets/1f40210e-74dd-49c2-8093-432a747ac8dd)

## Why It's Good For The Game

Patches and pills are extremely similar in their implemenation, former
being a worse version of sprays and pills, with only change being that
pills cannot be applied through helmets while patches and sprays ignore
both. This change makes them useful for separate cases, and allows
reenactment of some classic... movie, scenes, with the pill change. As
for stomach contents, this was probably the sanest way of implementing
pill handling, and everything else (item swallowing and cutting stomachs
open to remove a cyanide pill someone ate before it dissolves) kind of
snowballed from there. I pray to whatever gods that are out there that
this won't have some extremely absurd and cursed interactions (it
probably will).

## Changelog
🆑
add: Instead of dissolving instantly, pills now activate after 4
seconds. This timer can be increased by using a dropper filled with
sugar on them, 1s added per 1u dropped.
add: Patches now stick to you and slowly bleed their reagents, instead
of being strictly inferior to both pills and sprays.
add: Items that you accidentally swallow now go into your stomach
contents.
refactor: Patches are no longer considered pills by the game
refactor: All stomachs now have contents, instead of it being exclusive
to aliens. You can cut open a stomach to empty it with a scalpel, and
mend an existing incision with a cautery.
/🆑
2025-03-13 17:31:37 +01:00
Ghom 96ee875b3f It's now possible to take trophy fish from previous rounds off the mount (based on RNG). (#89439)
## About The Pull Request
Instead of immediately dusting, there's now a chance, depending on size
and weight (lower is better) as well as the fishing skill of who tries
to remove it (higher is better). At no skill (or if the fish is removed
indirectly), the odds of it not dusting can be as low as about 3~4% (BIG
FISH) and as high as 50% (tiny feesh), while each level in the skill
provides an additional 4% to the roll, up to a bonus 28% (legendary
level).

As always, regardless of RNG, the fish won't be removed from the
persistence system if removed from the trophy mount, and only if
replaced.

This PR also allows trophy fish to retain traits between rounds, but
keep in mind the fish starts dead and may have to be revived first. Also
trying to sell it will yield a pitiful 1/20 of its theorical export
value, much like for fish from fish cases.

## Why It's Good For The Game
The persistent trophy fish mount at the bar seems to fare fairly well
without outstanding issues so far, so maybe I should let people get
their hands on rare and valuable fish from previous rounds, and give
players some more practical reasons to place a fish on the mount for
future rounds. As long as people don't start beelining the trophy mount
by the bar on regular basis.

## Changelog


🆑
balance: It's now possible to take trophy fish from previous shifts off
their mounts without turning them into dust based on a probability
revolving around the size and weight of the fish against your fishing
skill.
/🆑
2025-03-12 17:13:52 -04:00
Ghom 5139e4efde unblacklists botany fruits and vegetables from unit tests. (#89683)
## About The Pull Request
subtypes of `/obj/item/food/grown` have no reason to not be spawned by
the `create_and_destroy` unit test, which prevents us from knowing if a
type fruit or veggie doesn't have a set seed in the tests. The only path
that needs to be blacklisted is the common `/obj/item/food/grown` path
itself, since its seed variable needs to remain null so that we can be
warned about any subtype that hasn't overriden that value.
This PR also removes the `/obj/item/food/grown/shell` path which serves
no purpose anymore.

## Why It's Good For The Game
Backend improvements. Atomizing changes from my refactor.

## Changelog
N/A
2025-03-12 17:11:03 -04:00
Ghom f6ccd9fa5d It's now possible to take trophy fish from previous rounds off the mount (based on RNG). (#89439)
## About The Pull Request
Instead of immediately dusting, there's now a chance, depending on size
and weight (lower is better) as well as the fishing skill of who tries
to remove it (higher is better). At no skill (or if the fish is removed
indirectly), the odds of it not dusting can be as low as about 3~4% (BIG
FISH) and as high as 50% (tiny feesh), while each level in the skill
provides an additional 4% to the roll, up to a bonus 28% (legendary
level).

As always, regardless of RNG, the fish won't be removed from the
persistence system if removed from the trophy mount, and only if
replaced.

This PR also allows trophy fish to retain traits between rounds, but
keep in mind the fish starts dead and may have to be revived first. Also
trying to sell it will yield a pitiful 1/20 of its theorical export
value, much like for fish from fish cases.

## Why It's Good For The Game
The persistent trophy fish mount at the bar seems to fare fairly well
without outstanding issues so far, so maybe I should let people get
their hands on rare and valuable fish from previous rounds, and give
players some more practical reasons to place a fish on the mount for
future rounds. As long as people don't start beelining the trophy mount
by the bar on regular basis.

## Changelog


🆑
balance: It's now possible to take trophy fish from previous shifts off
their mounts without turning them into dust based on a probability
revolving around the size and weight of the fish against your fishing
skill.
/🆑
2025-03-07 15:37:13 +01:00
Ghom 9154e28668 unblacklists botany fruits and vegetables from unit tests. (#89683)
## About The Pull Request
subtypes of `/obj/item/food/grown` have no reason to not be spawned by
the `create_and_destroy` unit test, which prevents us from knowing if a
type fruit or veggie doesn't have a set seed in the tests. The only path
that needs to be blacklisted is the common `/obj/item/food/grown` path
itself, since its seed variable needs to remain null so that we can be
warned about any subtype that hasn't overriden that value.
This PR also removes the `/obj/item/food/grown/shell` path which serves
no purpose anymore.

## Why It's Good For The Game
Backend improvements. Atomizing changes from my refactor.

## Changelog
N/A
2025-03-05 14:24:35 +01:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
Penelope Haze 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".
2025-01-28 22:16:16 +01:00
Penelope Haze b67a0901f2 Fix issues discovered via TypeMaker (#87596)
## About The Pull Request
Fixes issues with var typing and proc arguments, discovered using
OpenDream's WIP TypeMaker feature (using improvements I haven't PR'd
upstream yet).

## Why It's Good For The Game
Codebase maintenance.
2024-11-19 15:24:52 -05:00
Rhials 0d7398d9d4 Reduces required crayons for crayon bounty (#87848)
## About The Pull Request

This reduces the bounty size of the crayon civilian pack.

Instead of 24 crayons, it only needs 8. Same payout, less quantity.
## Why It's Good For The Game

Crayons are not easily produced or scavenged. Even if a map contains 2
full crayon packs in the Library, it still isn't enough to fulfill a
single bounty for crayons.

This new deal will get you a full payout with a full pack plus one
_mystery crayon._ Go rob the clown or detective or something if you need
the last one. Get that money!
2024-11-13 18:21:32 +00:00
Ghom 778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +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
Waterpig bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00
klorpa 69176298ed Spelling Fixes (#86056)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
Improves readability and user experience.
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-09-10 17:04:59 +02:00
Waterpig 4c4930c71d Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit 2024-09-08 00:59:39 +02:00
SkyratBot 8b6c7d39ed [MIRROR] Removed a janky fish bounty and introduced exporting fish thru cargo. (#29061)
* Removed a janky fish bounty and introduced exporting fish thru cargo. (#85146)

## About The Pull Request
The fish bounty for specific kind of fish has been removed for being a
bit janky and relying on RNG way too much. The other two remain, and
have had their payout buffed a little to compensate.

To make it make it better, a fish export has been added. Each and every
fish can be sold to cargo, with a selling price determined by their size
and weight, meaning bigger fish sell for more. A fish of default size
and weight generally sells for around 130, rarely goes above 600 for
most fish, yet a few can sell for 1k, and it can **theorically** go all
the way up to ~11k if you were to reach max size and weight for the
biggest fish in the game.

This PR also reduces the weight of the jumpercable a bit for balance
reasons. It's a big, self-reproducing fish that requires no care
whatsoever so it's quite the cash cow, only offset by its rarity (EMAG
or blackmarket RNG). Conversely, I made the bone fish evolution a bit
easier (still a useless-ish braggard niche tbh).

## Why It's Good For The Game
The aforementioned fish bounty was janky, complex, relied on RNG too
much and the info on it didn't really fit in the bounty console. It's
better gone tbh. My fault for adding it in the first place.

As for the fish export, I want something simple, that doesn't require
the fish to be alive rather than dead, with a low payout per fish on
average, to complete the addition of "bomb fishing" from the other PR,
ergo dropping maxcaps in the ocean for shit and giggles, but that can
also have the potential to generate a decent income by cultivating big
fish.

## Changelog

🆑
del: Removed a janky fish bounty
add: introduced exporting fish through cargo.
balance: reduced the average weight of the jumpercable. Conversely,
eased up the requirements for the bone fish evolution.
/🆑

* Removed a janky fish bounty and introduced exporting fish thru cargo.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-26 20:39:36 +05:30
Ghom 49b45ee51a Removed a janky fish bounty and introduced exporting fish thru cargo. (#85146)
## About The Pull Request
The fish bounty for specific kind of fish has been removed for being a
bit janky and relying on RNG way too much. The other two remain, and
have had their payout buffed a little to compensate.

