mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-17 19:14:15 +01:00
observer_fix_tm
954 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
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 |
||
|
|
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. /🆑 |
||
|
|
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. /🆑 |
||
|
|
bb78b9c49b |
Axes harvest products into procs instead of lists (#94233)
## About The Pull Request ###### Get it? Cause you're chopping down trees... Why do this at all? Well, we have been looking into memory consumption and found an unexpectedly high amount of lists on flora objects. Was talking about it with Melbert, we agreed this would be a good way of removing needless lists on every blade of grass that are just taking up memory. Instead, these lists will be generated and consumed when the actually chopping down of a tree occurs. ## Why It's Good For The Game Uploads some more RAM ## Changelog Not player-facing, things will function the same as they always have. |
||
|
|
71faa643bf | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 | ||
|
|
5146cfd403 |
Moves camera update handling to background subsystem, (maybe) fixing lag (#92208)
## About The Pull Request When a camera update is triggered, it is instead added to a queue on a background subsystem An AI entering a camera chunk which is queued to update will force the update immediately (bypassing the queue) While the root problem of this is, ultimately, not addressed... <img width="554" height="58" alt="467828777-eff3f0e5-49d6-4997-b4d7-05eff6432155" src="https://github.com/user-attachments/assets/c2d6a5f5-d958-463e-959f-116bd0dab475" /> ...the change will ultimately prevent update spam from consuming all of the server's resources - instead allocating updates to the backburner in times of high server stress (or on multi-z maps) ## Changelog 🆑 Melbert refactor: Refactored the way camera updates are handled to hopefully reduce some lag. Report any oddities /🆑 |
||
|
|
337ab7f2c3 |
Refactors status effects to be based on subsystem ticks, among a few other minor status effect fixes/refactors (#93694)
## About The Pull Request Refactors status effects to track their durations and tick intervals using counters. In effect, [var/duration] now directly refers to how many deciseconds are left on the status effect. I've also moved the old [var/tick_interval] [world.time] implementation to a tick-based [var/time_until_next_tick] counter. There are a couple, less noteworthy changes in here as well. The main one is that there was an unused bit of bloat code for setting tick intervals based on a random lower and upper threshold, but that can be done in tick() now so it's completely redundant, and I thus removed it entirely. That makes parts of [proc/process] much easier to read. I added/modified some unit tests (which I expect to fail) to verify that [var/duration] and [var/tick_interval] are both multiples of the subsystem wait assigned to the status effect. If the programmer wants a duration of 2.5 seconds, they expect it to work that way, but it won't because SSfastprocess only ticks once every 0.2 seconds, which 2.5 is not a multiple of. This becomes way more apparent when a status effect is set to use SSprocessing. The final, perhaps most important unit test I've added, is one that verifies that the overall tick count and overall accumulated [seconds_between_ticks] are equal to "[var/duration] / [var/tick_interval]" and "[var/duration]" respectively. ## Why It's Good For The Game The main thing this PR fixes is timing inconsistencies. Before this PR, durations and tick intervals were tracked using world.time, while the [proc/tick] call timing was dependent on the wait time of the subsystem the status effect was processing on. Thing is, SSfastprocess and SSprocessing rarely run completely in one tick during real gameplay. This led to a continuous desync where status effects were consistently inconsistent in their overall tick count. This is a big problem as [seconds_between_ticks] is constant and thus doesn't account for this difference in tick count. As an example, Changeling's Fleshmend has a duration of 10 seconds, a tick interval of 1 second and a healing rate of 4 brute per tick. Previously, if the server was lagging even slightly and it only ticked 8 times over the course of 10 seconds, you would heal 32 health rather than the 40 that a full Fleshmend would give you. The total effect potency of a status effect being reliant on server lag is incredibly stupid, especially for status effects that have an associated cost. (like the aforementioned Fleshmend) As for the refactors, they make status effect code easier to read and debug. Unit tests also make verifying things are working as intended much easier. ## Changelog 🆑 fix: Status effects now tick consistently, with Fleshmend and such giving a consistent total healing amount. Report any oddities. refactor: Status effect code is now easier to read and makes more sense. Again, report any oddities, the changes are major. /🆑 |
||
|
|
d0ca474789 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 | ||
