Commit Graph

509 Commits

Author SHA1 Message Date
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
SyncIt21 f640a0e972 Enhances algorithm for finding an atom mount (#94076)
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting

## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
2025-12-12 12:23:22 -05:00
Ghom 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.

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

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

## Changelog

🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
2025-12-02 18:29:01 -05:00
necromanceranne ac6c47f601 Several file changes just to make high frequency blade null rods block mechs, mech melee blocking finally implemented (#94089)
## About The Pull Request

High frequency blades, both null rod variant and admeme variant, can
block mech melee attacks. For the former, that is the only thing it can
block. Great if you're fighting a lot of mechs as a chaplain I guess.
And you're also really committed to the bit.

Weapons that were vibro subtypes are now claymore subtypes. The only
difference here is that they now have 30% block instead of 35% AP.

Null rod high frequency blades are now two-handed. This mostly
determines force changes (10 unwielded, 18 wielded), and mech attack
block chances.

Mech melee attacks respect block...assuming the blocking source can even
block the attack in the first place. Currently, the few sources that can
block/avoid mech attacks are;
- high frequency blades
- energy katanas
- Those staff nullrods (its a holy force field, iunno)
- wizard modsuit shield (and it will eat literally every single charge
it has to do that)
- Sleeping Carp evasion (and only at half the possible chance)
- CQC defense mode (themed as dodging the attack, and also halved)
- probably something I overlooked when I implemented OVERWHELMING_ATTACK
originally and have overlooked here as well.
 
Just think 'could this help avoid being hit by a road roller being
dropped on you' and go with your gut as to whether or not it is
appropriate if you spot something in the wild that seemingly can block a
mech.

## Why It's Good For The Game

> High Frequency Blade

I wanted to elevate the meme and that is as deep as this goes. Also I
wanted to make this two-handed, much like the true version.
The only thing it is lacking is the cool attack functionality, but I'll
be damned if I can get that to work in a sensible fashion for a crew
weapon...

> Vibro subtype

A lot less of these than I thought. And most of them seemed more
appropriate as claymore types anyway.

> Mech Block

I seeded this previously by making mech clamps respect block. I've now
come back to fully implement it in order to facilitate MGR memes.

For the most part, mechs should still enjoy being largely unblocked by
most sources, even from things like operative suit shields, and
certainly not from actual shields (which I've stripped the ability to
block the attack from entirely) and melee weapons.

The sources that can block them do so poorly. Or, in the case of the
high frequency blade, very well and that's pretty much the only thing it
IS good at blocking.

## Changelog
🆑
balance: High frequency blades (both null rod and admin versions) are
able to block melee attacks from mechs.
balance: High frequency blade null rods are now two-handed weapons.
balance: Mech melee attacks can be blocked or avoided by a few rare
sources.
/🆑
2025-12-02 01:13:58 -05:00
SyncIt21 39a196824a Enhances algorithm for finding an atom mount (#94076)
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting

## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
2025-12-01 00:50:16 +01:00
nevimer baf3837ae8 Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm
#	_maps/RandomRuins/SpaceRuins/garbagetruck2.dmm
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	code/_onclick/hud/new_player.dm
#	code/datums/components/squashable.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/datums/diseases/chronic_illness.dm
#	code/datums/status_effects/buffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/stamcrit.dm
#	code/game/machinery/computer/crew.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/wall_mounted.dm
#	code/game/turfs/closed/indestructible.dm
#	code/modules/admin/view_variables/filterrific.dm
#	code/modules/antagonists/heretic/influences.dm
#	code/modules/cargo/orderconsole.dm
#	code/modules/client/preferences.dm
#	code/modules/events/space_vines/vine_mutations.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/carbon/human/death.dm
#	code/modules/mob/living/carbon/human/species_types/jellypeople.dm
#	code/modules/mob/living/damage_procs.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/launchers.dm
#	code/modules/projectiles/guns/energy/laser.dm
#	code/modules/reagents/chemistry/machinery/chem_dispenser.dm
#	code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/medicine_reagents.dm
#	code/modules/surgery/healing.dm
#	code/modules/unit_tests/designs.dm
#	icons/mob/inhands/items_lefthand.dmi
#	icons/mob/inhands/items_righthand.dmi
#	tgui/packages/tgui/interfaces/ChemDispenser.tsx
2025-11-29 22:49:21 -05:00
Joshua Kidder 7a3ad79506 All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.

<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>


I'll upload the .cs script I used to do it shortly.

## Why It's Good For The Game
Just minor code cleanup.

Script used is located at https://metek.tech/camelTo-Snake.7z

EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
    static async Task Main(string[] args)
    {
        var readFile = new FileStreamOptions
        {
            Access = FileAccess.Read,
            Share = FileShare.ReadWrite,
            Options = FileOptions.Asynchronous | FileOptions.SequentialScan
        };
        FileStreamOptions writeFile = new FileStreamOptions
        {
            Share = FileShare.ReadWrite,
            Access = FileAccess.ReadWrite,
            Mode = FileMode.Truncate,
            Options = FileOptions.Asynchronous
        };
        RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
        Dictionary<string, int> changedProcs = new();
        string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
        Regex camelCaseProcRegex = new(regexPattern, regexOptions);

        string snakeify(Match matchingRegex)
        {
            var vals =
            matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
            var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
            string logString = $"{vals[0]} => {newVal}";
            if (changedProcs.TryGetValue(logString, out int value))
            {
                changedProcs[logString] = value + 1;
            }
            else
            {
                changedProcs.Add(logString, 1);
            }
            return newVal;
        }
        var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();

