Commit Graph

144 Commits

Author SHA1 Message Date
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
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
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
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
bigfatbananacyclops
919a839c8b Fixed the floortile crate, adds them to blackmarket (#81742)
https://github.com/tgstation/tgstation/pull/81512

i accidentally added it to the emagged console it should be on
contraband now.
also added a backpack to present it from interfering.
and its available in uplink

🆑
add: box with a set of floortile camo, which can be ordered in black
market uplink
add: also adds a backpack to camouflage
fix: i had the crate under emagged console, should be fixed now.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-29 22:51:58 +00:00
MrMelbert
12afcb911e Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) (#81120)
## About The Pull Request

- Large amount of storage datum cleanup.
   - Documentation.
   - Maybe more consistent use of parent vs real_location. 
   - Removes the weakrefs, replaces it with just references.
      - These were already managed references anyways so why bother?
- Removes a bunch of arguments no one used and would ever used so only
the most useful args are left.
 
- Some bugfixes. 

## Why It's Good For The Game

Aiming to make storage easier to work with. The whole intent of this was
to bugfix the whole "weight class" thing that keeps popping up but I had
to do this first.

## Changelog

🆑 Melbert
fix: When placing an item into storage (such as backpacks), all nearby
mobs now get a message, rather than just the first mob.
fix: TGC decks of cards should act a bit less odd when looking inside.  
refactor: Refactored a bit of storage, cleaned up a fair bit of its
code. Let me know if you notice anything funky about storage (like
backpacks).
/🆑
2024-02-05 11:42:03 -08:00
san7890
87f32e149f Patches Up Gifts In Anticipation Of The Holidays (#80035)
## About The Pull Request

I decided to look at why everyone loves (and I despise) Christmas too
much, and was met with a lot of smelly code. In fact, some of it was
completely busted! Let's fix several things.

* We no longer use a GLOB for "every possible item you can cram into a
gift box", we now use static lists scoped to the proc. That saves us
some pollution for something that really didn't need it (and only was
set up that way for cacheing I believe). We also static-cache stuff that
we weren't doing previously, to save even more work (in anticipation for
entropic heat death of universe).
* Repaths `/obj/item/a_gift` to `/obj/item/gift`. I never liked the old
path and this new one is cleaner. This also uncovered a bug.
* Mappers would var-edit gifts to have a unique mapped-in type, but the
code never respected this. I fixed it so the behavior should now respect
that rather than override the variable on Initialize(). Now the goat
plushie gift will always have said goat plushie rather than just any
toy.
* Procs should now have the proper arg nomenclature.
* Also just cleans up a lot of single letter variables and the like.
There was some cooked shit that's now alphabetized and nicely
multilined.
## Why It's Good For The Game

Ho ho ho.
## Changelog
🆑
fix: Some mapped-in gifts that were supposed to guarantee a certain gift
weren't spawning that exact gift type, this has been patched to reflect
the mapper's intent.
/🆑
2023-12-01 23:11:35 -05:00
carlarctg
cd030b0690 Adds 'Bloody Spreader' component that bloodies everything it touches (#78743)
## About The Pull Request

Adds 'Bloody Spreader' component that bloodies everything it touches!

For example inserting an item into it if it is a storage item. Or
entering it if it's a turf, or bumping onto it, or... you get the point,
hopefully.

Added this component to the MEAT backpack, meat slabs, bouncy castles,
meateor fluff, meateor heart, and the heretic sanguine blade.

Gave most of these the blood walk component as well, which spreads blood
if it's dragged around.

Meat slabs contain a limited amount of both components, eventually they
will 'dry out'.
## Why It's Good For The Game

Meat isn't meaty and squelchy enough, this will make it meatier. It also
makes the janitor suffer.
## Changelog
🆑
code: Adds 'Bloody Spreader' component that bloodies everything it
touches!
code: For example inserting an item into it if it is a storage item. Or
entering it if it's a turf, or bumping onto it, or... you get the point,
hopefully.
add: Added this component to the MEAT backpack, meat slabs, bouncy
castles, meateor fluff, meateor heart, and the heretic sanguine blade.
add: Gave most of these the blood walk component as well, which spreads
blood if it's dragged around.
add: Meat slabs contain a limited amount of both components, eventually
they will 'dry out'.
code: Added a signal for when an item is entered into storage.
/🆑
2023-10-19 21:03:09 +02:00
carlarctg
8d57758420 Converts slapcrafting into a component (#78450)
## About The Pull Request

Converts slapcrafting into a component!