|
|
1c6c506936 | Raptor Rework - Ranching and Companionship (#93564) | ||
|
|
585b02c325 |
Reduces species feature boilerplate (#93570)
## About The Pull Request Rather than having 100 separate list variables on `SSaccessories`, have 1 list for all feature keys that are associated with sprite accessories This way you can get a feature by doing `SSaccessories.feature_list[key]`, instead of necessitating `SSaccessories.ears_list`, `SSaccessories.tail_list`, etc. This lets us cut back on a lot of boilerplate in prefs, dna, and organs ## Why It's Good For The Game We can see the benefit in this example: This is all the code for horn DNA, bodypart overlay, and preference ```dm /datum/dna_block/feature/accessory/horn feature_key = FEATURE_HORNS ``` ```dm /datum/bodypart_overlay/mutant/horns layers = EXTERNAL_ADJACENT feature_key = FEATURE_HORNS dyable = TRUE /datum/bodypart_overlay/mutant/horns/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner) return !(bodypart_owner.owner?.obscured_slots & HIDEHAIR) ``` ```dm /datum/preference/choiced/species_feature/lizard_horns savefile_key = "feature_lizard_horns" savefile_identifier = PREFERENCE_CHARACTER category = PREFERENCE_CATEGORY_FEATURES main_feature_name = "Horns" should_generate_icons = TRUE relevant_organ = /obj/item/organ/horns /datum/preference/choiced/species_feature/lizard_horns/icon_for(value) return generate_lizard_side_shot(get_accessory_for_value(value), "horns") ``` ## Changelog 🆑 Melbert refactor: Refactored species unique organs slightly, particularly how they are set up at game start. Report any oddities, like invisible tails or wings /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
d14e538393 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 | ||
|
|
b7402b77c2 |
Changes cat tail define from FEATURE_TAIL to FEATURE_TAIL_CAT so it matches the rest (#93426)
## About The Pull Request Just a simple find + replace PR. All the other tail defines match their text strings, but for some reason cat tails are just `FEATURE_TAIL` which is inconsistent. ## Why It's Good For The Game Consistency, + a lot of downstreams have a generic "tail" feature key which is distinct from cat tails, so not taking up that define is better. ## Changelog Nothing any players would notice |
||
|
|
4d648d016c |
Sleeping Carp and Cain & Abel no longer tell you about armor penetration when you reflect projectiles with them (#93275)
## About The Pull Request Projectile refactor pulled armor check above the pre-hit comsig, this fixes that. No need to check armor before you're hit when you potentially will not be. ## Changelog 🆑 fix: Sleeping Carp and Cain & Abel no longer tell you about armor penetration when you reflect projectiles with them /🆑 |
||
|
|
c1b3e56ede |
Improved Cain & Abel wisp animations (#93294)
## About The Pull Request Cleaned up C&A code and made wisps orbit the user instead of being positioned around them at static offsets (also firing now removes them one by one as they're fired) https://github.com/user-attachments/assets/18a45b44-739e-4d7f-9269-98c84f5342e7 The animate code is mildly cursed because BYOND has... quirks, when it comes to looping tag animations, so we need to explicitly stop the animation, and cannot use a blank frame (time = 0) to start it (and SINE_EASING just looks better despite not being correct) ## Why It's Good For The Game Looks prettier ## Changelog 🆑 image: Cain & Abel wisps now orbit around the user instead of being static code: Cleaned up Cain & Abel code /🆑 |
||
|
|
bdc9a1a2ff |
Fixes hierophant staff refusing to be put into backpacks (#93273)
## About The Pull Request Now it only tries to teleport onto objects on turfs, and not in mob inventories ## Changelog 🆑 fix: Fixed hierophant staff refusing to be put into backpacks /🆑 |
||
|
|
5e629dff04 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
|
|
44acefa73f | More things use trait huds over raw hud management (#93084) | ||
|
|
81eeb9eb0b |
makes the cain and abel lava/fire proof (#93228)
## About The Pull Request i forgot to give it these when i pred the item ## Why It's Good For The Game it could be a bit annoying having these burn away mid-ashdrake fight ## Changelog 🆑 balance: the cain and abel are fire and lava proof /🆑 |
||
|
|
e350c50a5c |
Emp prot tags are more specific, also no longer leak stealthy emp protection (#93211)
## About The Pull Request Fixes #93199 EMP protection now specifies what it protects Adds an EMP flag for things which should definitely not indicate they are EMP proof ## Changelog 🆑 Melbert fix: EMP proof objects now specify what they protect rather than only implying it's 100% emp proof fix: Some objects meant to stealthily be emp proof no longer broadcast they are emp proof on examine /🆑 |
||
|
|
f843f61b9f | Tendril loot changes: Demonic portals drop locked chests instead of just flat out the item, removes some items from some lists, punching mitts is a vendor item. Concussive gauntlets grant hunter boxing. (#93127) | ||
|
|
5227e3e333 |
Reworks the mining MODsuit (#92948)