        // uses default ParallelOptions
        // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
        await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
        {
            var reader = new StreamReader(filePath, readFile);
            string oldContent = await reader.ReadToEndAsync();
            string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
            if (oldContent != newContent)
            {
                var writer = new StreamWriter(filePath, writeFile);
                await writer.WriteAsync(newContent);
                await writer.DisposeAsync();
            }
            reader.Dispose();
        });
        var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
        foreach (var pair in logToList)
        {
            Console.WriteLine($"{pair.Key}: {pair.Value} locations");
        }
    }
}

```

## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
2025-11-27 15:50:23 -05:00
Ghom 7f2c1af3ae [NO GBP] fixing a few issues with fishing and aquariums (#93964)
## About The Pull Request
Played around with fishing and aquariums the other day. While it has
come a long way, aquariums are still a pain in the ass in many ways and
there are still things that don't work as intended as well as some pet
peeves. This PR:
- removes code that didn't work to begin with (rotating the fish when
mounted on for fish trophy wallmounts)
- fixes the predator and necrophage traits triggering when the fish is
NOT hungry and on fishes that are bigger than the not-so-hungry fish,
rather than smaller.
- Add an examine line to fish tanks when full.
- Fixes evolution probability for self-reproducing fishes (purple
sludgefish should be 1 in 20, not 1 in 40)
- Fixes fish analyzers not being usable on equipped/held items.
- Nit with examine lines for fishing rods.
- Experiments handler devices won't announce when an experiment that
they cannot perform is completed. The big exception is the generic
experi-scanner. This means fish analyzers and operating computers will
no longer bug you about material scan experiments being completed.
- the ping sound from using lures should be a smidge louder and can be
heard from more than 1 tile away.

## Why It's Good For The Game
Issues with fishing and aquariums mainly, also a smidge of a code
improvement for experiment handlers.

## Changelog

🆑
fix: Fixed some fishes trying to eat other (bigger) fish while not
hungry. Also a nit with purple sludgefish being a bit too rare.
fix: Fixes fish analyzers not working with held or equipped fish or
aquariums (not in your backpack).
balance: Fish analyzers and operating computers no longer announce
completed experiments that they aren't compatible with.
balance: the ping sound from using fishing lures should be a smidge
louder and can be heard from more than 1 tile away.
qol: Examining fish tanks (the item) when they're almost full will warn
you about it.
/🆑
2025-11-20 22:36:51 +01:00
SyncIt21 81427cd5cf Unit tests, refactor & realignment for map loaded wall mounts (#93662)
## About The Pull Request
This 1st has to be PR'd so the integration tests can point out all
wallmounts that could not find a support structure to mount on. I then
will do many map edits to align them onto the closest atom

Yes we no longer use wall mount but atom mounted component. All objects
that are mounted on windows/tables & fences now also fall off when
destroyed

It'll probably be a WHILE before I can fix all wall mounts. Long day.
Expect me to misalign many stuff to fix failing CI so make sure to
provide suggestions when possible

Improved wallmount code overall
- Fixes #93793


## Changelog
🆑
fix: fixes all incorrectly maploded wall mounts that aren't actually
hanging on any support structure
fix: objects mounted on tables, windows & fences also fall off now when
destoryed
qol: lights can be mounted on windows
qol: cameras can be mounted on windows
qol: buttons can be mounted on tables
refactor: improved how wall mounts interact with objects as a whole
report bugs on github
/🆑
2025-11-18 22:37:12 -07:00
Roxy 71faa643bf Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 2025-11-12 16:44:13 -05:00
MrMelbert e9339f4f7e You can't use null as a grouped status effect source (#93782)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/88311

1. Grouped status effects will throw a stack trace if trying to pass
null as a source
2. Fishing hooks will not proceed to hook if they fail to hook (lol)
3. Replaced cursed slot machine "grouped effect" with a normal effect
(since it didn't use the group aspect at all)

## Changelog

🆑 Melbert
fix: Fishing hooks will no longer hook even though the hook failed
/🆑
2025-11-07 03:08:43 +01:00
Roxy d0ca474789 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 2025-11-05 19:43:07 -05:00
Ghom 922bd0cb92 Refactor get_ear_protection() and soundbang_act() to be less bs (#93472)
so, the current `COMSIG_CARBON_SOUNDBANG` signal is kinda lame because:
1) it's relegated to carbon mobs
2) it means ear protection equipment actually has no effect when
`get_ear_protection` is called instead.
3) It's sent in more than one place in the code

So I replaced it with another signal, this one properly sent in
`get_ear_protection`, and therefore `soundbang_act` as well.

What's also lame is that the code for both `get_ear_protection` and
`soundbang_act` can be easily moved to the living type, and it wouldn't
make a huge impact aside causing simple mobs to be stunned very briefly
by flashbangs since they cannot be knocked down anyway. The less the
code is specific to a subtype, the easier it's to work with, the fewer
the paradigms etc.

Another lame thing is some of the code being kinda old. Also I wanted to
fix an issue with the shriek ling ability detailed in #93401. I wanted
to make the ability more consistent with how other sound-related
abilities work by making it use `soundbang_act`, but with an intensity
higher than any other feature so far, beside point-blank flashbangs
(holding on standing on one). I've also buffed the "ear protection"
offered by vacuums from 1 to 3, meaning nothing but point-blank
flashbangs will go through. Yes, this means shrieks are not good in a
vacuum because sound generally propagate in absence of molecules that
can transmit the vibration... at least IRL. The game's an approximation
anyway, but it's still inconsistent, like a fuckton of other things that
are even more outside of the scope of this PR. Well, at least it affects
simple/basic mobs too now.

## Why It's Good For The Game
This will fix #93401 and make some code less old and bad.

## Changelog

🆑
refactor: refactored code for ear/soundbang protection. Flashbangs and
other things can now affect simple/basic mobs as well, not just carbon
and occasionally silicons.
balance: Aliens are no longer impervious to soundbang_act. Still very
resistant to it due to their hardcoded ear protection
balance: How the resonant shriek changeling ability works is now
slightly more consistent with the ear/soundbang protection, meaning it
won't work well in a vacuum, but at least it works on simple mobs now.
fix: Everyone can now hear a changeling shriek, unless they're already
deafened or in a vacuum.
/🆑
2025-11-04 15:22:33 -05:00
SmArtKar 1c6c506936 Raptor Rework - Ranching and Companionship (#93564) 2025-11-01 22:13:29 +11:00
Aliceee2ch 25501eed8e Adds missing space in gullion description (#93675)
## About The Pull Request

title

## Why It's Good For The Game

idk

## Changelog

🆑
spellcheck: Adds missing space in gullion description.
/🆑
2025-10-31 15:27:19 -06:00
Roxy ce509e0ad5 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-25 15:49:52 -04:00
Ghom 72cd764be9 Check that apply_qualities is TRUE before the fish_population unit test (#93619) 2025-10-25 11:42:21 +02:00
Roxy 133a796ae0 Fix flaky fish mount CI runtimes (#93602)
## About The Pull Request

Holo fish were being selected as starting fish for fish mounts when they
were coded not to be, I have no idea how this only started runtiming now
but it did, I tested this fix and it produces a list without holo fish
or the chrystarfish

## Why It's Good For The Game


https://github.com/tgstation/tgstation/actions/runs/18764652594/attempts/1

## Changelog

N/A
2025-10-25 02:10:44 +02:00
Ghom 97432bbdf7 [NO GBP] Fixing the fish scanner UI (#93583)
## About The Pull Request
Ok, I'm going to be real honest, somehow I've ended up thinking building
two separate data lists for the same fish without associating them to a
key or something when building tgui data would've worked, when in fact
it doesn't.

The ideal solution could've been to use refs, change the tsx code a fair
bit and keep both static and non-static ui data procs, but it's also
past AM here, I made a mistake, I don't have the mental capacity to do
it right now and it's honestly just a insignificant micro-optimization,
considering aquariums are (hard)coded to hold at most 20 fishes. Not a
huge impact.

TL;DR It's all ui_data now.

## Why It's Good For The Game
Fixing the fish scanner UI.

## Changelog
N/A until an issue report is (if) made.
2025-10-24 17:42:26 +02:00
Roxy e28e9fbdba Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-23 17:38:23 -04:00
SyncIt21 9740c687de General maintenance for wall mounts (#93534)
## About The Pull Request
- Fixes #93392
- Replaces all custom callbacks with call to `deconstruct()`. The