To make it make it better, a fish export has been added. Each and every
fish can be sold to cargo, with a selling price determined by their size
and weight, meaning bigger fish sell for more. A fish of default size
and weight generally sells for around 130, rarely goes above 600 for
most fish, yet a few can sell for 1k, and it can **theorically** go all
the way up to ~11k if you were to reach max size and weight for the
biggest fish in the game.

This PR also reduces the weight of the jumpercable a bit for balance
reasons. It's a big, self-reproducing fish that requires no care
whatsoever so it's quite the cash cow, only offset by its rarity (EMAG
or blackmarket RNG). Conversely, I made the bone fish evolution a bit
easier (still a useless-ish braggard niche tbh).

## Why It's Good For The Game
The aforementioned fish bounty was janky, complex, relied on RNG too
much and the info on it didn't really fit in the bounty console. It's
better gone tbh. My fault for adding it in the first place.

As for the fish export, I want something simple, that doesn't require
the fish to be alive rather than dead, with a low payout per fish on
average, to complete the addition of "bomb fishing" from the other PR,
ergo dropping maxcaps in the ocean for shit and giggles, but that can
also have the potential to generate a decent income by cultivating big
fish.

## Changelog

🆑
del: Removed a janky fish bounty
add: introduced exporting fish through cargo.
balance: reduced the average weight of the jumpercable. Conversely,
eased up the requirements for the bone fish evolution.
/🆑
2024-07-26 07:41:31 +02:00
SpaceLoveSs13 fa2ab65f07 Missed mirrors (#28919)
Handful of missed mirrors (#3739)

* fix duplicate traits

* Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)

This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.

Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.

Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.

<details>
  <summary>In hindsight it's kind of a long list.</summary>

* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.

</details>

Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.

Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.

Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.

Adjusted the N-spect scanner's description to match it's new
functionality.

The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.

https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d

**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.

**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.

**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).

Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.

As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.

Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.

If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.

Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.

🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑

---------



* Adds six new strange object powers! (#84775)

DESIGN CONCEPT: Strange Devices are at their best when they're odd tools
which can help a department out, with some strange drawbacks that make
them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Drink Dispenser: Creates a glass, then fills it up with a random drink.

Bioscrambler: After a noticeable warning, bioscrambles people nearby.
33% chance to be used up on use.

Recharger: Shocks you, but recharges one random item to max battery.

Hugger: Hugs everyone in range as if you had the friendly trait.

DImensional: Converts the surroundings to a random material-theme. Each
use increases cooldown by two seconds.

Disguiser: Drops your clothing to the ground and replaces it with a
delete-on-drop costume and a randomly assigned cardboard ID.

Removed an unused and unusable shock flag.

Removed an unused dumb ghost item.

Added a proc that returns a hex color with the # attached.

> DESIGN CONCEPT: Strange Devices are at their best when they're odd
tools which can help a department out, with some strange drawbacks that
make them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Request by ArcaneMusic! He wanted new abilities to go along with the new
sprites, and approved these.

> Removed an unused dumb ghost item.

please stop using costume subtypes for OP items. whats the damn point of
the subtype if youre just going to screw with it

> Added a proc that returns a hex color with the # attached.

idk why it didnt have this tbh

🆑
add: Adds six new strange object powers! Drink dispenser, bioscrambler,
recharger, hugger, dimensional, disguiser.
code: Removed some unused code and items, and added a proc that returns
a random #colorstring.
/🆑

* [NO GBP] the random spawner loot weight config is not an integer (#84814)

Sets `integer` to false.
Also a tidbit about the `skew_loot_weight` proc, though loot lists with
uneven weights all tend to add a value to all entries so it isn't an
issue.

The config isn't an integer.

N/A

* The techweb no longer erroneously refers to MODsuits as exosuits (#84800)

At some point, some of the techweb node descriptions were changed, so
that it referred to certain modsuits as exosuits. This just changes it
back.

The term "exosuit" is generally used for mechs, not modsuits. The
techweb descriptions should refer to modsuits as modsuits.
🆑
spellcheck: The techweb no longer erroneously refers to MODsuits as
exosuits.
/🆑

* Adds new hairstyle - Short Bangs 2 (#84804)

Adds a new hairstyle called Short Bangs 2.
The hairstyle is basically an edit of the existing double buns, except
the hair buns themselves are removed.

https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506

More customization, variety and character flavor is great. Double buns
itself is a good hairstyle but some may not like the hair buns out of
personal preference or that it can look weird on non-human species like
felinids.

🆑 Hardly3D
add: Added new hairstyle: Short Bangs 2
/🆑

* Offset render relays for non-offsetting planes to match highest matching render plane (#84184)

**Alternate title: "Fix blind people getting so blind they become deaf
when going down a flight of stairs"**

So 'bout half a week to a week ago I overheard a friend complaining
about blind people not seeing runechat on lower multi-z levels. Asked a
bit, apparently they'd reported this about half a year ago, and it's
still an issue.
So in my never-ending hubris I decided to just go and fix it!
Now, admittedly? I really _really_ do not get the rendering system we
use.
The simple options were right out: we can't allow the fullscreens plane
to be offset, as this causes issues with looking up/down, or disallow
runechat from being offset, which causes issues with runechat from other
levels.

After poking our very cool and smart rendering guy several times over
the course of the last week, this is what we got to:

We simply make the rendering relays for non-offsetting plane masters
point to the highest rendering plane that matches the target.
We do this by offsetting the rendering relays in place, by adjusting
their plane and layer values to match the new offset, with a new
`offset_relays_in_place(new_offset)` proc called in
`/datum/plane_master_group/proc/transform_lower_turfs(...)`.
Importantly, we compare the current layer values to what they should've
been, so we don't accidentally override relays with custom-set layers.

This fixes our issue (as tested on wawastation):
<details>
  <summary>Images</summary>

![image](https://github.com/tgstation/tgstation/assets/42909981/c6a10e04-dd08-4642-bc4d-d99ae5004a40)

![image](https://github.com/tgstation/tgstation/assets/42909981/740dc894-7495-4c35-b729-ffcc539ca928)

![image](https://github.com/tgstation/tgstation/assets/42909981/986433a7-e66e-408a-8e77-1f1eb89cb67c)

</details>

Fixes #80376.
🆑
fix: You can see runechat above fullscreen overlays on lower multi-z
levels again. Rejoice, blind players. Please report any weird rendering
layering issues.
/🆑

* illegal tech flag got changed

* Automatic changelog for PR #84003 [ci skip]

* Automatic changelog for PR #84775 [ci skip]

* Automatic changelog for PR #84800 [ci skip]

* Automatic changelog for PR #84804 [ci skip]

* Automatic changelog for PR #84184 [ci skip]

* Makes the smoking pipe sprite not give you a phantom stache. (#84898)

The smoking pipe currently gives you a phantom stache. Observe, note the
black background and know this character has no facial hair.

![image](https://github.com/tgstation/tgstation/assets/70115628/2939afa9-e4e4-4ee2-b38b-fc517e207d01)
I basically adjusted the pixels so it'd look better from different
directions.
This is the new look - approximately.

![image](https://github.com/tgstation/tgstation/assets/70115628/55e23d8e-2367-468a-94c2-9c5741f34762)
Smoking pipe is cool for RP but the sprite's fucked.
🆑
image: the smoking pipe's directional looks have been altered to make it
less ugly
/🆑

(cherry picked from commit c499c51bb3)

* Automatic changelog for PR #84898 [ci skip]

(cherry picked from commit 1e80a72dee)

* Revert "Automatic changelog for PR #84898 [ci skip]"

This reverts commit 1ddc7d43de30bb7ef029d1ddd39f86ded94e110c.

* Revert "Makes the smoking pipe sprite not give you a phantom stache. (#84898)"

This reverts commit b66b9d634e5f28e40e800586d4642468049767e6.

---------

Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: orange man <61334995+comfyorange@users.noreply.github.com>
Co-authored-by: NewyearnewmeUwu <70115628+NewyearnewmeUwu@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-07-20 14:23:18 +05:30
ArcaneMusic 43e62163fe Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)
## About The Pull Request

This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.

### What does something being contraband MEAN?

Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.

### What items ARE contraband?

Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.

<details>
  <summary>In hindsight it's kind of a long list.</summary>
  
* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.
  
</details>

### How does this interact with the round?
Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.

Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.

### Other minor changes that I rolled into this

Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.

Adjusted the N-spect scanner's description to match it's new
functionality.

The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.



https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d

**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.

**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.

**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).

## Why It's Good For The Game

Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.

As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.

Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.

If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.

Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.

