mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-18 18:47:53 +01:00
088409bbe376a7adcd4d1fb747cf4a5e4f257c5b
714
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
cd2dda91ee |
Facehuggers dont sleep people + muzzle code exorcism (#83721)
## About The Pull Request Facehuggers dont make people fall asleep, instead making them unable if on (already was in), and muffling speech Xenomorphs still have decent tools to stun people in melee thats stuff for another pr muzzle is now an element and also just makes you talk like word word word -> mmmmf mmmf mf COMPLETELY evaporates BLOCKS_SPEECH flag ## Why It's Good For The Game Being instantly sent to sleep by a facehugger thrown the hunter that materialized from a vent then getting dragged to their goon cave where you spend 2 minutes to get gibbed so someone else but you can play antag is just extremely unfun This should allow you to survive if youre quick enough after getting hugged instead of being forced to get gibbed, allowing cooler xenomorph combat (you could try fistfighting the dude or something idk) |
||
|
|
ee5e1017d0 |
Ancient and recent mecha bug fixes (#84171)
## About The Pull Request Mecha guns actually utilize random spread while firing if ``randomspread = TRUE``. Currently every weapon that isn't the shotguns are always pinpoint even if they would have variance. Makes bumpsmash and melee attacks in a mech use the same cooldown. The actual speed between bumpsmash melees are the same as before (once every 0.3 seconds) and click melee is the same as well (once every second). However, if you do one or the other, it will put you on cooldown for both. The reason for this is that they're literally just calling the same proc but not respecting each others cooldowns. So we've consolidated this into one cooldown with varying cooldown timers. I don't even think this is the most elegant solution, but I'm not going to make any radical changes of the structure of the code. Fuck that. **Edit** I forgot to mention this but you have to be in combat mode to bumpsmash as a consequence of the above changes. You're fucking welcome. Separates out mecha_melee_attack proc on the ``/obj/`` level to instead only ``/obj/structure`` and ``/obj/machinery``, which is the only things we should be attacking in the /obj/ list. I don't even want to know what mechs have been able to punch while this wasn't the case. Probably nothing they should have. ## Why It's Good For The Game Mechs are a fucking diabolical nightmare of procs and some truly ancient code. Over time, things have gotten worse, as we have no one really actively maintaining some of this consistently. One of these bugs is literally day of mech implementation. I shit you not. ## Changelog 🆑 fix: Mecha weaponry is capable, for the first time ever, of experiencing recoil. This was an intended mechanic, I promise. The code just literally never worked. fix: Mecha bump melee attacks and click melee attacks are now on the same cooldown, but have varying cooldown timers. You will always bump attack faster than you will click. fix: You must be in combat mode to punch objects and to bumpsmash into objects. fix: Stops mecha being able to punch literally any object and damage them. code: Tidies up some of the autodoc comments for mech weapons. /🆑 |
||
|
|
4eaa299c0b |
Cult Vs. Heretic: 7 Months Later Edition (#82877)
## About The Pull Request This PR was originally meant as a replacement for the Bloody Bastard blade, but then I stopped existing for 7 months. Now that I'm here again, I'm finishing the job once and for all. ### **HERETICS VERSUS CULTISTS** ### Heretics Heretics can now sacrifice cultists, which will give them one of three gifts: The Cursed Blade, the Crimson Focus, and the Rusted Harvester. The gifts given are weighted to be spread out equally with each type. They will also gain one knowledge point. - The Cursed Blade is a free heretic blade that is more powerful than the normal heretic blade, including a small block chance. It can also be used to draw heretic runes off combat mode. - The Crimson Focus is a necklace that grants focusing and a minor regeneration effect which also affects nearby heretics, at the cost of gaining the BLOODY_MESS trait while wearing it. Additionally, it can be squeezed to heal 50 points of brute/burn damage, injecting yourself with three to six (separately) units of Eldritch ~~Water~~ Essence and Unholy Water. Yes, this isn't good. - The Rusted Harvester is a heretic 'monster' summon. It's a normal Harvester, but instead of Area Conversion and Forcewall, it has Aggressive Spread and Rust Construction (Raise Wall). It can delimb, but only cultists, with a delay. It has an aura of decay, corroding the environment and withering enemies near it, but it's VERY fragile. Rusting cultist item dispensers will now cause them to turn into a Heretic object. Altars turn into small heretic runes, Archives turn into Codex Cicatrixi, Forges turn into Mawed Crucibles. Ideally, Heretics would be able to gain an amount of these new powers and use them to turn the tide against the cultists, amassing their power and almost forming a sect of their own in turn which sweeps over and converts the cult. ### Cultists When a Cultist sacrifices a heretic, two things will happen: - A new item will be available for creation at one of the dispensers. - The Heretic will be trapped inside a powerful Haunted Blade. `/obj/item/melee/cultblade/haunted` ` name = "haunted longsword"` ` desc = "An eerie sword with a blade that is less 'black' than it is 'absolute nothingness'. It glows with furious, restrained green energy."` This blade will be stronger across-the-board than a normal cult sword, and will even allow those who wield it to cast one heretic spell from their previous path. The only downside? The heretic can also cast one spell. It's up to the trapped spirit if it wants to help you, or be a nuisance. The unlocked items are: - The Cursed Blade, again. For cultists, it can be used to draw runes twice as fast as usual, and they can even right-click it to teleport to safety, just like a heretic! - The Crimson Focus, again. Cultists are twice as fast at carving spells into their body, and they gain a 5th spellslot as long as they wear the amulet. It still causes hemophilia and grants weak regeneration. - The Proteon Orb. This orb will create a gateway to Nar'sie's own realm, spawning one Proteon every 15 seconds, which ghosts can possess. The gateways cannot be placed close to one another. Originally, they were going to be able to create a Harvester Shell, but there were some concerns of it being too OP. The true Bastard sword has been fully deleted. The null rod conversion has been changed to a Bloody Halberd instead. I'm considering re-enabling Stun Hand on Heretics, with Mansus Grasp stats. ### Other All the items above can be used by both Heretics and Cultists, no matter how they were first created. Hell, even normal crew can use them! This is probably not the best idea a lot of the time, though. There are a lot of other changes in this PR. A loooooot. I will likely miss some in the changelog, but I'll try to be as thorough as possible. There's probably also some leftover garbo that I didn't find and clear out yet. ## Why It's Good For The Game Cult and Heretics, despite being mortally opposed, have very few interactions with eachother, especially now that the Blade's gone. The only thing of note is just the Heretic's unfair complete resistance to stun hand, which is only marginally better than the alternative. This PR will reintroduce their animosity, and give both sides a very, very good reason to fight eachother. The Cult will gain a sick sword that keeps the heretic in the game, and unlike with the original implementation, will recieve a cult-wide bonus in the form of a powerful, well deserved, and fun new item to summon. The Heretic will gain powerful trinkets and knowledge from the sacrifices, incentivizing them to become a terrifying cult-hunter. And if they do succeed in wiping out the cult, they will have quite the rewards to help with their ascension. The crew, while mostly unaffected, will have a damn good reason to not just Side with the heretic, out of fear of what they may become after the cult is stomped down. They can also use a few of the items here in an attempt to get one up on either side, as long as they manage to stay clear of the side-effects. Let the heretics eradicate the apostates. Let the cultists root out the heathens.  The haunted longsword creates an aura of darkness (disabled for the cultist for the image) Sprites... are not great. Hopefully someone comes by and improves them. code: Added get_inactive_hand() as an easy shortcut for carbons code: Wall walker element can now accept a trait for wall-checking fix: Fixed soulsword component being unable to invoke the post summon callback refactor: Turned Heretic rust turf healing into an element, given to Rust Walkers and Rusted Harvesters refactor: Converted Limb Amputation from an element to a component Blade and Sword sprites by meyhaza!!! I did the inhands though. Cuz im cool |
||
|
|
4a9b6804b0 |
fix tile/rod/rcd multi-z hole repairs (#84255)
## About The Pull Request Fixes some interactions with attempting to patch multi-z holes. 1. openspace clicks happen on different z levels, so it's inherently a *ranged* interaction- it was being ignored due to using the non ranged signal 2. RCD was lacking the open space click handler, 3. #77540 still exists to a degree, I've refactored the click handler to use parse_caught_click_modifiers to always grab the tile you're aiming at rather than going off of whatever item you happened to click on 4. handle_openspace_click was treating the modifiers list as the old parameters list ## Why It's Good For The Game fix bugs, being able to repair holes is a very important and time sensitive task that needs to flow well, and not require pixel hunting ## Changelog 🆑 fix: multi-z hole repair works better, especially when the turf below is blocked by items /🆑 |
||
