Commit Graph

1245 Commits

Author SHA1 Message Date
SmArtKar
d4ac95a0e1 Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request
123 changed files and multiple crashes after writing broken regex, I
replaced most remains of direct spans with macros. This cleans up the
code and makes it easier to work with in general, see justification for
the original PR. I also fixed a bunch of broken and/or unclosed spans
here too.
I intentionally avoided replacing spans with multiple classes (in most
cases) and spans in the middle of strings as it would impact readability
(in my opinion at least) and could be done later if required.

## Why It's Good For The Game

Cleaner code, actually using our macros, fixes borked HTML in some
places. See original PR.

## Changelog
Nothing player-facing
2024-09-26 19:36:13 +00:00
oranges
68b3e98df7 You can now smack people on the head with cardboard rolls and wrapping paper (#86882)
## About The Pull Request

Lets you hit mobs over the head with wrapping paper, giving them a -1
moodlet (-2 if felinid)
2024-09-26 14:14:33 -05:00
grungussuss
58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
John Willard
a4e7929a3b Lighters use welding fuel and can be used as welders in some cases (#85941)
## About The Pull Request

Lighters now have welding fuel which can be filled/extracted by hand,
giving a small but consistent source of welding fuel for non-chemists.
Welding fuel is now required for these lighters to work, they'll close
automatically once they're out of fuel.
They last for a minute, zippo lasts 2 minutes, before they need to be
refuelled. It can have other reagents put into it but it only checks for
welding fuel, so it won't work at all unless its got some.
They can be used as welding tools in minor cases, mostly fixing things
and welding doors shut, but can't do big things like deconstruction,
except the xenobio one because it's a lot hotter than the normal
lighter.

Also added a baseline support to check for heat to perform certain
welds, before heat is just this binary "has or doesnt have heat", which
made its value useless.

## Why It's Good For The Game

Adds a ghetto way of getting welding fuel, hiding reagents, and a ghetto
welding tool without being something that prisoners could break out of
prison with. They could weld the doors shut which is a little funny,
security still has proper welding tools to counter it.
It also currently is kinda lame that lighters could just be open 24/7,
unlike matches which has a lifespan of 10 seconds each or something.

## Changelog

🆑
add: Lighters now use and require welding fuel to work, but can be used
as a welding tool for tasks that don't require much heat.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-13 12:32:09 +00:00
MrMelbert
8486f2f7e2 Storage / table interactions at the bottom of the interaction chain (#85512)
Because the wings were in fact made of wax 

## About The Pull Request

Storage goes to the very bottom of the interaction chain, hardcoded in
on `/atom`.
This is not preferred, obviously, but it ends up being a lot less
snowflaking overall.

Tables also go at the very bottom by extending `base_item_interaction`. 

Fixes #83742
Fixes #84434 
Fixes #83982
Fixes #85516
Fixes #84990
Fixes #84890
Closes #85036
Closes #84025 (RMB places it on the table.)
Closes #86616

Other changes:

Refactored pod storage to be less jank. Patches some exploits around it.

## Why It's Good For The Game

Should make a lot more interactions a lot more reliable... hopefully

## Changelog

🆑 Melbert
refactor: Storage and Tables are now a lower priority action, meaning
some uses of items on storage should work... better, now. Here's hoping
at least, report any oddities.
refactor: Note: For an overwhelming majority of items, **combat mode**
will attempt to attack/insert into the target, while **non-combat-mode**
will attempt to use on a target. This means screwdrivering or emagging a
MODsuit must be done on non-combat-mode, as combat mode will simply put
the screwdriver or emag into its storage. Same applies to tables, though
when in doubt, RMB may help (for things which are also weapons, like
mops).
refactor: Refactored escape pod storage, now they actually properly show
as unlocked on red alert and above.
/🆑
2024-09-12 23:48:19 +02:00
klorpa
69176298ed Spelling Fixes (#86056)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
Improves readability and user experience.
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-09-10 17:04:59 +02:00
Ben10Omintrix
91baa94ac5 event based incapicated and able_to_run (#86031)
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)

## Why It's Good For The Game
slightly improves the performance of basic mob AI

## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
2024-09-04 10:02:49 -04:00
tgstation-ci[bot]
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
PROGRESS):

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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
Bloop
753ddb1cb6 Hides no longer clang like metal (#86004)
## About The Pull Request

Fixes https://github.com/NovaSector/NovaSector/issues/4241

Just simply reuses the sound effects for dropping leather goods that was
added here: https://github.com/tgstation/tgstation/pull/85254

## Why It's Good For The Game

Muh immersion

## Changelog

🆑
fix: wet hides and hairless hides no longer make metal clanging noises
when picked up/dropped
/🆑
2024-08-25 03:53:19 -04:00
DATAxPUNGED
e7b5d07c9b Extinguisher cabinet resprite (#85961)
## About The Pull Request

Extinguisher cabinets are now Extinguisher racks, which serve the same
function but are much, much easier to see.


