Commit Graph

993 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
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
Cursor 7daf456b53 Makes the Beer Six pack use cans. (#86830)
## About The Pull Request

Title.

## Why It's Good For The Game

So the beer bottle ring uses this sprite.

![image](https://github.com/user-attachments/assets/3bbd9822-36e4-4520-9a46-6925e71197a7)
But, when you open it, beer bottles.

I hate magic and love consistency so now it's properly beer cans.

## Changelog
🆑
fix: The Beer Sixpack no longer magically turns into bottles.
/🆑
2024-09-23 03:13:39 +02:00
carlarctg 7d9754b0c7 Moves Meta drone bay to the main cargo bay (#86581)
## About The Pull Request

MetaStation's Drone Bay has been moved to be basically inside the normal
cargo bay.

![image](https://github.com/user-attachments/assets/f9a84631-d761-489f-ba8d-995696ef09c5)

This bay starts slightly more prepared than others. You're still
rewarded for going out of your way to set up exoscanners but now it's
not literally obligatory, to reduce the effort entry cost.

To make room for it, the security cargo post was moved to the east of
the mailing room:

![image](https://github.com/user-attachments/assets/522e0de2-7fd6-4312-ac7e-974b3b37603e)

The drone bay spot in maintenance has been cleared out by a gang of
rowdy assistants, and turned into a drug den.

![image](https://github.com/user-attachments/assets/ae31b7f2-4817-4d09-af34-1bda8bdc1753)
It also has a nod to its prior room usage up north with some misc. drone
bay stuff.

This is my first real map PR and is likely to have dumb oversights.
## Why It's Good For The Game
## Changelog

> MetaStation's Drone Bay has been moved to be basically inside the
normal cargo bay.

On all stations Drone Bay is shunted off into some ass corner where
nobody even notices it exists. After using it a bunch I've realized it
has some interesting cargo use cases, because it's a cooldown based
activity you can often have it on in the background while doing other
things. I wished to move it inside the bay to highlight its usefulness!

> To make room for it, the security cargo post was moved to the east of
the mailing room:

The mail room is rather big for being such a non-used part of the
station, so it won't be harmed by being trimmed down into the main five
chutes. I've tried to keep everything important on the tables, but do
let me know if I fucked up and missed something.

I also think it's funny to symbolize how Security has a weak hold on
Cargo by having its security office almost completely cut off from the
main area, but that's a post-hoc rationalization if anything.

> The drone bay spot in maintenance has been cleared out by a gang of
rowdy assistants, and turned into a drug den.

Had to make use of the empty space somehow. This is a little funny den
that might kickstart some hijinks. Meta's maint is pretty bland and
hasn't had any real shakeups in a very long time, so adding a new PoI
might cause some fun events.



🆑
add: MetaStation's Drone Bay has been moved to be basically inside the
normal cargo bay.
add: To make room for it, the security cargo post was moved to the east
of the mailing room:
add: The drone bay spot in maintenance has been cleared out by a gang of
rowdy assistants, and turned into a drug den.
/🆑
2024-09-21 15:27:41 +02:00
carlarctg 7d3004bc79 Removes caps from many improper items (#86759)
## About The Pull Request

Removes caps from many improper items.
For example - Heated Rebar Crossbow -> heated rebar crossbow

I've kept a lot of items untouched because for some reason or another it
felt nicer to me that they be, uh, capsed. For example Hat of the
Honkmother, anything that has 'weight' to it.

There's also some minor name changes that I think fit better, such as
Rebar Storage Quiver -> rebar quiver. I mean, we already know it's for
storage. That's the whole point of quivers.
## Why It's Good For The Game

This is one of my biggest pet peeves, Randomly Capitalized Items For No
Reason. It looks sloppy, awkward, and half-assed. This PR brings a lot
of the worst offenders in line. if your name isn't a proper noun it
almost never should have caps.
## Changelog
🆑
spellcheck: Removes caps from many improper items
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2024-09-21 00:09:34 +02:00
Redbert ff87c71689 Various syndicate crossbow adjustments (#86781)
## About The Pull Request
Adjustments have been made to the Syndicate Crossbow to address its
current strength and balance issues. The weapon is being heavily abused
due to its overpowering combination of damage and utility. These changes
aim to reduce its effectiveness while maintaining its role in the game.

List of Changes:
    Syndicate Rebar Bolt Damage: Reduced to 45 from 55.
    Hydrogen Bolt Damage: Reduced 35 from 55.
    Hydrogen Bolt Wound chance: reduced to 0 to prevent delimbing.
    Quiver Reload: Reload is now interrupted by movement.
    Quiver Reload: Reload increased 1.2 seconds from 0.8 seconds.
    Crossbow TC Cost Increased to 12 from 10.
    Quiver size: Increased to normal from small.

Edit : after some more thought and looking at the original creator's
ideal, i've made some more changes. I've adjusted damage slightly to
still fit in damage breakpoints but not rely on mood. Syndicate crossbow
was meant to be a sidegrade to the syndicate revolver, it is currently
an upgrade, even with these changes.

## Why It's Good For The Game
The Syndicate Crossbow’s high damage output, especially with hydrogen
bolts, makes it overly powerful, leading to imbalanced gameplay.
Reducing the damage brings it more in line with other weapons like the
syndicate revolver while ensuring it still remains useful in certain
situations.

We should consider this weapon as a sidegrade to the syndicate revolver,
we should look at what armor does to the damage. With these changes, we
kill both a security officer and an unarmored crew member in 3 shots.
The revolver kills an unarmored crew member in 2 shots but an armored
security officer in 3 or 4, depending on their mood.

Comparing the Syndicate crossbow to the Syndicate Revolver, it is easier
to find ammo for, has higher armor pen, is easier to store ammo for,
easier to reload, has a scope, and the ammo is reusable. The crossbow
needs a bit more of a trade-off than some reduced ammo capacity.

Metal hydrogen bolts fill a niche for silently killing pets across the
map, not killing the entire station from a 1x1 hole in maintenance. They
have no reason to be doing as much damage as syndicate rebar bolt damage
or close to zaukerite bolts which are significantly more difficult to
make.

With the introduction of the syndicate quiver, the syndicate crossbow
has gotten significantly more powerful. Much of the clunkiness that made
it 'worse' than the syndicate revolver has been removed (similar TC
cost, damage, utility. 13 TC for revolver, 10 TC for crossbow). The
increase in power deserves an increase in TC cost. The syndicate
crossbow was meant to be a sidegrade to the syndicate revolver, we can
adjust the price so balance between them is more cut and dry.