|
|
6a12974c1b |
Light eater can eat all lights again (#84162)
## About The Pull Request The light eater was working off of afterattack instead of interaction for a lot of its light eating; now it works off interaction. Incidentally, there was a 3 year old proc not being called when it broke fixtures that gets called now; it turns out it's supposed to turn the bulbs in light fixtures to ash. ## Why It's Good For The Game Light eater was hungry, it gets to eat lights again Fixes #84065 |
||
|
|
a30a4fef82 |
[NO GBP] Piggyback ,strip menu & Paraplegic mouse drop fixes (#84268)
## About The Pull Request - Fixes #84267 - Fixes #84264 - Fixes #84218 Adds `ALLOW_RESTING` to these actions. This should also fix some other cases of mouse drop w are not aware of since it's at the `mob/living` level. Also improved feedback messages for when an action cannot be performed to help in debugging |
||
|
|
ae8dda9adf |
Now you can hold Ian in your arms (#84236)
## About The Pull Request Previously, you couldn't pick up Ian because the clothing interface would always open instead. Now, when you grab Ian (or any other corgi or mob with the `can_be_held` trait) in an aggressive grip and pull him towards you, you will take him into your hands! ## Why It's Good For The Game ... You can hug Ian... That's enough ## Changelog 🆑 fix: you can hold Ian in your arms /🆑 closes https://github.com/tgstation/tgstation/issues/84023 |
||
|
|
6dea69bd05 |
Makes oven trays count as valid trays for cutting things on..... (#84224)
🆑 ShizCalev qol: Oven trays now count as valid trays to cut food on. /🆑 It's a literally a tray. Should count too. |
||
|
|
94cf89f2d7 |
Settler partially atomized into traits, ashwalkers given some settler traits (#84090)
## About The Pull Request So my previous PR was to give ashwalker the settler trait so they'd get some of the benefits of settler (better riding, fishing, and taming) but it was suggested that Settler be atomized into different traits instead. I've done that here. Ashwalkers now get TRAIT_ROUGHRIDER TRAIT_BEAST_EMPATHY TRAIT_EXPERT_FISHER which will, respectively, make them better riders, better tamers, and better at fishing. I also made a small change to the riding code that references riding speed boosts for people with the ROUGHRIDER trait (would, at the moment, only be ashwalkers and settlers) that gives ashwalkers the maximum bonus, to represent their primal connection with the beasts in the area. ## Why It's Good For The Game Ashwalkers are described in the lore as being denizens of lavaland, the same as all the other messed up shit down there. This change brings them in line with that. The improvements to the handling of the settler trait will also open up avenues for expanding or improving on related systems ## Changelog 🆑 Bisar add: Ashwalkers are now better at riding, taming animals, and fishing. code: Behavior for the settler trait has been partially atomized into several traits instead. /🆑 --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
||
|
|
9b0649c752 |
mothroaches in the wardrobe (#83695)
## About The Pull Request there is a very small chance vendrobes will have mothroaches inside. this will become apparent as the clothes you buy will come out slightly damaged and eaten. hitting the vendrobe with a weapon (or throwing the weapon at it) will cause the mothroaches to come out and scatter everywhere. mothroaches will now also seek out clothes to eat them ## Why It's Good For The Game gives more character and depth to mothroach AI ## Changelog 🆑 add: vendrobes may have mothroaches inside them add: mothroaches will now seek out clothes to eat them /🆑 |
||
|
|
66b72dce25 |
Fixes some more climbing/buckling issues (#83986)
## About The Pull Request First of all, updates `COMPONENT_CANCEL_MOUSEDROPPED_ONTO` in the same way Melbert did for `COMPONENT_CANCEL_MOUSEDROP_ONTO`, so it will only block other interactions if it succeeds. Second of all, makes the climbable element compatible with buckling again, since the two behaviors have a lot of overlap. ## Why It's Good For The Game Fixes a bug (Fixes #83998) where the chaplain altar can't be buckled to. There might be other, similar cases that I'm not aware of. ## Changelog 🆑 fix: The chaplain altar can once again be buckled to. /🆑 |
||
|
|
e8157f4dfc |
Items in your hands can catch fire (#83867)
## About The Pull Request Recently we allowed items held in your hands to catch fire if you catch fire. This makes sense but the code had a few oversights, then we reverted it. This PR reintroduces the feature, but with a few refinements. The basic feature is simple: If you are on fire then items you are holding will also catch fire, in the same vein as items you are wearing on your head or hands. There are also a few caveats we forgot about the first time we added this: - If your gloves cannot catch fire, your held items will not catch fire (because your hands aren't on fire). - If you are extinguished, your held items will also be extinguished. - Stopping, Dropping, and Rolling on top of any items will also extinguish those items. As part of this change, after an argument about whether or not this is an oversight in coding-general, I've made the proc `get_equipped_items` take a bitflag instead of a series of booleans as an argument and added a new one for "include held items", so that we need no longer argue about whether holding something counts as "equipping" it (in all other parts of the game than this proc, it does). This is what gives the PR most of its code footprint, don't be scared. ## Why It's Good For The Game Items you are holding in your hands _should_ catch fire if everything else on your person is on fire, and taking an item off of your body to put it in your hands shouldn't protect it from fire, because those things don't make intuitive sense. If we want an item to be able to catch fire when worn, then it should do so. This might expose some issues where we were improperly setting the flammability flags on items, but any weapon which will burn in your hands now would also have burned if you were wearing it on your belt or back, so making those issues more visible should be a bonus (we'll also stop them from burning on your back or belt). If you see someone holding a piece of paper that you really don't want them to read you can now set them on fire to stop them from reading it, whereas previously they would deftly hold the very flammable object out of reach of their flaming body. ## Changelog 🆑 balance: Items held in your hands can catch fire. balance: Items you are holding won't catch fire if your hands cannot catch fire. balance: When you stop being on fire so will items you are holding. balance: If you roll around on your burning items they will stop being on fire. /🆑 |
||
|
|
aaaf761adc |
Openspace Item Handler doesn't think stuff in bags are valid (#83973)
## About The Pull Request Fixes #83972 Clicking on stuff in your bag with stuff that has `openspace_item_click_handler` makes it think you're on a different z level (which is technically true) so it overrides the click and does its own thing. So we check that z is not 0. Also move the return to be safe. ## Changelog 🆑 Melbert fix: Fix inability to make r-glass by hand inside your backpack /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
||
|
|
c9986346e4 |
Ian and Runtime can lick your wounds (#83746)
## About The Pull Request As I turned this into a trait the other day I thought I might as well go all the way. This PR allows basic mobs to perform wound handling steps if not in combat mode. This chiefly means that: - cats and dogs can lick your wounds clean (they have the "wound licker" trait) - gorillas can set a dislocated limb (they have hands) - dextrous holoparasites can pluck the eyeballs out of someone's crushed head (they also have hands) Wolves have the wound licker trait but can't lick your wounds because for some reason they can't drag humans and I couldn't be bothered to figure out why that was set up that way. Also it would look stupid because it would still do the attack forecast animation. In order to facilitate being able to set bones, gorillas need to be able to aggressively grab you. While I was there I set it to allow them to strangle people to death because... well they're gorillas. It's probably slower than they could punch you to death, so I don't see the harm. ## Why It's Good For The Game If felinids can lick your wounds to heal them why can't an ordinary cat? An ordinary cat won't _often_ do this and I have not placed any such behaviour into their AI tree, but a sapient Ian or Runtime might provide extremely minor assistance in medbay. Also Cargorilla setting your dislocated limbs seems very funny and like something it should be allowed to do. ## Changelog 🆑 add: Cats and Dogs can lick slashing wounds clean. add: Basic Mobs with hands can relocate dislocated bones, and pluck eyeballs out of pulped skulls. balance: Gorillas can strangle people. /🆑 |
||
|
|
373cd851d8 |
Fix mousedrop handling on some atoms (#83971)
## About The Pull Request One should really err on the side of caution when preventing all humans from being mousedroppable entirely ## Changelog 🆑 Melbert fix: Human mousedropping /🆑 |
||
|
|
b6369a47b4 |
Mouse drag & drop refactored attack chain (#83690)