![image](https://github.com/user-attachments/assets/f27d2e04-22ab-4088-b02e-81fa2d722f89)

![image](https://github.com/user-attachments/assets/10b97b44-2928-4fc9-9c76-f68204cd787c)


## Why It's Good For The Game

Visual clarity is nice, a featureless grey box, is not.

## Changelog

🆑
sprite: Extinguisher cabinets are now extinguisher racks, which are much
easier to see.
/🆑

---------

Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
2024-08-20 01:48:16 +02:00
John Willard
1880003270 Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request

Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.

This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.

No more type checks, removes a silly var on the mob level and another on
the client.

Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.

Other changes:

- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.

## Why It's Good For The Game

This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.

## Changelog

🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
2024-08-19 10:43:45 +00:00
YesterdaysPromise
fec946e9c0 /Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up
some mess. This PR accomplishes some of the more major structural clean
up changes I wanted to do with /obj/ folder, but decided to wait on
until wallening gets merged, and so, time has come. Several things to
still be done, although I know these cleaning PR's are quite a load, so
will wait for this one to get done with first.

## Why It's Good For The Game
Saner spriters, better sprites, less annoyance. Also deleted a whole
load of redundancy this time around, a lot of sprites which existed
simultaniously in two places now got exit their quantum superposition.
2024-08-15 20:22:02 -07:00
grungussuss
ac2b4ef826 [no gbp] Consistency of sheet sounds (#85739)
## About The Pull Request
### Removed pickup/drop sounds from some items until a replacement comes
a long:
- paper sheets
- meat sheets
- bamboo sheets
- cotton
- bone 
- pizza sheets 
## Why It's Good For The Game
fuck.
## Changelog
🆑 grungussuss
sound: some sheets that shouldn't be making metal sounds no longer make
those sounds
/🆑
2024-08-15 08:15:40 +00:00
Astrogem2
7e0b463823 Durathread bundles and sinew make their proper noises instead of metal clang sounds. (#85485)
## About The Pull Request

Adds cloth noises to durathread bundles and meat noises to sinew strands
to stop them from making metal clang noises.

## Why It's Good For The Game
Fixes https://github.com/tgstation/tgstation/issues/85433, fixes
https://github.com/tgstation/tgstation/issues/85503

## Changelog

🆑
fix: Raw durathread bundles and sinew strands no longer make metal clang
sounds.
/🆑
2024-08-14 13:22:45 +02:00
LemonInTheDark
4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
grungussuss
aebeed5c96 Ore ore ore ore ore... sounds. (#85738)
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/85615

#### Applied to:
- all ore subtypes, except bluespace polycrystals
- Sandstone blocks

### Video:


https://github.com/user-attachments/assets/7fdd322a-4f57-4df7-bd72-e6400382b58b
## Why It's Good For The Game
immersion.
## Changelog
🆑 grungussuss
sound: ore and sandstone blocks have their own sound
/🆑
2024-08-11 15:07:31 +02:00
grungussuss
1263b6a73e [no gbp] Fixes rods not having sound_vary on (#85361)
## About The Pull Request
rods are an item subtype, not a sheet. naturally I only applied
`sound_vary` to the sheet parent
## Changelog
🆑
fix: rod sounds will now vary in pitch
/🆑
2024-08-01 01:00:19 +02:00
grungussuss
08dd05a601 Leather, skins, cardboard sounds (#85254)
## About The Pull Request


https://github.com/user-attachments/assets/9beaab38-653c-4cde-919c-eb1b3352e515

## Why It's Good For The Game
I added sheet sounds but these items are subtypes of sheet so it didn't
make sense for them to have metal clanking sounds
## Changelog
🆑 grungussuss
sound: leather, skins and cardboard have their own sound now
/🆑
2024-07-29 15:55:04 +01:00
Time-Green
17faa37875 Dropping/picking up skin is no longer metallic (#85138)
## About The Pull Request