The ability to reload the crossbow with the quiver while moving is also
a bit too strong. It effectively gives you a magazine of 20 shots while
in active combat. You can spam your reload keybind and left mouse button
while moving to continue firing at a rate of one shot per 0.8 seconds. I
feel like this kind of defeats the entire idea behind the crossbow.
Edit : I found while testing that I could still reload while moving at
0.8 second reload if i stutter step, I could still reload during combat.
I've increased it to 1.2 seconds.

Quiver size was increased because it's silly for a quiver with 20 bolts
to be able to fit in a box

## Changelog
🆑
balance: Syndicate Rebar Bolt damage reduced to 45 from 55.
balance: Hydrogen Bolt damage reduced to 35 from 55.
balance: Syndicate Quiver reload is now interrupted by movement.
balance: Syndicate Quiver reload increased to 1.2 seconds from 0.8
seconds.
balance: Crossbow TC cost increased to 12 from 10.
balance: Quiver size increased to normal from small.
/🆑
2024-09-21 00:07:04 +02:00
Ghom ba4fa8fe07 What you wear and on what chair you sit on can now influence fishing difficulty (#86646)
## About The Pull Request
A foreword, I had to refactor a few bits of shitcode my past self added
first. For context, the "gone fishing" and "actively fishing" traits
only had one source, which is the fishing challenge itself, ad there was
no way to access the challenge from outside its code, except for a few
weakrefs which were being used as sources for the aforementioned traits
(the shitcode in a nutshell). There were also a few signals that I
didn't like because they were being sent to the harder-to-access
challenge datum rather than the user. So I scrapped the traits for a
couple signals to send to the user, then added a global list as a mean
to easily access the challenge datum, and lastly changed the code to
accomodate the titled feature (and allow the challenge to recalculate
its difficulty DURING the minigame phase)

Moving on to the actual feature: I've added a component that can be
added to objects on which mobs can be buckled to or items. When equipped
in the right slots or buckled to, the object will adjust the difficulty
of current and future fishing challenges by a certain amount (more often
than not positive, but there're many exceptions) as long as the object
isn't equipped or the user is unbuckled.

I've been having some fun adding component to a ton of clothes in the
game as well as chairs. Way too many objects to enumerate, so I'll give
you the general idea:
- each carp-themed article provides a slight positive modifier (easier)
- some (not all) doctor-related garbs provide a marginal positive
modifier each (fish doctor jokes)
- floortile camo clothes have positive modifiers
- Tuxedo, laceups, gowns provide negative modifier (more difficult)
- utility garbs such as bio/bomb/rad hoods and suits are quite bad. Riot
armor too.
- boxing gloves are very, very bad. Insulated gloves and haul gauntlets
are also very bad, to a lesser degree.
- **tackle** gloves are good. (pun intended)
- wizard garbs are good, because wizards are good at casting. (also a
pun)
- magboots slightly bad. Space suits bad.
- Blindfolds and welding protection are also bad. Gas masks marginally
bad.
- Pirate attire is nice to have. (I just vibed a little on this one)
- plastic chairs are quite versatile because they can be carried around,
but the mime chair is the best, followed by ratvarian chairs.
- Fishing toolboxes, analyzers and the fish catalog are a plus, because
they can be held.
- And the fishing hat, obviously (not as great as you'd think)

Some of these may be subject to change depending on what people say.

## Why It's Good For The Game
A hundred lines of fishing challenge code made ever-so-slightly less
awful, and a way to modify fishing diffculty beside skills and bait.

## Changelog

🆑
add: Your current clothes and what chair you sit on can now influence
the difficulty of fishing minigames. Having a bare minimum of fishing
skill will let you distinguish which objects can help and which won't,
so keep an eye out. Holding fishing toolboxes, fish analyzers or fish
catalogs can also help.
/🆑
2024-09-17 22:33:04 +00:00
Ben10Omintrix 4e4a904a3b [no gbp] reverts some unintended duplicate checks (#86674)
## About The Pull Request
when working on #86031 , i added some checks that were already being
handled earlier in the chain, serving nothing. thanks to melbert for
catching these

## Why It's Good For The Game
removes some duplicated checks
2024-09-16 08:42:34 +02:00
Ghom 8d0e6734fe Fish (ya know, from fishing) is now edible (#86110)
## About The Pull Request
Fish (the item that you catch with a fishing rod) now has an edible
component attached to it, making it possible to eat them if you really
have to, at the cost of eventually killing and deleting the fish,
however, you normally shouldn't.
Along with the seafood and meat foodtypes flags, it possess the gore and
raw foodtypes too, making them pretty awful to eat unless you're a
(non-vegan) lizard, felinid, or wearing the strange bandana*, which can
only be found in the cqc kit case. Furthermore, it carry diseases like
the ones from food left on the floors for too long, so a strong stomach
is required to safely eat it even if you actually like it, dummy...
UNLESS you fry or grill it, thus killing the diseases (as well as the
fish) and removing both the gore and raw food types, then it becomes an
actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a
donkfish or a slimefish.

That is more or less the general rule. A few fish stray for it. For
example, lavaloops are never raw (still gorey). The skeleton fish are
never edibles, and holodeck fish is, well, holographic and thus
disappears if you try to eat it.

*the strange bandana is a reference to MSG, and this is a reference to
the MGS3 fish eating animation.

This is WIP btw, I'll have to test it and add some then polish it.

## Why It's Good For The Game
Whole unprocessed fish should be technically edible, even if not safe to
eat nine times out of ten. Also I kinda need this if I want to add a
tasty fishing spot to the kitchen deepfriers.

## Changelog

🆑
add: Whole, unprocessed fish is now edible. However it's pretty much
reccomended to grill or fry it for over 30 spess seconds before
attempting to eat it.
fix: germ-covered, dirty food no longer tries to infect you through
contact.
/🆑
2024-09-15 13:13:47 +02:00
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
MrMelbert 48bbd6fddf Reworks examine (a little) (#86506)
## About The Pull Request

Basically, reworks how examining things looks to the user.

#86497 is required even though this pretty much replaces the entire PR.

Examining random objects and simplemobs:


![image](https://github.com/user-attachments/assets/a2634a7f-b337-483a-a4e7-699586b4d6ac)


![image](https://github.com/user-attachments/assets/84cfa824-4cb3-4bc1-831c-8db3ccd6b162)

Examining a person:


![image](https://github.com/user-attachments/assets/91dc5492-9ba6-44d1-a284-5c97190b12c6)


![image](https://github.com/user-attachments/assets/7af83bea-e364-4daf-9090-551d2ec2b1a1)

Examining an ID card a person is wearing (by clicking the hyperlink
adorning the ID card when examining them):
(Note, you can only pull up this if you are within 3 tiles of the
person)


![image](https://github.com/user-attachments/assets/d9658605-0830-4cd2-9b6a-3821f19555c6)

## Why It's Good For The Game

Examine is very old and very inconsistent between atoms and mobs. So I
thought I could spruce it up a bit while bringing some consistency
along.