## About The Pull Request Mouse drag & drop has been refactored into its own attack chain. The flowchart below summarizes it  Brief summary of each proc is as follows **1. `atom/MouseDrop()`** - It is now non overridable. No subtype should ever touch this proc because it performs 2 basic checks a) Measures the time between mouse down & mouse release. If its less than `LENIENCY_TIME`(0.1 seconds) then the operation is not considered a drag but a simple click b) Measures the distance squared between the drag start & end point. If its less than `LENIENCY_DISTANCE`(16 pixels screen space) then the drag is considered too small and is discarded - These 2 sanity checks for drag & drop are applied across all operations without fail **2. `atom/base_mouse_drop_handler()`** - This is where atoms handle mouse drag & drop inside the world. Ideally it is non overridable in most cases because it also performs 2 checks - Is the dragged object & the drop target adjacent to the player?. Screen elements always return true for this case - Additional checks can be enforced by `can_perform_action()` done only on the dragged object. It uses the combined flags of `interaction_flags_mouse_drop` for both the dragged object & drop target to determine if the operation is feasible. We do this only on the dragged object because if both the dragged object & drop target are adjacent to the player then `can_perform_action()` will return the same results when done on either object so it makes no difference. Checks can be bypassed via the `IGNORE_MOUSE_DROP_CHECKS` which is used by huds & screen elements or in case you want to implement your own unique checks **3. `atom/mouse_drop_dragged()`** - Called on the object that is being dragged, drop target passed here as well, subtypes do their stuff here - `COMSIG_MOUSEDROP_ONTO` is sent afterwards. It does not require subtypes to call their parent proc **4. `atom/mouse_drop_receive()`** - Called on the drop target that is receiving the dragged object, subtypes do their stuff here - `COMSIG_MOUSEDROPPED_ONTO` is sent afterwards. It does not require subtypes to call their parent proc ## Why It's Good For The Game Implements basic sanity checks across all drag & drop operations. Allows us to reduce code like this https://github.com/tgstation/tgstation/blob/8c8311e624271a6f6decba8cd643b33b9904534a/code/game/machinery/dna_scanner.dm#L144-L145 Into this ``` if(!iscarbon(target)) return ``` I'm tired of seeing this code pattern `!Adjacent(user) || !user.Adjacent(target)` copy pasted all over the place. Let's just write that at the atom level & be done with it ## Changelog 🆑 refactor: Mouse drag & drop attack chain has been refactored. Report any bugs on GitHub fix: You cannot close the cryo tube on yourself with Alt click like before /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
ff6b41aa07 |
Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑 |
||
|
|
129283d01c |
Spooky element fixes (#83795)
fixes the mood event not being applied, found in #83741 🆑 ShizCalev fix: The spooky element will now apply the spooked mood event when someone is spooked. fix: Fixed spookers getting a popup message when spooking mobs not actively controlled by a player. /🆑 also a minor grammar fix for the name of spooky skeletons. |
||
|
|
20c3b0eb3b |
[NO GBP] Post-Rust Heretic's Rework adjustments. (#83765)
## About The Pull Request Fixes antimagic, not preventing the disgust builtup from standing on rusted tiles, makes rust walkers more expensive to summon. ## Why It's Good For The Game I'm very happy with the end result of my Rust heretic rework; but they came up a tad stronger than i wanted them to be. Carlac already changed the Vomit stun to knockdown, but i wanted to add a couple of things myself. Having anti magic now makes you fully immune to the effects of rusted tiles, not just the spells. Rust walkers summoning ritual now requires titanium instead of iron sheets. As of right now, they are way too easy to spam, Titanium is a bit harder to come by than iron so that'll do for now. I was planning to set a limit to how many you can summon at the time, but i'd rather wait a few months to see how rust behaves before i add more nerfs. ## Changelog 🆑 balance: Rust walkers' summoning ritual now requires 5 sheets of Titanium instead of Iron. fix: Magic resistance grants complete immunity from the passive disgust buildup from standing on Rusted turfs. /🆑 |
||
|
|
f26e2bb58c |
Fixes tool-based flashes being stuck at intensity 1 (#83703)
## About The Pull Request A long-old bug due to the use of `min(flash_strength, 1)`. The intention was clearly to have the flash be *at least* level 1, because flash_strength defaults to nothing but can be set to 2. However, `min(x,y)` uses the lowest value, making it always return 1. So we change it to `max()`. ## Why It's Good For The Game Bugfix. Sunglasses users cope. ## Changelog 🆑 fix: Tool-based flashes (read: from welders) are no longer incorrectly locked at flash level 1. Wear proper PPE! /🆑 |
||
|
|
ab9cc35c48 |
Graveyard update take two (#83567)
## About The Pull Request **PR body copied from last PR (#83149). I fucked something up (I think by leaving dream maker open while trying to fix the merge conflicts?) and rather than try and walk backwards I'm just making a new branch.** This implements the digging of graves on most soil/dirt/planetary type turfs, and gives the coroner their own private burial ground. **Change 1 - Gravedigging:** You can right-click planetary/dirt/grass tiles using a shovel or shovel subtype (or entrenching tool). Speed varies on the type of shovel you are using. This creates a Makeshift Grave, an unmarked burial mound (different from the ones at the elephant graveyard). This is handled through the new gravedigger component, which is mostly unremarkable but worth mentioning in case anyone wants to add this behavior elsewhere. **Change 2 - Icebox Morgue Graveyard:**  The icebox morgue now has private burial ground, sealed off by a fence. Mourners are expected to keep out and perform their grieving at the appropriate distance. This does not affect the chaplain's burial ground, which is publicly accessible from the outside. This gives a more secure place to bury bodies (I'm sure someone will have a reason for this some day) and may lead to fighting over corpses, which I think is funny. Also, there might be some goodies left in those graves, but you wouldn't go graverobbing just for some useless loot, would you?? This also adds a new area type, graveyard, which is mostly just the icemoon outdoors with the spooky ambiance of the morgue.  ## Why It's Good For The Game Now you can bury your friends in an unmarked grave! Bury people alive! Bury your treasure, or reminders of the sins you've committed! Bury anything, anywhere you want! The morgue graveyard is a nice bit of flavor. I know the Chaplain already gets one (I forgot this when I started this PR though) but the Coroner is an equal-if-not-more-important corpsekeeper than them. ## Changelog 🆑 Rhials add: Shovels and entrenching tools can be used to dig graves on asteroid/dirt/etc. surfaces. Neat! add: The Icebox Morgue has been given a fenced-off graveyard in the back. code: burn_tile() is no longer double-defined on asteroid turfs. /🆑 |
||
|
|
53b73559bb |
Fixes decals compounding on shuttles (#83548)
Fixes #83535 Fixes #76382 Just a missing UnregisterSignal. |
||
|
|
cb5a97c3d6 |
[no GBP] Corrupt organs check patient for Holy Water, not surgeon (#83500)
## About The Pull Request Was looking into #83493 and I have no idea how that happens but I _did_ notice this unrelated runtime and logic error. Due to the args being incorrect, we were checking the status of the surgeon performing the operation rather than the person the organ was being removed from. ## Changelog 🆑 fix: When removing a corrupted organ from a patient, the patient will now be checked for Holy Water or magic resistance, rather than the person performing the surgery. /🆑 |
||
|
|
a2f8875986 |
Fix issues resulting from an elevated object being created inside of a non-turf atom (#83498)
## About The Pull Request If an elevated object is initialized inside of a non-turf atom, it'll still make the turf it is on elevated. Permanently. Which is weird. ## Why It's Good For The Game Randomly elevated turfs are bad. Bugs bad. ## Changelog 🆑 fix: Fix a rare issue where a turf would remain permanently "elevated" if an elevated object was initialized inside of a non-turf object. /🆑 |
||
|
|
459bf38be9 |
Fixes Rust Victims being permanently exiled to the puke-zone. (#83417)
## About The Pull Request closes : https://github.com/tgstation/tgstation/issues/83375 ## Why It's Good For The Game Deleting Heretic rust you are standing on now properly deletes the status effect. ## Changelog 🆑 fix: Rust debuffs now gets properly removed if you derust a tile you are standing on. /🆑 |
||
|
|
8eb3b51ad9 |
/icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request In my effort to make the /icons/ folder cleaner and more intuitive instead of having to rely on recalling names of stuff and looking them up in code to find them for poor sods such as myself, plus in spurt of complusion to organize stuff, here goes. I've tracked all changes in commit descriptions. A lot still to be done, but I know these waves go over dozens of files making things slow, so went lighter on it. Destroyed useless impostor files taking up space and cleaned a stray pixel on my way. ## Why It's Good For The Game Cleaner /icons/ file means saner spriters, less time spent. Stray pixels and impostor files (ones which are copies of actually used ones elsewhere) are not good. ## Changelog 🆑 image: Cleaned a single stray pixel in a single frame of a bite telegraphing accidentaly found while re-organizing the files. /🆑 |
||
|
|
90cc66953e |
adds a new fish to lava and plasma rivers (#83146)