Fixes #85056

Just removes the sound for skin. I couldn't find a suitable replacement
and I'm not really a sound person

## Changelog
🆑
fix: Animal/people skin is no longer metallic sounding
/🆑
2024-07-23 07:07:45 +02:00
SmArtKar
3afb10ebe3 [NO GBP] Updates surgical tape and edagger embedding values (#85096)
## About The Pull Request

Closes #85095

## Changelog
🆑
fix: Surgical tape and edagger's embedding values have been fixed
/🆑
2024-07-21 22:04:26 -07:00
Andrew
c04af38744 Dehydrator, machine version of drying rack (#85141)
## About The Pull Request


![image](https://github.com/user-attachments/assets/7b2cf788-7590-4d0b-a5f3-bfeec8276565)

Added dehydrator, a machine version of drying rack.

Replaced the second fryer with this rack on some maps to be available
roundstart.

Also changed the colors of Smart Fridge to be more in line with other
kitchen appliances.

## Why It's Good For The Game

We have plenty of recipes requiring dried items, and it's silly that the
chef has to break down a cafeteria table to build a rack for regular
recipes.

## Changelog

🆑
add: Dehydrator, a machine version of drying rack, with a circuit board
and available on some kitchens roundstart.
image: Updated the color palette of Smart Fridge
/🆑
2024-07-21 21:59:05 -07:00
norsvenska
5f80128fa9 Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 13:41:37 -06:00
grungussuss
198a8a9006 Material sheet sounds and Vary support for picking up/dropping items (#84860)
## About The Pull Request


https://github.com/tgstation/tgstation/assets/96586172/b16ab800-8baf-4ef5-9f50-d39d5efd21f7

All materials are a subtype of `sheet` (other than rod) so I put the
general pickup/drop sound on that.
Materials that got their own special sound:
- wood
- glass
- plastic
## Why It's Good For The Game
Giving some heft and sound to items makes it more satisfying to use them
and move them around, these sounds also play when the items are flung
around so it'll make more noise during explosions which makes sense.
## Changelog
🆑
sound: all materials now have a sound for picking up and dropping
code: items now have pitch vary sound support for dropping and picking
up items
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-15 14:39:15 +01:00
OrionTheFox
ddef344307 Resprites Catwalk Tiles to match TG's floortiles (#84819)
## About The Pull Request
Forgive me Maintainers, for I have sinned.
Months ago, a year ago, maybe longer, I PR'd some new and improved
sprites for the Catwalk Tiles here to TG. And when I did, I did not use
the right tile palettes for reference.

I have come to atone.


![image](https://github.com/tgstation/tgstation/assets/76465278/16605b30-455c-4c17-863b-00451a76fe27)

![image](https://github.com/tgstation/tgstation/assets/76465278/2d91e1b0-37c9-4916-b02a-9b23db0e3028)

![image](https://github.com/tgstation/tgstation/assets/76465278/c4233dec-1871-42ac-848b-2e8e94454dbc)

![image](https://github.com/tgstation/tgstation/assets/76465278/d8f09852-a8aa-4093-a4fd-68ddcbbc51af)

![image](https://github.com/tgstation/tgstation/assets/76465278/ff219529-d91c-459c-b8dc-b95e44890fa6)

Additionally, I removed a duplicate white catwalk tile (flat_white - the
one left is iron_white) and changed the `none`/error icon in the file to
double as both an error marker, and a template of the catwalk mesh for
future catwalk tile sprites.
## Why It's Good For The Game
Consistent matching tile sprites are much, much nicer to look at.
## Changelog
🆑
image: re-sprited Catwalk Floor Tiles to fit with TG floor tiles
/🆑
2024-07-11 02:27:39 +02:00
SmArtKar
b6c84135c3 Refactors embedding to use datums instead of storing data in bespoke elements (#84599)
## About The Pull Request

This refactors embedding elements to make them use singleton datums
(similarly to armor) instead being bespoke and creating a new element
every time armor values are supposed to be adjusted.
Default values have been removed from defines due to now being declared
in base class itself.
Additionally fixes vending machines and tackling gloves setting
generated shards (which they instantly embed into their victim) embed
properties to null after running the embedding code, despite said shards
having non-null embedding values by default, making them not be able to
embed into anyone else, also potentially breaking the pain/jostling code
if they somehow get updated.

## Why It's Good For The Game

Current embedding system is an unnecessarily complicated mess as bespoke
elements are hard to work with, and creating a new element every time
you change values is hacky at best. This change should make it easier to
read and work with.