This should also help with losing certain details in massive walls of
examine text - stuff like names will stick out more.

## Changelog

🆑 Melbert
qol: The way examine looks has been updated.
qol: A person's ID card no longer appears with a big icon on examine.
You can now click on their ID card (in the chat box) to get a bigger
picture of it, as well as information about them.
refactor: Much of examine backend code has been refactored, report any
odd looking text.
/🆑
2024-09-10 22:47:58 +02:00
EnterTheJake 32249d28e2 [NO GBP] changes the size of the Syndicate quiver (#86478)
## About The Pull Request

Changes the size of the syndicate quiver from bulky to small.

## Why It's Good For The Game

Fuckup on my part, i forgot to give it a different size than the crew
version in my previous PR.

Syndicate Rebar bow is supposed to be easily concealable, It being bulky
kinda ruins that and overkill for what's functionally a cardboard box
that can store a few rods.

## Changelog

🆑
balance: Syndicate quiver is now small sized instead of Bulky.
/🆑
2024-09-07 17:49:10 +00:00
KazooBard 4c5273b2af (prev grey bull only) Soda and bee cans fit on tool belts - honoring the age-old tradition of drinking on the job (#86099)
## About The Pull Request
The grey bull can fits on storage belts. There's so little value to be
had from using it to store other reagents that it's not worth it, but
grey bull on a belt lets people do more micro in backpacks. Yes, I could
do it without this, yes, it'd be easier if I didn't have to juggle to
have my kidney stone juice. Really small change, really neat, not game
breaking or anything, plenty of people would be happy *if you count
assistant players as people

## Why It's Good For The Game

Look, it fits! 


![361471076-c53bbf46-cc30-411b-bd12-1c0ad1ea87f3](https://github.com/user-attachments/assets/6d2bb404-6889-44b4-b105-6500589db454)


## Changelog

🆑
qol: All cans (soda cans etc) fit on utility belts now. Drink on the
job!
/🆑
2024-09-04 22:01:04 -04:00
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
EnterTheJake 8436d3e0de Adds a Quiver to the Syndie rebar + various rebar and bolt improvements. (#86116)
## About The Pull Request

Adds a quiver to the traitor "Syndicate Rebar" kit, can be used to store
rods and reload the Rebar more efficiently.


![image](https://github.com/user-attachments/assets/bedc98d5-4b2d-4a68-b598-0853c17d73cb)


Fixes Rebar bows having more ammo than intended.

Rebar bows will now draw their string with left click instead of just
the use button.

Quivers are now a neck storage item.

Hydrogen bolts have lost their ability to embed and pierce an infinite
number of targets in exchange for a small damage buff , increased
accuracy on bodyparts and the ability to pierce walls.

## Why It's Good For The Game

This PR is the fruit of a discussion spanned over the course of several
months between me and KingKumaArt (the creator of the rebar bows.), He's
now busy abroad, so I'm pushing these changes in his stead.

**Changes to the syndie rebar and quivers**

The syndicate rebar bow is a fun albeit slightly underwhelming weapon,
at least compared to its direct competitor, the revolver.

The numbers prove this, as according to the charts it's very rarely
bought on LRP and doesn't even show on the MRP charts.


https://superset.moth.fans/superset/dashboard/4/?native_filters_key=cBYTbRt2At8pt1VkwV8O7NEZZZeDiIQ5fZgSMfjoICB0yow1BWJXDG5SyV9MJKTf

I think most of the issues with the weapon can be attributed to the
horrible jank that surrounds it.

Reloading and storing ammunition for this weapon is a management
nightmare, as the rods cannot be stacked and have to be manually loaded
by hand, making it horrendous to use in combat.

While that's fine for the makeshift crew version, Traitor weapons should
be more realiable in a combat scenario.

**So i'm squashing both problems by introducing a traitor version of the
quiver.**

It comes packed with the box you get the crossbow from, can be worn on
the neck, stacks up to 20 rods, and features an action button that
allows you to slowly chamber your rods into the rebar.

Video demonstration: https://www.youtube.com/watch?v=nG9efFOyauw

The crew version has also been moved to a neck storage item, but has
half the capacity and lacks the ability to quick reload.

I've also made the firing process slightly less annoying by having left
click draw and undraw the string; as it stands, you have to alternate
left click and use on hand after each shot, which is just jarring.

Created 2 new variables to replace the ALWAYS_HIT_TRAIT, so we don't
have to slap a new trait every time we want to dictate how accurate a
gun or projectile should be at range.

Lastly, I fixed an issue that allowed the bow to fit 1 extra bolt than
its intended capacity. if you were to chamber your last rod, it does end
up nerfing the burst of the syndie variant, as it drops down from 4 to
3, but the smoother reload should make up for it.

**Hydrogen bolts**

As it stands, all the atmosian bolt variants occupy different niches and
they are more or less balanced.

Except for the hydrogen bolts.

With zauker bolts doing 60 toxin damage, guaranteed embed, and Syndie
bolts doing 55 brute + the high delimb chance, Hydrogen bolts just don't
have any real purpose to exist with their lower damage and lack of the
ability to delimb.

Metallic hydrogen in general doesn't have any good applications, the
armor is weaker than your run of the mill sec vest, the axe is a
downgrade over the roundstarting one....; I could go on, point being
that something that requires in depth atmos knowledge and 30-40 minutes
of hard work shouldn't be outclassed by what's readily available at the
start of the shift.

So what if we made the hydrogen bolts go through walls?

Long range weaponry is a niche that remains mostly unfilled in the
traitor arsenal.

The syndicate rebar technically does have a scope, but requiring direct
line of sight makes it unreliable and far too risky to use, since you
could be jumped at any times while you are zoomed in.

So i've made the hydrogen bolts a weaker version of the nukie penetrator
rounds, with slightly lower damage, no infinite pierce and inability to
damage the AI core.

I've also improved their long range accuracy, as these bolts are meant
to be accurate at longer ranges, (they drop off massively past the 15
tiles)

Now yes, the bolts will be accessible to the crew as well, so why am I
discussing this as if it were a traitor change?

Well for starters, the actual applications of a crew atmos tech using
these are fairly limited.

Regular rebar bows can only fire 1 shot at a time, don't have a scope,
and you won't get much mileage out of the wall piercing component unless
you get thermals or x-rays, which are very much a stretch to acquire as
an atmos tech.

In the hands of a traitor, however, I can see it as a potential use for
a long-range sniping tool, if you are willing to commit half of your
round to make the bolts that is.