callbacks weren't necessary as it did the same thing as `deconstruct()`
but in an round about way
- Removed duplicate `Initialize()` procs and the params `building` &
`ndir` from all wall mounts. Makes everything cleaner

## Changelog
🆑
fix: wall mounts placed by player now falls off when the wall they are
mounted on is destroyed
code: cleaned up wall mount code
/🆑
2025-10-23 17:26:19 +02:00
Ghom b48b717730 Fish analyzer UI is a bit more reactive, also fixing a couple things with fish reproduction (#93461)
## About The Pull Request
The fish analyzer now uses ui_data to fetch hunger, health, size, weight
and breeding cooldown rather than ui_static_data, meaning these values
are updated in real time on the UI. It also calls
update_static_data_for_all_viewers() whenever the user scans a new fish
or aquarium or if fishes are added/removed to/from the aquarium, and
closes the UI if the scanned object is out of normal view or further
than 7 tiles away.

I've also reduced the breeding cooldown for newly spawned fish from two
times the standard cooldown (usually 2 minutes, hence 4 minutes) to 60%
of it. Offsprings still retain the usual 200% cooldown however. This
should make it a bit easier for people who want to use the aquarium with
fish acquired through means other than fish farming itself.

Lastly, this PR introduces a small unit test to make sure that the
stable population of most fish is higher than 1. This was the problem
with #93043, where you couldn't breed a slimefish with a lavaloop
because the stable population of the latter wasn't set. I'm sure that's
a problem with other fishes as well, and that explains some of the
confusion with the feature (that and its opacity as a whole I guess).

## Why It's Good For The Game
This will close #93043, improve the fish analyzer UI updates, make fish
farming etc. less problematic.

## Changelog

🆑
qol: The fish analyzer UI should update more reliably.
fix: Fixed some of the fishes being unable to reproduce.
balance: Fish acquired through means other than fish farming itself
takes less time to be able to reproduce.
/🆑
2025-10-23 13:45:49 +13:00
Ghom ca2cc70322 Organ damage refactor/cleanup (#93436)
## About The Pull Request
So, my original goal was just a refactor for the emissive overlays of
eyes, as a way to implement the specular emissive introduced by smartkar
some time ago, but somehow I found myself dragged into a bigger refactor
or cleanup of organ damage, thresholds, failures. One of the main
problem was that there were no procs called when a organ suffered enough
damage to fail or when recovering from failure. It'd just enable or
disable a bitflag, leaving it up to subtypes to decide how to tackle
organ failure their own ways: diverse, funky and sometimes incompatible.
More often than not relying on their very own "update_thingamajig" kinda
procs that run whenever the organ takes damage, rather than just when
the threshold is reached (low, high, failure. There are however a couple
organs with their own quirky thresholds, I let those slide).

There's also a bit of old code, especially for ears, with the
`AdjustEarDamage` and temporary deafness both predating the framework
for organ damage as far as I know. It really needed a coat of fresh
paint.

Oh, there were also more than a handful of organs that still heavily
relied on some ORGAN_TRAIT source instead of the `organ_traits` list and
the two add/remove procs `add_organ_trait` or `remove_organ_trait`. This
include organs that lose or gain specific traits when failing et
viceversa.

~~Lastly, felinids (and the halloween ghost species) having reflective
eyes. It's just a nod to the tapetum lucidum that animals with night
vision often have (including cats), which is why their eyes are a bit
brighter in the dark. Felinids however, do not have night vision (nor do
ghosts). This is merely cosmetic.~~ Cut out for the time being due to
issues with the specular emissive...

## Why It's Good For The Game
Refactoring / cleaning up old organ code.

## Changelog

🆑
refactor: Refactored organ damage code a little. Hopefully there won't
be issues (otherwise report them).
/🆑
2025-10-21 16:52:28 -05:00
SyncIt21 749643cddb Reworks cargo market elasticity (#93235)
## About The Pull Request
What it says on the tin. Cargo now has new math for market elasticity,
each parameter and what it does is explained below

**1. Refactor**
1. **k_elasticity**: This is the elasticity as before applied on all
exports except now this is a floating-point value that swings from
`0->1` instead of 10e-10 like is the current case. This in laymen terms
is the percentile of an items actual cost that is sold on cargo [0 means
you get no credits, 0.5 means you get 50% of the items cost, 1 means you
get 100% of the items cost]. Whenever an item is sold on cargo this
value decreases by an amount that is determined by the next variable

2. **k_hit_percentile(default 5%)**: This is the value by which an
export `k_elasticity` decreases whenever an export is successful for
every unit of an item sold. The real formulae by which the exports
elasticity decreases is dependent on the total amount sold and is as
follows
<pre>k_elasticity -= amount sold (1 for most cases except stacks) *
k_hit_percentile</pre>
So subsequent exports yield lesser profits cause the elasticity
decreases. Now the rate at which the elasticity recovers is as follows

3. **k_recovery_time(default 10 minutes)**: This is the time (minimum
unit should be seconds) it takes for the elasticity to rebound back to
100% after it has reached full 0 but recovery process starts immediately
if it decreases at any point. So if elasticity becomes say 50% it means
it would take 5 minutes to reach 100% again

**2. Some Balance changes**
1. Profits earned from exporting gas is linear per mole sold so the more
gas you put in the more profits you get HOWEVER the max number of
credits you can make per canister is 15000 cr
2. Selling fish yields higher prices because it's no longer subject to
the old elasticity formula
3. Selling 50 sheets of anything will decrease future sale price by 10%
and will take 8 minutes to rebound back to 100% if it reaches 0

**3. Improvements:**
- `SSProcessing` subsystem no longer processes more than 180+ export
datums from round start itself but now starts out empty. It instead
processes only those exports whose elasticity has been impacted and
later cancels it after elasticity has reached 100% so performance of
this subsystem has been drastically improved
- export datums now respect `abstract_type` meaning they won't be
created and can be used as a skeleton body for subtypes. So datums like
`datum/material` & `datum/material/market` are not created anymore but
only their subtypes are so we save processing power & memory
 - Shaved of a lot of dead exports that went unused

## Changelog
🆑
balance: cargo exports now have different prices with applied elasticity
code: Improved performance of export code
qol: stock blocks can be recycled for materials & show up as stock
blocks in order console sold items
refactor: refactored cargo export code in whole. Report bugs on GitHub
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2025-10-18 04:36:09 -04:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
EnterTheJake a2c7c8e57b Heretic Antagonist Full Overhaul. (#92119)
## About The Pull Request

Heretic has received a complete overhaul. This PR touches nearly every
aspect of the antagonist. For readability's sake, not every change is
going to be listed in this pull request.

For the full list of changes please refer to the design doc:
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

Code by Me, @Xander3359 and @Arturlang 

TGUI by @Arturlang 

Sprites by OrcaCora and GregorDM

Writing bits by @necromanceranne 

### Core changes

- Cross-pathing has been removed. Main knowledge spells are now
exclusive to their path (for the most part).

- For every main knowledge unlocked (save for the robes and the blade
upgrade), Heretics can choose one option from a draft of 3 random side
knowledges (this is a free point).

- Heretics can now purchase side knowledges from a new tab, the
"Knowledge Shop". Side-knowledges have been divided by tier (Stealth,
Defense, Summons, Combat and Main). Tiers are unlocked as you progress
toward your main path.

- Heretics now gain the grasp and mark upgrade immediately, but their
main knowledge choices cost twice as much (except for the first spell,
the robes and the blade upgrade).

- Path specific robes have been introduced! They come with their own set
of quirks.

- Each Path has received a passive ability. This passive is upgraded
when you first create your robes, and again when you complete the Ritual
of Knowledge.

- Paths have been rebalanced as a result of the removal of cross-path
progression. Cosmic and Moon paths have received soft reworks.

- Upon unlocking the path 2nd level or reaching a total of 8 points
worth of knowledge, Heretics will lose the ability to blade break (and
the limit on blades all together).

- Ascension now automatically calls the shuttle with no possibility of a
recall.

- Late join Heretic has been removed.

### New UI 
<img width="750" height="635" alt="moon path ui"
src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990"
/>


### Knowledge shop

<img width="787" height="669" alt="Knowledge shop"