The component is added on to an ingredient (presumably the main
ingredient) with a list of recipes attached. If you interact an
ingredient (if no ignredients, a tool) with it, you will start crafting
the recipe. If there's multiple, pick between them with a radial menu.

Opening on draft as there's just a liiiiil bit left to do. The actual
wired rod was left for last.

## Why It's Good For The Game

Slapcrafting is simply better and more accessible and less laggy than
menu crafting. By making it a component we can attach it to things in
which it'd make sense to while stopping unintended weirdness that might
arise from this being global.

Additionally the way examine lets you see crafting recipes opens up
visibility for those, which allows new players to learn about them in a
intuitive manner.

## Changelog

🆑
refactor: Turned slapcrafting into a component! You can examine
compatible items to see what recipes they can be used in, and what the
ingredients for them are. For example, spears and the head-on-spear
crafting recipe.
/🆑
2023-09-27 12:38:10 +01:00
Lamb
af0e29f3bb adds a surgery tray to surgery supplies medical order, removes surgery duffelbags entirely (#78514)
## About The Pull Request
the surgery supplies order from the medical order console still included
a surgical duffel, so i axed it, and replaced it with a surgery tray.
also axes the surgical duffel from the code, as it's no longer necessary
to have. as well as it's prefilled morgue variant
syndicate surgery duffelbags still work and are untouched. for flavor
reasons
## Why It's Good For The Game
the original switch to surgery trays was done via update paths, so there
really should not be any more of these duffels laying around in code,
primed to confuse mappers. this brings a bit more consistency to medical
orders, and removes that source of potential confusion.
## Changelog
🆑

del: removes surgical duffelbags
fix: the surgery supply order now comes with a surgery tray
/🆑
2023-09-26 23:55:41 +00:00
lessthanthree
3594c3d1fb Medical/roller beds (#78078)
## About The Pull Request

'medical beds' in the game were just varedited survival pod beds. This
creates a proper medical bed subtype plus its own sprite for regular and
roller beds. Cleans up little bits of the bed code and adds context
helpers.

- Medical/roller bed is now constructable with titanium and plastic
after research
- Bed will face the correct direction when pulled
- Movable beds can have 'brakes' toggled with alt-click


![medical_bed_1](https://github.com/tgstation/tgstation/assets/83487515/dd197e24-cf72-4240-ac5a-8cdf575eca00)


![para_bed_1](https://github.com/tgstation/tgstation/assets/83487515/8ad5103e-57be-4dca-8a32-33bdabbeb82e)

## Why It's Good For The Game

Medical gets their own bed, new sprites, cleans up varedits on maps.

## Changelog

🆑 LT3
image: New medical bed and emergency roller bed
code: Added context hints for beds
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-09-04 20:53:09 +02:00
SyncIt21
7d0eda3e85 Zipping a duffle bag closes UI of all storage items opened inside it (#77886)
## About The Pull Request
Fixes #77885

zipping it now looks for storage items inside its contents and closes
their UI recursively, including its own UI as well.

## Changelog

🆑
fix: zipping a duffle bag closes the UI of all storage items opened
inside it
/🆑
2023-08-25 18:23:36 -06:00
Nerevar
0345de3582 New Backpack Type: Messenger Bags! (#77871)
## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/12636964/4a2aa26e-8f5b-4090-b21a-d2c429df1c8d)
From downstream with love! These are mechanically identical to a normal
backpack or satchel, just with more drip.
Also a little bit of :o)

![image](https://github.com/tgstation/tgstation/assets/12636964/6671feda-f11c-4ee3-97b5-ad810b7474f5)
These will exist both in prefs and in drobes/lockers.

![image](https://github.com/tgstation/tgstation/assets/12636964/05478ad1-e7ae-4808-8c97-fdd21fc84474)
Sprites by Zydras.

## Why It's Good For The Game
We love fashion here. We love it so much. And most backpacks are too
in-your-face to fit well with a lot of 'fits.