## Changelog

🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-07-11 03:08:25 +02:00
SkyratBot c814538743 [MIRROR] Cleans up relic code & adds new relic theme (#28650)
* Cleans up relic code & adds new relic theme (#84511)

## About The Pull Request
Cleaned up crusty old code and made it more readable, removed single
letter variables, camel case, etc.

Improved naming for strange objects. Unidentified objects are "Strange
[thing]", activating the item replaces the word "strange" with a new
prefix. Improved the list of strings.

Added cosmetic themes for artefacts. All current strange objects are now
"prototype" artefacts, reflecting their man-made origin in space.
Artefacts with different themes pick from different sprite and name
pools, reflecting who made them.

New "necrotech" theme for relics. These are strange objects from
lavaland. Instead of getting half-multitool-half-gun-blows-up-when-used
monstrosities crafted by insane maint dwellers, you will now get strange
relics that look like this.
![strange relics from boulders](https://i.imgur.com/Qr5uz6q.png)
And they're called something like "ruined instrument" or "dark relic".
## Why It's Good For The Game
Code needed cleaned up. It was in a bad state. Years of neglect.

Themes add more flavour to these items. I really didn't like how the
boulder machine looked when it produced lots of relics, so now it
produces more appropriate ones.

Lets admins and mappers use variable editing to decide what relics do
and what cooldown they should have before they are activated.
Previously, this would be overwritten when the relic was activated.
## Changelog
🆑
code: Cleaned up relic code.
image: Added necrotech themed relics.
/🆑

* Cleans up relic code & adds new relic theme

---------

Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com>
2024-07-06 09:38:08 +05:30
Da Cool Boss 6aa646c2d7 Cleans up relic code & adds new relic theme (#84511)
## About The Pull Request
Cleaned up crusty old code and made it more readable, removed single
letter variables, camel case, etc.

Improved naming for strange objects. Unidentified objects are "Strange
[thing]", activating the item replaces the word "strange" with a new
prefix. Improved the list of strings.

Added cosmetic themes for artefacts. All current strange objects are now
"prototype" artefacts, reflecting their man-made origin in space.
Artefacts with different themes pick from different sprite and name
pools, reflecting who made them.

New "necrotech" theme for relics. These are strange objects from
lavaland. Instead of getting half-multitool-half-gun-blows-up-when-used
monstrosities crafted by insane maint dwellers, you will now get strange
relics that look like this.
![strange relics from boulders](https://i.imgur.com/Qr5uz6q.png)
And they're called something like "ruined instrument" or "dark relic".
## Why It's Good For The Game
Code needed cleaned up. It was in a bad state. Years of neglect.

Themes add more flavour to these items. I really didn't like how the
boulder machine looked when it produced lots of relics, so now it
produces more appropriate ones.

Lets admins and mappers use variable editing to decide what relics do
and what cooldown they should have before they are activated.
Previously, this would be overwritten when the relic was activated.
## Changelog
🆑
code: Cleaned up relic code.
image: Added necrotech themed relics.
/🆑
2024-07-05 20:27:58 +02:00
SkyratBot b3d954cfb7 [MIRROR] Fixes Bitrunner lacking job-based bounties (#28447)
* Fixes Bitrunner lacking job-based bounties (#84367)

## About The Pull Request

Fixes #84283 by just adding actual bounties for Bitrunner, giving them
something more interesting to do than random bounties for jobs they
don't have access to. These bounties revolve around optionally turning
in the special rewards from each of the bitrunning domains (a bike horn,
the abductor plush, beach ball, etc) for a credit reward. I considered
the idea of making each one drop a specific bounty chit that you turned
in for a reward, but at that point it's just "paying you per domain" and
I'm not sure how that would balance with economy.

This is more just meant to be a framework for others to add things that
might be a little more interesting.

This also adds a special drop from the Pizzeria domain because I thought
it was funny.

* Fixes Bitrunner lacking job-based bounties

---------

Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
2024-06-29 10:45:43 +05:30
Vekter 9c8a1725d4 Fixes Bitrunner lacking job-based bounties (#84367)
## About The Pull Request

Fixes #84283 by just adding actual bounties for Bitrunner, giving them
something more interesting to do than random bounties for jobs they
don't have access to. These bounties revolve around optionally turning
in the special rewards from each of the bitrunning domains (a bike horn,
the abductor plush, beach ball, etc) for a credit reward. I considered
the idea of making each one drop a specific bounty chit that you turned
in for a reward, but at that point it's just "paying you per domain" and
I'm not sure how that would balance with economy.

This is more just meant to be a framework for others to add things that
might be a little more interesting.

This also adds a special drop from the Pizzeria domain because I thought
it was funny.
2024-06-28 15:42:46 -05:00
SkyratBot c1e7417d7b [MIRROR] Phazons now use ectoplasm cores (#28182)
* Phazons now use ectoplasm cores (#83939)

## About The Pull Request

Phazons now use ectoplasm anomaly cores instead of bluespace ones. Text
implying otherwise has been changed as well.
Allows ectoplasm cores to be bought via the science supply console.

## Why It's Good For The Game

Bluespace cores are some of the most overused ones in anomalock
technology, and often the most desirable ones. Ectoplasm cores, however,
have a single gimmicky and mediocre use.
This PR aims to make them more appealing to the crew while reducing
machines that rely on bluespace anomalies, so their available number can
be more freely tweaked.

## Changelog

🆑
balance: Phazon mechs use ectoplasm cores now
balance: You can now acquire ectoplasm cores from the science supply
interface
/🆑

---------

Co-authored-by: Jacquerel <hnevard@ gmail.com>

* Phazons now use ectoplasm cores

---------

Co-authored-by: StaringGasMask <62149527+Exester509@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
2024-06-15 04:17:32 +01:00
StaringGasMask bc0e2587cd Phazons now use ectoplasm cores (#83939)
## About The Pull Request

Phazons now use ectoplasm anomaly cores instead of bluespace ones. Text
implying otherwise has been changed as well.
Allows ectoplasm cores to be bought via the science supply console.

## Why It's Good For The Game

Bluespace cores are some of the most overused ones in anomalock
technology, and often the most desirable ones. Ectoplasm cores, however,
have a single gimmicky and mediocre use.
This PR aims to make them more appealing to the crew while reducing
machines that rely on bluespace anomalies, so their available number can
be more freely tweaked.

## Changelog


🆑
balance: Phazon mechs use ectoplasm cores now
balance: You can now acquire ectoplasm cores from the science supply
interface
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-06-14 19:56:29 +00:00
SpaceLoveSs13 eb50823355 Update mining.dm 2024-05-29 09:51:14 +05:30
FearfulFurnishing 73c05378e6 Make Watcher Wreath Bounties Completable 2024-05-28 18:08:18 -04:00
FearfulFurnishing 1507792ec1 Make Watcher Wreath Bounties Completable (#83523)
## About The Pull Request
Initial PR here: https://github.com/NovaSector/NovaSector/pull/2694

This is a proposed fix for an issue reported downstream on
https://github.com/NovaSector/NovaSector/issues/2198 and requested to be
put upstream where watcher wreath bounties were not accepting the items
they state they want. The root of the issue seemed to be the FALSE flags
attached to the wanted_types. include_subtypes can be used for what
might have been the intended effect of having only ice wreaths for the
ice bounty and normal wreaths for the normal bounty.

## Why It's Good For The Game
This bug would prevent someone from being able to do any bounties until
the 5 minute timer to refresh the bounty options passed. Less wait time
on undoable tasks means more time spent interacting with the round.

## Changelog
🆑
fix: fixed watcher wreath bounties being incompletable
/🆑
2024-05-28 14:45:06 -06:00
necromanceranne a2cad3c467 Pipegun updates and glowup (#83063)
## About The Pull Request

Updates pipeguns with a brand new set of sprites. Also comes with pipe
pistols; plinkier versions of the pipegun.

![ye
pipeguns](https://github.com/tgstation/tgstation/assets/40847847/dd8ea3db-aa5a-403e-9eca-c3aa2c38b694)

![image](https://github.com/tgstation/tgstation/assets/40847847/9015f1fe-8ed2-4724-844d-7d550d35b890)

![image](https://github.com/tgstation/tgstation/assets/40847847/0d99551a-ecc4-4f2b-a397-46c5f26437f7)

Alters pipeguns away from utilizing shotgun/rifle ammunition towards a
bespoke junk round ammo. These shells are crafted similarly to current
improvised shells. This also removes improvised shells as a shotgun ammo
type. (these new shells aren't shotgun shells to begin with, they're
more like rifle bullets)

Crafting junk rounds produces an entirely unknown projectile in the
shell. You won't know what you get until you fire the gun. Almost in
every instance, however, the shot is beneficial towards killing things.
And they all do about the same amount of damage, so there is hopefully
never a round you didn't want to fire in the gun. Fighting someone with
a pipegun is usually predictable for what amount of damage it will do,
but any additional effects it might have is going to be an unknown
factor. They also brutalize borgs, which is a quality that improvised
shells had previously.