src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7"
/>




### Quality of life //General balance changes

- Heretics will now gain X-ray vision for a few seconds when nearby an
eldritch essence (this effect has a cooldown).

- Ritual of knowledge now requires 1 uncommon item instead of 2. You may
now use a stunprod instead of a baton to complete the ritual. Beartraps
have been removed from the list of possible reagents.

- The maximum number of possible sacrifices required to ascend has been
reduced from 6 to 5 while the minimum has been upped to 4.

- Codex Cicatrix no longer requires a special pen to be made.

### Passive abilities

- Heretics now start with a passive ability. You can find what it does
on the path info tab after a path has been selected, and what they gain
when upgraded.

- Crafting your first set of Eldritch robes will bump your passive to
level 2.

- Unlocking the 2nd level will subsequently unlock your "Ritual Of
Knowledge"

- Completing the ritual of knowledge or ascending will net you the final
level.

### Path Specific Robes

- Armorer's Ritual is no longer a side knowledge. Each path will have
their own unique version of the ritual. This is placed after the 2nd
spell in the tree.

- Robes can no longer be destroyed by fire and acid, grant t4 flash
protection (Moth Heretics stay winning) and protection against basic
syringes, to bring them on par with other antagonist's armor sets.

- The recipe to craft the robes is now a set of armor/vest, a mask (any
mask will do now, not just gas masks), plus the unique reagent required
for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so
on)

- Wearing the robes as a non-heretic may yield some unfortunate
side-effects.

### Moon Path Rework

Moon path  rework.

Moon Heretics gain immunity to brain traumas and slowly regenerate brain
health. Equipping the moon amulette channels its effects through the
moon blade; making it unblockable and cause sanity damage instead of
brute. Ring leader's Rise now summons an army of harmless clones that
explode when attacked; the explosion briefly stuns non-heretics and
cause sanity and brain damage to them. Moon blade can also now be used
when pacified and Moon spells are no longer blocked by regular anti
magic, only mind magic protection.


**Cosmic Path Rework**

Cosmic path has received the biggest batch of changes alongside Moon.
The path has been dead last in ascension and pickrate (less than 5%) for
almost 2 years. It did gain some popularity over the last few months,
reaching the highest ascension rate in the game (12%) while mantaining a
relatively low pickrate.

Cosmic sits in a weird spot, where pretty much every knowledge
surrounding the path is either mediocre or, in the case of the
ascension, dysfunctional. Yet it has maintained a smidge of relevancy
due to how quickly Cosmic heretics can capture and sacrifice targets
thanks to Star Touch.

As a result, the best course of action would be to rebalance the
entirety of the kit; granting the heretic more tools to manipulate space
and dictate the flow of a fight, while lessening their ability to end a
confrontation by instantly sleeping their opponents.

lastly The Star Gazer is now ghost controlled ; And they shoot lazers!

<img width="636" height="451" alt="gazer gag 3"
src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b"
/>


## Why It's Good For The Game


### Ok...but why do we want this?

Again, if you want my full reasoning, please check my doc
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

To keep it short and concise; Heretic is too complex and unintuitive for
its own good. Too impenetrable for new players and too abusable for
experienced players. This can be chalked up to a lot of poor design
decisions. But ultimately, what I believe being the biggest contributor
to the current status of Heretic is the ability to move into different
paths, also known as "Cross-Pathing".

### Cross Pathing my beloathed.

Cross-pathing, while cool in theory, overcomplicates the antagonist and
overloads them with power. Players dealing with the heretic are
incapable of working out what a given heretic can do. This also leads to
late game heretics having 3 rows Worth of action buttons and virtually
no weakness.

Over the last year, I've often received the understandable but also kind
of unfair accusations of making Heretic too powerful without a clear aim
or purpose.

My goal with the paths I've reworked over the last year (Rust,Void and
Blade) wasn't necessarily to just make them stronger (although that was
also part of the goal, as they were paths that were underperforming),
but for them to have more interactions with the sandbox and to better
live up to the fantasy presented to the player.

If an harbringer of frost gets countered by a cup of coffee, we probably
messed something up.


Unfortunately, the current incarnation of Heretic doesn't really allow
for surgical balance changes to specific paths. Every time a knowledge
gets buffed, we make every path that can easily tap onto that knowledge
stronger by default. It doesn't take a genius to understand why this
system is ultimately unsustainable.

### Blade Breaking

I feel that after a heretic has reached the near peak of their power,
they no longer need the ability to instantly escape any encounter. Check
my doc for my full reasoning.

## Less versatile, more specialized paths.

By removing cross-pathing, we remove a huge maintainability burden from
the antagonist. Paths can now be designed around clearer strengths and
weaknesses. They become easier to balance and less of an headache to
understand for everyone.

It also means we can give paths some needed quality of life quirks
without having to worry how such a change might have a knock-on effect
for other paths.

Ash heretics can finally let loose without dying by their own flames.
Cosmic Heretic can go to space without having to carry a modsuit. Moon
Heretic can use their abilities without fear of one random trauma
ruining their day, and so on.

### What a horrible night to have a curse...., wait how do I curse
people again?

As of right now the heretic tree has quite a hefty amount of trinkets
that pretty much never see use.

Partly because the tree itself is a nightmare to navigate. And partly
because why would anyone set up an elaborate plan or scheme when they
can unleash 2 rows of spell in the span of bunch of seconds.

Heretics mostly gravitate towards powers that push them towards greater,
more potent combat strength. If it doesn't contribute to killing people
quicker, it isn't worth doing for most. And given the opportunity cost
associated for taking those powers, they will remain that way so long as
there are better choices to be poached.

The new draft system encourages Heretics to play more with the tools at
their disposal. If you want to go for a specific combo from the side
path options, you may now do so by tapping into the knowledge shop.

Yes, the shop does include a few knowledges from the other paths. But
these are limited to 1 per path, are very expensive and can only be
unlocked very late into the shift.

## Drip Of the Mansus

The iconic heretic robe is actually sequestered to a side path that is
most easily access by only two paths at a time. Since heretic paths are
being made to be much more specialized, the most obvious way in which
this can be showcased is through an easily
identifiable outfit.

By using the robes, we can both telegraph WHAT heretic you are looking
at, and just how much power they've accumulated and when it is
reasonable to take the kid gloves off and treat them as a genuine
threat. If a heretic is in their
robes, that heretic is now a significantly more prominent danger to the
station.

It also serves as a useful means for gating some of the more powerful
effects of a heretic's path behind the robes, AND enable options for
disarming them of that power should they be captured without making it
something endemic to their mob.

A major problem with heretics is a lack of certainty as to how powerful
they have become. A heretics robes is one of the milestones to help
players dealing with heretics identify that.

### Will this be 100% fair and balanced?

This is a massive overhaul to a pretty complex and bloated antagonist.
I've done my best to show the changes to several maintainers and other
members of the community for their feedback. But at some point we'll
have to see how this behave in the environment to get a feel if
something is over or undertuned. (that's my way of saying, yes this is
likely gonna require a testmerge or two).

What I will say is that I'm not trying to change the core identity of
Heretic.

Heretics should have the upperhand in single encounters early on, be
able to joust a small group of players after they unlock their final
spell, and end the round when they ascend. They're a progression
antagonist. They should retain their payoff as well as pose a danger as
they grow stronger.

But if more players feel like they are more reliably able to play the
antagonist in more varied and interesting ways, rather than the
antagonist largely existing as a measuring stick for 'robustness' due to
its elitist design philosophy, then the rework has been a success. There
should be something for
everyone in the antagonist, as is true for all of our antagonist roles.