## About The Pull Request Slightly reworks the mining MODsuit to be more distinct from other mining gear and have its own designated role as an exploration and mining tool. - Base armor (when covered in ash) has been reduced to 50 from 60, being equal to that of an explorer suit with two goliath plates attached. However, entering the sphere mode will grant additional 20 armor, bumping it up to 70 (equal to that of a H.E.C.K. suit) - Integrated drill no longer mines instantly by default, instead having a delay of 0.25 seconds. However, when entering the sphere mode, the drill will overcharge and get back its instamine, as well as get halved power consumption. Currently, those two are mutually exclusive, and the drill cannot be used in the sphere mode. - Mining bomb cooldown has been reduced to 1s from 1.25s. They also now detonate much faster, and the detonation time matches their animation. The digging radius has been reduced back to 3x3 from 5x5, and their damage has been reduced to 28 from 48 to compensate increase in firing speed and reduced detonation delay making them much easier to use (functional DPS has been reduced from 36 to 28) - Rewrote ore bag a bit to try and make sure it doesn't break when depositing ores into the ORM. I only have faint suspicions of this being possibly being caused by ore getting deleted and leaving a null in the list, so removing it should hopefully? stop the bag from breaking. - The 0.25 slowdown is back, but it should be less of a problem considering that the sphere mode now is a much more viable traversal tool and not an utter joke aside from lava traversal. - The MODsuit now comes pre-equipped with a magnetic harness, which is now capable of stowing kinetic crushers in addition to guns. This should make using the sphere mode less of a pain in the ass, as you won't drop your weapon whenever you enter the sphere mode before you remember to put it in your suit storage slot. The delay on harnesses has also been reduced to 0.5 seconds, which should make them more comfortable to use, while still allowing someone to grab your gun if you're not careful. - The sphere mode can no longer traverse lava roundstart, instead requiring to be upgraded with two pieces of bileworm skin to get lava-resistant plating. This is meant to work together with #92877, being a part of ongoing effort to bring mining back in terms of speed and action level, reducing mining and exploration speeds in favor of higher ore spawns and more focus on gear and equipment progression. <img width="92" height="98" alt="image" src="https://github.com/user-attachments/assets/740ab28d-210d-4832-ba07-00dbd8680491" /> Additionally, both the mining drill and green raptor bumpmining has been nerfed (technically fixed, practically nerfed) by removing the diagonal movement... thing which allowed you to mine thrice as quickly and ignore the one-tick movement delay due to how diagonal movement works. https://github.com/user-attachments/assets/711e895f-e7e7-4cd9-b484-d7d11ff597af Its still fast and comfortable to use, just not absurdly fast. ## Why It's Good For The Game The mining MODsuit is in a very weird place both balance and progression wise. Its very easy to get if you ignore vents, it has good armor stats, it allows you to partly ignore being set on fire (or fully if you get the regulator module, but that requires more effort). I don't think that the buff was very needed, it was very strong as-is when used properly (with a yellow or green raptor mount) which not a lot of people seem to have realized. However, its still in a pretty pitiful state as its core feature (sphere mode) is nigh useless as the drill only works outside of it, and mines themselves are extremely clunky and uncomfortable to use. This leaves it only being useful for its cheap armor (without needing to kill goliaths), free GPS and ore bag that don't occupy your pockets, and ability to ignore environmental hazards. The solution I've decided to go with is reworking the MODsuit to be focused on mining and exploration rather than combat, being a good equipment piece for newer players and miners less interested in hunting megafauna. This carves the MODsuit its own niche rather than being weirdly slotted between base suits and contending with drake armor in terms of stats/effects. Roundstart lava crossing capabilities removal alongside bumpmining nerf is somewhat unrelated to the rest of the changes, it is a part of the exploration rework alongside #92877, which is intended to force miners to engage in combat more. Without the nerf, the suit is as fast as a yellow raptor, which lets it go through lavaland at absurd speeds when moving diagonally. (Yes, diagonal zig-zag movement ignoring the bump delay allows you to outspeed someone moving cardinally) More details about the project can be found in this [design doc](https://hackmd.io/@smart-kar/HkUINgBtke). The instamine ability of the sphere will likely get slightly nerfed in the future with the main batch of ore spread buffs and mining speed nerfs, but I've left it as powerful as a green raptor to not make the suit useless when compared to other options in the meantime. ## Changelog 🆑 add: Mining MODsuit has