Pipeguns operate as they did before, and do roughly 40 damage per shot
with the majority of their ammo types (less than what they do currently
with .310). They only have one shell in the gun at a time, so every time
they're fired, they must be reloaded.

Pipe pistols do roughly 15 damage per shot, but hold more ammo than the
bigger pipegun. However, they're more likely to veer off-course.

There are regal versions of each of these weapons, and each are more
potent respective of their general rarity. Having one is going to be a
lot more noteworthy.

### Minor changes

Some more clothing items can carry pipeguns in their suit storage.

The icemoon hermit spawns with a heroic laser musket rather than a regal
pipegun (partially because it is too difficult for the hermit to get
more ammo for their gun, and also because the regal pipegun is a more
powerful weapon than previously)

## Why It's Good For The Game

It has been a few years since I added the pipegun, and time was never
particularly kind to it. There are alternative weapons now with
interesting mechanics of their own. The ammunition it used has changed
considerably. And it simply didn't ever feel like a 'junk gun' in a way
that was fun. The original mechanics added to give it that feeling were
just not fun to experience and were removed. So the pipegun has been
left as 'a shitty version of X'. Even the regal pipegun was, at the end
of the day, a shittier version of either a shotgun or cargo rifle.

It didn't feel right not having some kind of unique quality to using
these weapons that help them express themselves as unpredictable trash
weapons built inside of maintenance. But I expressly didn't want to make
it 'unpredictable' in a way that felt unfair on the person getting shot
either. So just giving it more damage was right out. As a compromise, I
reduced the overall lethality of the weapons while introducing a gimmick
that will appeal to those wanting to play out the role of a homeless
lunatic with a shitty homemade gun stalking maintenance. A 'chaos gun'
so to speak. Maybe that will appeal to people.

## Changelog
🆑
balance: Reworks pipeguns to use an unpredictable 'junk round'. You
won't know what you're shooting until you fire it.
add: Introduces a pistol version of the pipegun; the pipe pistol. It is
inaccurate and does significantly less damage, but more portable and has
more ammunition in the gun.
image: Updates the visuals of the pipeguns.
balance: Also improves the Regal varieties of these weapons. By a lot.
balance: More articles of clothing can be used to carry pipeguns in suit
storage.
balance: The Icemoon Hermit comes with a Heroic Laser Musket instead of
a Regal Pipegun.
remove: Improvised shells (the shotgun shell) has been replaced with
improvised junk shells (which don't work with shotguns but do work with
pipeguns).
/🆑

---------

Co-authored-by: Jacquerel <hnevard@ gmail.com>
2024-05-08 17:43:04 -04:00
necromanceranne 6fd6ebd850 Pipegun updates and glowup (#83063)
## About The Pull Request

Updates pipeguns with a brand new set of sprites. Also comes with pipe
pistols; plinkier versions of the pipegun.

![ye
pipeguns](https://github.com/tgstation/tgstation/assets/40847847/dd8ea3db-aa5a-403e-9eca-c3aa2c38b694)


![image](https://github.com/tgstation/tgstation/assets/40847847/9015f1fe-8ed2-4724-844d-7d550d35b890)


![image](https://github.com/tgstation/tgstation/assets/40847847/0d99551a-ecc4-4f2b-a397-46c5f26437f7)

Alters pipeguns away from utilizing shotgun/rifle ammunition towards a
bespoke junk round ammo. These shells are crafted similarly to current
improvised shells. This also removes improvised shells as a shotgun ammo
type. (these new shells aren't shotgun shells to begin with, they're
more like rifle bullets)

Crafting junk rounds produces an entirely unknown projectile in the
shell. You won't know what you get until you fire the gun. Almost in
every instance, however, the shot is beneficial towards killing things.
And they all do about the same amount of damage, so there is hopefully
never a round you didn't want to fire in the gun. Fighting someone with
a pipegun is usually predictable for what amount of damage it will do,
but any additional effects it might have is going to be an unknown
factor. They also brutalize borgs, which is a quality that improvised
shells had previously.

Pipeguns operate as they did before, and do roughly 40 damage per shot
with the majority of their ammo types (less than what they do currently
with .310). They only have one shell in the gun at a time, so every time
they're fired, they must be reloaded.

Pipe pistols do roughly 15 damage per shot, but hold more ammo than the
bigger pipegun. However, they're more likely to veer off-course.

There are regal versions of each of these weapons, and each are more
potent respective of their general rarity. Having one is going to be a
lot more noteworthy.

### Minor changes

Some more clothing items can carry pipeguns in their suit storage.

The icemoon hermit spawns with a heroic laser musket rather than a regal
pipegun (partially because it is too difficult for the hermit to get
more ammo for their gun, and also because the regal pipegun is a more
powerful weapon than previously)

## Why It's Good For The Game

It has been a few years since I added the pipegun, and time was never
particularly kind to it. There are alternative weapons now with
interesting mechanics of their own. The ammunition it used has changed
considerably. And it simply didn't ever feel like a 'junk gun' in a way
that was fun. The original mechanics added to give it that feeling were
just not fun to experience and were removed. So the pipegun has been
left as 'a shitty version of X'. Even the regal pipegun was, at the end
of the day, a shittier version of either a shotgun or cargo rifle.

It didn't feel right not having some kind of unique quality to using
these weapons that help them express themselves as unpredictable trash
weapons built inside of maintenance. But I expressly didn't want to make
it 'unpredictable' in a way that felt unfair on the person getting shot
either. So just giving it more damage was right out. As a compromise, I
reduced the overall lethality of the weapons while introducing a gimmick
that will appeal to those wanting to play out the role of a homeless
lunatic with a shitty homemade gun stalking maintenance. A 'chaos gun'
so to speak. Maybe that will appeal to people.

## Changelog
🆑
balance: Reworks pipeguns to use an unpredictable 'junk round'. You
won't know what you're shooting until you fire it.
add: Introduces a pistol version of the pipegun; the pipe pistol. It is
inaccurate and does significantly less damage, but more portable and has
more ammunition in the gun.
image: Updates the visuals of the pipeguns.
balance: Also improves the Regal varieties of these weapons. By a lot.
balance: More articles of clothing can be used to carry pipeguns in suit
storage.
balance: The Icemoon Hermit comes with a Heroic Laser Musket instead of
a Regal Pipegun.
remove: Improvised shells (the shotgun shell) has been replaced with
improvised junk shells (which don't work with shotguns but do work with
pipeguns).
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-05-08 22:40:28 +01:00
SpaceLoveSs13 7aa6664021 Mirror (#27453)
* Fix Conflicts

* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)

Most people should not be using this define

* New Battle Arcade (#81810)

Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.

The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.

The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.

The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.

Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.

Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.

I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.

This is some gameplay

https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede

As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.

Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.

🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)

## About The Pull Request

Fixes #81052 
Fixes #58008

Setting weight class of items is now done via `update_weight_class`.

I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.

This is done to allow datums to react to an item having its weight class
changed.

Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.

## Changelog

🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑

* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)

## About The Pull Request

Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

![material datum stuff
2](https://github.com/tgstation/tgstation/assets/40847847/a3a5968f-cab3-43dd-8699-3dae879b21fb)

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.


![image](https://github.com/tgstation/tgstation/assets/40847847/56489479-8774-492b-b8cc-aeabc6c0a67f)

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.

## Why It's Good For The Game

It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.

I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.

## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑

* LateInitialize is not allowed to call parent anymore (#82540)

## About The Pull Request

I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.

This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.

Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).

## Why It's Good For The Game

I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.

## Changelog

🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑

* Fix table top deconstruction (#82508)

## About The Pull Request

Edited: updated changelog, read comments for changes in implementation
details

So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.

First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:

https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/code/game/objects/structures/tables_racks.dm#L300-L307
Where `new framestack(target_turf, framestackamount)` accidentally got
an extra indent, and ended up in the less common half of the if-else
chain.
Just moving this outside of the if-else chain again fixes it.

Secondly, tables had their own special deconstruction logic, which got
'standardized'.
Issue. This was special to accommodate for having two different
deconstruction logics: full or top only.
With `deconstruct(...)` no longer being overridable, I feel it's awkward
to attempt to proxy that information to the new `atom_deconstruct(...)`
So we introduce a new method, `deconstruct_top`, for the screwdriver to
use, which handles deconstructing only the top.
```dm
/obj/structure/table/proc/deconstruct_top()
	var/obj/table_frame = new frame(loc)
	if(obj_flags & NO_DECONSTRUCTION)
		table_frame.obj_flags |= NO_DECONSTRUCTION
	else // Mimic deconstruction logic, only drop our materials without NO_DECONSTRUCTION
		var/turf/target_turf = get_turf(src)
		drop_top_mats(target_turf)
	qdel(src)
```
Mimicking the `NO_DECONSTRUCTION` logic of normal deconstruction, and
copying over the flag onto its frames if need be.
This fixes screwdriver deconstruction.
## Why It's Good For The Game

Fixes #82503.
We can now deconstruct the table top separately again, AND get the right
materials back too.