## Changelog
🆑 Nerev4r & Zydras
image: Adds messenger bags to character setup and drobes/lockers!
/🆑

---------

Co-authored-by: Snakebittenn <12636964+Snakebittenn@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-08-23 17:32:35 -06:00
necromanceranne
6c34d93be7 Nukies Update 7: Hats (Also massive uplink standardization, weapon kits and ammo changes) (#77330)
## About The Pull Request

Massively overhauls and standardizes the nuclear operative uplink. 

### Weapon Kits

Essentially, all the main weapons of the uplink have been changed to
instead come as 'weapon kits', which are essentially cases containing a
weapon loadout to enable operatives to easily start operating on only
just one item purchase, without the fuss of worrying whether or not
operatives are getting spare ammo, or getting relevant equipment for
success. Consider this a pseudo-loadout, though without necessarily
restricting the purchasing of more weapon kits.

All kits come in three categories: Low Cost (8 TC), Medium Cost (14 TC)
and High Cost (18 TC). This is also matched by categorized ammo costs;
Basic Ammo (2 TC), Hollow Point and Armour Penetrating (4 TC),
Incendiary (3 TC) and Special (or anything that does not easily fit
these categories and does something real extra) (5 TC). Weapons that
lacked these ammos have gained these ammo types to fill the gaps.

<details>
There is may one exception to this in disruptor ammo, which is priced as
basic ammo if only because it isn't _quite_ good enough to justify
pricing at 5 tc and I can see an op wanting to use it as a basic ammo
type instead of normal .50 BMG against, say, a silicon/mech heavy
opposition. Since it cannot kill organics on its own, I'll consider this
mostly basic-adjacent
</details>
The kits have also been labelled based on potential difficulty. This
reflects possible difficulties in using the item, how conducive it is to
success for how much game knowledge needed to actually use it, and how
likely an op is to succeed using it. I don't expect ops to win using
nothing but a rocket launcher, but I think ops should get a fair shake
at trying, yeah?

The kits are as below:
#### **Low-Cost**
_Bulldog (Moderate):_ Shotgun and three magazines of standard ammo.
_Ansem (Easy/Spare):_ Pistol and three spare magazines of standard ammo.
#### **Medium Cost**
_C-20r (Easy):_ SMG and three spare magazines of standard ammo.
_Energy Sword and Shield (Very Hard):_ Energy sword and shield. (Also a
special hat)
_Revolver (Moderate):_ Revolver and three speedloaders of standard ammo.
_Rocket Launcher (Hard):_ Rocket launcher with three spare rockets.
#### **High Cost**
_L6 SAW (Moderate):_ LMG, and that's it. No spare ammo.
_M-90gl (Hard):_ Rifle, two spare magazines of standard ammo and a box
of rubber grenades.
_Sniper (Hard):_ Sniper rifle, two spare magazine of standard ammo, and
one magazine of disruptor ammo. Also suit and tie.
_CQC (Very Hard):_ Comes with a stealth implant and a bandana.
_Double-Energy Sword (Very Hard):_ Double-energy sword, syndicate soap,
antislip module, meth injector and a prisoner jumpsuit.
_**NEW** Grenadier's Kit (Hard):_ Grenadier's belt and grenade launcher
(the one that launchers chem grenades). (I replaced the shit acid
grenade with another flashbang in the belt)

Surplus SMG (Flukie difficulty) has been unchanged. It just now comes
with two rations.

Includes two new revolver ammo types: Phasic, which goes through walls
and armor, but has significantly less damage as a result (I've equalized
the revolver damage and the rifle version's damage to 30 for both). And
Heartseeker, which has homing bullets. Both are Special ammo, and are
priced at 5 TC a speedloader.

### Other Gear

The other items in the uplink have also been consolidated and
standardized in various ways.

#### Grenades

Most now cost 15 TC for three grenades of any given type (including the
full fungal tuberculous). This is pretty much identical to the previous
price, just more consistent overall and front-loaded in cost.

#### Reinforcements

All the various reinforcements now cost 35 TC and all refundable,
equalizing cost to the average across the reinforcements. This is
primarily because I feel like all these options should be weighed
equally, and not one of these options are necessarily worse or better
than the other in their current balance. They're largely inaccessible
for normal ops regardless, and typically come out when there is a
discount or war ops. I took the average value and went with it. Not much
more to say.