gained a magnetic harness for all of your crusher stowing needs. balance: Magnetic harnesses now take only 0.5 seconds to pick up your gun, and can pick up crushers. balance: Mining MODsuit has regained it small slowdown, and lost 10 melee armor. balance: Mining drill MODule is no longer instant (outside of the sphere mode of a mining MOD) balance: The mining sphere MODule now can break rocks when rolling into them, gives 20 melee and bomb armor when active, and has a shorter bomb cooldown, but bombs themselves have reduced damage and mining AOE. balance: Mining sphere MODule now requires an upgrade in form of two pieces of bileworm skin to be able to traverse lava, as opposed to being able to do so innately. fix: Fixed MODsuit ore bag sometimes breaking permanently when depositing ores into the ORM. /🆑 |
||
|
|
b308ee9d78 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
|
|
4a618934e9 |
Removes message arg from Hear, free performance (#93020)
## About The Pull Request The first argument of `Hear` is `message`, the message heard OR SO YOU'D THINK Actually the first argument doesn't do anything but get overridden by ALL implementations of `Hear` No other uses as far as I and Ephe can tell. Removing it makes it a ton easier to understand and gives us some free performance in radio code by not rendering messages twice ## Changelog 🆑 Melbert code: Removed some redundant code from core hearing code. Report if you hear anything weird. /🆑 |
||
|
|
9b282a850e | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
|
|
d2f34e33be |
moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request moves all implementations (im aware of) for "Im a parent type dont spawn me please" to the datum layer to standardized behavior adds a standerized proc for filtering out "bad" items that we dont want spawning. applies to it the subtype vendor, gifts, and a new spawner and mystery box for a random gun (neither playerfacing) "port" of https://github.com/shiptest-ss13/Shiptest/pull/4621 https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa small warning: I dont have EVERY abstract type defined right now but, ive done a good enough job for now. Im tired of data entry rn ## Why It's Good For The Game standardizing behavior. Might be a micro hit to performance however having this lets us not rely on icon state to determine whether something is a parent type and makes it much easier to tell something is a parent type (could be applied further to things like admin spawning menus and things like that). need feedback on if this is actually good for the game. ## Changelog 🆑 add: Soda cans show up in the silver slime drink table. add: Examine tag for items that are not mean to show up ingame. refactor: Standardizes how gifts rule out abstract types. fix: gifts no longer check if something has an inhand, massively expanding the list of potential items. /🆑 |
||
|
|
20118ad747 |
Converts a bunch of time/delay vars to use time defines (#92495)
## About The Pull Request Converts as many time vars expressed in deciseconds as I could find to use time defines. ## Why It's Good For The Game Makes these values neater and more readable. ## Changelog 🆑 code: Converted a lot of time-based variables to be expressed with time defines. /🆑 # Conflicts: # code/modules/clothing/head/hat.dm # code/modules/clothing/shoes/boots.dm # code/modules/clothing/suits/utility.dm |
||
|
|
1bff67005b |
Buffs godslayer armor values (#92368)
## About The Pull Request Buffs the godslayer armor values to be on par with ash drake, and a little better <img width="232" height="205" alt="image" src="https://github.com/user-attachments/assets/79692721-99fd-4dba-82c4-b1e02fb814c2" /> ## Why It's Good For The Game Why the fuck is an armor that you have to fight 2 megafauna (one being the hardest in the game imo) worse than an armor that you have to butcher 3 ice drakes to make. it was straight up just not worth the effort you had to put in to make it, AND it was a downgrade from the standard armor you should have (considering everyone gets drake armor on icebox as a miner) ## Changelog 🆑 balance: Buffs godslayer armor values to be worth the effort you have to put in to getting it. /🆑 |
||
|
|
81313b27a5 | Merge remote-tracking branch 'origin/pupstream-25-08-08' | ||
|
|
260960d6f4 |
Converts a bunch of time/delay vars to use time defines (#92495)
## About The Pull Request Converts as many time vars expressed in deciseconds as I could find to use time defines. ## Why It's Good For The Game Makes these values neater and more readable. ## Changelog 🆑 code: Converted a lot of time-based variables to be expressed with time defines. /🆑 |
||
|
|
434dea8375 |
Buffs godslayer armor values (#92368)
## About The Pull Request Buffs the godslayer armor values to be on par with ash drake, and a little better <img width="232" height="205" alt="image" src="https://github.com/user-attachments/assets/79692721-99fd-4dba-82c4-b1e02fb814c2" /> ## Why It's Good For The Game Why the fuck is an armor that you have to fight 2 megafauna (one being the hardest in the game imo) worse than an armor that you have to butcher 3 ice drakes to make. it was straight up just not worth the effort you had to put in to make it, AND it was a downgrade from the standard armor you should have (considering everyone gets drake armor on icebox as a miner) ## Changelog 🆑 balance: Buffs godslayer armor values to be worth the effort you have to put in to getting it. /🆑 |
||