## Changelog
🆑 00-Steven, SyncIt21
fix: Wrench table deconstruction gives the right materials again.
fix: Screwdriver table deconstruction only deconstructs the top again.
/🆑

* [NO GBP] Reagent grinders display reagents on examination (#82535)

## About The Pull Request
- Fixes #82531

Somehow omitted this during the general maintenance thing

## Changelog
🆑
fix: Reagent grinders display reagents of its beaker on examination
/🆑

* Monkeys now use height offset (and monkey tail works) (#81598)

This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).

This reverts a lot of changes from
https://github.com/tgstation/tgstation/pull/73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.

I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).

Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):

Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)

* Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447)

## About The Pull Request

What are their goals? Why are they doing this? gets weird with Spy
objectives - namely by adding a lot more ways spies might be asked to
affect various targets around the station.

the first of these is by several flavors of Protecting targets (these do
NOT print a success at roundend in keeping with Spy design:)
- Protect (get a humanoid target off alive)
- Protect Nonhuman (get an entity off alive)
- Jailbreak (make sure a humanoid target escapes free)
- Detain (make sure a humanoid target gets taken out arrested)

the second of this is by a new escape condition: 
- Exile (get off-station or off the Z-level by the end of the shift -
sometimes it's not just pods, you need to fuck off to space to win.)

the third is through a massive increase in the number of possible:
- objective templates 
- departments to target (Command + Service added)
- specific locations to target
- general classes of objects to target (medicines, floor tiles, critical
infrastructure, etc.)
- efforts to target (such as meals, mechs, public supplies)
- ways to leave (you can be asked to abscond from the scene of your
crimes?)

## Why It's Good For The Game

More goofy and weird prompts to do more interesting things with Spies.
One thing I think we're sorely missing in our lineup is antagonists that
can act a bit more as deuteragonists - very possibly helping the crew
under certain conditions and frustrating the Hell out of them in others.

Since there's no way to check their objectives, and they get their
gear/progression through stealing shit, they're still very much an
antagonist and exist under the suspicion of doing bad... but, just going
by their objectives, introducing more varied (and in some cases even
benign) goals for them creates suggestions pointing to a lot more varied
and interesting stories if people choose to run with it.

* Adds anosmia quirk (#82206)

## About The Pull Request

Adds anosmia quirk. Anosmia, also known as smell blindness, is the loss
of the ability to detect one or more smells.

I tried to find all smells action and (most likely) update all of them,
unfortunately I can't change descriptions for this quirk.

## Why It's Good For The Game

Some characters will be able to not feel smells
That affect:
* Gases feelings and alerts (CO2, Plasma, miasm) - you don't feel them
* Bakery and cooking
* Changeling ability to feel other changelings by smell
* Some unimportant spans

* Explosions Part I - Directional Explosions (#82429)

## About The Pull Request

Adds the ability for explosions to be directional. This is achieved by
adding an angle check to `prepare_explosion_turfs()` to drop any turfs
outside the cone of the explosion. If the arc covers a full 360 degrees,
as is the default, it will accept all the turfs without performing the
angle check.

Uses this functionality to rework both rocket launcher backblast and X4
explosions. Rocket launcher backblast has been changed from a shotgun of
indendiary bullets to a directional explosion of similar length. X4 now
uses a directional explosion to "ensure user safety".

Apparently the old method of moving the explosion one tile away didn't
even work, as it blew up `target` before trying to check its density for
the directional behaviour.

https://youtu.be/Mzdt7d7Le2Y

## Why It's Good For The Game

Directional explosions - Useful functionality for a range of potential
use cases, which can be implemented with minimal extra processing cost
(Worst case scenario being very large directional explosions)

Backblast - Looks way cooler than a bunch of projectiles, and should be
significantly more functional in high-lag situations where projectile
code tends to get fucky

X4 - More predictable for players wanting to use it as a breaching
charge, you can actually stand near the charge and not have to worry
about being hoist upon your own petard.

## Changelog
🆑
add: Added support for directional explosions.
add: Rocket launcher backblast is now 271% more explosive, check your
six for friendlies!
add: X4 charges now explode in a cone away from the user when placed on
a sufficiently solid object.
fix: X4 charges will now behave correctly when placed on dense atoms
(note: don't try to read a variable from an atom you just blew up)
/🆑

* Add balloon alerts to plunging (#82559)

## About The Pull Request

Makes all plunging actions (pretty much anything using `plunger_act`)
have a visible balloon alert.

## Why It's Good For The Game

Makes sense that others would easily notice you plunging the shit out of
something.

Also, more people might finally learn that you can plunge the vent clogs
instead of welding them.

## Changelog
🆑
qol: Added balloon alerts whenever you start plunging something (i.e )
/🆑

* Fixes spurious runtime on Icemoon caused by turf calling unimplemented LateInitialize() (#82572)

## About The Pull Request

As of https://github.com/tgstation/tgstation/pull/82540 this runtime was
happening,


![image](https://github.com/tgstation/tgstation/assets/13398309/4d838fda-c157-4e33-ae64-77eafca1806f)

`/turf/open/openspace/icemoon/` can be changed to
`/turf/open/misc/asteroid/snow/icemoon/do_not_chasm` before
`Initialize()` returns, which resulted in it `INITIALIZE_HINT_LATELOAD`
getting returned on a turf that does not have an implementation of that
proc.

This should fix that.

## Why It's Good For The Game

Fixes CI error

* Blueprints tgui (#82565)

Blueprints now use a TGUI panel instead of the old HTML one.
Also did general code improvement and maintaining to blueprints in
general and also destroyed the ``areaeditor`` level, repathing it to
just 'blueprints'.
Also adds a sound when you look at structural data cause why not

Video demonstration:

https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd

The 4 blueprint types:

![image](https://github.com/tgstation/tgstation/assets/53777086/bfd68eb5-c430-4608-a3f7-d6ac86727882)

Another HTML menu dead underground.
This is more responsive and doesn't require constant updating to see
which area you're in, feels less OOC (instead of saying "the blueprints
say", just say it, you ARE the blueprints).

Like, come on

![image](https://github.com/tgstation/tgstation/assets/53777086/fcf1b8b6-37c3-4c94-969f-3b121c983dc0)

Look at all this wasted space

![image](https://github.com/tgstation/tgstation/assets/53777086/1d3e61cd-bc56-4280-a3bb-0c66604e75b3)

🆑
refactor: Blueprints now use TGUI.
qol: Blueprints can now be used while lying down.
/🆑

* General maintenance for chem master (#82002)

**1. Qol**
- Adds screen tips & examines for screwdriver, wrench, crowbar & beaker
insertion, removal & replacing actions
- Analyzing reagents is now a client side feature & not a back end mode,
meaning one person can see details of a reagent while the other can
print stuff and do other operations so it's a non blocking operation.
This also means 2 players can see information of 2 different reagents in
their own screens, With that the overlay for analysis mode has been
removed
- You cannot do any tool acts on machines while printing. Balloon alerts
will be displayed warning you of that.
- The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. It can be enabled/disabled via a
CheckBox

**2. Code Improvements**
- Removed defines like `TARGET_BEAKER` , `TARGET_BEAKER` etc. ther
functionality is implemented as params in the `transfer_reagent()` proc
directly
- Removed all variables relating to analyzing reagents like
`reagent_analysis_mode`, `has_container_suggestion` etc. all memory
savings
- `printable_containers` now stores static values that can be shared
across many chem masters
- Updates only overlays and not the whole icon during operations for
efficiency

**3. Fixes**
- You can hit the chem master with the screwdriver, wrench, crowbar &
beaker when in combat mode
 - You cannot insert hologram items into the chem master
- Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option selected so you don't need to
use a screwdriver to re program it
- `printing_amount` is now the maximum number of containers that can be
printed at a time. Presently this number with upgraded parts would print
out empty containers especially for patches. This is because
`volume_per_item` does not take into consideration this var. Also this
var would not give control to the player on exactly how many containers
to print as whatever amount the player entered would be multiplied with
this value producing a lot of waste & worse empty containers. Now this
var determines exactly how many containers you can print and is imposed
on the client side UI as well

**4. Refactors (UI performance)**
- Beaker data is compressed into a single entity & sent to the UI. This
is set to null if no beaker is loaded thus saving data sent
- Reuses Beaker props from chem synthesizer to reduce code
- reagent REF replaced with direct type converted to text and later
converted with `text2path()` cause its much faster

🆑
qol: Adds screen tips & examines for screwdriver, wrench, crowbar &
beaker insertion, removal & replacing actions
qol: Analyzing reagents no longer blocks other players from doing other
operations. Multiple players can analyze different reagents on the same
machine
qol: You cannot do any tool acts on the machine while printing to
prevent any side effects.
qol: The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. The feature can be
enabled/disabled via a check box
code: removed defines for reagent transfer, vars for reagent analyzis to
save memory. Autodoc for other vars & procs
fix: You can hit the chem master with tools like screwdriver, crowbar,
wrench & beaker in combat mode
fix: You cannot insert hologram items into the chem master
fix: Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option
fix: You now print the exact amount of containers requested even with
upgraded parts without creating empty containers. Max printable
containers is 13 with tier 4 parts able to print 50 containers.
refactor: Optimized client side UI code & chem master as a whole.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Wraps `lowertext()` to ensure proper stringification. (#82442)

Fixes #82440

This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.

