Commit Graph

7 Commits

Author SHA1 Message Date
FalloutFalcon d25c6201f4 Standerdizing currency symbols Part 2 (#94259)
## About The Pull Request
Converts almost all non-constant, non-tgui usages of all variantions of
"credit" and "cr"

Everything seems in order, tested most the currencies.
<img width="905" height="119" alt="image"
src="https://github.com/user-attachments/assets/3fa005a7-a114-426c-9646-b81f68bc2dec"
/>
<img width="255" height="128" alt="image"
src="https://github.com/user-attachments/assets/14c83b54-4fd9-4bee-838f-5b1c03939d9a"
/>


## Why It's Good For The Game
Same justification as https://github.com/tgstation/tgstation/pull/94128
Just easier to mantain/adjust the grammer/names of our money
## Changelog
🆑
spellcheck: minor cleanup on some usecases of "credits"
/🆑
2025-12-13 21:00:19 -05:00
zeckle 8ee9b8c61d Diode disks now change the color of the light on the emitter when turned on. Emitter lights have been changed to an overlay. (#93605)
## About The Pull Request

Title 

<img width="465" height="464" alt="emittercolors"
src="https://github.com/user-attachments/assets/e6b6cb88-9483-45d0-abac-652ced9111fc"
/>

<img width="139" height="517" alt="emittercolors"
src="https://github.com/user-attachments/assets/2609a833-5e38-4eb5-b11d-3c6dec148694"
/>


Please, please please tell me how I can improve the code, I'm not
confident in it

## Why It's Good For The Game

It looks nice! Also fixes #93593 

## Changelog
🆑
add: Emitters now change their light color depending on the diode disk
inserted.
fix: Emitters can light up with their panel open.
/🆑
2025-11-11 21:11:43 +01:00
MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00
Ghom 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00
KingkumaArt 4e4cd7667c Allows you to put people through wooden tables, like a wrestling match. (#89826)
## About The Pull Request
<img width="161" alt="image"
src="https://github.com/user-attachments/assets/af923130-b928-4a66-a428-619f37f48616"
/>

Simply put, wooden tables (aka, both wood legs and top) have a 1 in 5
chance to break like glass ones when you stand on them.


## Why It's Good For The Game

More potential for funny, but harmless chaos is always nice, and given
wrestling is probably the most commonly played sport in this game, being
able to do tables matches felt fitting - but please do not let this pull
request distract you from the fact that in 1998, The Undertaker threw
Mankind off Hell In A Cell, and plummeted 16 ft through an announcer's
table.

## Changelog
🆑 Webcomicartist
add: People shoved onto wooden tables now have a 1 in 3 chance to break
it, for all your wrestling needs - but please do not let this pull
request distract you from the fact that in 1998, The Undertaker threw
Mankind off Hell In A Cell, and plummeted 16 ft through an announcer's
table.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-04-11 18:27:59 +02:00
_0Steven 3b73af32c5 Table frame interaction refactor (#89880)
## About The Pull Request

So I was looking for `attackby(...)` instances to kill and, hey look,
table frames- oh what the fuck is this.
Oh why does this have the same checks like five times, across the parent
type and subtypes.

So this pr's primary point is to refactor the table frame
`attackby(...)` into `item_interaction(...)`, and by extension lower the
amount of weird `attackby(...)` override jank going on with them.
Instead of having all of the subtypes define their own almost exactly
the same table construction interactions, we use a single generic
interaction chain and add a new `get_table_type(...)` proc to let
subtypes override what tables to construct for what stacks.

We also move the assigning of frame-and-stack-related things to the
actual table types themselves, instead of specifying all these
interactions on the frame.

We also add screentips for deconstruction and table construction, again
using the `get_table_type(...)` proc so screentips can differentiate
between which stacks can and can't make a table for our table without
needing to change the screentips manually for the subtypes.

Beyond that is mostly generic clean-up.

I'm a bit icky on my implementation of
`/obj/item/stack/proc/get_table_type()`, because of hardcoding for
`/obj/structure/table/greyscale`, but I think it's better than the
alternatives.
This lets us use the old method of letting all `/obj/item/stack/sheet`
subtypes use the generic material table, but limit it to working as long
as they define a `material_type`. I feel it's better than letting broken
tables exist, needing to hardcode it on the table frame, or needing to
expect people to add the generic material table `table_type` whenever
they add a `material_type` (no one would do this).
## Why It's Good For The Game

Screentips good 👍
Less jank encountered good.
Specifically the inability to deconstruct table frames on right click
when tables can be deconstructed on right click has thrown me off so
many times it's wild.
## Changelog
🆑
refactor: Refactored table frame interactions, please report any issues.
fix: You can no longer make material-less material tables out of certain
items.
fix: Fancy tables remember which carpet was used to make them, and no
longer magically transmute carpets into simpler types.
fix: You can no longer stack abductor table frame-using tables
specifically.
qol: Added screentips for deconstructing table frames and constructing
tables out of them if the material you're holding can do so.
qol: Table frames can now also be deconstructed on right click for
parity with tables, in addition to left click.
qol: Table frame interactions use balloon alerts.
/🆑
2025-03-17 02:14:43 +01:00
Ivory 558e6528c1 Reorganizes and splits shuttle code (#88228)
## About The Pull Request

refer to title

No code changes were made here, i just copypasted code around
The only real difference is that I removed a pretty useless define that
depended on TESTING because it got in my way of splitting emergency.dm

tbh i didnt want a 50k line refactor pr that nobody is going to review
so im getting it out of the way in a separate PR

## Why It's Good For The Game

Shuttle code is literally all over the place please help me oh gosh

## Changelog

Nothing player facing or developer facing (at least I really hope so)
2024-12-05 22:35:31 -08:00