## About The Pull Request this pr adds a new fish to lavaland and icebox, the lavaloop! i noticed neither has any exclusive fish so im trying to add one of my own. u can find this fish by using reinforced rods on lava or plasmarivers. this fish is also lobstrosity's favorite delicacy as you will now often see AI controlled lobstrosities fishing for it in lava and then eating it.  because of its body's curvature and razor sharp spikes, this fish can also be used as a make-shift boomerang weapon against mining mobs, although it comes with some new mechanics. u can increase the damage it does to mobs by winding up ur throw. when the bar reaches purple, this indicates maximum damage. however, if it goes over the purple, it will react violently and explode your arm off, so you have to time it just right to get the best damage possible. On icebox, instead of dealing raw damage, fish will freeze mobs depending on how long you charged ur throw. charging it for too long will cause the fish to freeze you instead https://github.com/tgstation/tgstation/assets/138636438/c8ac3696-3705-45b0-bc43-c5b81d75cb1b while its nowhere near as effective as using PKA's or crushers, it can be a useful tool for hermits and ashwalkers. ## Why It's Good For The Game having lobstrosities fish and hunt for it makes lavaland feel more like an ecosystem with a food chain. also i think tossing fish at eldritch horrors is a funny way to fight them ## Changelog 🆑 add: adds a new fish to lava and plasma rivers, the lava loop /🆑 |
||
|
|
761b14ef7c |
lavaland raptors (#82537)
## About The Pull Request adds raptors to lavaland. these are creatures that have been created through countless xenobiological experiments by nanotrasen to breed an animal that can withstand the harsh conditions of lavaland and aid miners. theres now a new ranch miners can access bottom right to the mining base  this ranch starts somewhat empty as most raptors have escaped containment and are now scattered all across lavaland, u can find them and return them to ur ranch. in order to tame a raptor, u first need to prove to it that ur a capable master. when u try to ride it, a little minigame prompt will pop up  in this game, the bird's icon rapidly changes direction and u have to quickly click the arrow thats OPPOSITE to the direction its facing several times before the direction changes. if you fail 3 times itll knock you off and run away, however if u win it will deem u a suitable master and listen to your orders. There's many different breeds of raptors you can find across lavaland, all with different capabilities: red raptors: these excel at combat and can be very useful for dealing with lavaland mobs or defending the node drone yellow raptors: are very speedy mounts, theyll get u from point A to point B in record time green raptors: they are the tankiest type of raptor and are very good miners. while mounted, they will clear any rock walls in their path purple raptors: can store items in them. they have a decent storage size allowing players to carry more items across trips white raptors: are able to heal other injured raptors. having one in ur party would be very useful as they can nurse the combat raptors back to full health when they need it blue raptors: produce very nutritious milk with healing capabilities. having 1 or 2 of these back at ur ranch would be very useful black raptors: by far the rarest breed, its very unlikely that ull be able to get one of these, but in the case u do, they have the combat capabilities of the red raptor, speed of the yellow raptor, and tankiness of the green raptor. Breeding different colored raptors together can net u an entirely new colored raptor. each breed has atleast 1 guaranteed combination of parents that it will result out of. you will also need to maintain a good friendship bond with ur raptors, this is done by feeding them, grooming them, and petting them. u can see the strength of ur bond by SHIFT clicking them. more hearts indicate a stronger bond  having higher friendship bonds means ur raptors will perform better in combat, and in the case of blue raptors, they will produce more milk. Maintaining friendship bonds with baby raptors and keeping them happy will also encourage them to grow faster U can also analyze raptors using the new raptor-dex device available at ur ranch  the inherit modifiers indicate how strong this raptor's offspring will be. raptors inherit attack and health stats from both their parents, breeding raptors with higher inherit modifiers means the offspring will be stronger. raptors will also inherit some traits from their parents that will change how they will act around u and around other raptors, some of them being: Playful: raptors will play with their masters and tease them motherly: raptors will care for baby raptors, this will encourage baby raptors to grow quicker depressed: means its hard to keep this raptor happy and friendship bonds will deteriorate faster if not given enough care. coward: makes them flee combat if severly injured, ditching u to the wolves trouble maker: makes them attack other raptors at the ranch. however, trouble maker raptors will not attack other trouble maker raptors, instead they will form posses and bully raptors together. it might be a good idea to isolate them from the other raptors raptors primarily consume ores. to feed raptors, you need to place ore into the food troughs at the ranch. they are too civilized to eat ores off the ground or directly from ur hand, they will only eat it if its in their trough  beautiful raptor sprites by spessmenart! (rest are codersprites) ## Why It's Good For The Game adds a new layer to lavaland mobs, and gives miners new interesting tools and ways to tackle the challenges of lavaland. ## Changelog 🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie add: adds lavaland raptors and the raptor ranch /🆑 --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com> |
||
|
|
f1a22b367d |
Changes how lube crawling works and fixes a bug with snails (#83238)
## About The Pull Request This partially reverts https://github.com/tgstation/tgstation/pull/76336 - Just for slimepeople since it's the only one that felt important to be tied to species. Snails are currently pretty fast when they are crawling around, but on top of that they are also able to get their legs replaced to become 3x faster than normal humans while resting. It's a little silly, and I thought I should fix it. I also changed the element itself to be easier for admins to edit, giving them control over time and wet flags, and made it work a little better. Instead of being hardcoded to listen to carbons and to register every step to check if they are resting, calling add/remove movespeed modifier every single time they move, we are told whether they have to be resting, and update when they get up/lie down. This has an extra bonus that admins can control whether or not they want to make simple/basic animals have to rest to lube things (like cats). ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/78417 Makes the lube spitting element that (primarily) snails use into a more general thing that can be used by admins or other contributors that want to make things wet thing as they walk for some time. Also no insanely fast snails anymore. ## Changelog 🆑 fix: Snails no longer move at normal speed while resting. fix: Snails can no longer get insane speed from getting their legs replaced. fix: Humans don't become immensely slow when getting a Snail leg. admin: lube walking element is now much easier to mess with to fit however you want to use it for. /🆑 |
||
|
|
154837240d |
Rust Heretic rework: THE PUKENING. (#83006)
## About The Pull Request Turf rusting is now based on knowledge instead of RNG; toxic damage on spells has been replaced with disgust; rust walkers are a bit easier to summon and show up early in the tree. Rust ascension spread has been massively increased and immunities while on Rust have been updated. ## Why It's Good For The Game This is a massive list of changes, but the tl:dr is Rust heretic design is pretty barebones and dated in its current state. I'm going to try my best to explain why that is and why it needs to change. ### RNG on rusting is bad **Problem** : quite a lot of turfs cannot be rusted, and reinforced turfs rusting is tied to RNG, the emergency shuttle floors are also unrustable, making an ascended heretic not threatening at all to an escaping crew. **Solution**: Heretic rusting prowess is now tied to knowledge progression; reinf wall rusting is no longer tied to RNG; the emergency shuttle is now rustable if you have accrued enough knowledge. **Explanation** : I've been adopting the code from a previous PR that sadly didn't make the light of day. Link: https://github.com/tgstation/tgstation/pull/65361 The goal is to have Heretic rusting be more consistent, so that if you ascend the shuttle is no longer a safe refuge. **Grasp Of Rust**: Basic floors and walls. **Mark Of Rust**: Reinf floors and walls (takes 3 applications of rust to fully destroy). **Toxic Blade** Titanium and Plastitanium( still takes 3 applications of rust to destroy). **Ascension**: almost everything save for admin walls, glass, and silver. ### A territorial antagonist with no tools to defend its turf **Problem**: Rust heretic is forced into a territorial playstyle, but it's heavily diminished by rusted turfs not having any negative effect on the crew whatsoever, Toxic damage on plume and blade is also kind of bad and has no synergy with the rest of the kit. Lastly, while fitting to the theme of Rust; mark detonation destroying clothes and items can end up being more harmful to the heretic, as destroying a secoff's flashbang will result in you getting stunned and killed. **Solution**: Rusted floors are no longer safe for the crew; walking over Rust will add a small buildup of disgust, silicons will receive ticking damage, Toxic damage on Rust skills has been replaced with disgust buildup and a chem purge effect to prevent the crew from cheesing the debuff with sol dry. **Explaination** "The goal behind this change is to prevent the crew to just be able to walk willy nilly into an eldritchly decayed area without repercussions, plus I feel like disgust is a fitting debuff for Rusties for a number of reasons. 