## Changelog
🆑
fix: Fixed glass shards generated from falling vending machines or
tackling windows not being able to embed into anyone.
refactor: Refactored embedding code to use datums instead of bespoke
elements and ugly associated lists.
/🆑
2024-07-07 23:20:07 +02:00
carlarctg
bd14e92d04 Converts slapcrafting into a bespoke element (#84226)
## About The Pull Request

Converts slapcrafting into a bespoke element, used to be ac omponent

## Why It's Good For The Game

Noticed this was a big C and realized there was no real reason for that.
It's the same recipe shared across different items.

## Changelog
N/A

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-05 22:20:30 +00:00
Andrew
e421f8e7c4 Moved loose tiles and wallframes to crafting (#84210)
## About The Pull Request

There were some tiles and wallframes in lathe designs, while most of
these are already in the crafting menu. Moved all of them into the
crafting menu to avoid confusion, when you can't find some wallframe in
the menu because it must be built in lathe.

Made the light tile craftable in menu, instead of slap-crafting, and
made the circuit tiles use similar recipe (since they both are emissive
tiles). And the circuit tiles can now be cycled in-hand:


![image](https://github.com/tgstation/tgstation/assets/3625094/c7caa5fb-54dd-44d7-8f71-cd02ad740eee)

## Why It's Good For The Game

Centralized place for tiles and wallframes.

## Changelog

🆑
qol: Made light tiles available in the crafting menu
qol: Circuit tile variants can be cycled in-hand
add: Moved loose tiles and wall frames from lathe designs to other tiles
and frames in the crafting menu
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2024-06-30 17:39:38 +00:00
Ghom
35484728f1 Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request
Since non-clothing items can also be worn on several slots, there's no
need for cigarettes/vapes to be subtypes of masks anymore, since that
comes with a few oddities like #82870.

## Why It's Good For The Game
This should fix #82870, with about no side-effect aside them no longer
being edible by moths 🤢.
2024-06-29 12:44:48 -05:00
carlarctg
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.

![image](https://github.com/tgstation/tgstation/assets/53100513/b43d5d94-d06d-43b8-9b10-57f5a4a32bdb)
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
2024-06-29 12:40:33 -05:00
hyperjll
74b82ad12b Xenobio Slime Extract Nerfs (#84314)
Oil, Adamantine, Orange, and Gold slime extracts require 15 units of
liquid plasma (up from 1 unit) to activate their plasma reaction. Yellow
requires 15 units of blood to activate a blood reaction (up from 1
unit). Gold slime extracts spawn 4 hostile mobs (down from 5) during a
plasma reaction. Yellow slime extracts have an EMP range of 5 (down from
7) during a blood reaction. Oil slime extracts have a 1,2,4 explosion
range (down from 1,3,6). All of this is to compensate for xenobio
effectively being sped up by 3x from a previous PR i made. Adamantine
golem shells require 3 (up from 1) adamantine sheets to make.

(https://github.com/tgstation/tgstation/pull/84278)

## About The Pull Request

In the comments of the previous PR, a rather good point was made about
how spamable a certain few of the extracts were, and i've taken the
liberty of making a few nerfs to compensate.

## Why It's Good For The Game

Increasing the plasma cost of certain slime extracts to fifteen likely
won't slow anyone down from using them, but it does ensure the user will
drain their plasma supply quickly and limit how many slime cores they
can use. Of course, restocking plasma isn't super difficult in
xenobiology alone but it WILL ensure both downtime between assaults as
the user will seek out a grinder for liquid plasma and force the user to
spend time stocking up on plasma in the first place.

If that wasn't enough, i took the liberty of nerfing Gold, and Oil
plasma reactions, also after some thinking, Yellow blood reactions. We
also don't want golem armies (as fun as that was to fight).

Having an abundance of monster parties, explosive grenades, or emp
grenades is likely frustrating to deal with, so more nerfs were
necessary.