## Changelog

🆑
add: A Syndicate Rebar Quiver has been added to the uplink
qol: Left clicking with a rebar crossbow will now draw/undraw the
string.
balance: Rebar quivers are now a neck slot item.
balance: Hydrogen bolts damage has been upped to 55 brute and can now
pierce through walls, they no longer have infinite piercing and can no
longer embed however.
code: removed the TRAIT_ALWAYS_HIT_ZONE, replaced with 2 new variables.
fix: fixes rebar crossbows having a higher capacity than intended if a
bolt had already been chambered.
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2024-09-04 12:59:08 +02:00
r3dj4ck0424 99424053f6 [NO GBP] Re-adds the cytopro to the science areas (#86441)
## About The Pull Request

The Cytopro makes a grand return post-revert! Also renames the starting
petri dishes to "basic sample petri dish"

This noticeably does NOT fix the fact that the machine sells the wrong
sort of labcoat, so I strongly recommend merging #86122 immediately
following this PR.

## Why It's Good For The Game

Puts #85338 and #85996 back

## Changelog

🆑
add: The vendor of cytology equipment, the CytoPro, is once again
available in your local science department!
/🆑
2024-09-04 12:31:02 +02:00
lessthanthree d1a37bd047 Sticker packs/Chief Engineer sticker (#86154)
## About The Pull Request

- Changes sticker container from a generic box to a specialised 'sticker
pack' with label
- Adds a Chief Engineer seal of approval sticker


![image](https://github.com/user-attachments/assets/7b1d8789-6a06-46ec-a2a3-be4272eb5268)

## Why It's Good For The Game

The CE can now quell crew concerns about machinery they find in the
hallway

Before:


![ce_sticker_1](https://github.com/user-attachments/assets/0e7c1752-743f-4b6a-8e5c-8627a3f11d82)

After:


![ce_sticker_2](https://github.com/user-attachments/assets/82f74a09-f007-45ad-8dcd-f70840681ba6)

## Changelog

🆑 LT3
add: Added Chief Engineer SEAL OF APPROVAL sticker
code: Stickers now come in sticker packs, not boxes
code: Stickers can now add examine text to whatever they're stuck on
/🆑
2024-09-04 12:22:47 +02:00
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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(NOT BEING INCLUDED)
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  - [x] #86070 - Reverted in 6c460bbc22827bdbc566b524b8e6a959cbb61c37

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
Xackii de114a90df Revolver in roundstart holsters is on the last slot and not on first (#86023)
## Why It's Good For The Game
Always have to move revolver to the last slot, and if you don't, the
hotkey will give you a speedloader instead, which is very annoying
sometimes(especially in deathmatch).

🆑
qol: revolver in roundstart holsters is on the last slot and not on
first
/🆑
2024-08-28 14:21:26 -04:00
DrTuxedo 531486b995 Curator LIVE Journalism (#86046)
## About The Pull Request
The first Curator now spawns with a **Broadcast Camera**, a normal-sized
item that can be wielded to start a live broadcast to all entertainment
screens across the Station! It also broadcasts sound through a new
Entertainment radio channel that can be spoken into by the Curator. The
broadcast name can be changed by right-clicking the camera.
<details>


https://github.com/user-attachments/assets/cfe2a147-15b3-4a96-85e2-3082376a0e9a

</details>

Also adds a new clothing set to the Heroic Beacon of the Curator themed
around Journalists containing some unique clothing, a microphone, a
Press badge used for shoving into people's faces and crafting more
clothes (like Press armor and helmet), and also a set of 1 TV and 1
entertainment radio in-case station does not have places to watch
Curator's brilliant broadcasts.


![press_drip](https://github.com/user-attachments/assets/ea264e13-01b8-46c4-87cd-6b174bc5b470)
## Why It's Good For The Game
The job of Curator has 3 things it can do:

- Curate Library (lol)
- Explore Space
- **Create News!**

Although the Curator does have extended access to the Newscaster -
that's not enough of content. Inspired by the Combat Correspondent from
the Colonial Marines server - Curator now has a **Broadcast Camera**!
Using it they can show the station what the most important matters that
are going on without lifting the butts of their comfortable chairs.
No matter what Curator will report: Security raiding Medbay? Interviews
of Cargo Techs complaining about Command? Maybe even shows produced in a
studio? Anything really!

Also, entertainment screens will get more use, as right now they only
_sometimes_ broadcast Bitrunning avatars and nothing else unless admins
mess with them.
## Changelog
🆑 DrDiasyl aka DrTuxedo
add: Curator has received a new BROADCAST CAMERA which can broadcast the
surroundings LIVE on Entertainment Screens/ Alongside with some other
Journalism related gear in his Heroic Beacon
sound: Entertainment screens now play muffled speech when hearing a
message on Entertainment frequency
/🆑
2024-08-25 00:21:12 +02:00
Ghom 11fce492bb Jarvis, add buckshot to the blackmarket. (#85470)
## About The Pull Request

![immagine](https://github.com/user-attachments/assets/82a41ea7-9951-43d5-a553-7c9884058bf2)

~discord light-theme big L.~

By the by, these are slightly nerfed buckshots, create big puffs of
powder smoke when fired, damage your gun, and MIGHT blow you up in the
same style of using a detective revolver loaded with .357 if you fire
too many.

Also, the integrity of the firearm now counts towards the damage of
bullets it's fired from.

## Why It's Good For The Game
The blackmarket is a place where you can find illegally illegal, evil
items, along with other trinkets. I thought it'd be a nice place to
reintroduce buckshot with a little downgrading twist after it has been
nerfed (it used to do 60 damage without falloff) AFTER it was removed
from the lathes and the station.

## Changelog

🆑
add: Buckshot is back on the menu, on the blackmarket.
balance: the integrity of firearms now counts toward projectile damage.
A gun that's on the very verge of breaking down will deal half as much
damage.
/🆑
2024-08-21 16:27:18 +01:00
SmArtKar 0ac0d03120 Resprites utility belt tool overlays, fixes up grammar for CE's belt (#85955)
## About The Pull Request


![изображение](https://github.com/user-attachments/assets/a1d6b264-ade8-458e-bcc5-15710a21c405)