|
|
4c62a21b1a | Fixes for #92061 | ||
|
|
55504da79d |
Datumizes DNA blocks, makes DNA cleaner in general (#92061)
Moves all the dna block handling onto singleton datums initialized inside global lists, to make the handling dna less of a copy-paste mess and make adding new blocks significantly easier. There is still some work to be done in the copypaste department but ultimately that falls under its own PR scope after the core refactor goes through. (Ill probably do those but it will also be easier for everyone else as the code is now significantly less of an eyesore) Both features and identities have been tested through and through, and seem to be working fine. Also removed the reliance on weird hardcoded lookup tables for length, and other similar things that just didn't make sense when I was passing through DNA code. There's a lot more that fall out of scope for this exact PR's goal however I've been told the maintainers will love me for doing this 🆑 code: feature keys are no longer magical strings floating around the codebase and use proper defines refactor: DNA blocks are now handled with singleton datums. /🆑 |
||
|
|
1c0ac21cb4 |
Fixes the issue of usr pointing to admins by making Trigger pass down clicker (#92354)
## About The Pull Request
Fixes the issue of usr pointing to admins by making Trigger pass down
clicker, as usr is fucky and can be passed down by other unrelated
procs. Fun.
Added the clicker arg to all usages of Trigger as well
Also changes isobserver check in antagonist ui_act code that prevents
observers from clicking UI's instead to check if the ui.user is
owner.current
## Why It's Good For The Game
Fixes admins giving heretic to people opening the heretic UI for the
admin instead
(cherry picked from commit
|
||
|
|
0bc42d6940 |
Fixes the issue of usr pointing to admins by making Trigger pass down clicker (#92354)
## About The Pull Request Fixes the issue of usr pointing to admins by making Trigger pass down clicker, as usr is fucky and can be passed down by other unrelated procs. Fun. Added the clicker arg to all usages of Trigger as well Also changes isobserver check in antagonist ui_act code that prevents observers from clicking UI's instead to check if the ui.user is owner.current ## Why It's Good For The Game Fixes admins giving heretic to people opening the heretic UI for the admin instead |
||
|
|
b01756b97c |
Datumizes DNA blocks, makes DNA cleaner in general (#92061)
## About The Pull Request Moves all the dna block handling onto singleton datums initialized inside global lists, to make the handling dna less of a copy-paste mess and make adding new blocks significantly easier. There is still some work to be done in the copypaste department but ultimately that falls under its own PR scope after the core refactor goes through. (Ill probably do those but it will also be easier for everyone else as the code is now significantly less of an eyesore) Both features and identities have been tested through and through, and seem to be working fine. Also removed the reliance on weird hardcoded lookup tables for length, and other similar things that just didn't make sense when I was passing through DNA code. There's a lot more that fall out of scope for this exact PR's goal however ## Why It's Good For The Game I've been told the maintainers will love me for doing this ## Changelog 🆑 code: feature keys are no longer magical strings floating around the codebase and use proper defines refactor: DNA blocks are now handled with singleton datums. /🆑 |
||
|
|
b5d6d59e5d |
Energy Katana Teleport Attack (and misc. tweaks) (#91825)
## About The Pull Request 1. The Energy Katana, when clicking on a mob, no longer refuses to teleport. It will instead teleport you adjacent to the mob (to the tile closest to your origin) and immediately perform an attack. 2. Energy Katana is now a bit more consistent about what you can and cannot teleport to, now abiding by the same rules as the heirophant staff - you can teleport onto tables, but you can't teleport into dense objects by clicking on the tile instead of the object. 3. The Energy Katana now has `NEEDS_PERMIT` flag, like the Energy Sword, meaning Beepsky will consider it a threat (but it won't hunt down Ninjas over it) Also added pass_flags_self bitfield and updated pass_flags bitfield. ## Why It's Good For The Game I ran around with it for like 3 seconds and found it a little clunky. So I just cleaned it up a bit to make it 1. easier to use 2. cooler to use The permit thing was just making it consistent with other melee weapons ## Changelog 🆑 Melbert qol: Energy Katana is now a bit more consistent about what you can and cannot teleport to, now abiding by the same rules as the heirophant staff. IE, you can now teleport onto tables. add: Energy Katana now has a "teleport attack" - if you click on a mob, you will teleport adjacent to them and immediately perform an attack! add: Energy Katana is now considered a threatening weapon by secbots. Ninjas will be unaffected, but if you loot one off a dead ninja and don't have a weapons permit, it might chase after you. /🆑 |
||