## Changelog

🆑
balance: Due to selective breeding of slimes, some species require
roughly 3x more plasma than normal to activate a plasma reaction. Slime
extracts affected are: Oil, Adamantine, Orange, and Gold. Yellow slimes
require 3x more blood to activate a blood reaction.
balance: Oil slime extracts have become less potent during a plasma
reaction due to selective breeding conditions.
balance: Gold slime extracts give rise to one less monster during a
plasma reaction due to selective breeding conditions.
balance: Yellow slime extracts have become less potent during a blood
reaction due to selective breeding conditions.
balance: Adamantine golem shells require 3 sheets rather than 1, due to
unknown circumstances.
/🆑
2024-06-27 22:05:12 +00:00
FlufflesTheDog
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
/🆑
2024-06-25 00:34:17 -04:00
Lucy Grindler
6351073f56 Pegging Update (#83991)
## About The Pull Request
We be addin' peg legs an' peg arms, makin' 'em craftable fer all ye
scurvy dogs. Ye can attach 'em yerselves, no need fer a surgeon's touch,
usin' the mighty ligament hook code. There be tons o' balance tweaks an'
special properties fer these limbs. Yarrrrr!
## Why It's Good For The Game
Arrr, this be givin' ye a ghetto alternative to headin' to medbay when
yer limbs be blown off. Plus, the potential fer pirate RP be fantastic!
Who doesn’t want peg limbs? If ye think otherwise, ye be lyin’ ,and
ye'll be walkin’ the plank! Yarrrrr!
## Changelog
🆑 Hacks-The-Doors (coding) & Septicchlorine (spriting)
add: craftable peg limbs (2 planks) which are attachable without surgery
bal: peg limbs take 1.5x burn and 1.3x brute, and do reduced damage
bal: peg limbs have chunky fingers (like insuls, but per limb)
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: septic <105231896+septoBismol@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-06-17 00:11:44 +01:00
Jacquerel
920cd7459d Neutralised anomalies respect the core limit (#83964)
## About The Pull Request

This PR changes it so that if you refine an anomaly by neutralising it,
it respects the same limit on number of anomaly cores as refining one
you bought from Cargo.
If it would produce an illegal core, it will create a mostly useless
inert core which you can sell at cargo for 80% of the price of buying a
raw core.

## Why It's Good For The Game

https://hackmd.io/@tgstation/r1tzxpwPL
This was a requirement in the original design doc which just never made
it into the game.
We want to be able to control how many cores of each type can possibly
exist in a round, as this is what allows them to have the "these items
can be really busted" allowance.

## Changelog

🆑
fix: Neutralising an anomaly cannot produce more anomaly cores than are
supposed to exist in a single round
/🆑
2024-06-15 11:37:04 +12:00
MrMelbert
6fea9d999d Small playsound audit, particularly involving portal sounds (#83893)
## About The Pull Request

I was looking at sounds (as you do) and I noticed this


![image](https://github.com/tgstation/tgstation/assets/51863163/25b298ca-31ac-48a0-9f86-c65a8becd532)

These sounds don't exist

We have `portal_open_1`, not `portal_open1`. 
This wasn't caught on compile because they used `""` and not `''`.

So I went through and audited a bunch of playsound uses that don't use
`''`. Only one error, fortunately

Likewise there was a ton of places running `get_sfx` pointlessly
(because `playsound` does it for you) so I clened that up.

However while auditing the portal stuff I noticed a few oddities, so I
cleaned it up a bit.

Also also I added the portal sounds to the wormholes event and gave it a
free ™️ optimization because it was an in-world loop

## Changelog

🆑 Melbert
sound: Portals made by portal guns now make sounds as expected
sound: Wormholes from the wormhole event now make sounds when formed
/🆑
2024-06-13 23:47:37 -06:00
MrMelbert
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)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- 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:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

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
/🆑
2024-06-11 21:58:09 -07:00
lessthanthree
30b9245adc Tram door fixes (#83672)
## About The Pull Request

- Fixes the emergency open spamming infinitely on bump open
- Tram doors have an associated assembly, can be repaired, rebuilt, and
constructed
- Adjusted door timings to better match the animation, no longer getting
briefly stuck on an invisible, open door

## Why It's Good For The Game

Fixing little issues that have surfaced

## Changelog

🆑 LT3
fix: Tram doors can now be constructed and assemblies built
fix: Emergency opening tram doors no longer spam balloon alerts
fix: Tram doors open faster on arrival
fix: Tram doors correctly force close on attempt 3 
/🆑
2024-06-09 18:52:04 +01:00
KingkumaArt
ed4ba0d227 Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes) (#83310)
## About The Pull Request

So this PR comes in two basic parts: the new ammo types and the minor
balance changes. I'll go over each separately.

**--- NEW AMMO TYPES ---** 


![image](https://github.com/tgstation/tgstation/assets/69398298/c031cf87-7bde-4a67-b5fc-109bedcece88)

-- Metallic Hydrogen Ammo: Made from Metallic Hydrogen, obviously. Has
middling damage and no dismemberment chance, but pierces through armor
and enemies like they weren't even there.