Also CE's toolbelt is no longer capitalized or improper

## Why It's Good For The Game
Crusty sprites that don't fit modern ones

## Changelog
🆑
image: Utility belts got new tool overlay sprites
spellcheck: CE's toolbelt is no longer capitalized or considered an
improper noun
/🆑
2024-08-19 14:15:10 +02:00
Ghom ce0a9c932e Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#85892) 2024-08-18 16:08:08 -04:00
r3dj4ck0424 23929b39b6 Adds a new cytology-focused vending machine to the science area (#85338)
## About The Pull Request
Creates a new vending machine in the science area, called the CytoPro
and filled with cytology gear (and a few things that might be useful in
xenobiology). This vending machine is added to the cytology labs of all
maps.
Here's how it looks in-game (with the panel screwed open, I was hacking
it to test at the time)
![CytoPro -
Metastation](https://github.com/user-attachments/assets/695c12e6-ee63-47ff-b885-a3c0ca029afc)
The current product list is shown below.
![CytoPro -
Products](https://github.com/user-attachments/assets/95f3cf47-4f2e-4988-958c-1064584d41f6)
![CytoPro -
Contraband](https://github.com/user-attachments/assets/e7918f44-588d-4acd-9025-b12d3da08602)
I've put them in the locations shown below.
Birdshot:
![CytoPro -
Birdshot](https://github.com/user-attachments/assets/8f0eba2e-d118-481d-8122-04ab5815fbb8)
Delta:
![CytoPro -
Deltastation](https://github.com/user-attachments/assets/176a4207-e3cf-4a17-8b19-c20bbce86ff0)
Icebox:
![CytoPro -
Icebox](https://github.com/user-attachments/assets/8eda8bd2-cb88-4adf-bb9e-b54b76281f8c)
Northstar:
![CytoPro -
Northstar](https://github.com/user-attachments/assets/0abec84d-9343-4d28-81b9-7f6cf9efa4f7)
Tram:
![CytoPro -
Tramstation](https://github.com/user-attachments/assets/7a27aa08-655c-468b-a690-bd031b02dfb4)
Wawa:
![CytoPro -
Wawa](https://github.com/user-attachments/assets/6a1dc37a-9834-4613-8cfe-0634184c3caa)

**Feedback on more products welcome!**

## Why It's Good For The Game
Currently, there aren't a lot of backup sources for cytology gear. Most
maps spawn with a single cytology closet containing the necessary gear,
and good luck to you if someone makes off with the supplies before you
get there. In addition to adding a source of backup cytology equipment,
I'm hoping that this new vendor makes cytology quicker and more
accessible.
Plus, science really needed a new vending machine, and I think the
purple-white colour and stylized microscope are neat.
Since the cytology lab is usually located very close to the slime pens,
the addition of monkey cube boxes, xeno bags, and bio suits also helps
support xenobiology projects. If the 14 cubes supplied at round start
are insufficient (which they really shouldn't be) then they can
supplement their supply with the boxes in the CytoPro.
## Changelog
🆑
add: A new vendor of cytology equipment, the CytoPro, is now available
in your local science department!
/🆑
2024-08-18 14:54:19 +02:00
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 a4a92eb84c Toolbox, medkit, cardboard box sounds. (#85337)
## About The Pull Request


https://github.com/user-attachments/assets/155210d1-d0ae-404e-b69c-a0d185306db6

### Added container rustle sounds for:
- medkit
- box
- toolbox

### Added container open sounds for:
- box
- toolbox

### De-hard coded container rustle sounds so now you can change the
sound path on subtypes.
## Why It's Good For The Game
- Hearing the same cloth rustling SFX for boxes, toolboxes and medkits,
when they're clearly not made of cloth is immersion breaking, let's fix
that.
- giving players satisfying sounds when they open containers and an
overall diversity of sounds will reduce ear fatigue
- rustle SFX were previously hard coded and you couldn't change them or
change the `vary` boolean, we should keep the code customizable and
allow contributors to add more rustle sounds by implementing this
framework.
## Changelog
🆑 grungussuss
sound: added rustle sounds for: toolbox, medkit, box
sound: added open sounds for: toolbox, box
code: added support for giving container items rustle sounds
/🆑
2024-08-14 13:46:51 +02:00
Da Cool Boss 06aa7b846a Fixes Donk Co. & Waffle Corp Trademark Issues (#85686)
## About The Pull Request
All references to "Waffle Co" and "Waffle Company" have been scrubbed
and replaced with appropriate branding. "The Waffle Corporation" may be
shortened to "Waffle Corporation", "Waffle Corp" or "Waffle Corp." only.

All references to "Donk Corp." and "Donk Corporation" have been scrubbed
and replaced with appropriate branding. "Donk Company" may be shortened
to "Donk", "Donk Co" or "Donk Co." only.
## Why It's Good For The Game
Keeps these names consistant and lore accurate.
## Changelog
🆑
spellcheck: fixed many incorrect spellings of Waffle Corp and Donk Co.
/🆑

---------

Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com>
2024-08-09 23:22:53 -04:00
Helg2 be9a9c0e33 [NO GBP] Fixes emergency climbing hooks spawning on not multi-z stations. (#85381)
## About The Pull Request
I naively assumed that `if(LAZYLEN(SSmapping.multiz_levels))` which was
already present was doing something and didn't proceed with testing
stuff further, well turns out it doesn't.
## Changelog
🆑
fix: Emergency climbing hooks now shouldn't spawn on non multi-z
stations.
/🆑
2024-07-31 22:24:02 +02:00
grungussuss f0575ec415 The Soundening: Security and guns edition. (#85309)
## About The Pull Request


https://github.com/user-attachments/assets/9c47c512-ff22-4832-9524-fd6f3e6147c7

Pickup sounds for:
- all guns
- riot shields
- handcuffs
- batons and telebatons
- pepper spray 
- all grenades

Storage open sound for:
- security belt, security webbing, all holsters

Successfully cuffing someone now has its own satisfying sound!
## Why It's Good For The Game
The most combat intensive role in the game doesn't have these sounds to
complement their gameplay, these sounds will increase the amount of
danger audio cues you can listen for and give feedback to players on
what others are doing.
## Changelog
🆑
sound: guns have pickup and drop sounds
sound: security belts and holsters have opening sounds
sound: handcuffs have pickup and drop sounds
sound: stun batons and telescopic batons now have pickup and drop sounds
sound: grenades have pickup and drop sounds
sounds: riot shields and telescopic shields have pickup and drop sounds
sound: successfully handcuffing someone has sound
/🆑
2024-07-31 14:59:22 +01:00
Paxilmaniac b98afcd140 Replaces my old and crusty pp-95 with the cool new nukeops tech on the block, smart SMGs (#85211)
## About The Pull Request


![image](https://github.com/user-attachments/assets/c399db0d-c8b8-4f0e-b20d-e81e153a4fac)

![smart
bullet](https://github.com/user-attachments/assets/02af6174-f967-487c-b5ee-90c73300d179)

Adds the Abielle Smart-SMG to replace the pp-95 entirely.

The Abielle performs nearly identically to the pp-95 in nearly all
aspects, doing 0.5 less damage because it's not a projectile modifier on
9mm anymore.

What the Abielle does do majorly differently, is give it's bullets a
slight homing ability VS whatever you clicked on. This keeps the weapon
equally useless to it's predecessor at spraying blindly down hallways,
while rewarding careful aim with bullets that slightly track the target.