I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.

* Clowns can now make balloon... toys. And also mallets and hats. (#82288)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

Clowns will now start with a box of 24 random long balloons and a
skillchip in their noggin allowing them to create balloon animals by
combining two of them of different colour together. Owners of the
skillchip also gain access to crafting recepies of balloon mallets,
vests, helmets and tophats, all created from long balloons. A crate of
long balloons, with a box of balloons inside, can be bought at cargo, in
case the clown runs out. I might edit this once I wake up, its 3 in the
morning right now.
Oh also, resprited how balloons look in inventory.

![image](https://github.com/tgstation/tgstation/assets/122572637/2d7ce955-c787-48a5-bfda-4613d2eed837)

Balloon animals funny.
Silly features are my favourite kind of features, and this one's
open-ended too.
Someone on the coder chat recommended someone would do it that one time,
here it goes.

<!-- If your PR modifies aspects of the game that can be concretely
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🆑
add: Added long balloon box to the clown's starting inventory, and a
skill-chip of long lost honk-motherian knowledge to their brain.
add: Added long balloons. Consequently, added balloon animals to make
from such balloons. Also, balloon top hat, vest, helmet, and a mallet.
Don't ask about the mallet.
add: A long balloons box harvested fresh from the farms on the clown
planet will be able to be shipped in a crate to the cargo department
near you!
add: As per requests; water balloons can now be printed at service
lathe, and entertainment modsuit can now blow long balloons!
image: Balloons will now have an unique sprite when in the inventory,
compared when to on the ground.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>

* Quick spellcheck 'steall' (#82560)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82447 quick followup to
this, caught it while glancing through the code.

* Fix

* merge conflicts

* Revert "Monkeys now use height offset (and monkey tail works) (#81598)"

This reverts commit 5cfdc5972d16c6b509220e8874a927696249d36a.

* fix

* Fixed lateinitialize

* This should cut it

* Oh right

* There?

* Damn, here?

* There

* [NO GBP] Fixes spurious runtime caused by icemoon (again) (#82582)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82572 I tried to fix this
but there was an unaccounted race condition which just caused a separate
runtime...


![firefox_GxGibAO281](https://github.com/tgstation/tgstation/assets/13398309/f251aecc-ef17-4bae-a741-5aade40de423)

Since the type is being changed mid-execution `replacement_turf` will
become out of scope. My bad--this should fix it now for good.

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Higgin <cdonny11@yahoo.com>
Co-authored-by: NeonNik2245 <106491639+NeonNik2245@users.noreply.github.com>
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-26 01:22:24 +02:00
Useroth 20c0599ce6 Some more mirrors again (#27366)
* Ports additional Felinid ears from Orbstation (#82066)

Adds 5 new ear options from Orbstation, originally PRed in
lizardqueenlexi/orbstation#360. Sprites by @Or-Fi-S.

Big:

![image](https://github.com/tgstation/tgstation/assets/7019927/5f847130-e5f5-44cc-adb4-c740c4c4f69b)

Coeurl (FFXIV Miqo'te style):

![image](https://github.com/tgstation/tgstation/assets/7019927/34448bee-d6af-4d3c-b796-384ec9904368)

Fold:

![image](https://github.com/tgstation/tgstation/assets/7019927/a7dafd05-f652-460e-9386-f7fcbef696e9)

Lynx:

![image](https://github.com/tgstation/tgstation/assets/7019927/174ff630-6eb8-4bb9-8f4f-791b70356c58)

Round:

![image](https://github.com/tgstation/tgstation/assets/7019927/b3a24d1b-66fa-4883-8c27-871ae8966d6c)

Also makes it so the code guarantees that custom ears on a felinid
actually count as felinid ears and not human ones, as the code wasn't
checking properly when preferences were applied. There's probably a
cleaner, more permanent way to do this and a refactor is needed
somewhere down the line (man that sprite accessories file is getting
long huh) but I'll leave that to a more competent coder.

More customization options are good also Cobby said I could

![image](https://github.com/tgstation/tgstation/assets/7019927/56bbe285-068f-41a1-92cc-9f3861875090)

🆑
add: Added 5 new Felinid ear options, ported from Orbstation! (Sprites
by Or-Fi-S)
/🆑

---------

Co-authored-by: _0Steven <jaydondegenerschool@gmail.com>

* Standardizes object deconstruction  throughout the codebase.  (#82280)

When it comes to deconstructing an object we have `proc/deconstruct()` &
`NO_DECONSTRUCT`

Lets talk about the flag first.

**Problems with `NO_DECONSTRUCTION`**
I know what the comment says on what it should do

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/__DEFINES/obj_flags.dm#L18

But everywhere people have decided to give their own meaning/definition
to this flag. Here are some examples on how this flag is used

**1. Make the object just disappear(not drop anything) when
deconstructed**
This is by far the largest use case everywhere. If an object is
deconstructed(either via tools or smashed apart) then if it has this
flag it should not drop any of its contents but just disappear. You have
seen this code pattern used everywhere

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/constructable_frame.dm#L26-L31

This behaviour is then leveraged by 2 important components.

When an object is frozen, if it is deconstructed it should just
disappear without leaving any traces behind

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67

By hologram objects. Obviously if you destroy an hologram nothing real
should drop out

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/modules/holodeck/computer.dm#L301-L304

And there are other use cases as well but we won't go into them as they
aren't as significant as these.

**2. To stop an object from being wrenched ??**
Yeah this one is weird. Like why? I understand in some instances (chair,
table, rack etc) a wrench can be used to deconstruct a object so using
the flag there to stop it from happening makes sense but why can't we
even anchor an object just because of this flag?

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/objs.dm#L368-L369
This is one of those instances where somebody just decided this
behaviour for their own convenience just like the above example with no
explanation as to why

**3. To stop using tools to deconstruct the object**
This was the original intent of the flag but it is enforced in few
places far & between. One example is when deconstructing the a machine
via crowbar.

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L811

But machines are a special dual use case for this flag. Because if you
look at its deconstruct proc the flag also prevents the machine from
spawning a frame.

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L820-L822

How can 1 flag serve 2 purposes within the same type?

**4. Simply forget to check for this flag altogether**
Yup if you find this flag not doing its job for some objects don't be
surprised. People & sometimes even maintainers just forget that it even
exists

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/items/piggy_bank.dm#L66-L67

**Solution**
These are the main examples i found. As you can see the same flag can
perform 2 different functions within the same type and do something else
in a different object & in some instances don't even work cause people
just forget, etc.

In order to bring consistency to this flag we need to move it to the
atom level where it means the same thing everywhere. Where in the atom
you may ask? .Well, I'll just post what MrMelbert said in
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants,

Yup that's the ideal case now. This flag is checked directly in
`deconstruct()`. Now like i said we want to give a universal definition
to this flag and as you have seen from my examples it is used in 3 cases
1) Make an object disappear(doesn't dropping anything) when
deconstructed
2) Stop it from being wrenched
3) Stop it from being deconstructed via tools

We can't enforce points 2 & 3 inside `deconstruct()` which leaves us
with only case 1) i.e. make the object disappear. And that's what i have
done. Therefore after more than a decade or since this flag got
introduced `NO_DECONSTRUCT` now has a new definition as of 2024

_"Make an object disappear(don't dropping anything) when deconstructed
either via tools or forcefully smashed apart"_

Now i very well understand this will open up bugs in places where cases
2 & 3 are required but its worth it. In fact they could even be qol
changes for all we know so who knows it might even benefit us but for
now we need to give a universal definition to this flag to bring some
consistency & that's what this PR does.

**Problem with deconstruct()**
This proc actually sends out a signal which is currently used by the
material container but could be used by other objects later on.

https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/objects/obj_defense.dm#L160

So objects that override this proc should call its parent. Sadly that
isn't the case in many instances like such

https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/machinery/deployable.dm#L20-L23

Instead of `return ..()` which would delete the object & send the signal
it deletes the object directly thus the signal never gets sent.