1) Lore wise, your goal is to turn the entire station into a garbage dump. 2) It fits for fighting a territorial antagonist, it's not immediately threatening on its own, but if you overstay your welcome, it has dire consequences. 3) We don't really do much with disgust as a status effect, far as i know, this'll be the first iteration of it being used for an antagonist toolset. 4) It gives reason to the crew to act hostile towards the Heretic, as you are essentially making their work area inhabitable. I've also Slightly increased the healing on leeching walk and gave it some minor temperature regulation (you won't be able to outtemp space cold). ### Rust Walkers **Problem**: Rust walkers might as well not exist in their current state; they are one of the latest heretic unlocks, and the recipe for summoning one is INSANE now that you cannot decapitate mobs anymore. **Solution**: Rust walkers pop up a bit earlier in the tree; the ritual to summon them has more reasonable reagents (wires, pools of vomit, iron sheets) and they have increased health. **Explanation**: : There is not a lot to add to this. without walkers, Rust heretics are fairly slow at spreading rust, by making rust walkers have reasonable summoning reagents, we ease that problem; lastly i've slightly bumped their hp, as i felt 75 hp was a bit low. ### Underwhelming ascension **Problem**: The spread rate from the ascension is downright ATROCIOUS in its current state, i actually ran multiple tests on different maps, on Metastation it can take up to 40 minutes for the rust to spread to the entire station, considering an ascended heretic results in an immediate shuttle call, it's unecceptable in its current form. Solution: Rust spread is now a hybridization between old ascension and Wizard tranformation ritual. **Explanation**: The spread rate in its current form is painstakingly slow and has a tendency to reach one corner of the map and compound on itself, i've borrowed the code from the wizard final ritual "transformation" and gave it my own spin so that given enough time it will cover the station more or less evenly, it can now spread through all z levels. Video example: https://www.youtube.com/watch?v=jZ5zMrNM6Jw I've also updated the immunities you gain on ascension to ignore slowdown and stasis from Cryogelidia. The whole point of rust ascension is to become immune to crowd control, i've seen far too many ascended heretics die to a single bola or cryo syringe, that's pretty lame so i fixed that. Lastly, aggressive spread has had its radius reduced in exchange for the spread being consistent now; cooldown is also halved when you ascend, to better help the heretic go on the offensive. |
||
|
|
f358423a1e |
Replace Heretic Phobia with Cursed Organs (#83082)
## About The Pull Request Being sacrificed by a Heretic no longer applies an incurable brain trauma that gives you a phobia of Heretic-associated items. Instead it does the following things: - Removes 2-4 of your organs and leaves them behind on the sacrificial circle, replacing them with "corrupt" organs with negative effects. - Gives you an unremovable "curse" debuff which will cause you to immediately cough a random organ out of your chest if you attack or are attack by the person who sacrificed you, **if they are wearing a Focus at the time.** Corrupt Organs can be removed via surgery, although doing so is dangerous. A removed corrupt organ will often either immediately explode for a small (but not insignificant) amount of burn damage to everyone nearby, or it will animate itself as a haunted object and be a general nuisance until subdued. A patient dosed with Holy Water can always have their organs removed without consequence. Chugging Holy Water will also suppress most of the negative effects of your corrupt organs. The effects of Corrupt Organs are as follows: - **Eyes:** All Heretics **and also a selection of additional random people** are completely invisible to you. You can still see their runtext (or "hear") them, but they otherwise cannot be seen. And as you can't see them you also cannot click on them. - **Tongue:** When you speak, your language will sometimes be replaced by "Shadowspeak", understood only by Curators and Nightmares. This is less of an impediment during Halloween because of the friendly Shadowpeople. - **Liver:** When you drink something, it will add extra reagents to your sip from a pool largely composed of alcohol and hallucinogens. - **Stomach:** Your hunger will deplete significantly faster if you do not regularly ingest blood. (Fun fact: Did you know that a drinking glass full of blood automatically relabels itself "tomato juice"?) - **Heart:** You will continue to be intermittently tormented by frightening hands. - **Lungs:** You will intermittently cough out dangerous or unpleasant gases. - **Appendix:** Very infrequently you will vomit out several hostile worms. Most of these effects aren't present while you're dodging the spooky hands in the Mansus realm. Plasmamen never have their lungs replaced because they'd immediately start choking on their internals and that is annoying. Ethereals _do_ have their hearts replaced so may be surprised to find that they don't respawn when killed if they don't get a new one. I would haved called them Cursed Organs but the Cursed Heart already exists. ## Why It's Good For The Game Nobody enjoys the Heretic phobia from any angle. Phobias suck to deal with in general. and while being scared of all Heretic stuff from that point on is mildly flavourful it's not very interesting. This alternative hopefully provides a more interesting answer (which should provide more storytelling and interaction with other people) to the problems that the original change intended to address: Making sure that nonlethal sacrifices still feel significantly bad enough that you're not going to volunteer, and as an extra layer of protection to ensure that someone you sacrificed functionally ceases to be a threat to you. ## Changelog 🆑 del: Being sacrified by a Heretic no longer gives you an incurable phobia. add: Being sacrificed by a Heretic will drop 2-4 of your organs on the ground and replace them with "corrupt organs" with negative effects which can be suppressed with Holy Water. add: Players who have been sacrificed by Heretics will experience additional and rapidly lethal consequences for attempting to fight someone who previously sacrificed them, as long as that person is wearing a focus. /🆑 |
||
|
|
8bbfd225cd |
Pacifists can no longer endlessly spam rocket launcher backblasts (#82992)
## About The Pull Request Fixes: #82990 Backblasts from a rocket launcher are often the last thing an untrained person thinks of when they fire a rocket launcher. I did not consider the moral stance of pacifists who nevertheless try to shoot rocket launchers when I implemented rocket launcher backblast, because currently pacifists trying to shoot a loaded rocket launcher can spam backblast as much as they want, even if they aren't able to actually shoot. This PR filters out pacifists before they trigger the backblast, to make sure only actual live shots deliver the hellpayload to their allies behind them. ## Why It's Good For The Game A magical reverse flamethrower with no ammo limit (because at no point is the rocket in the chamber actually expended when a pacifist fails to fire it) is bad. A weapon as destructive as that left solely in the hands of pacifists is even worse. ## Changelog 🆑 Ryll/Shaps fix: Pacifists can no longer endlessly spam the backblast functionality of loaded rocket launchers that they cannot actually fire /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
||
|
|
7809dee900 |
Monkey eyes fix and noticable organ display refactor; AI monkeys no longer catatonic (#82669)
## About The Pull Request It turns out monkeys being catatonic got broken 2 years ago in a PR that was meant to fix something else; also, it turns out monkeys are supposed to have primal eyes when turned into humans, and that got broken too. I fixed both of those things, and while I was at it I did a refactor to make it easier to give noticable organs (or anything else that you'd want correct pronoun and verb tenses) easier to implement. 1) AI controlled mobs now properly display their noticable organs when appropriate 2) Added some macros and a helper proc for replacing appropriate pronouns and verb tenses in text 3) The noticable organ HTML is no longer broken, so you can pass text with spans into it, if you want the text to be pretty or big or whatever 4) Monkeys are no longer catatonic if they have an active AI controller; this goes for any carbon actually but I think monkeys are the only one with AI controllers at the moment ## Why It's Good For The Game Fixes the logic for displaying organs on AI controller mobs (currently monkeys) Makes it easier to add these kind of organs for carbons, AI controlled or not, in the future Look! An actual use-case for split editor:  ## Changelog Humanized monkeys now have their primal eyes again; monkeys with active AI are no longer catatonic. 🆑 Bisar fix: AI controlled monkeys are no longer catatonic, and they have primal eyes again when turned into humans. spellcheck: Noticable organs now have more modular grammar, and their current grammar is fixed. refactor: Refactored the code for displaying the messages for noticable organs. config: Added a documented define of all our pronouns /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
||
|
|
404019dccc |
Revert "Borg movement now has sounds" (#82795)
Reverts tgstation/tgstation#82704 The sound ingame appears much louder than the original author intended. Not to mention that the sound loops stack for every borg moving near you. |