2025-10-15 22:34:51 +00:00
die 0204ab8fdd Canreach refactor (#93165)
## About The Pull Request
ports https://github.com/DaedalusDock/daedalusdock/pull/1144
ports https://github.com/DaedalusDock/daedalusdock/pull/1147

full credit to @Kapu1178 for the juice

instead of `reacher.CanReach(target)` we now do
`target.CanBeReachedBy(reacher)`, this allows us to give special
behavior to atoms which we want to reach, which is exactly what I need
for a feature I'm working on.
## Why It's Good For The Game
allows us to be more flexible with reachability
## Changelog
🆑
refactor: refactored how reaching items works, report any oddities with
being unable to reach something you should be able to!
/🆑
2025-10-07 20:28:59 +02:00
SmArtKar 975d3d47ae Fixes certain broken icons in the outfit editor, stripping menu and multiple others (#93319)
## About The Pull Request

``icon2base64`` does not like animated icons and will display an atlas
in TGUI when one is passed into it

<img width="239" height="220" alt="JKneqDL9NH"
src="https://github.com/user-attachments/assets/47e0ffdf-c155-4c84-94ce-c23203281012"
/>

Additionally added some padding between the icon and the slot name in
the outfit editor because it annoyed me

## Changelog
🆑
fix: Fixed certain broken icons in the outfit editor, stripping menu and
multiple others
/🆑
2025-10-07 18:42:17 +02:00
xPokee 5e629dff04 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-10-03 07:05:54 -04:00
ArcaneMusic 4b61f5c6a1 Removes the random emagged portal spawn and lowers the export price of the monocloning jumperfish. (#93092)
## About The Pull Request

The export multiplier for monocloning jumpercable fish has been lowered
by an order of magnitude, making each one sell for a value in the
ballpark of 200-300 credits each, in-line with a free crate as opposed
to... buying a whole crate for free.

The emagged fishing portal board has been removed from the treasure
chest loot table.

## Why It's Good For The Game

**The emagged fishing portal can still be obtained by emagging a fishing
portal as usual and intended.**

Currently, the ocean portal can spawn in a treasure chest,
`/obj/structure/mystery_box/fishing`. It's a time-gated rare item from
the ocean portal, which has a rare chance to spawn. The issue with the
fishing treasure chest is primarily that one of it's rewards is the
emagged fishing portal. Additionally, the treasure chest functions like
the christmas tree, one free gift per mind per box. On a decent pop you
run pretty good odds of getting the emagged fishing portal.

As a result, the fishing portal has been obtained a particularly large
number of times, far more than expected based on export data. I know
this due to the chart.

### Arcane what do you mean "the chart".
I mean the **chart.**
<img width="1550" height="274" alt="image"
src="https://github.com/user-attachments/assets/82e5dfd6-9f96-478b-b4f1-8259c5d4f905"
/>
This is a chart of the top most exported items based on all superset,
blackbox data. Number one, the monocloning jumpercable, aka
`/obj/item/fish/jumpercable`. On current patch, they have an average
export value in the ballbark of 2k-3k credits for each fish caught, with
a 25% chance to be caught from an emagged portal. As their name
suggests, they can clone themselves without a breeding pair, and breed
up to a tank maximum of 12 of themselves.

These fish make up 4x more export value than all sales across the stock
market, and believe me, I *already know* how unilaterally broken the
stock market is right now.

Keeping these as-is would be extremely unhealthy for game health. This
isn't just me being an asshole about balance as usual.

**The emagged fishing portal can still be obtained by emagging a fishing
portal as usual and intended.**

## Changelog

🆑
del: You can no longer obtain an emagged fishing portal board from
treasure chests. You can still, however, emag fishing portals.
balance: Monocloning Jumpercable fish have had their export values
decreased. Their cloning capacity and electrical output remain the same.
/🆑
2025-09-27 20:39:38 -04:00
MrMelbert 4684abceb0 Refactor reagent container + all subtypes to interaction chain 2 electric boogaloo (#92763) 2025-09-27 18:26:45 +00:00
xPokee b308ee9d78 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-24 10:13:01 -04:00
MrMelbert 750ca9d2ec Two as anything greps (and some other cleanup) (#92974) 2025-09-20 13:44:28 -04:00
xPokee 939f2fc9ac Merge branch 'master' of https://github.com/tgstation/tgstation into xpokee-test-upstream-sync 2025-09-10 14:12:16 -04:00
MrMelbert 135a09182b Refactors obscured (#92779)
## About The Pull Request

Fixes #85028

Obscured flags and covered flags are tracked on carbons, updated as
items are equipped and unequipped. It's that shrimple.

Closes #92760

Just removes the species exception checks for not making sense

Also refactors handcuffs / legcuffs removal. In all of these situations
they were hardcoded when they could easily just use an inventory proc to
work.

## Why It's Good For The Game

Stops a million excessive calls to `check_obscured_slots`

Makes obscured behavior more consistent

Makes obscured behavior easier to use

Cleans up human rendering (There was some cursed stuff before with
render item -> updated obscured -> update body -> cause side effects)

## Changelog

🆑 Melbert
del: Golems which somehow manage to grow wings and somehow manage to
equip something that covers their jumpsuit can no longer fly.
(Seriously, this will not affect anyone)
refactor: Refactored clothing obscurity entirely. Items should be a
loooot more consistent and what covers what, and should update a lot
snappier. As always, report any oddities, like mysteriously disappearing
articles of clothing, hair, or species parts
refactored: Refactored handcuffs and legcuffs a bit, report any odd
situations with cuffs like getting stuck restrained
/🆑
2025-09-07 09:24:34 +02:00
SmArtKar 02051fbf78 Fixes organ fishing blocking alternate material rod loot from spawning (#92794)
## About The Pull Request

A bit absurd, but we allow for this to happen with other alternate pools
(like mansus rifts or hydroponic trays), so I'd say we should let it
slide. (Plus fishing out a second skeleton from someone sounds both
hilarious and extremely cursed)

Closes #92792

## Changelog
🆑
fix: Fixed organ fishing blocking alternate material rod loot from
spawning
/🆑
2025-09-07 09:15:37 +02:00
SmArtKar 96b7c7452f Fixes fishes not dying on dry land (#92493)
## About The Pull Request

- Closes #92474

## Changelog
🆑
fix: Fixed fishes not dying on dry land
/🆑
2025-08-19 22:30:30 -04:00
Time-Green 147df9ec59 Organ Growing Kit | Coroner Cytology Cargo Content (1/2) (#92108)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>

# Conflicts:
#	code/modules/clothing/head/tinfoilhat.dm
2025-08-19 22:29:26 -04:00
SyncIt21 8b0d22d14b General maintenance for vending machines (#91987)
## About The Pull Request
**1. Code Improvements**
- Removed unused vars `coin`, `bill` & other stuff
- Removed duplicate definition of `on_deconstruction()`
- Autodoc for a lot of procs
- Merged smaller procs into larger ones to avoid scrolling in the code
editor & reduced overhead
- Split the vending machine file into several smaller files for easy
code management

**2. Qol**
- Implemented vending machine ads. They now display random stuff on the
UI

https://github.com/user-attachments/assets/9720ea60-f268-4ca2-940d-243e3d0ac75f
- More error messages for custom & normal vendors as to why an item
could not be loaded
- Custom vending machines can be deconstructed safely via crowbar
without any explosion only after unlinking your account from the machine
else you get the same explosion. Upon deconstruction all loaded items
are moved into its restock canister meaning the machine can be safely
moved with all its products just like a regular vending machine to a new
location

**3. Fixes**
- Fixes #81917. Any returned items in the vending machine now show up as
free in the UI & won't cost credits to buy them
- Fixes #87416. Custom & normal vendors now keep track of products
removed via `Exited()` so the UI gets always updated
- Fixes #83151. Items with different names & custom prices now show up
in unique rows
- Fixes #92170 Custom vendors now show the correct icon for inserted
items
- Closes #80010. From the above fix this situation is impossible so it's
safe to close this as a duplicate
- Closes #78016 same problem as above with `Exited()` duplicate
- Custom vendors can now actually be used by players who are not the
owner instead of locking down the UI
- Vending machines keep track of `max_amount` of stocked items by hand
as well & not just RPED

**4. Refactor**
- Separates custom vending machine code from normal vending machine
code. This prime Marely focus on the `vending_machine_input` list which
now only exists inside the custom vending machine
- Compressed the UI code for vending machine so both custom & normal
vending machines can send the same data instead of separating the 2.
Overall less code
- Moved attack chain from `attackby()` to `item_interaction()` for
loading items

## Changelog
🆑
code: cleaned up vending machine code
qol: vending machines now have more product slogans you never heard
before
qol: custom & normal vending machines now have more feedback on why an
item could not be loaded