-- Zaukerite Slivers: Made from a zaukerite crystal. Does high toxic
damage, and has excellent wounding and embed chances, but lacking in
armor penetration. Also gives 1 second of blurry vision if it hits you!

-- Paper balls: Crafted from a sheet of paper. Mostly just a throwing
joke item, and 99% nonlethal like donksoft. Can be fired from a
crossbow, but also could be used if you wanted to have a snowball fight
on metastation.

-- Healium Crystal Bolts! Crafted (using menu) from the healium grenade
item. Heals 30 of brute/tox/burn, but puts who is hit by it to sleep for
three seconds, limiting its use in actual combat.

-- Supermatter Bolts: Dusts whoever you shoot it at! Absurdly
overpowered! Admin only!

-- A makeshift quiver, made from cutting a o2 tank in half, to store all
the ammo in.

**MINOR BALANCE CHANGES**

-- For some reason I thought the 357, which the traitor crossbow is a
direct competitor to, did 40 damage when making the first version of the
PR, instead of the reality of it doing 60. It's been buffed to 55
damage. (The basic engi one still does 35.)

-- I've been informed that generally, the stressed rebar crossbow isn't
ever used, as the misfire chance isnt worth the extra shot. As such, I
felt it was thematic to say that the stressing procedure involves
messing with the draw system in the fluff, and the stressed one now
takes half as long to rack.

**OTHER CRAP**

-- The rods now drop themselves if you shoot them at a wall. Hopefully.
-- Fixed the the non-bare wound chance on the traitor crossbow not being
increased from the base version.
-- Has a nice electronic discharge noise on firing.

## Why It's Good For The Game

I'm very happy with the reception of the rebar crossbow, and felt that
given it was an engi weapon at heart, giving it some engi-related
ammunition would fit it very well (and also have a good reason for
making zaukerite besides selling it.) The paper balls were more just so
the crew could able to shoot their buddies with it and not maim them.

As for the balance, I feel the tot crossbow being department restricted
is already a strong factor in it being infrequently seen, and if someone
is lucky enough to roll traitor in a job slot, it's a shame if their
job's items aren't worth it. The stressed variant is a similar case, and
I hope it's enough of a buff to encourage its use.

## Changelog
🆑 WebcomicArtist
add: Added zaukerite (high damage/embed, low AP) and metallic hydrogen
(High AP and piercing, but low embed) crossbow ammo for the rebar
crossbows
add: Added healium crystal ammo for the crossbow as well, which heals
whomever you shoot it at.
add: Added admin-only supermatter crossbow bolts that dust you, because
why the hell not.
add: Added non-harmful paper balls. Can be shot from a crossbow, or
thrown at co-workers.
add: Added a quiver made from cutting an o2 tank in half, to hold it
all.
image: added sprites for all the above.
balance: Traitor Engineer Crossbow ammo now does 55 damage instead of
45, to make it compete with revolver.
balance: Stressed Rebar Crossbow now has a shorter delay required to
rack it, but can shoot you in the face on misfire.
fix: fixed rebar crossbow shots not dropping items on hitting walls
fix: fixed traitor crossbow having worse wound chance than the base one
sound: added new crossbow firing sound effect

/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-06-09 02:06:26 +00:00
carlarctg
445ed08ce1 Adds Crutches to Medbay & Crafting (#83242)
## About The Pull Request

Added crutches! Wooden ones can be made with wood. Medical ones can be
bought from the medvendor.

Crutches will reduce slowdown from missing a leg by 60%, and they will
remove the limping from fractured bones. They're also a fairly decent
bludgeon. However, they do nothing if both legs are cut off. Canes now
also remove broken bone limping as well

Changed the 'white cane' name to 'probing cane' to better reflect its
function.

Shuffled some wound and mob code around, added signals for limbless
slowdown and limping.

Crutches make you waddle.

SPRITES BY XHORIAN!!!!!!!!!!!!!


![image](https://github.com/tgstation/tgstation/assets/53100513/fe7e5ac8-0e6e-4291-ae64-c96632997607)

![image](https://github.com/tgstation/tgstation/assets/53100513/bde7fd7a-38d4-4036-82f2-01bdb8a6f00b)

![image](https://github.com/tgstation/tgstation/assets/53100513/9d94bc8d-5a80-4199-a044-7c5cf1944f99)

![image](https://github.com/tgstation/tgstation/assets/53100513/b26ecf53-177a-400d-aa5a-f2c0d5560942)



## Why It's Good For The Game

> Added crutches! Wooden ones can be made with wood. Medical ones can be
bought from the medvendor.