#### Mechs

They're just cheaper. These things still suck and they need help.
They've always needed help. A slightly less excessive value for the
mechs may help see people willing to spend the TC on them. I doubt it. I
seriously suggest not buying these still. I keep them in primarily
because they are big stompy mechs and are kind of iconic 'war ops' gear.

#### Bundles

Since I've implemented weapon kits, gun bundles are rather redundant. So
the bulldog weapon and ammo bundle, the c20-r weapon and ammo bundle and
technically the sniper bundle were removed. The sniper bundle is now the
weapon kit, obviously.

Nothing else here really. Except for one....

#### Implants

Not much changed here. I standardized the implant prices to 8 TC a pop.
This is in accordance with traitor implants, which ops also get. So
everything in this category bar a few exceptions (like macro/microbombs)
are around 8 TC. Makes sense to me, really.

Importantly, I made the Implant bundle 25 TC, and I unrandomized the
contents. Who in the right fucking mind would spend 40 TC just to get
five reviver implants is beyond me. But instead, you get one of each of
the cybernetic implants except thermal eyes (you can just buy thermals
and get the benefit of both vision types; x-ray and thermal vision, if
you want to use smokescreens a lot).

#### Base Keys

They're all now 15 TC, except the fridge which is 5 TC. It's weird
they're valued differently when they are taken mostly to do gimmicks
like xenobio and toxins in a hurry before hitting the station. So we've
standardized it.

## Hat Crate

**YES, GOOD SIR, YOU TOO CAN ORDER A HAT CRATE FROM THE SYNDICATE STORE
FOR ONLY 5 TC!**

**NO NEED FOR A KEY, JUST BUY IT AND PULL IT OPEN WITH YOUR STANDARD
ISSUE CROWBAR!**

**ENJOY YOUR NEW CRATE! ENJOY YOUR NEW HAT!**

**PUT IT ON USING THE FREE HAT STABILIZERS WE INCLUDED WITH THE HATS!**

~~**NO REFUNDS IF YOU GET BLOOD ON YOUR HAT!**~~

<details>
There is a 1% chance to instagib people with direct hits from a rocket.
This does the crit effect.
</details>

## Why It's Good For The Game

The uplink needed more spring cleaning and standardization.

With this, I've partially implemented my older idea for ammo consistency
and initial allowance for nukies. Ammo is kind of over-priced and often
where a good chunk of TC goes towards without really pushing nukies
towards meaningful success. And it is often what is tripping up new
players who didn't think to get any. Now, when they get a gun, they get
ammo in their case. On top of this, the weapon kit category is both at
the top of the uplink AND has a little label to say 'Recommend', so that
these new players will hopefully know they should be looking there
first.

In addition, it is the gateway towards a concept that is currently being
worked on. Nuclear operatives having some degree of predefined loadouts
for players to select if they aren't sure what they want, or don't know
what to get. Nukies is very confusing for many players. So giving them a
fighting chance with some premade setups can help ease them into the
role without needing too much player knowledge in how to apply the
items. This is only one step towards that, so that players can identify
what gear they need to help succeed based on their skill.

I wanted to implement a difficulty warning so that players can choose
gear loadouts that are actually conducive to their skill and knowledge.
I based it on how much players would need to know to engage in combat
with it, and how much fiddling is required to get something to work
properly (overly involved reloading is a consideration, for example, as
well as precise button presses). In addition, how much of a force
multiplier some weapons can be for their ease of use.

Most people recognize the c20-r as the most new player friendly weapon,
as an example. So it would be good to steer players towards taking that
gun because of how easy it is to use, understand and succeed with it.

And most importantly of all; Having standards within the uplink is
important. Most of the values in the uplink are just completely random.
Nobody has a good grasp of what is too much or too little. Even just a
hint of consistency, and people will stick to it (see implants for what
I mean). And there is still some work to be done even there. A good
start is weapons. Price for power can be meaningful when decided whether
we want some weapons to come out more often than others. Players do
enjoy making informed decisions and choices, and having affordability be
a draw to some otherwise less powerful weapons (looking at you, Bulldog)
can actually be a worthwhile and meaningful difference.