qol: vending machines now display random ads on the UI
qol: custom vending machines can be deconstructed via crowbar safely
only after unlinking your account from the machine.
qol: upon deconstructing a custom vendor all its products are moved into
its refill canister & it will be restored when reconstructing the
machine elsewhere
fix: Returned items to the vending machine now show up as free in the UI
and won't be greyed out if you don't have credits to get them back
fix: items that leave the vending machine by any means will update the
UI in all cases
fix: loading items by hand to the vending machine now respects the
max_amount for that category
fix: custom vendors can now actually be used by players who are not the
owner thus enabling them to transfer credits to the owner during
purchases & basically they do their job again
fix: custom vendors now show the correct icon for inserted items
fix: Items with different names & custom prices now show up in unique
rows in custom vendors
refactor: separated custom & normal vending machine code. Reduced UI
code & improved attack chain
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
# Conflicts:
#	code/modules/vending/_vending.dm
#	tgui/packages/tgui/interfaces/Vending.tsx
2025-08-19 22:28:01 -04:00
SmArtKar 2f4c4a3e92 Fixes fishes not dying on dry land (#92493)
## About The Pull Request

- Closes #92474

## Changelog
🆑
fix: Fixed fishes not dying on dry land
/🆑
2025-08-11 20:16:16 +02:00
Time-Green 43fc75facb Organ Growing Kit | Coroner Cytology Cargo Content (1/2) (#92108)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-08-11 18:36:50 +02:00
SyncIt21 0b6101a37e General maintenance for vending machines (#91987)
## About The Pull Request
**1. Code Improvements**
- Removed unused vars `coin`, `bill` & other stuff
- Removed duplicate definition of `on_deconstruction()`
- Autodoc for a lot of procs
- Merged smaller procs into larger ones to avoid scrolling in the code
editor & reduced overhead
- Split the vending machine file into several smaller files for easy
code management

**2. Qol**
- Implemented vending machine ads. They now display random stuff on the
UI


https://github.com/user-attachments/assets/9720ea60-f268-4ca2-940d-243e3d0ac75f
- More error messages for custom & normal vendors as to why an item
could not be loaded
- Custom vending machines can be deconstructed safely via crowbar
without any explosion only after unlinking your account from the machine
else you get the same explosion. Upon deconstruction all loaded items
are moved into its restock canister meaning the machine can be safely
moved with all its products just like a regular vending machine to a new
location

**3. Fixes**
- Fixes #81917. Any returned items in the vending machine now show up as
free in the UI & won't cost credits to buy them
- Fixes #87416. Custom & normal vendors now keep track of products
removed via `Exited()` so the UI gets always updated
- Fixes #83151. Items with different names & custom prices now show up
in unique rows
- Fixes #92170 Custom vendors now show the correct icon for inserted
items
- Closes #80010. From the above fix this situation is impossible so it's
safe to close this as a duplicate
- Closes #78016 same problem as above with `Exited()` duplicate
- Custom vendors can now actually be used by players who are not the
owner instead of locking down the UI
- Vending machines keep track of `max_amount` of stocked items by hand
as well & not just RPED

**4. Refactor**
- Separates custom vending machine code from normal vending machine
code. This prime Marely focus on the `vending_machine_input` list which
now only exists inside the custom vending machine
- Compressed the UI code for vending machine so both custom & normal
vending machines can send the same data instead of separating the 2.
Overall less code
- Moved attack chain from `attackby()` to `item_interaction()` for
loading items

## Changelog
🆑
code: cleaned up vending machine code
qol: vending machines now have more product slogans you never heard
before
qol: custom & normal vending machines now have more feedback on why an
item could not be loaded
qol: vending machines now display random ads on the UI
qol: custom vending machines can be deconstructed via crowbar safely
only after unlinking your account from the machine.
qol: upon deconstructing a custom vendor all its products are moved into
its refill canister & it will be restored when reconstructing the
machine elsewhere
fix: Returned items to the vending machine now show up as free in the UI
and won't be greyed out if you don't have credits to get them back
fix: items that leave the vending machine by any means will update the
UI in all cases
fix: loading items by hand to the vending machine now respects the
max_amount for that category
fix: custom vendors can now actually be used by players who are not the
owner thus enabling them to transfer credits to the owner during
purchases & basically they do their job again
fix: custom vendors now show the correct icon for inserted items
fix: Items with different names & custom prices now show up in unique
rows in custom vendors
refactor: separated custom & normal vending machine code. Reduced UI
code & improved attack chain
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-08-11 14:37:13 +02:00
SmArtKar 53f198a61d Implements (a poor imitation of) speculars, improves/fixes unrestricted access overlay lights (#92272)
## About The Pull Request

Implements a poor imitation of specular surfaces by encoding "shinyness"
into blue channel of emissive overlays, which allows some pixels to be
more illuminated than others (by applying lighting multiplied by
specular mask onto them a second time)
This means that hazard vests, engineering coats, security jackets and
firefighter suits no longer outright glow in the dark, but instead
amplify light so even the tiniest amounts make them highly visible. I
made a pass through all of our emissive overlays and converted ones that
made sense into bloom-less/specular ones.

https://github.com/user-attachments/assets/2167e26e-f8b8-42d7-a67c-dfc643e1df29

I've also converted unrestricted access airlock overlays into overlay
lights instead of ABOVE_LIGHTING overlays, so they should no longer look
jank or catch people's clicks.

<img width="297" height="262" alt="dreamseeker_LovPHZ7xHQ"
src="https://github.com/user-attachments/assets/1bf4d7b8-219a-41ed-aee9-6cdc41803e21"
/>

Turns out that windoors had incorrect icon states assigned to theirs, so
I fixed that too - they should show up again after god knows how many
years.

## Why It's Good For The Game

~~Shiny lights make my moth brain go happy~~
Neat visual effects that look more believable than neon glowing stripes,
and airlocks no longer have inflated hitboxes with extremely weird
visuals.

## Changelog
🆑
add: Added specular overlays - some items like hazard vests or
firefighter suits no longer outright glow in the dark, but instead
amplify existing light to shine brighter than their surroundings.
add: Redid unrestricted access airlock overlays to look less bad
fix: Fixed unrestricted access overlays not showing up on windoors.
/🆑

(cherry picked from commit 3d730689f4)
2025-08-08 15:31:15 -04:00
Ghom a058207247 replaces the health variable for fishes with integrity (#92192)
## About The Pull Request
Because fish is an item, it inherits the use of integrity from objects,
however it also has its own health variable. For consistency, ~~damaging
its integrity should also lower its health and healing it should also
recover its integrity. Fish has a max integrity that's double its
health.
I've also renamed `adjust_health` to `set_health` since it doesn't
adjust the health by the provided value but sets it to said value.~~
I've scrapped the latter to instead use integrity.

## Why It's Good For The Game
A small bit of consistency. If you shoot a fish with a laser gun,
wouldn't it die?

(cherry picked from commit 940d73aeae)
2025-08-08 15:29:14 -04:00
SmArtKar 3d730689f4 Implements (a poor imitation of) speculars, improves/fixes unrestricted access overlay lights (#92272)
## About The Pull Request

Implements a poor imitation of specular surfaces by encoding "shinyness"
into blue channel of emissive overlays, which allows some pixels to be
more illuminated than others (by applying lighting multiplied by
specular mask onto them a second time)
This means that hazard vests, engineering coats, security jackets and
firefighter suits no longer outright glow in the dark, but instead
amplify light so even the tiniest amounts make them highly visible. I
made a pass through all of our emissive overlays and converted ones that
made sense into bloom-less/specular ones.


https://github.com/user-attachments/assets/2167e26e-f8b8-42d7-a67c-dfc643e1df29

I've also converted unrestricted access airlock overlays into overlay
lights instead of ABOVE_LIGHTING overlays, so they should no longer look
jank or catch people's clicks.

<img width="297" height="262" alt="dreamseeker_LovPHZ7xHQ"
src="https://github.com/user-attachments/assets/1bf4d7b8-219a-41ed-aee9-6cdc41803e21"
/>

Turns out that windoors had incorrect icon states assigned to theirs, so
I fixed that too - they should show up again after god knows how many
years.

## Why It's Good For The Game

~~Shiny lights make my moth brain go happy~~