> Crutches will reduce slowdown from missing a leg by 60%, and they will
remove the limping from broken bones. They're also a fairly decent
bludgeon. However, they do nothing if both legs are cut off.

Currently there's no way to abate slowdown from a missing leg except
getting on a vehicle, which I think is pretty lame. What if all the
doctors are busy, missing, or dead? What if medbay is a hole? A crutch
helps make up for the loss at the cost of a hand slot.

> Changed the 'white cane' name to 'probing cane' to better reflect its
function.

'White cane' was undescriptive.

> Shuffled some wound and mob code around, added signals for limbless
slowdown and limping.

I dont know where to put the friggin signals

## Changelog

🆑
Carlarc, Xhorian
add: Added crutches! Wooden ones can be made with wood. Medical ones can
be bought from the medvendor.
add: Crutches will reduce slowdown from missing a leg by 60%, and they
will remove the limping from fractured bones. (canes do that now too)
They're also a fairly decent bludgeon. However, they do nothing if both
legs are cut off.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-06-01 20:02:00 +00:00
Ben10Omintrix
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

![ranch](https://github.com/tgstation/tgstation/assets/138636438/20d9e358-15a5-48e2-aee3-9364ca139e43)
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

![minigame](https://github.com/tgstation/tgstation/assets/138636438/dcc13102-7100-40c8-ae7a-089cd4daf868)
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

![hearts](https://github.com/tgstation/tgstation/assets/138636438/5662c5a7-2df3-4f98-99f4-a11faa17b569)
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

![pokedex](https://github.com/tgstation/tgstation/assets/138636438/82b92c0c-b7db-4a0d-997e-384a69c0ecbe)
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

![trough](https://github.com/tgstation/tgstation/assets/138636438/70723cc7-5743-4ace-9955-4307879e7a83)

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>
2024-05-16 19:54:00 -07:00
nikothedude
03db803001 Parse_zone audit + minor misc cleanup (#83154)
## About The Pull Request

Does a audit on all uses of parse_zone, replacing most instances of it
with a new living-level proc that refers to the bodypart in that zone if
it exists.

In other cases, removes parse_zone entirely because the bodypart is
already confirmed to exist, so we just use plaintext_zone.

Also cleans up some single letter vars.
## Why It's Good For The Game

In the doc of ```plaintext_zone```, its said it ```Should be used for
parsing non-instantiated bodyparts```. 99% of the code ignores the
possibility of a bodypart existing, and so uses parse_zone when
plaintext_zone could be accessed instead.
## Changelog
🆑
code: Most instances of parse_zone now refer to the limb's
plaintext_zone var
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-05-16 16:45:33 +00:00
Derpguy3
f0e8ee632a Adds more box types to cardboard crafting (#83135)
## About The Pull Request
5 more box types have been added into the cardboard's sheet crafting of
"fancy boxes".
Specifically includes the following boxes;

- Drinking glasses
- Paper cups
- Medical gels
- DNA Injectors
- Cigar cases (The normal brown one)

Also fixes a typo involving the "perscription" glasses box.
## Why It's Good For The Game
When I've played as a bartender, I've found it quite annoying that I
couldn't make a labeled box for spare drink glasses.
Adding these boxes will allow people to make those labeled boxes and use
them for whatever they need. (Organizing!)

Also, if those boxes exist for use, why not let them be craftable by the
player?
## Changelog
🆑
qol: Additional box types can be crafted from cardboard. Happy
organizing.
spellcheck: A typo in box crafting for prescription glasses has been
fixed.
/🆑
2024-05-15 03:32:31 +02:00
Sadboysuss
8b8934c700 Portals now make sounds (#83166)
## About The Pull Request
### New sounds:

https://drive.google.com/drive/folders/1vLoyxY93Qfe_GtCnetkEHLrkGYZ8S7nD?usp=sharing

Demo:


https://github.com/tgstation/tgstation/assets/96586172/2c468ab8-deea-4151-8d66-167b63fdda39



Changes teleporter,gulag teleporter, hand tele, bluespace teleport gun,
cultist teleport, experimental syndicate teleporter teleport sounds.
## Why It's Good For The Game
I think sounds are an integral part of immersion and having no cool
sci-fi noises for portals really spoils it.
## Changelog
🆑 grungussuss and Virgilcore
sound: portals now have a unique sound to them
/🆑
2024-05-15 02:32:01 +02:00
MrMelbert
11843651f5 Allows status effects with alerts to display their duration (on the alert), adds it to a select handful (#83211)
## About The Pull Request

Plainly: Expands the status effect API so their alerts can showcase
duration remaining.


https://github.com/tgstation/tgstation/assets/51863163/02eaad84-ebb7-4af9-9895-977c6e71acc4

## Why It's Good For The Game

I figure there are some status effects out there which really want the
player to know how long the duration is.