||
|
|
43e850357e |
Borg movement now has sounds (#82704)
## About The Pull Request adds sound effects to cyborgs when they move Demo: https://imgur.com/a/7Mu98pQ Open to feedback on this sound so please tell me what you think. ## Why It's Good For The Game a hunk of metal moving at you without any sound is frightening ## Changelog 🆑 grungussuss sound: cyborgs now have sounds to indicate they are moving /🆑 |
||
|
|
3af37616c9 |
Water tiles now put out burning atoms (#82735)
## About The Pull Request This adds a new "watery tile" element, currently used for (you guessed it) water turfs. This makes a tile extinguish any atom that passes through it. It also makes mobs wet!  This required a minor amount of under-the-hood work regarding firestacks. Essentially, they now get put out when the atom-level `extinguish()` proc is called, as they are now receptive to the `COMSIG_ATOM_EXTINGUISH` signal. ## Why It's Good For The Game It makes sense to me! If I was playing another simulation game and dived into a pool of water on fire, only to remain on fire, I would be very confused and disturbed. Also, it's good for immersion. Get it? Like, because water tiles also have the immerse element? ## Changelog 🆑 Rhials qol: Water tiles now extinguish fires on items and people. /🆑 |
||
|
|
d280c9ccce | Makes it EVEN EASIER to work with atom item interactions ft. "Leaf and Branch" & "Death to Chains" (#82625) | ||
|
|
c1d4fbc2ba |
Regal Rats can now tear down posters (#82673)
## About The Pull Request i was fixing something on bagil and someone who was playing a regal rat (after the round ended) said they wanted to be able to tear down posters as a regal rat so i decided to code it because it made sense. it's an element so literally any mob can tear down posters but i can't think of any other mobs that would make sense to let it tear down posters so we'll leave it just for _The Champion of All Mislaid Creatures_ for now ## Why It's Good For The Game Regal Rats should be all about sludgemaxxing and fucking up maintenance to make it look even more grody than it should be. Being able to tear up those disgusting and well-drawn posters to leave behind nothing but scraps fits that motif. The element has a `do_after()` just to make sure His Holiness doesn't accidentally tear down his posters while clicking (i think all mobs should have this but that's a different issue man) also includes some code improvement and user feedback in some failure cases that already existed in the code. ## Changelog 🆑 add: Regal Rats are now able to tear down those colorful posters those weird grey creatures keep spackling up on the walls of their rightful domain. /🆑 |
||
|
|
37aad4720d |
Reworks targeting behavior to fall back onto proximity monitors. Refactors ai cooldowns a bit (#82640)
## About The Pull Request Nother bit ripped out of #79498 [Implements a get_cooldown() proc to get around dumb manual overrides and empower me to optimize the findtarget logic](https://github.com/tgstation/tgstation/commit/7047d294dd2675b7e38db2424d6d79c52f21783a) [Adds modify_cooldown, uses it to optimize find_potential_targets further](https://github.com/tgstation/tgstation/commit/4ebc8cedcefaa57a1c3d1afbbb485baa6fae0a4f) No sense running the behavior if we're just waiting on its output, so let's run it once a minute just in case, then push an update instantly if we find something [Optimizes connect_range and promxity_monitors](https://github.com/tgstation/tgstation/commit/bcf7d7c5b371e46c02aa9039d4ccd4715b999400) We know what turfs exist before and after a move We can use this information to prevent trying to update turfs we don't care about. This is important because post these changes mobs with fields will be moving a lot more, so it's gotta be cheap [Implements a special kind of field to handle ai targeting](https://github.com/tgstation/tgstation/commit/80b63b3445778eb2c75fc2f8f61aca07ed482b1f) If we run targeting and don't like, find anything, we should setup a field that listens for things coming near us and then handle those things as we find them. This incurs a slight startup cost but saves so much time on the churn of constant costs Note: We should also work to figure out a way to avoid waking ais if none is near them/they aren't doing anything interesting We don't need to do that immediately this acts as somewhat of a stopgap (and would be good regardless) but it is worth keeping in mind) ## IMPORTANT I am unsure whether this is worth it anymore since #82539 was merged. As I say it was done as a stopgap because ais didn't know how to idle. If not I'll rip er out and we'll keep the other refactoring/optimizations. ## Why It's Good For The Game Cleaner basic ai code, maybe? faster basic ai code, for sure faster proximity monitors (significantly) |
||
|
|
4019835b3e |
Living Limb fixes (feat: Basic mobs attack random body zones again) (#82556)
## About The Pull Request Reworks Living Limb code to fix a bunch of runtimes and issues I saw while testing Bioscrambler. Specifically, the contained mobs are now initialised via element following attachment so that signal registration can occur at the correct time. This allows limbs to function correctly when added from nullspace via admin panel or bioscrambler. Secondarily (and more wide-ranging) at some point (probably #79563) we inadvertently made basic mobs only attack the target's chest instead of spreading damage. This is problematic for Living Flesh which can only attach itself to damaged limbs but was left unable to attack damaged limbs. I've fixed this in a way which is maybe stupid: adding an element which randomises attack zone pre-attack. Living limbs also limit this to _only_ limbs (although it will fall back to chest if you have no limbs at all). This is _technically_ still different, the previous behaviour used `adjustBruteLoss` and `adjustFireLoss` and would spread the damage across your entire body, but there isn't a route to that via the new interface and this seems close enough. ## Changelog 🆑 fix: Living Limbs created by Bioscrambler will be alive. fix: Living Limbs can once more attach themselves to your body. balance: Living Limbs will prioritise attacking your limbs. fix: Basic Mobs will once again spread their damage across body zones instead of only attacking your chest. /🆑 |
||
|
|
1456aecdb4 |
[No GBP] Removes cogbar from some stealthy actions (#82593)
## About The Pull Request Issue brought some missed hidden actions to my attention. I left cogbars in for _breaking_ handcuffs because resisting is sort of a gray area. On one hand, you don't want someone to see you doing it; on the other, there is a visible warning that you started doing it. So, meet in the the middle, breaking handcuffs is still visible while resisting isn't. ## Why It's Good For The Game Closes #82583 Cogbars are not intended to ruin stealth ## Changelog 🆑 fix: Deviants buffed: Rogue shoelacing, pickpocketing and restraint resisting no longer give cogbar icons. /🆑 |
||
|
|
5e568288f4 |
Refactor renaming UNIQUE_RENAME items from the pen to an element (#82491)
## About The Pull Request So a bit ago someone in code_general wanted to make plushies renamable, but learnt that just adding the `UNIQUE_RENAME` flag wouldn't work as pens would murder the plushie and only THEN let you rename it. I noted refactoring both pens and plushies to use the new `item_interaction(...)` procs would Just Solve This, but, well, they didn't really have any coding experience. But, hey, renaming being hardcoded to the pens has annoyed me ever since I laid my eyes upon the hot mess that is paperwork code. So here we are! ### We're making it an element. There's not really much to this, this is mostly the same code but moved to an element and with some minor cleanups. First, we move it all from `/obj/item/pen` to a new element we called `/datum/element/tool_renaming`. With this, instead of having it proc on `/obj/item/pen/afterattack(...)`, we register it to proc on the `COMSIG_ITEM_INTERACTING_WITH_ATOM` signal. https://github.com/tgstation/tgstation/blob/6e36ed984070d53e16bed4fa43eb0cbe6460deed/code/__DEFINES/dcs/signals/signals_atom/signals_atom_x_act.dm#L59-L62 Secondly, we realize the code is just going through each if statement regardless of whether the previous was correct. https://github.com/tgstation/tgstation/blob/6e36ed984070d53e16bed4fa43eb0cbe6460deed/code/modules/paperwork/pen.dm#L225-L258 And, as we're dealing with text, just make it a switch statement instead. ```dm switch(pen_choice) if("Rename") (...) if("Description") (...) if("Reset") (...) ``` Then, we replace all single letter variables with descriptive ones, replace the if-elses with early returns, and make it actually return item interaction flags. Finally, we slap this onto the pen, and we're done. Now we can slap it onto other fitting renaming tools, and it uses the proper item interaction system. ## Why It's Good For The Game I feel it's generally better to not hardcode this to just pens, we have plenty other writing utensils and possible renaming tools. It's also a bit cleaner than before. Apart from that, moves it from using `afterattack(...)` to the proper item interaction chain by using `COMSIG_ITEM_INTERACTING_WITH_ATOM`, which should reduce janky interactions. ## Changelog 🆑 refactor: Instead of being hardcoded to the pen, renaming items is now an element. Currently only pens have this, and functionality should be the same, but please report it if you find any items that were renamable but now aren't. /🆑 |
||
|
|
227cdd2c7c |
[NO GBP] Patches & renaming for NO_DECONSTRUCTION flag (#82547)