Neat visual effects that look more believable than neon glowing stripes,
and airlocks no longer have inflated hitboxes with extremely weird
visuals.

## Changelog
🆑
add: Added specular overlays - some items like hazard vests or
firefighter suits no longer outright glow in the dark, but instead
amplify existing light to shine brighter than their surroundings.
add: Redid unrestricted access airlock overlays to look less bad
fix: Fixed unrestricted access overlays not showing up on windoors.
/🆑
2025-08-06 23:27:43 +00:00
Ghom 940d73aeae replaces the health variable for fishes with integrity (#92192)
## About The Pull Request
Because fish is an item, it inherits the use of integrity from objects,
however it also has its own health variable. For consistency, ~~damaging
its integrity should also lower its health and healing it should also
recover its integrity. Fish has a max integrity that's double its
health.
I've also renamed `adjust_health` to `set_health` since it doesn't
adjust the health by the provided value but sets it to said value.~~
I've scrapped the latter to instead use integrity.

## Why It's Good For The Game
A small bit of consistency. If you shoot a fish with a laser gun,
wouldn't it die?
2025-08-04 22:30:53 -05:00
Lucy ddcb10c430 Fix some new dreamchecker lints (#91844)
## About The Pull Request

https://github.com/SpaceManiac/SpacemanDMM/pull/435 added a new
dreamchecker lint, for SDMM `set` statements not at the top of the proc.

While this lint isn't in the current SDMM _release_, I was testing it
out earlier and saw these issues, so might as well fix them before they
even become an issue.

i also fixed a useless variable in moon heretic code that was right next
to the incorrectly placed `SIGNAL_HANDLER`

## Why It's Good For The Game

https://github.com/user-attachments/assets/5b063f41-32f3-490a-b0a3-199ca8147ec3

## Changelog

No player-facing changes.

(cherry picked from commit a2a43e2851)
2025-06-28 20:37:13 -04:00
Lucy a2a43e2851 Fix some new dreamchecker lints (#91844)
## About The Pull Request

https://github.com/SpaceManiac/SpacemanDMM/pull/435 added a new
dreamchecker lint, for SDMM `set` statements not at the top of the proc.

While this lint isn't in the current SDMM _release_, I was testing it
out earlier and saw these issues, so might as well fix them before they
even become an issue.

i also fixed a useless variable in moon heretic code that was right next
to the incorrectly placed `SIGNAL_HANDLER`

## Why It's Good For The Game


https://github.com/user-attachments/assets/5b063f41-32f3-490a-b0a3-199ca8147ec3

## Changelog

No player-facing changes.
2025-06-27 16:16:12 -06:00
necromanceranne 690bfc04b4 Rebalances wound determination values, wounding escalation and wound armor to hopefully be less explosive (#91099)
This is a big one so please bear with me, wounds are complicated

We've decreased the max contributed damage to wound rolls from 35 to 25.
This results, after the exponent, a max possible wound roll of 1 to 91
before any modifiers (assuming the attack, after armor, is 25 or above).

The minimum value to wound is still 5.

Most wounds were contributing significant numbers per wound type to the
potential for a new wound to occur. Getting wounded once meant you were
getting wound a lot, but actually getting past that first wounding may
be the tricky part.

We have significantly reigned in the wound penalty that having a wound
contributes, and instead utilize the series wound penalty to allow same
type wounds to escalate themselves faster as a priority. Having wounds
still makes you more wound vulnerable, just not to such an extreme
degree.

The priority here for what wounds matter most for contributing to
overall wounding vulnerability is ``Infected BURNS > BURNS >
SLASH|PIERCE > BLUNT.``

Wound armor, unlike all other kinds of armor, was used as a additive
value to the wound roll modifiers rather than a multiplicative value.

We have reworked how wound armor is determined by changing how wound
modifiers are calculated.

Firstly, we're passing our entire injury roll into the
``check_woundings_mod()`` proc, as we're not treating this as a proc
that just adds values anymore.

Secondly, bare wound bonus only applies if there is no potential wound
protection from any source, as expected. But it comes last in the
calculations.

Thirdly, wound protection is applied to the injury roll last, after
wound bonuses from the attack, wound bonuses from other wounds and wound
bonuses from a disabled limb are applied. This does not include serial
wound bonuses, which are determined outside of this proc.

Wound protection comes from two sources. Clothing and limb wound
resistance. Your chest and head have an amount of wound resistance so
long as they are not mangled in any fashion. Being mangled means having
either a hairline fracture or a weeping avulsion wound.

Wound protection reduces the final injury roll by a percentage. Say our
roll is 50, and we have effectively 50% wound protection. The final roll
would be 25.

~~Most clothing have had their wound armor values changed. As a loose
rule, I used the highest of melee or bomb armor, except where that value
was 100, in which case I used the lowest instead. I'm basing this
decision on how embeds are calculated, which is attack type agnostic.~~

~~Some armor have inconsistent values because they are alternative
armors to an existing armor type or are hyperspecialized armor.
Ablative, bulletproof and security vests all share a value of 35,
despite the former two not having decent melee or bomb armor.~~

~~Some clothing missing wound armor that should have had them now have
wound armor.~~

~~This may need a bit of scrutiny in case one or two seem weirdly high.
Some have maybe become too low. Its a bit hard to say.~~

I changed it to ``exposed_wound_bonus`` to better represent when it
applies. You can be naked and still not be affected by this bonus if the
limb has wound resistance.

I'm not promising anything with this PR, but this is an attempt to
sanity check the values on wounds so that we're not seeing what the data
that determined the removal of beheading presented. An extreme
over-representation of tier 3 wounds. ~~And, from that, maybe I can
argue for beheadings coming back. That's my goal. I think beheadings
happened so much because the numbers were in need of work.~~ Well okay I
just wanna make wounds a bit more workable actually more than I want
beheadings.

Why is it that tier 3 wounds were so over-represented? Because wounds
will often force more severe wounds of other types by merit of any
wounds existing at all on a limb. Having **_a_** wound makes you more
wound prone for any kind of wound, and not just making you more likely
to suffer a more severe type of the same wound.

The threshold mechanic was intended to simulate making a wound worse,
but oddly just made a limb broadly more prone to getting worse from any
kind of attack to such a degree that future wound rolls of different
types were often going to start at the threshold necessary to be a tier
3 wound.

Dismemberment, mind you, requires you to suffer a flesh wound while you
have a bone wound of tier 2 or higher (with tier 3 giving a bonus to
this). You can do this readily via just a sharp weapon, because having a
mangled limb causes the wound to turn into a bone wound. Technically,
this is meant to be less likely as the effective damage for this wound
is halved. But the wound bonus from having a flesh wound was almost
always significant enough to kick your new bone wound up to a tier 3.

In other words; its not surprising that you saw so many beheadings,
because the system wanted to behead you as fast as it possibly can
thanks to all these escalating values.

Wound armor was only applied as a flat reduction on the roll. The
average for wound armor was 10. After receiving a single wound, you can
expect wound rolls to reach upwards of 100, even if the actual damage
roll was not particularly high, due to wound stacking bonuses form being
wounded.

This meant that wounds, if they happened, came thick and fast after the
first, regardless of what your protection might be to wounds. It was
just a matter of getting past the initial bump.

This is why effects that forced wounds were so powerful. They basically
made a given limb more prone to taking a wound without having to deal
with the protection problem first.

Finally, this is just a broad flaw with the system that is not its
fault. It is actually a problem that isn't a problem. Most people in the
game are not wearing helmets that protect their head. So most people are
going to suffer from a higher proclivity of being wounded if people are
aiming for the head. There is this...kind of cargo cult belief that
aiming for the head means you do more damage, or can stun someone if
you're lucky or what have you. It's entirely nonsense, but it has a
grain of truth in that people rarely wear, or even have access too,
headwear that provides wound protection or any protection at all. People
have jumpsuits, which are universally wound protected, but that isn't
true of the head. Look, the point is, they're not aiming at the head
because it is usually less armored, its for other reasons but it just so
happens to become true due to wounds and how wounds roll their type.

To soften this issue, I've decided to treat wound resistance as armor