|
|
aae6dbb6db |
Energy Katana Teleport Attack (and misc. tweaks) (#91825)
## About The Pull Request 1. The Energy Katana, when clicking on a mob, no longer refuses to teleport. It will instead teleport you adjacent to the mob (to the tile closest to your origin) and immediately perform an attack. 2. Energy Katana is now a bit more consistent about what you can and cannot teleport to, now abiding by the same rules as the heirophant staff - you can teleport onto tables, but you can't teleport into dense objects by clicking on the tile instead of the object. 3. The Energy Katana now has `NEEDS_PERMIT` flag, like the Energy Sword, meaning Beepsky will consider it a threat (but it won't hunt down Ninjas over it) Also added pass_flags_self bitfield and updated pass_flags bitfield. ## Why It's Good For The Game I ran around with it for like 3 seconds and found it a little clunky. So I just cleaned it up a bit to make it 1. easier to use 2. cooler to use The permit thing was just making it consistent with other melee weapons ## Changelog 🆑 Melbert qol: Energy Katana is now a bit more consistent about what you can and cannot teleport to, now abiding by the same rules as the heirophant staff. IE, you can now teleport onto tables. add: Energy Katana now has a "teleport attack" - if you click on a mob, you will teleport adjacent to them and immediately perform an attack! add: Energy Katana is now considered a threatening weapon by secbots. Ninjas will be unaffected, but if you loot one off a dead ninja and don't have a weapons permit, it might chase after you. /🆑 |
||
|
|
a8fe50f4f4 |
Makes the mech clamp attack do only brute damage, checks for block and armor, and gives it an attack animation and sound. (#91563)
## About The Pull Request
If you use the mech clamp offensively, it actually performs an attack
animation and sound, and properly checks armor and block. It only deals
brute damage.
As a consequence of these changes, it actually logs attacks made against
mobs that die when gibbed.
Also, xenos take x3 damage from the clamp.
## Why It's Good For The Game
This is a pretty sinister kind of attack, as it is completely silent
except for throwing a warning into chat, and can be done even in a large
crowd of people. Someone who isn't aware that the clamp can be used this
way may not even understand what is happening before it is too late.
> block check
While mech melee doesn't normally check block, this is an improvised
attack on a non-combat mech. I think it should stay a bit weak compared
to a proper mech melee in most ways and have some additional
limitations.
> Xenos
I thought this was already a thing. It's thematically on point, no?
## Changelog
🆑
balance: Mech hydraulic clamps perform an attack animation and sound
when attacking mobs.
balance: Mech hydraulic clamps can be blocked and respect armor.
balance: Mech hydraulic clamps do triple damage to xenomorphs.
/🆑
(cherry picked from commit
|
||
|
|
1fc53f679b |
Soulscythe Refactor to Basic Mob (#91667)
<!-- 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. -->
I was planning on doing this a few years ago but didn't to let other
people do it; no one did it so I just did it since it's still on the
docket. Even easier in a post #90578 world
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
Lot more lightweight as it were. This mob also doesn't really need to
"live" either, so we can bypass the whole life chain as well to
alleviate any struggles. The item does 95% of the work anyways lol.
also damn you guys laxed up on the alphabetization requirements. touched
all that up while in the areas i was fixing. soulscythes are in their
own file now too instead of the bubblegum one or whatever
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
refactor: Soulscythes have undergone a mild refactor, but everything
should work as it should. Report any issues.
/🆑
<!-- 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. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
(cherry picked from commit
|
||
|
|
161d744035 |
Telecomms Update: Ability to change existing radio channels and create new ones (#91647)
## About The Pull Request
I have added the ability to create and edit station radio channels
through the existing telecommunications system.
You can change the name of the radio channel and its color.
The channel settings are changed and created through the servers
(Frequencies Settings)

Here i created my own channel:
1) Add frequency at Receiver (you will not see channel name):

2) Add frequency at Bus (you will not see channel name):

3) Add frequency at Server
4) Add settings for your frequency

5) See the result:

Important Notes:
1) Headsets, radios, and intercoms will not see a change in
telecommunications, but will use standard names (Common, Security etc.).