**Solution**
Make this proc non overridable. For objects to add their own custom
deconstruction behaviour a new proc has been introduced
`atom_deconstruct()` Subtypes should now override this proc to handle
object deconstruction.

If objects have certain important stuff inside them (like mobs in
machines for example) they want to drop by handling `NO_DECONSTRUCT`
flag in a more carefully customized way they can do this by overriding
`handle_deconstruct()` which by default delegates to
`atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc
will allow you to handle the flag in a more customized way if you ever
need to.

1) I'm goanna post the full comment from MrMelbert
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants, but there's a shocking lack of consistency around
NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction,
but make it drop no parts" and others simply "disallow deconstruction at
all"

This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives
this flag the consistency it deserves. Not to mention as shown in case 4
there are objects that simply forgot to check for this flag. Now it
applies for those missing instances as well.

2) No more copying pasting the most overused code pattern in this code
base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code
cleaner everywhere

3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object
deconstruction which is now available for use should you need it

🆑
refactor: refactors how objects are deconstructed in relation to the
`NO_DECONSTRUCTION` flag. Certain objects & machinery may display
different tool interactions & behaviours when destroyed/deconstructed.
Report these changes if you feel like they are bugs
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Makes attempting to refresh the logs not just throw a runtime error (#82432)

## About The Pull Request

Really all this seems to be is a mismatch between the tgui and dm side
of the menu.

https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/tgui/packages/tgui/interfaces/LogViewer.tsx#L71

https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/code/modules/logging/log_holder.dm#L110-L113
Making these line up by renaming `re-render` to `refresh` seems to make
it work just fine, and not just throw an error.
## Why It's Good For The Game

Life tends to be better when refreshing to see new runtimes doesn't just
add its own lovely little runtimes.

![image](https://github.com/tgstation/tgstation/assets/42909981/79bee3db-5c28-409b-9ff5-3a315fb4ed1c)

![image](https://github.com/tgstation/tgstation/assets/42909981/82a25038-ba7a-430a-bb79-f59d5f4b262b)
And then not show them til you re-open the window cause it doesn't
refresh.
## Changelog
🆑
admin: Refresh button on the View Round Logs menu actually works,
instead of just adding a runtime to the logs (and not updating them).
/🆑

* Creates a "busy" animation for players (#82416)

Little indicator above a player when they're currently doing something.

<details>
<summary>vids</summary>

Perspective: You are the moth

![dreamseeker_b2LA4PpPAr](https://github.com/tgstation/tgstation/assets/42397676/3a38dd3c-23f2-430f-acf4-444ad5c478d3)

Hides under runechat

![dreamseeker_ZgkCWTGqDz](https://github.com/tgstation/tgstation/assets/42397676/ec1d9665-4ff0-47f7-85b6-65998c31b9be)

</details>

Todo:

- [x] Feedback?
- [x] Sneaky params so it doesn't spoil your stealth run
- [x] Possible refactor
- [x] Probably missed some "sneaky" actions
- [x] coggers

<details>
<summary>sound on:</summary>

https://github.com/tgstation/tgstation/assets/42397676/ad71c567-0202-4158-ba50-c2946375f988

</details>

🆑 jlsnow301, infraredbaron
add: Added a new UI element over players that are interacting, building,
etc.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>

* New operative reinforcement option: Intelligence Overwatch Agent (#82307)

## About The Pull Request

Introducing a new Nuclear Operative reinforcement option: The Overwatch
Intelligence Agent.

Equipped with multi-hudglasses, they have an advanced camera console,
station alerts, and bodycams of every operative! If something can be
known, they will know about it.

They can also remotely pilot your ship. Finally, everyone can ride in
the Steel Rain without getting stuck on the station!

This role spawns in the formerly unused outpost just north of the nukie
base. With a few shelves of supplies and some tools in the back room,
they can set up their workplace however they like. This also gives them
something to work on while they wait for the operatives to gear up.


![image](https://github.com/tgstation/tgstation/assets/28870487/4a39ec5f-0578-4825-8c6b-cc4db47bf726)

As you can see, it's rather cramped and the lights are quite dim in the
backroom. Set it up however you like, this is how I did mine:


![image](https://github.com/tgstation/tgstation/assets/28870487/f80b65fa-dcd1-425e-a6ce-c0ed94a8a3a5)

Total price? 12 TC per agent. It might get a bit cramped, but you could
buy a second to make sure the first guy doesn't get lonely!

This turned into a 30-commit ugly because the bodycams were originally
meant to be accomplished via a refactoring of the spyglass kit. Big
mistake that made me shelve the project -- until Melbert's simple
bodycam component conveniently did exactly what I needed in a much
simpler way.
## Why It's Good For The Game

Having a "guy in the chair" for your kickass murder operator squad
enables more brainy strategizing, and is thematically sound. Also,
nukies have the opportunity to bring in another player to participate in
the fun!
## Changelog
🆑 Rhials
add: Nuclear Operatives now purchase an Intelligence Agent, who can
watch cameras and bodycams, move the shuttle, and provide radio support.
Only 12 Telecrystals!
/🆑

* re-adds list of components for admins to remove (#82461)

## About The Pull Request

The list of components on a mob when admins try to remove one didn't
actually show them, now it does.

![image](https://github.com/tgstation/tgstation/assets/53777086/a6102c3a-df30-4e9c-b7fd-29a4d8ddaa89)

## Why It's Good For The Game

Messing with components/elements on mobs are such a pain, in this case
was broken entirely.

![admin-toolings](https://github.com/tgstation/tgstation/assets/53777086/3d190c66-34e4-4424-824b-37f95e88b003)

## Changelog

🆑
admin: Removing components button now lists components to remove
/🆑

* Reboots the CNS Rebooter Implant. (#82441)

## About The Pull Request
The CNS Rebooter Implant will now pull you out of stuns and stamcrit,
while granting you a few seconds of stun immunity, comes with a 60
seconds cooldown
## Why It's Good For The Game
The CNS Rebooter Implant is a strong candidate for the absolute worst
implant in the game, it caps your stuns at 4 seconds
(which is plenty of time to get murdered) and does nothing to prevent
stamina damage, for something accessible in one of the latest research
nodes and in the nukie uplink it should perform better than it does now.
Besides, the game is in dire need for more tools to keep the stun meta
at bay, and this is a good place to start.

This PR makes it so the rebooter will bail you out stamcrit every 60
seconds, along with giving you a few seconds of immunity to run away or
get a couple of hits in.
## Changelog
🆑
balance: CNS Rebooter Implant will now pull you out of stamcrit and
grant you a few seconds of stun immunity
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Fix "Aheal" for ears deafness (#82448)

## About The Pull Request
Make the admin button "Aheal" and Magic Wand of Healing (resurrection)
actually full heal carbon's Ears.

File _ears.dm contains timer variable "deaf" that should be updated to 0
after complete healing.

But I think this must be properly code-refactored because looks like
it's just duplicates(?) standart variable "damage" for organ type.

## Why It's Good For The Game
Aheal - means FULLY HEAL.

## Changelog

🆑
fix: aheal now properly heals ears deafness
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Medipens can't have reagents removed from them anymore. (#82451)

## About The Pull Request

This will be needed for
https://github.com/tgstation/tgstation/pull/82449 because this removes
the machine's ability to make infinite chems.
Basically in https://github.com/tgstation/tgstation/pull/29139 they
removed medipen's ability to have reagents injected into them, but never
removed the ability to take reagents out.
You could take a syringe, remove all chemicals from a medipen, put the
main ingredient in a medipen refiller, then refill. You could do this
right now on live servers with an epipen for infinite formaldehyde.

This doesn't affect the hypospray.

## Why It's Good For The Game

Removes a way of infinitely making reagents with a medipen refiller and
also removes a dumb mechanic.
You could take all chemicals out of an EHMS autoinjector, which removes
the visual and feedback tell to the target that they've been injected,
and even with 0 chemicals they get the disease anyways.
You could buy medipens as a miner, take the chemicals out, and put them
in a syringe or pill that you can inject yourself instantly with.
You can take otherwise hard-to-get chemicals like fungal TB's 2-use cure
injector, and make 40 cure pills instead.

## Changelog

🆑
fix: You can no longer take chemicals out of medipens with a syringe.
/🆑

* Search string in catalogs in char prefs (#82423)

* actually just removes stamina damage and knockdown from punches (#82400)

removes punch knockdowns and stamina damage from them

knockdown punches were also around the time disarm could just hardstun
you to RNG
this is dumb so we remove that
also watermelon supposedly wanted to remove stamina damage from punches
so idk about that

anyway so this is a problem because you could be randomly floored by
sheer luck through thick plates of metal and is overall not a very fun
thing to play against especially with northstar gloves

resolves unfun RNG by removing knockdowns and does something watermelon
wanted by removing stam damage from it

🆑
balance: punches no longer knock down or deal stamina damage
/🆑

* Fix slime `check_item_passthrough` effect (#82484)

## About The Pull Request

This proc expects a user but is not passed one. 