And right now, for 95% of them, you have to code dive to find out. This
is rather punishing for players who... don't code dive.

At the same time, there are effects which *do* tell you how long they
last, which leaves it up to the player to intuit when it'll run out.
This can get a bit silly during lag, and again, punishes new players.

That's not to say I think every status effect should report how much
duration is left: **For very common effects, like sleeping, it should be
left up to the player to guess.** Otherwise we lose a lot of paranoia
and feeling of helplessness. (Also keep in mind this only applies to
status effects with alerts associated.)

Hence why I only added it, largely, to the more "gamified" buffs and
debuffs - Things from (generally) one or two sources and with a static
duration, (or things which already informed the player how long they
last).

Notable ones include Fleshmend, Convulsing (from emag defib), Regen
core.

## Changelog

🆑 Melbert
qol: Some alerts, such as Fleshmend's, show their remaining duration on
their icon.
/🆑
2024-05-14 08:36:23 +02:00
MrMelbert
1ea1f4a98f Fix cult building (#83114)
## About The Pull Request

Fixes #83054 

#https://github.com/tgstation/tgstation/pull/82833 Changed a bunch of
new args but didn't update any subtype, so the args list got filled with
gobbledygook.

## Changelog

🆑 Melbert
fix: Cult can build again
/🆑
2024-05-09 00:56:43 +01:00
Bloop
386715ea08 Makes this list a little more downstream friendly (aka trailing comma pr) (#83028)
## About The Pull Request

That's all. Just makes this easier to add onto with less diffs involved.

## Changelog

Nothing worth mentioning

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-05-04 18:32:03 +00:00
larentoun
02e09efb45 Fix missing crafting flags (#83025)
## About The Pull Request
fixes https://github.com/tgstation/tgstation/issues/83023

## Changelog
🆑
fix: Materials are now correctly applied to crafted items (chairs,
toilets, etc)
/🆑
2024-05-04 12:16:30 -06:00
Xander3359
e54ecf4b10 Fix crafting bypassing checks (#82833)
## About The Pull Request
Backport from
https://github.com/tgstation/TerraGov-Marine-Corps/pull/15701
Fixes crafting bypassing checks.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/82826
## Changelog
🆑
fix: You can no longer bypass construction restrictions via the crafting
menu
/🆑
2024-05-03 09:35:51 +02:00
John Willard
b34f833df9 Makes pod doors re-constructible (#82939)
## About The Pull Request

Adds the ability to reconstruct pod doors once deconstruction has been
started, and adds a pre-deconstructed pod door to the list of plasteel
crafting recipes.

Also adds context tips and some minor extra feedback during
deconstruction steps.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/68800
Door construction like airlocks are all possible this slap-crafting
rather than stuffing all of it in the crafting menu, I thought it would
be nice to have pod doors available there as well.

## Changelog

🆑
fix: You can now re-construct pod doors that had deconstruction started.
qol: You can now make pod door assemblies using plasteel in-hand.
/🆑
2024-05-01 15:04:38 +02:00
Mothblocks
bc4e7d3b4e Remove data systems in favor of global datums (#82943) 2024-04-29 22:47:36 -07:00
13spacemen
cdd7665bc6 Unarmed Attacks Support Multiple Verbs (#82876)
## About The Pull Request
Unarmed attacks, aka punching people, now is a list and supports having
multiple verbs
## Why It's Good For The Game
More flavor, RP, realism

Lizard claws used to only "slash", now they can "slash" "scratch" "claw"
Ethereals have "singe" in addition to "burn"
Podmen can "lash" in addition to "slash"
Heads can "chomp" in addition to "bite"
## Changelog
🆑
code: Unarmed attacks (punches, etc.) now support multiple attack verbs
instead of only one
/🆑
2024-04-28 23:00:46 +01:00