2) There are still reserved names that cannot be used: CentComm,
Syndicate, Uplink, CTFs channels
3) Servers must filter frequency for applying settings on them
## Why It's Good For The Game
Now telecommunication channels names and colors depends on the settings
of the network servers, which makes it more flexible and logical. It is
also useful for foreign language servers, as you can translate channel
names.
## Changelog
🆑
add: Added ability to change existing radio channels and create new
qol: Added color for some buttons in Telecomms UI
/🆑
(cherry picked from commit
|
||
|
|
fb9824a401 |
Makes the mech clamp attack do only brute damage, checks for block and armor, and gives it an attack animation and sound. (#91563)
## About The Pull Request If you use the mech clamp offensively, it actually performs an attack animation and sound, and properly checks armor and block. It only deals brute damage. As a consequence of these changes, it actually logs attacks made against mobs that die when gibbed. Also, xenos take x3 damage from the clamp. ## Why It's Good For The Game This is a pretty sinister kind of attack, as it is completely silent except for throwing a warning into chat, and can be done even in a large crowd of people. Someone who isn't aware that the clamp can be used this way may not even understand what is happening before it is too late. > block check While mech melee doesn't normally check block, this is an improvised attack on a non-combat mech. I think it should stay a bit weak compared to a proper mech melee in most ways and have some additional limitations. > Xenos I thought this was already a thing. It's thematically on point, no? ## Changelog 🆑 balance: Mech hydraulic clamps perform an attack animation and sound when attacking mobs. balance: Mech hydraulic clamps can be blocked and respect armor. balance: Mech hydraulic clamps do triple damage to xenomorphs. /🆑 |
||
|
|
f74c9d7aac |
Soulscythe Refactor to Basic Mob (#91667)
<!-- 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. --> ## About The Pull Request I was planning on doing this a few years ago but didn't to let other people do it; no one did it so I just did it since it's still on the docket. Even easier in a post #90578 world <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Lot more lightweight as it were. This mob also doesn't really need to "live" either, so we can bypass the whole life chain as well to alleviate any struggles. The item does 95% of the work anyways lol. also damn you guys laxed up on the alphabetization requirements. touched all that up while in the areas i was fixing. soulscythes are in their own file now too instead of the bubblegum one or whatever <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 refactor: Soulscythes have undergone a mild refactor, but everything should work as it should. Report any issues. /🆑 <!-- 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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
||
|
|
35494b93bb |
Telecomms Update: Ability to change existing radio channels and create new ones (#91647)
## About The Pull Request I have added the ability to create and edit station radio channels through the existing telecommunications system. You can change the name of the radio channel and its color. The channel settings are changed and created through the servers (Frequencies Settings)  Here i created my own channel: 1) Add frequency at Receiver (you will not see channel name):  2) Add frequency at Bus (you will not see channel name):  3) Add frequency at Server 4) Add settings for your frequency  5) See the result:  Important Notes: 1) Headsets, radios, and intercoms will not see a change in telecommunications, but will use standard names (Common, Security etc.). 2) There are still reserved names that cannot be used: CentComm, Syndicate, Uplink, CTFs channels 3) Servers must filter frequency for applying settings on them ## Why It's Good For The Game Now telecommunication channels names and colors depends on the settings of the network servers, which makes it more flexible and logical. It is also useful for foreign language servers, as you can translate channel names. ## Changelog 🆑 add: Added ability to change existing radio channels and create new qol: Added color for some buttons in Telecomms UI /🆑 |
||
|
|
e0bdfc3f5f |
Dynamic Rework (#91290)
Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up
- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit
- Threat is gone entirely; round chaos is now determined by dynamic
tiers
- There's 5 dynamic tiers, 0 to 4.
- 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.
- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.
- Rulesets attempt to run every 2.5 minutes. [3]
- Light rulesets will ALWAYS be picked before heavy rulesets. [4]
- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]
[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.
[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.
[3] Little worried about accidentally frontloading everything so we'll
see about this
[4] This may be revisited but in most contexts it seems sensible.
[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.
Other implementation details
- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.
- Dynamic.json -> Dynamic.toml
- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
- The 1 weight slaughter demon event is gone. RIP in peace.
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.
- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.
- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.
- Cult refactored a tiny bit.
- Antag datums cleaned up.
- Pre round setup is less centralized on Dynamic.
- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.


- Maybe some other things.
See readme for more info.
Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured
🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑
(cherry picked from commit
|
||
|
|
4c277dc572 |
Dynamic Rework (#91290)
## About The Pull Request Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic from the ground-up - Dynamic configuration is now vastly streamlined, making it far far far easier to understand and edit - Threat is gone entirely; round chaos is now determined by dynamic tiers - There's 5 dynamic tiers, 0 to 4. - 0 is a pure greenshift. - Tiers are just picked via weight - "16% chance of getting a high chaos round". - Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be selected". - Tier determines how much of every ruleset is picked. "Tier 4 (High Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3 latejoins". - The number of rulesets picked depends on how many people are in the server - this is also configurable[2]. As an example, a tier that demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and will not spawn 2 rulesets if population <= 25. - Tiers also determine time before light, heavy, and latejoin rulesets are picked, as well as the cooldown range between spawns. More chaotic tiers may send midrounds sooner or wait less time between sending them. - On the ruleset side of things, "requirements", "scaling", and "enemies" is gone. - You can configure a ruleset's min pop and weight flat, or per tier. - For example a ruleset like Obsession is weighted higher for tiers 1-2 and lower for tiers 3-4. - Rather than scaling up, roundstart rulesets can just be selected multiple times. - Rulesets also have `min_antag_cap` and `max_antag_cap`. `min_antag_cap` determines how many candidates are needed for it to run, and `max_antag_cap` determines how many candidates are selected. - Rulesets attempt to run every 2.5 minutes. [3] - Light rulesets will ALWAYS be picked before heavy rulesets. [4] - Light injection chance is no longer 100%, heavy injection chance formula has been simplified. - Chance simply scales based on number of dead players / total number off players, with a flag 50% chance if no antags exist. [5] [1] This does not guarantee you will actually GET 3-4 roundstart rulesets. If a roundstart ruleset is picked, and it ends up being unable to execute (such as "not enough candidates", that slot is effectively a wash.) This might be revisited. [2] Currently, this is a hard limit - below X pop, you WILL get a quarter or a half of the rulesets. This might be revisited to just be weighted - you are just MORE LIKELY to get a quarter or a half. [3] Little worried about accidentally frontloading everything so we'll see about this [4] This may be revisited but in most contexts it seems sensible. [5] This may also be revisited, I'm not 100% sure what the best / most simple way to tackle midround chances is. Other implementation details - The process of making rulesets has been streamlined as well. Many rulesets only amount to a definition and `assign_role`. - Dynamic.json -> Dynamic.toml - Dynamic event hijacked was ripped out entirely. - Most midround antag random events are now dynamic rulesets. Fugitives, Morphs, Slaughter Demons, etc. - The 1 weight slaughter demon event is gone. RIP in peace. - There is now a hidden midround event that simply adds +1 latejoin, +1 light, or +1 heavy ruleset. - `mind.special_role` is dead. Minds have a lazylist of special roles now but it's essentially only used for traitor panel. - Revs refactored almost entirely. Revs can now exist without a dynamic ruleset. - Cult refactored a tiny bit. - Antag datums cleaned up. - Pre round setup is less centralized on Dynamic. - Admins have a whole panel for interfacing with dynamic. It's pretty slapdash I'm sure someone could make a nicer looking one.   - Maybe some other things. ## Why It's Good For The Game See readme for more info. Will you see a massive change in how rounds play out? My hunch says rounds will spawn less rulesets on average, but it's ultimately to how it's configured ## Changelog 🆑 Melbert refactor: Dynamic rewritten entirely, report any strange rounds config: Dynamic config reworked, it's now a TOML file refactor: Refactored antag roles somewhat, report any oddities refactor: Refactored Revolution entirely, report any oddities del: Deleted most midround events that spawn antags - they use dynamic rulesets now add: Dynamic rulesets can now be false alarms add: Adds a random event that gives dynamic the ability to run another ruleset later admin: Adds a panel for messing around with dynamic admin: Adds a panel for chance for every dynamic ruleset to be selected admin: You can spawn revs without using dynamic now fix: Nuke team leaders get their fun title back /🆑 |
||
|
|
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> |
||
|
|
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> |
||
|
|
7ebb9f5776 |
Bugfix for dragonblood (#3903)
<!-- 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. --> ## About The Pull Request Right now, dragons blood will make people invisible if a 1 is rolled due to how features is overwritten instead of just adding to the existing list for the mob. Also.. seems those parts are tracked elsewhere? Removed the list overwrite and have it updating mutant parts now <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game Bug fixes are cool, being fully invisible is silly <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Proof Of Testing  <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 fix: dragons blood now has chance of turning into lizard person rather than fully invisible /🆑 <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> <!-- 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. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> |
||
|
|
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. /🆑 |
||
|
|
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. /🆑 |