## Why It's Good For The Game

The surplus smg sucks, and I don't mean performance-wise (although it
certainly does, that's the idea). The surplus smg sucks because
typically you would be better suited using it as a melee weapon due to
the inaccuracy and low damage. Making the cheapo "I forgot to buy a
weapon" gun practically useless is super punishing especially for newer
ops who might not remember to buy a weapon first. The smartgun makes the
surplus smg still pretty shit compared to the other nukeops guns that
can down a man nearly instantly, but means that reinforcements or broke
ass nukeops can still be relatively effective so long as they can click
on a spaceman across the screen.

## Changelog
🆑
balance: The nukeops surplus smg, the pp-95, has been reworked into the
Abielle Smart-SMG. It performs nearly identically to the pp-95, however
it's projectiles get a slight homing ability towards whatever you click
on.
sound: New firing sounds for the surplus smg, credit to the m41 sound
effects from tgmc
image: New sprites for the surplus smg, made by me
/🆑
2024-07-29 17:31:18 +01:00
SmArtKar 7eb3e5bf0e Grass sheath now holds parsnip sabres, fixed grammar for the latter (#85311)
## About The Pull Request

Closes #85306

## Changelog
🆑
fix: Grass sheath now holds parsnip sabres like its supposed to
spellcheck: Fixed up parsnip sabre description grammar
/🆑
2024-07-28 21:42:44 +02:00
grungussuss 5f9a25fc18 Medkit sounds (#85286)
## About The Pull Request


https://github.com/user-attachments/assets/b607e1e2-d19b-4b02-b264-05e5326e4374
## Why It's Good For The Game
We have box sounds, why not medkit sounds?
## Changelog
🆑 grungussuss
sound: medkits now have sounds
/🆑
2024-07-27 22:16:31 +02:00
Helg2 854efc7ace Emergency climbing hooks now spawn in emergency boxes if the station has multi-z level. (#85273)
## About The Pull Request
Emergency climbing hooks now spawn in emergency boxes not only on
Icebox, but also on Northstar and Tram.
## Why It's Good For The Game
Firstly, I think it's funny to see some assistant just casually climbing
up from the -1 floor on the sideways of tram, when he fell out of it.

Secondly, trying to get somewhere when the Northstar or Tram got blown
up multiple times is an absolute nightmare if you have no good
flashlight, or something similar.
## Changelog
🆑
add: Emergency climbing hooks now spawn in emergency boxes on all of the
multi-z level stations.
/🆑
2024-07-27 21:36:31 +02:00
YesterdaysPromise 6323ee68d9 Melon Armours, Mock up wizardry, and other cool botany stuff, Gnomes and Gardens style. (#85128)
## About The Pull Request

Hello, coder of carrot swords here!

Contains;
Melon armours and helmets for all melon subtypes. (with fire-resistant
counterparts specifficaly if you make the stuff from fire-resistant
melons). Helmets can be worn by Ian!
Inhands, slices, and mushes for all melon subtypes. 
Bamboo staff + abillity to wear bamboo hat in reverse to look much
cooler.
Parsnip shiv and sabre.
Moonflower buckler.
Chantarelle wizard hat.
Durathread robe with options to be crafted into different wizard type
themed ones by combining with rare plants; chili's and a nova flower
make Pyromancer Robes, destroying angels and deathweeds make
necromancer's ones, and so on.
Cahn'root, a new plant, which brews into root beer, and has couple more
uses.
Cahn'root shiv and dagger.
Two new arrow variants; a sticky one, and a poisoned one.


![rootthing](https://github.com/user-attachments/assets/e2167d4f-cb13-49d2-a179-5504066f2832)

![image](https://github.com/user-attachments/assets/4eea8257-997c-4af4-80bc-ed0e721620d2)


## Why It's Good For The Game


![thumbup](https://github.com/user-attachments/assets/c02f3e65-3cf4-4b5b-8d8e-74002c17a952)

Ever since carrot swords got merged in, I saw several people requesting
melon armours, so I had to get to it eventually. Inhands, and slices for
melons came about alongside it, in sudden burst of aspergers I couldn't
let such inconsistancies slide. Everything else mostly came about
because I got hanged up on idea of giving botany a 'build' which could
represent each of the classess from DnD. They make for a nice set
together, and are mostly harmless.

## Changelog

🆑
add: All the melons are now sliceable, and have inhands, instead of just
watermelon and holymelon respectively.
add: You can now hollow out melons of all kinds with a spoon to make
helmets or chestplates, based on the potency! If you are unlucky, you
can tie up three helmets into a chestplate with durathread using the
crafting menu.
add: You can now make a bo staff out of bamboo and steelcap logs.
add: You can now make a moonflower buckler out of moonflowers and
steelcap logs.
add: You can also hollow out chantarelle to make mock-up wizard hat.
add: Parsnips, as mutation of carrots, become equaly able to be
sharpaned, turning into shivs, or with potency and luck, sabres.
add: You can now craft a durathread robe, and customize it into
different variants using specific plants in crafting menu.
add: Carrots gain a new possible mutation; cahn'root, brewable into root
beer and sharpanable into shivs or daggers!
add: Rice hat, made from bamboo, now has an alternative style, allowing
you to wear it in reverse and be much cooler.
add: Two new arrow variants appear in the crafting menu; sticky and
poisonous ones! If you want to make arrows at all though, remember to
order bow-maker's crate at cargo.
/🆑

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: cnleth <113535457+cnleth@users.noreply.github.com>
2024-07-25 05:55:11 -07:00
larentoun 0408279d66 Adds more modularity support to Wallets (#85158)
## About The Pull Request
Removes some hard-coded values from wallets, ie name change on
update_label() and overlay icon_state

## Why It's Good For The Game
Easier to add new wallets
2024-07-23 06:49:43 +02:00
SmArtKar 77a82d4747 Removes 8 cases of double indentation (#85140)
## About The Pull Request

Thanks to Potato (Lemon here) on discord for writing a regex to find
these ``^/.*\).*\n\t\t``

## Changelog
🆑
code: Removed 8 cases of double indentation
/🆑
2024-07-21 21:57:44 -07:00
DrTuxedo 63e2f45ed3 TSA: Scanner Gates and N-Spector update (#85077)
## About The Pull Request
Scanner gates now have a much-refined sprite with dirs.


https://github.com/user-attachments/assets/22659e12-5565-4feb-a8e7-0f1a56c4a99e

_The message in the video is outdated, now working with the formula
`src.say("[detected_thing][reverse ? " not ": " "]detected!!")`_

Scanner gates now can have false positive/negative which depends on the
tier of scanning modules in it:
- Tier 1 - 4%
- Tier 2 - 3%
- Tier 3 - 2%
- Tier 4 - 1%

Scanner gates now loudly blare into chat when they detect stuff.