## Changelog

🆑 Melbert
fix: Items will properly pass through slime on occasion
/🆑

* Basic mobs now use z-level turnoff instead of simple (#82469)

## About The Pull Request

On one compile of MetaStation, I saw that there's 45 basic mobs on the
station, 256 on lavaland (the number growing from tendrils), and 59 in
all other z levels combined.

While we do expect Lavaland to be visited every round, at least it won't
be running during the times when no one is there, but even more
importantly, space exploration is something not done every round, so we
don't have any reason to waste our resources on AIs that will never be
interacted with.

Simple animals had an easy solution to this:
If no one is on the Z level, their AI turns off
If someone is on the Z level, they are idle unless needed.

The last simple animals that exists right now are bots, megafauna,
geese, gondolas, and some minor ones like mimic, zombie, dark wizard,
soulscythe, etc.
Point is, we're very much nearly done going through all simple animals,
so this code is being wasted just to ensure things like cleanbots won't
work if no one is on the z level, something I doubt happens often, so I
took their code and made it work for basic mobs instead. I could've done
both but I thought it would look very bad, and maybe this is a good
incentivize to get more basic mob conversions.

There's one major change here and it's that we're missing the "Idle"
mode, some basic mobs like the Lavaland village seems to be made with
intent that they'll be running even if players aren't around, so this
sets up a future PR that makes idle AI easier to add, and I want to make
sure those cases are taken into account.

## Why It's Good For The Game

We don't need to always be processing these basic mobs, and sets us in
the future to hopefully also implement idle AIs.

## Changelog

🆑
balance: Basic mob AIs with no mobs on the Z level now stop.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* adds preferences to transhumanist (#82435)

## About The Pull Request
You may remember this, that's because I accidentally deleted it before
while trying to change things. Anyways!
Adds drop-down selections and new options to transhumanist. also fixes a
minor typo
Previously, you could choose your replaced limb by taking prosthetic
limb, setting what you want changed, and then switching to
transhumanist, since they used the same preference previously.

## Why It's Good For The Game

Transhumanist felt strange because it was hypothetically a voluntary
operation, but the augmentation clinic just spun the wheel on what you
got replaced. From a role-playing perspective, being unable to choose is
uninteresting and confusing. Also it always says your limb being was
being replaced with a robotic arm and that annoyed me. Now that you are
able to select your replacement part, I've added two new options, the
robotic voice box, good for a more prominent change then a limb that
will be hidden for most of a round, and flashlight eyes, for when you
are truly committed to being rushed directly to robotics seeing the
bright future ahead of humanity!

## Changelog
🆑
add: Transhumanist now allows you to select your augmentation
add: Transhumanist can now provide a robotic voice box, or flashlight
eyes
spellcheck: Transhumanist's roundstart text has been re-written to not
be wrong
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Watcher wreaths; Normal and Icewing varieties (#82457)

Adds Watcher Wreaths. An item that makes it look like you have a
slightly floating thorn crown that you can make from some of their
material parts (and the icewing crusher trophy for the icewing variant).

The wreath has emissives. They don't do anything mechanically, they're
just for show.

![wreath](https://github.com/tgstation/tgstation/assets/40847847/84b7cf89-2087-4c5c-85c1-d911c2e7ea13)

![image](https://github.com/tgstation/tgstation/assets/40847847/77bcda12-e29f-45f0-ad4a-8f25de12c0ef)

![image](https://github.com/tgstation/tgstation/assets/40847847/da3321bb-b24d-4e60-8648-455483e955d6)

I really like the whole thing with turning lavaland monsters into
trophies and cosmetics. Going down and coming back up looking like
someone who just crawled through a horror movie and took some souvenirs
is great. Stuff like the trophy accessories, bone and drake armor and
many of the various lavaland items have this quality, and it always
amuses me when a tech sees a dressed up miner and just goes 'holy shit,
where did you get that'?

Drip is the ultimate reward for playing miner. Nobody can tell me
otherwise. this is the endgame every miner craves. And I crave a goddamn
crown made from the broken remains of my enemies.

🆑
add: Watcher wreaths. Made from the mangled remains of a watcher, now a
handsome accessory for you to wear a few inches behind your head. Comes
in Normal and Icewing variants.
add: Some bounties for the two variants of watcher wreaths.
/🆑

* CHEAP_HYPOTENUSE() no longer makes the differences between the coordinates absolute. (#82468)

## About The Pull Request
CHEAP_HYPOTENUSE() no longer absolutes the differences between the
coordinates.
## Why It's Good For The Game
It gets squared so it doesn't need to be done.

* Neutered symptoms no longer activate (#82467)

## About The Pull Request

Stops activation of all neutered symptoms in a advanced disease.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/68944

## Changelog

🆑
fix: Narcolepsy is no longer activated while neutered.
/🆑

* Fixes the color matrix editor (#82478)

## About The Pull Request

It was sending back stringified numbers as inputs. This came from a
typescript cleanup pr from sync (#82000) and was ultimately caused by
a... I think misunderstanding of how the color list works (#67967)

## Why It's Good For The Game

Works like a charm now, which is good cause I use it a lot

## Changelog
🆑
fix: The color matrix editor now works properly again
/🆑

* Hats no longer cover mouths (#82498)

* Fixes banned/days remaining preferences display for non-dynamic ruleset antagonists. (#82506)

* Reverts reversion: tgui will 516 or else (#82527)

## About The Pull Request
Context: #82522

Apparently you cant just stuff the byond helper functions into an
external js file, but if you do, byond won't even let you know its a
problem until the servers crash and you have to run `bin/clean` just to
unbork your entire repo

This reimplements the changes from #82473 without:
- moving the byond helper functions externally
- causing a tooltip render issue in panel

## Why It's Good For The Game
516 prep (again this time)

* Final Objective: Battle Royale (#82258)

## About The Pull Request

Adds a new final objective option with a classic premise; the forced
battle to the death.
The concept is that the Syndicate will provide you with an implanter
tool you can use on an arbitrary number of crew members. Once you have
at least 6 (though there is no ceiling) you can activate the implants to
start the Battle Royale and broadcast the perspectives of everyone you
implanted live to the entertainment monitor.

After activation these implants cause you to explode upon death. If at
the end of 10 minutes, more than one person remains unexploded then all
of the remaining implants will detonate simultaneously.
Additionally, one of the station's departments (Medbay, Cargo, Science,
or Engineering) will be chosen as the arena. If after 5 minutes pass
you're not within that department (or if you leave it after that time
has passed) then you will be killed.

The Syndicate plan on both using the recorded footage to study
Nanotrasen technology, and also to sell it as an underground blood
sport, and so have employed a pirate broadcasting station to provide
colour commentary.

The implantation is silent, however it requires you and your target to
be adjacent and stood still for one and a half seconds.
Once implanted, it will occasionally itch and eventually signal to the
implantee that something is up, so once you start implanting someone
you're on a soft timer until you are given away. You can also implant
yourself if you want to do that for some reason.

Removing an implant from someone has a 70% chance of setting it off
instantly, but it _is_ possible. If the implant is exposed to EMP, this
value is randomised between 0 and 100%. You could also try doing surgery
while the patient is wearing a bomb suit or something, that puzzle is
for you to solve and I'm not going to tell you the answers. I'm sure
you'll think of ones I haven't.

## Why It's Good For The Game

Adds a somewhat more down-to-earth but still hopefully exciting and
threatening option which should let people mess around with the sandbox.
The mutual death element provides some roleplaying prompts; nothing
actually _forces_ you to fight apart from fear of death and it may be
possible to find other ways to survive, or perform some kind of
solidarity behaviour with your fellow contestants. Maybe you'll try that
but one of your fellow contestants just wants to be the last survivor
anyway. Maybe you'll pretend you're setting up some kind of mutual
survivorship thing in order to make sure you're the sole survivor.
Gives some people to watch on the bar TV channel.
The crew apparently love playing Deathmatch while dead so we might as
well enable doing it while alive.

Also I'm going to follow this up with a separate PR to remove the Space
Dragon objective and it felt like it'd be a good idea to do one out one
in

## Changelog

🆑
add: Adds a new Final Objective where you force your fellow crew to
fight to the death on pain of... death.
/🆑

---------

Co-authored-by: _0Steven <jaydondegenerschool@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Artemchik542 <32270644+Artemchik542@users.noreply.github.com>
Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com>
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: Skeleton-In-Disguise <49223093+Skeleton-In-Disguise@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-04-17 22:59:33 -04:00
san7890 c403a6eccc Wraps lowertext() to ensure proper stringification. (#82442)
## About The Pull Request

Fixes #82440

This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.

I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.
2024-04-10 12:19:43 -07:00