## About The Pull Request 1. Renames `NO_DECONSTRUCTION` -> `NO_DEBRIS_AFTER_DECONSTRUCTION`. As the name suggests when the object is deconstructed it won't drop any items/debris. After my last refactor for this flag it now serves a new purpose so its name has been changed to match that 2. Fixes objects that are now using `NO_DECONSTRUCTION` incorrectly. Some of these changes include - Removing the flag in objects where there are no means to deconstruct them (e.g. jukebox, hydroponics soil, flora etc) - Replacing the flags old purpose by overriding its tool procs so that it regains its old behaviour(e.g. You once again cannot deconstruct ctf reinforced tables, survival pods, indestructible windows etc) ## Changelog 🆑 code: renamed `NO_DECONSTRUCTION` to `NO_DEBRIS_AFTER_DECONSTRUCTION` so its name matches its intended purpose fix: fixes some items that incorrectly used `NO_DECONSTRUCTION` prior to its refactor, meaning makes some objects non deconstructable again /🆑 |
||
|
|
920f2c6442 |
Explosions Part I - Directional Explosions (#82429)
## About The Pull Request Adds the ability for explosions to be directional. This is achieved by adding an angle check to `prepare_explosion_turfs()` to drop any turfs outside the cone of the explosion. If the arc covers a full 360 degrees, as is the default, it will accept all the turfs without performing the angle check. Uses this functionality to rework both rocket launcher backblast and X4 explosions. Rocket launcher backblast has been changed from a shotgun of indendiary bullets to a directional explosion of similar length. X4 now uses a directional explosion to "ensure user safety". Apparently the old method of moving the explosion one tile away didn't even work, as it blew up `target` before trying to check its density for the directional behaviour. https://youtu.be/Mzdt7d7Le2Y ## Why It's Good For The Game Directional explosions - Useful functionality for a range of potential use cases, which can be implemented with minimal extra processing cost (Worst case scenario being very large directional explosions) Backblast - Looks way cooler than a bunch of projectiles, and should be significantly more functional in high-lag situations where projectile code tends to get fucky X4 - More predictable for players wanting to use it as a breaching charge, you can actually stand near the charge and not have to worry about being hoist upon your own petard. ## Changelog 🆑 add: Added support for directional explosions. add: Rocket launcher backblast is now 271% more explosive, check your six for friendlies! add: X4 charges now explode in a cone away from the user when placed on a sufficiently solid object. fix: X4 charges will now behave correctly when placed on dense atoms (note: don't try to read a variable from an atom you just blew up) /🆑 |
||
|
|
6a1519471d |
Very small atom examine tweaks (#82501)
## About The Pull Request - Gloves and Shoes are now referred to in "pairs" rather than as "some". - Meaning you now see "That's a pair of gloves" rather than "That's some gloves" - Makes it a tad easier to edit portions of an atom's examine text. - Gives reinforced windows a more proper description. - (I was examining random things to test and noticed its current description was INCREDIBLY out of place) - Fixes an extra space in bloody hand examination.  ## Why It's Good For The Game It's the little things that you tend to notice. When referring to shoes, you _generally_ will say "a pair of shoes" rather than "some shoes". It's just a tad more proper. ## Changelog 🆑 Melbert spellcheck: Shoes and Gloves are now referred to as "a pair of" rather than "some". spellcheck: Reinforced Window's description is less out of place. spellcheck: Fixed an empty space in examining a human's bloody hands. code: It's a tad easier to exit an atom's examine text now. /🆑 |
||
|
|
f484375b6d |
/datum/element/skill_reward attempting to drop "itself" fix (#82489)
## About The Pull Request `src` vs `source` moment. Plus some minor code cleaup. ## Changelog 🆑 Melbert fix: Skill rewards should properly be dropped out of unworthy player's hands /🆑 |
||
|
|
6dc40ca522 |
Standardizes object deconstruction throughout the codebase. (#82280)
## About The Pull Request When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/__DEFINES/obj_flags.dm#L18 But everywhere people have decided to give their own meaning/definition to this flag. Here are some examples on how this flag is used **1. Make the object just disappear(not drop anything) when deconstructed** This is by far the largest use case everywhere. If an object is deconstructed(either via tools or smashed apart) then if it has this flag it should not drop any of its contents but just disappear. You have seen this code pattern used everywhere https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/constructable_frame.dm#L26-L31 This behaviour is then leveraged by 2 important components. When an object is frozen, if it is deconstructed it should just disappear without leaving any traces behind https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67 By hologram objects. Obviously if you destroy an hologram nothing real should drop out https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/modules/holodeck/computer.dm#L301-L304 And there are other use cases as well but we won't go into them as they aren't as significant as these. **2. To stop an object from being wrenched ??** Yeah this one is weird. Like why? I understand in some instances (chair, table, rack etc) a wrench can be used to deconstruct a object so using the flag there to stop it from happening makes sense but why can't we even anchor an object just because of this flag? https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/objs.dm#L368-L369 This is one of those instances where somebody just decided this behaviour for their own convenience just like the above example with no explanation as to why **3. To stop using tools to deconstruct the object** This was the original intent of the flag but it is enforced in few places far & between. One example is when deconstructing the a machine via crowbar. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L811 But machines are a special dual use case for this flag. Because if you look at its deconstruct proc the flag also prevents the machine from spawning a frame. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L820-L822 How can 1 flag serve 2 purposes within the same type? **4. Simply forget to check for this flag altogether** Yup if you find this flag not doing its job for some objects don't be surprised. People & sometimes even maintainers just forget that it even exists https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/items/piggy_bank.dm#L66-L67 **Solution** These are the main examples i found. As you can see the same flag can perform 2 different functions within the same type and do something else in a different object & in some instances don't even work cause people just forget, etc. In order to bring consistency to this flag we need to move it to the atom level where it means the same thing everywhere. Where in the atom you may ask? .Well, I'll just post what MrMelbert said in https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, Yup that's the ideal case now. This flag is checked directly in `deconstruct()`. Now like i said we want to give a universal definition to this flag and as you have seen from my examples it is used in 3 cases 1) Make an object disappear(doesn't dropping anything) when deconstructed 2) Stop it from being wrenched 3) Stop it from being deconstructed via tools We can't enforce points 2 & 3 inside `deconstruct()` which leaves us with only case 1) i.e. make the object disappear. And that's what i have done. Therefore after more than a decade or since this flag got introduced `NO_DECONSTRUCT` now has a new definition as of 2024 _"Make an object disappear(don't dropping anything) when deconstructed either via tools or forcefully smashed apart"_ Now i very well understand this will open up bugs in places where cases 2 & 3 are required but its worth it. In fact they could even be qol changes for all we know so who knows it might even benefit us but for now we need to give a universal definition to this flag to bring some consistency & that's what this PR does. **Problem with deconstruct()** This proc actually sends out a signal which is currently used by the material container but could be used by other objects later on. https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/objects/obj_defense.dm#L160 So objects that override this proc should call its parent. Sadly that isn't the case in many instances like such https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/machinery/deployable.dm#L20-L23 Instead of `return ..()` which would delete the object & send the signal it deletes the object directly thus the signal never gets sent. **Solution** Make this proc non overridable. For objects to add their own custom deconstruction behaviour a new proc has been introduced `atom_deconstruct()` Subtypes should now override this proc to handle object deconstruction. If objects have certain important stuff inside them (like mobs in machines for example) they want to drop by handling `NO_DECONSTRUCT` flag in a more carefully customized way they can do this by overriding `handle_deconstruct()` which by default delegates to `atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc will allow you to handle the flag in a more customized way if you ever need to. ## Why It's Good For The Game 1) I'm goanna post the full comment from MrMelbert https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, but there's a shocking lack of consistency around NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction, but make it drop no parts" and others simply "disallow deconstruction at all" This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives this flag the consistency it deserves. Not to mention as shown in case 4 there are objects that simply forgot to check for this flag. Now it applies for those missing instances as well. 2) No more copying pasting the most overused code pattern in this code base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code cleaner everywhere 3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object deconstruction which is now available for use should you need it ## Changelog 🆑 refactor: refactors how objects are deconstructed in relation to the `NO_DECONSTRUCTION` flag. Certain objects & machinery may display different tool interactions & behaviours when destroyed/deconstructed. Report these changes if you feel like they are bugs /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
||