Now there is a preset scanner gate to detect **GUNS** in main Brig
entrances on maps, they are not upgraded with N-Spector.

***

N-Spector now can not only scan items for contraband but people too. It
takes 4 seconds, makes a loud noise, and warns the person getting
scanned in a chat with bold text.


https://github.com/user-attachments/assets/6aaca7bb-8273-485b-a727-c84f132b92f5

***

Made scanner code using proper cooldowns.

The scanner gate description now tells on which mode it's turned on.

Now smuggler satchel description tells you that it can prevent items
from being detected by contraband scanners.
## Why It's Good For The Game
Scanner gates sprites were ancient and as such been updated.

Scanner gates having false-positive will make sure for Security to
always be on their toes, and also cause interaction between crew who got
false-positive. Also, it finally makes use of scanner gates being
upgradable, as before this there was no reason for using higher-tier
scanning modules for its construction.

Scanner gates blaring into the chat now make it clearer for spectators
to acknowledge why the scanner got triggered.

Putting not upgraded scanners in the Brig entrance doors gives them some
use outside of being sometimes built by bored Security Officers.

***

When N-Spector was upgraded, I immediately thought it should also be
possible to scan people, like how TSA scans people with metal detectors.
It takes around the same time as stripping a backpack, and backpack
searches still would be more effective as they can show stuff that the
scanner cannot detect.

The warning and loud sound make it possible for the person getting
scanned to walk away if they start getting scanned unprompted.
This would not likely cause any trouble, as going up and starting
scanning someone for no reason would be the same as going up to someone
and starting to strip their backpack.

With N-Spector Security can perform more fluff interesting searches. 
## Changelog
🆑 DrDiasyl aka DrTuxedo
add: Scanner gates now blare into the chat the reason why it got
triggered
add: Scanner gates now can have false positives/negatives, and the
chance of them being reduced when they are upgraded
add: Brig entrances now have scanner gates preset to detect GUNS
add: You can now scan people with N-Spector for contraband
image: Scanner gates now have a better sprite with dirs
qol: Scanner gates description now tells to what mode they are set
fix: You no longer can remove N-Spector from scanner gates without
unlocking them first
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2024-07-20 23:35:45 +00:00
carlarctg a378fea3e0 Split security gloves from black gloves, gave sprites to those and tackling gloves, moves tackling to right-click (#84909)
## About The Pull Request

Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.

Adds sprites for security and tackling gloves, moves tackling to
right-click!

Also added blue security gloves for the blue sec PR. Whoever merges it
first will, assumedly, add it then.

Sprites here:

![image](https://github.com/user-attachments/assets/034628df-91b4-4c17-b018-a67beb76ae1c)


Moved tackling to right click.

## Why It's Good For The Game

> Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.

Didn't make any sense that normie gloves had these. It was an
undocumented feature! Why can jannies fast cuff!

> Adds sprites for security and tackling gloves, moves tackling to
right-click!

Really smells that these don't have sprites so I quickly slapped some
up, edited from tackler and CE insuls.

> Also added blue security gloves for the blue sec PR. Whoever merges it
first will, assumedly, add it then.

We can't have blue sec with red gloves!!!

> Moved tackling to right click.

It's so fuckin annoying to accidentally tackle when you're trying to
throw something. It's the biggest thing that prevents me from putting on
gloves. Now it'll rarely, if ever, be a problem: Pressing right click
while thowing mode is on is unlikely to ever happen accidentally.

## Changelog

🆑
add: Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.
imageadd: Adds sprites for security and tackling gloves, moves tackling
to right-click!
imageadd: Also added blue security gloves for the blue sec PR. Whoever
merges it first will, assumedly, add it then.
qol: Moved tackling to right click.
/🆑
2024-07-15 21:33:05 -06:00
Ghom 4611958e74 Buffing some awful black market items to be less awful. (#84895)
## About The Pull Request
With this PR, I'm making some awful or bad blackmarket items less bad
(some are still bad imo). I don't aim to tweak every item that I find
mediocre at best, because it ultimately boils down to opinion and maybe
what I don't like, others do, but also because the feature was designed
to have some "scammy" items in there (the broken chameleon hat is a
prime example).

Moving on, some of the more noticeable changes:
- the old spacesuit in a box should no longer cost thousands of credits
- the thermite bottle now contains enough thermite to melt one r-wall
- replaced the shotgun dart item with a more expensive box of XL shotgun
darts (25 units of reagent capacity vs 15)
- replaced the science googles with a more expensive medical-security
combo HUD (the sprites exist already)
- the donk pocket box item can now spawn subtypes of the donk pocket
box, this includes the gondola box, though it's pretty rare.
- the suspicious pill bottle item can now spawn a pill bottle of
maintenance pills

The rest should be price changes.

## Why It's Good For The Game
Many of the blackmarkets choices are downright a bummer, and I'm not
talking about things like the broken chameleon hat, but stuff such as
shotgun darts, science googles, thermite; I mean, SOME of stuff that's
OBVIOUSLY easy and more convenient to get from a (proto/auto) lathe or
the chemist and just make the blackmarket look kinda bad.

## Changelog

🆑
balance: reduced the prices of some blackmarket items across the board.
balance: the thermite bottle (from the contraband spawner and the
blackmarket), now spawns with 50u of thermite vs 30, enough to melt one
reinforced wall.
add: Replaced the science googles from the blackmarket with a security +
health scanner HUD.
add: Replaced the single shotgun dart from the blackmarket with a box of
XL shotgun darts.
add: The donk pocket box from the blackmarket now comes in different
flavors.
/🆑
2024-07-15 01:49:13 -04:00
FinancialGoose 44fd12a956 Add interaction sounds to pill bottle (#84924)
## About The Pull Request


https://github.com/user-attachments/assets/111ec50f-9e52-41be-925a-0fb9d880ab3d
## Why It's Good For The Game
More soundscape is good for immersion
## Changelog
🆑
sound: added pickup, dropping and opening sound for pill bottle
/🆑
2024-07-14 20:07:11 -06:00
ArcaneMusic 43e62163fe Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)
## About The Pull Request

This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.

### What does something being contraband MEAN?

Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.

### What items ARE contraband?

Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.

<details>
  <summary>In hindsight it's kind of a long list.</summary>
  
* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.
  
</details>

### How does this interact with the round?
Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.

Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.

### Other minor changes that I rolled into this

Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.

Adjusted the N-spect scanner's description to match it's new
functionality.

The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.



https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d

**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.

**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.

**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).

## Why It's Good For The Game

Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.

As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.

Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.

If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.

Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.