until the limb suffers a tier 3 wound. This way, hits to the head MAY
not necessarily escalate to tier 3 instantly as they would on live even
from relatively low power weapons. Some weapons have very low force, but
have extreme bare wound bonuses. This should be less likely after this
change. I doubt this will necessarily make high damage high wound
weapons like energy swords any less prone to cutting you clean open, but
it might thanks to the reduction to contributed damage to the injury
roll. The system is now _a bit more random_.

🆑
balance: Wounds do not make you as vulnerable to suffering wounds of all
types as before. Instead, wounds make you more vulnerable to suffering
worse versions of themselves as a priority.
balance: Wound armor is now more impactful when protecting you from
wounds when you have already been wounded.
balance: Your head and chest are more difficult to wound until they have
been mangled; either from suffering from a weeping avulsion or a
hairline fracture.
code: Changed the variable for bare_wound_bonus to exposed_wound_bonus
to better explain what that variable is doing.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-06-21 22:32:18 -04:00
necromanceranne 57624ca1e2 Rebalances wound determination values, wounding escalation and wound armor to hopefully be less explosive (#91099)
## About The Pull Request

This is a big one so please bear with me, wounds are complicated

### Max Potential Wound Rolls

We've decreased the max contributed damage to wound rolls from 35 to 25.
This results, after the exponent, a max possible wound roll of 1 to 91
before any modifiers (assuming the attack, after armor, is 25 or above).

The minimum value to wound is still 5.

### Wound Escalation Penalties

Most wounds were contributing significant numbers per wound type to the
potential for a new wound to occur. Getting wounded once meant you were
getting wound a lot, but actually getting past that first wounding may
be the tricky part.

We have significantly reigned in the wound penalty that having a wound
contributes, and instead utilize the series wound penalty to allow same
type wounds to escalate themselves faster as a priority. Having wounds
still makes you more wound vulnerable, just not to such an extreme
degree.

The priority here for what wounds matter most for contributing to
overall wounding vulnerability is ``Infected BURNS > BURNS >
SLASH|PIERCE > BLUNT.``

### Wound Armor

Wound armor, unlike all other kinds of armor, was used as a additive
value to the wound roll modifiers rather than a multiplicative value.

We have reworked how wound armor is determined by changing how wound
modifiers are calculated.

Firstly, we're passing our entire injury roll into the
``check_woundings_mod()`` proc, as we're not treating this as a proc
that just adds values anymore.

Secondly, bare wound bonus only applies if there is no potential wound
protection from any source, as expected. But it comes last in the
calculations.

Thirdly, wound protection is applied to the injury roll last, after
wound bonuses from the attack, wound bonuses from other wounds and wound
bonuses from a disabled limb are applied. This does not include serial
wound bonuses, which are determined outside of this proc.

Wound protection comes from two sources. Clothing and limb wound
resistance. Your chest and head have an amount of wound resistance so
long as they are not mangled in any fashion. Being mangled means having
either a hairline fracture or a weeping avulsion wound.

Wound protection reduces the final injury roll by a percentage. Say our
roll is 50, and we have effectively 50% wound protection. The final roll
would be 25.

### ~~Wound Armor on Clothing~~ Reverted

~~Most clothing have had their wound armor values changed. As a loose
rule, I used the highest of melee or bomb armor, except where that value
was 100, in which case I used the lowest instead. I'm basing this
decision on how embeds are calculated, which is attack type agnostic.~~

~~Some armor have inconsistent values because they are alternative
armors to an existing armor type or are hyperspecialized armor.
Ablative, bulletproof and security vests all share a value of 35,
despite the former two not having decent melee or bomb armor.~~

~~Some clothing missing wound armor that should have had them now have
wound armor.~~

~~This may need a bit of scrutiny in case one or two seem weirdly high.
Some have maybe become too low. Its a bit hard to say.~~

### The ``bare_wound_bonus`` variable

I changed it to ``exposed_wound_bonus`` to better represent when it
applies. You can be naked and still not be affected by this bonus if the
limb has wound resistance.

## Why It's Good For The Game

I'm not promising anything with this PR, but this is an attempt to
sanity check the values on wounds so that we're not seeing what the data
that determined the removal of beheading presented. An extreme
over-representation of tier 3 wounds. ~~And, from that, maybe I can
argue for beheadings coming back. That's my goal. I think beheadings
happened so much because the numbers were in need of work.~~ Well okay I
just wanna make wounds a bit more workable actually more than I want
beheadings.

Why is it that tier 3 wounds were so over-represented? Because wounds
will often force more severe wounds of other types by merit of any
wounds existing at all on a limb. Having **_a_** wound makes you more
wound prone for any kind of wound, and not just making you more likely
to suffer a more severe type of the same wound.

The threshold mechanic was intended to simulate making a wound worse,
but oddly just made a limb broadly more prone to getting worse from any
kind of attack to such a degree that future wound rolls of different
types were often going to start at the threshold necessary to be a tier
3 wound.

Dismemberment, mind you, requires you to suffer a flesh wound while you
have a bone wound of tier 2 or higher (with tier 3 giving a bonus to
this). You can do this readily via just a sharp weapon, because having a
mangled limb causes the wound to turn into a bone wound. Technically,
this is meant to be less likely as the effective damage for this wound
is halved. But the wound bonus from having a flesh wound was almost
always significant enough to kick your new bone wound up to a tier 3.

In other words; its not surprising that you saw so many beheadings,
because the system wanted to behead you as fast as it possibly can
thanks to all these escalating values.

Wound armor was only applied as a flat reduction on the roll. The
average for wound armor was 10. After receiving a single wound, you can
expect wound rolls to reach upwards of 100, even if the actual damage
roll was not particularly high, due to wound stacking bonuses form being
wounded.

This meant that wounds, if they happened, came thick and fast after the
first, regardless of what your protection might be to wounds. It was
just a matter of getting past the initial bump.

This is why effects that forced wounds were so powerful. They basically
made a given limb more prone to taking a wound without having to deal
with the protection problem first.

Finally, this is just a broad flaw with the system that is not its
fault. It is actually a problem that isn't a problem. Most people in the
game are not wearing helmets that protect their head. So most people are
going to suffer from a higher proclivity of being wounded if people are
aiming for the head. There is this...kind of cargo cult belief that
aiming for the head means you do more damage, or can stun someone if
you're lucky or what have you. It's entirely nonsense, but it has a
grain of truth in that people rarely wear, or even have access too,
headwear that provides wound protection or any protection at all. People
have jumpsuits, which are universally wound protected, but that isn't
true of the head. Look, the point is, they're not aiming at the head
because it is usually less armored, its for other reasons but it just so
happens to become true due to wounds and how wounds roll their type.

To soften this issue, I've decided to treat wound resistance as armor
until the limb suffers a tier 3 wound. This way, hits to the head MAY
not necessarily escalate to tier 3 instantly as they would on live even
from relatively low power weapons. Some weapons have very low force, but
have extreme bare wound bonuses. This should be less likely after this
change. I doubt this will necessarily make high damage high wound
weapons like energy swords any less prone to cutting you clean open, but
it might thanks to the reduction to contributed damage to the injury
roll. The system is now _a bit more random_.

## Changelog
🆑
balance: Wounds do not make you as vulnerable to suffering wounds of all
types as before. Instead, wounds make you more vulnerable to suffering
worse versions of themselves as a priority.
balance: Wound armor is now more impactful when protecting you from
wounds when you have already been wounded.
balance: Your head and chest are more difficult to wound until they have
been mangled; either from suffering from a weeping avulsion or a
hairline fracture.
code: Changed the variable for bare_wound_bonus to exposed_wound_bonus
to better explain what that variable is doing.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-06-19 17:49:59 +02:00