|
|
55267e1334 |
minebot buff (#82001)
## About The Pull Request this pr buffs non-sentient minebots a bit to make them more helpful with the new arcmining changes. Minebots now have a better overall AI, they will maintain distance from enemies and shoot while running. they will also plant landmines while theyre running away from enemies. these landmines are carefully programmed by the bot not to trigger when any of its miner friends step on it. u no longer need to feed minebots an ore to get them to listen to you, as they now automatically listen to any miners around. minebots can now repair damaged node drones  they also have a new autodefend feature, which makes them automatically attack any mob that attacks its miner friends or the drone. They also have some new upgrades! First is the regenerative shield, this shield allows minebots to tank a limited amount of hits before breaking. minebots will then need to wait sometime before the shield re-activates. Second is the rocket launcher remote control, this allows players to direct minebots to fire anti-fauna missiles at their target https://github.com/tgstation/tgstation/assets/138636438/3ec3605e-8e11-4a31-acaa-1382bed98294 Also minebots are now highly customizable, you can rename them, change their colors, or program their AI through their new user interface  ## Why It's Good For The Game Improves minebot AI a bit, and makes it a more viable option for mining solo players ## Changelog 🆑 balance: minebots have been buffed and have recieved new upgrades /🆑 |
||
|
|
7b11cbadf7 |
Strip Menu Suit Sensors (#82253)
## About The Pull Request Allows players to modify the suit sensors of someone else's jumpsuit without first requiring them to disrobe them.  ## Why It's Good For The Game It's annoying for players, usually antags, who are attempting to kidnap someone and then disable their suit sensors they must first entirely disrobe them, change the sensors, and then put everything back onto them. ## Changelog 🆑 balance: You can now adjust the suit sensors of another player in the strip menu. No longer must you first take it off. /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
b20c982404 |
Converts slimes to basic mobs (#82176)
## About The Pull Request After months of preparation, and further months of work, I am finally done. Please bear with me, as this is a massive refactor, but I have already atomized everything I could. This is now ready for review. General - The hilbert hotel slimes are now a subtype instead of a varedit. - The `use_mob_ability` subtree now also accepts non cooldown abilities. If set_behaviours is set up properly, mobs won't keep continously triggering it as if it were a 0 second cooldown action. The alternative would have been turning the slime abilities into cooldown abilities. - Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND` signal, instead of being part of attack_hand. - Adds datum/ai_controller/controller as a fourth, optional argument to `/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible to access blackboard keys. - Slimes no longer attack windows if they would accidentally move into them (when the conditions are met), since random walk behaviour ignores tiles they can't go in. It was also not worth to keep. Did you know this was the sole override of `ObjBump()`? - Examine was made less snowflaky/bespoke. Also added a new element: `/datum/element/basic_health_examine`, which is a simple bespoke element that prints out a custom message based on how damaged the basic mob it is attached to is. - Slimes only perform knockdown instead of paralysis, as they can attack more often now, and paralysis is not that fun. - LAssailant has been removed due being archaic code. To befriend a slime, you have to spawn a monkey with the slime console, or feed them a sheet of plasma. Simple grabbing the monkey or stuffing them in disposals do not work anymore. Slime console spawned monkeys will have a visible status effect, with pheromones coming off them to make this clearer. Actions - Feeding, reproduction and evolution is no longer a verb. - Slime feeding is no longer an action button. You have to use right click, or as previously, mousedrop. Slimes can always unbuckle from mobs they are attached to. Hunger - Instead randomly changing the starvation and max nutrition values while growing up, evolution costs 200 nutrion. This makes the code more readable, and behaviour more predictable, while still giving the intended time between evolving and splitting. As a result, I could also turn these into defines. - Added a component that handles doing an effect over time while buckled to a mob, until the mob dies or you get unbuckled. - Slimes gained nutrition is no longer randomly multiplied by the damage config value, but rather gain nutrition equal to twice the damage dealt. You'll have to eat one monkey to evolve, just as before. - Slimes do not heal passively. They only heal from eating. It was a rather miniscule value that did not have much effect. - Slimes generate electricity from hunger threshold, instead of the random amount of hunger threshold + 100. Environment - Slimes take 15 damage from cold every second, instead of using a complex formula (that also decreased the damage up to a point?). - Slimes still heal from burn damage, but this is now set on the damage coefficient list. - Slimes instead of getting stunned by the cold, freeze in an ice cube. BZ instead of setting them unconscious, calls the stasis status effect, allowing you to safely stash your hungry slimes for later. They also no longer slow down from the cold, as they are already slowed down by the damage they get. Conversely they no longer get a speed up from a random amount of temperature. I could be convinced to readd this either as part of the basic sensitive component, or a similar one. AI - Removed the attacked_stacks system. Slimes will just perform regular retaliation if you hit them in a harmful manner. - Slimes now use the pet orders component. They will interrupt their feeding when given a command by their master. - Slimes have their own subtrees. I tried to replicate as much as I could from the old code, dividing ancient code artifacts and intentional stuff, so there might be some weirdness. - Slime speech has been almost fully reduced to basic blorbing, as you can not even understand them anymore, and most of them require the slime to loop through all of their surroundings. - Discipline does not have stacks either. Disciplined baby slimes have a chance to clear their attack and hunt blackboard keys. All slimes will stop feeding on the target otherwise. - Since discipline is not a stack, rabidity instead gets removed at a 10% chance per disciplining. - Slimes faces are a bit more randomly picked now. ## Why It's Good For The Game - We want to convert all simple animals to basic mobs. Old slime code was also very strange, and had some systems that have been replicated by components. - Slimes fully paralyzing you is not fun at all. Knockdown should give you a fighting chance when a slime would like to eat you. - Slimes slow down from the heavy damage they get from the cold, so I don't think they need extra slowdown, nor do they need to speed up from warmth, as they are already fast. - Slimes turning into an icecube instead of becoming paralyzed from the cold is more fun for the slimes, as they can break out for a few moments. It is also funny. - Slimes entering proper stasis from BZ is not just a visual indicator of a slime that is safe to approach, but also keeps the slimes's hunger value in check, allowing it to not starve while stopped. They can also look around and blorble, instead of staring at a black screen, if player controlled. - The attack_stack and discipline_stack behaviours were rather overcomplicated, and the xenobio mains I talked with didn't even know it was a thing, so I argue it needed simplification. - The bespoke friendship system of slimes was also too complicated. Slimes slowly gained levels of trust, and at certain levels commands costed friendship, and other levels, they did not. The binary friend/not friend system that everything else in the game uses is much more sensible. - Using right click for feeding is much more sensible than using an action, and then picking someone from a dropdown. - Slime speech was very soulful but not only did it loop through everything in sight, you couldn't even understand it unless you spoke slime. Maybe it can be readded later in a different form. - Slime's passive healing was miniscule, and having them rely on feeding is more interesting. also fixes #81463 ## Changelog 🆑 refactor: Slimes are now basic mobs. Please report any strange behaviours! balance: Slimes only stun you for two seconds when they shock you, the rest of the duration is a knockdown. balance: Slimes are not stunned from the cold, but rather, get frozen in a freon icecube. BZ also puts them in complete stasis, instead of making them unconscious. Their speed is likewise unchanged by temperatures. balance: Slimes do not passively heal, they instead rely on feeding. fix: Slimes can use the buckling screen alert to unbuckle and stop feeding, along with clicking on the mob they are riding /🆑 |