## Changelog

🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-07-11 03:08:25 +02:00
SmArtKar a3e65cdfdf Fixes meat producing copious amounts of blood (#84820)
## About The Pull Request
Closes #83665
blood_walk component's amount of blood is actually the amount of tiles
on which the component will leave blood. This makes steaks roughly
consistent with the meat material, as previously they had copious 400
tiles of blood. Since by default blood decals hold 50 blood, this
translates to... 20 thousand units of blood.
Does same for the meatpack which copypasted code from the steak from the
looks of it.

## Why It's Good For The Game

400 tiles is a nonsensical amount of blood for a single steak, and this
is clearly an oversight. Maintainers are welcome to relabel this as
balance if required.

## Changelog
🆑
fix: Steaks and meatpacks no longer have an absurd amount of blood
stored inside of them.
/🆑
2024-07-11 02:22:50 +02:00
Ghom a1366fc905 Night Vision Goggles update (#84594)
## About The Pull Request
This is a reboot of #84550 but with way less unbearable: mesons are off
the table and I've made the night vision tonalities lighter now, while
also improving the darkness cutoffs of some of them. Btw, you can also
turn night vision googles on/off now. Each pair of departmental night
vision goggles now comes with their own tint to boot.

As always, this doesn't affect nukies and ninjas. They're almost
garaunteed to keep their googles equipped and on at all time, so it
would honestly adulterate the overall experience a little.

Now, for some pictures...

In the dark, **top** row is **old**, **bottom** row is **new**. from
left to right: security, science, standard/meson, diagnostic, health:

![dank](https://github.com/tgstation/tgstation/assets/42542238/4eb0dc3d-5b3a-47b1-ad65-d3da138a9213)

In the light: security, science, no goggles, standard/meson, diagnostic,
health:

![lite](https://github.com/tgstation/tgstation/assets/42542238/6e56262f-8ed6-4ea9-bab7-2110bc589d65)

The screenshots were taken from varedited goggles on the servers because
it's bit faster than booting up a local server, plus I had to finetune a
few things.

## Why It's Good For The Game
So, I kinda wanted to give a bit of screen colors to goggles that was
not some sort of "optional, by default turned off" kind of crap nobody
cares about, however my previous PR was met with a lot of criticism,
which made me rethink how to do it. I honestly don't want it to be a
burden, but I do want to make them a bit fancier tho.

Also the the medical NVs (and perhaps sec NVs) were a bit crappier than
the rest.

## Changelog

🆑
add: Night vision goggles now subtly tint your screen.
add: You can turn your night vision goggles off. Doing so removes the
tint and the eye protection malus.
/🆑
2024-07-07 15:17:37 -04:00
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 d1f3fc3fdf Oldstation (Charlie) experiments tweaks [NO GBP] (#84379)
## About The Pull Request

There was a feedback that the new techweb made it harder to do science
on ghost roles, namely Charlie station crew.

This PR makes a few tweaks to oldstation to lower the bar on the
experiments:

- Added a pure N2O tank for easier BZ creation
- Added one diamond to the ai sat to create artificial BS crystal
- Added research console to ai sat with frontier app pre-installed
- Added a gas compressor to Beta station atmos area

Also moved the NTNet relay back to tcomms node as it requires tcomms
parts. And moved chem pack/blood pack from tier 1 to tier 0 per players`
request.

Also fixed the dissection experiments giving the old amount of bonus
points, before the recent point denomination.

Made a few other minor changes to the map.

## Why It's Good For The Game

Charlie is supposed to be friendly for the beginner players, yet the new
experiments are hard to do with the limited resources on Charlie.

## Changelog

🆑
qol: It is easier to do some required techweb experiments on Charlie
station now
fix: Fixed experimental dissection surgeries giving too many points
balance: Techweb: Moved NTNet relay back to tcomms node
balance: Techweb: Moved blood pack and chem pack to the starting node
/🆑
2024-07-01 17:48:19 -07:00
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
MrMelbert 4aa7bae77a Moves tool use back higher in the chain, but makes it so tool acts are only called on non-combat-mode (#84083)
## About The Pull Request

### Dilemma 

So we've been running into a dilemma recently as we move more and more
items over (#84070, #83910)

Some things like modsuits, tables, washing machines, storage items want
to do their tool acts before their item interactions

In the past this was perfectly fine, because it was `tool_act` ->
`attack`, but now it's a problem, because it's `item_interaction` ->
`tool_act` -> `attack`.

Rather than resort to snowflaking, my idea is that we can move tools
back up the chain so deconstruction and other similar effects are
handled first, before anything else like putting the tool onto the
table.

### So why does it require non-combat-mode?

A large amount of tool acts early return if the user's on combat mode to
allow the user to smack the thing instead of using the tool on it. So
I've decided to walk back on what I said like a week ago and make this
standardized behavior.

### Misc

Reintroducing `tool_act` as a proc that exist means that atoms can
easily hook certain interactions that must happen very high in the click
chain, such as doing something that block storage insertion. Moves some
of the behaviors I put on the (admittedly rather hacky) new proc to
that.

(Also cleaned up a bit of lockbox and medbot code)

## Changelog

🆑 Melbert
fix: Fixed modsuit interactions slightly. No longer requires combat mode
to use tools on it, plasma core works as intended as well. (Using combat
mode, however, will make you insert the item)
refactor: Refactored lockboxes
refactor: Refactored medbot skin application
/🆑
2024-06-28 16:18:50 -06:00
SmArtKar 4ac4375faf Adds pen clicking, changes most pen typechecks into writing implement checks (#84186)
## About The Pull Request

Fixes #84170 
Adds pen clicking and changes some of edagger and pendriver code to use
it instead.
Also replaces most pen typechecks to writing implement checks where it
makes sense, so now you can rename things with everything you can write
with (crayons)


![3d6NwcATNp](https://github.com/tgstation/tgstation/assets/44720187/f6b3ba2f-f3de-4e40-827f-2bad153a92f4)

Twisting pen caps (for traitor uplinks) has been moved to ctrl + click
instead.
2024-06-24 16:08:37 -05:00
Da Cool Boss 7a8d1fb3a3 Rewrites GLA mail counterfeit device's descriptions (#84215) 2024-06-24 00:06:14 -06:00
GoblinBackwards d5944df123 Fixes thermal holster trait issues (#83962)
## About The Pull Request
Uses ADD_CLOTHING_TRAIT to store a ref to the individual holster item
that's providing the gunflip trait. This fixes an issue that was
happening where having one holster equipped and dropping or unequipping
another would remove the trait from you, even though you were still
wearing one.
## Why It's Good For The Game
Fixes #83762 
## Changelog
🆑
fix: Fixed thermal pistols sometimes not recognising an equipped holster
when trying to spin them to recharge.
/🆑
2024-06-14 12:24:52 -06:00