~~I thought it would tick off the gun nerds to change the calibers on
the guns.~~

~~I also thought adding hats would be funny given the release of TF2's
most recent update.~~

## Changelog
🆑
balance: Standardizes some of the nuclear operative entries to have more
consistent pricing within their respective categories.
add: Adds some new categories so that players have an easier time
navigating the nuclear operative uplink.
balance: Many items have had prices reduced or adjusted to make them
more desirable or more consistent within their category.
add: Weapon kits have replaced almost all the individual weapons in the
uplink. You now buy these instead of the individual weapon. These often
come with spare ammo or relevant gear for success.
add: Most ammo types have been standardized in price.
refactor; Removes a lot of redundant item entry code and tidies up the
actual code part of the nuclear uplink so that it is much easier to find
things within it.
add: Added 40 new cosmetic items to the Syndicate Store. Buy them now
from the Hat Crate, only 5 TC!
code: Updated the nuclear operative uplink files.
/🆑
2023-08-08 11:40:23 +01:00
John Willard
2cae334c84 Moves coroner surgery tools to their surgery duffel (#77200)
## About The Pull Request

Coroners currently get 2 sets of surgery tools, cruel ones in their
medkit, and regular ones in a duffel in their office.
This removes the tools from their kit, and replaces their surgery duffel
with a coroner surgery duffel, which has the cruel variants (if it
exists), and does not come with a mask (as they spawn with one).

## Why It's Good For The Game

Coroners get 2 sets of surgery tools for a job that only has 1 position,
Paramedics would dream of this.
This also removes the inconsistent medkits, 2 of them existing with the
same name/icon/etc. but fit different things, is actually quite lame.
I also removed their folder, because they are already given a clipboard
AND a filing cabinet.

## Changelog

🆑
add: Adds the Coroner surgery duffelbag; This replaces Coroner's surgery
tools in their medkit and current duffel, and has the cruel surgery
tools instead of regular ones.
balance: Cruel surgery tools are no longer premium.
balance: Coroner's medkit is now premium in the vendor.
balance: All Coroner medkits are the same, there is no 'large' variant.
balance: Coroners no longer get a folder.
/🆑
2023-08-07 14:29:51 -04:00
OrionTheFox
025f4c4759 Updates all the icons in under/suits.dmi and related sorting/cleanup (#76865)
Somebody was pointing out how our suits varied WILDLY in quality
Figured I'd go through and tidy them up
2023-08-01 09:11:13 +00:00
carlarctg
1e27ce031b Syndicate Duffelbag Rerework (#77060)
## About The Pull Request

Syndicate duffelbags can fit 2 extra bulky items, down from three.

Reduced syndicate duffelbag's unzipped slowdown from '1' to '0.3', and
set its zipping-up sped to 0.5, same as unzipping.

Added the following items to the Syndicate Duffelbag bulky exception
list: Greentext, mech removal tool, gibtonite, skub, golem shells, mech
ammo. Roughly sorted the list by item category.

Fixed the syndie surgery duffelbag having more items than it can hold by
removing the redundant surgical drill (Upgraded cauteries can turn into
one anyways)

Any storage item with a can_hold description can be examined twice to
see what it can hold now.

## Why It's Good For The Game

> Syndicate duffelbags can fit 2 extra bulky items, down from three.

> Reduced syndicate duffelbag's unzipped slowdown from '1' to '0.3', and
set its zipping-up sped to 0.5, same as unzipping.

For most intents and purposes, it seems the syndicate duffelbag has gone
from 'bland upgrade to backpack', to 'useless'. This is especially made
apparent because it isn't exactly shown to the player that these
duffelbags can carry bulky items (I didn't even know about it until I
was making this PR!)

The extra bulky item hold concept is great, but I have my issues with
the item as-is that I seek to fix with this PR. There are TONS of issues
with being unable to access your bag quickly, which is twice as relevant
when your bag is an incredibly conspicious traitor item. Sure, you can
have it in your hand, but then why even have it in the first place?

That's why I want to reduce the slowdown significantly. '1' slowdowns
are thrown around the whole game like they're reasonable (galoshes,
water back-tanks, biosuits) - they aren't. '1' slowdown is CRIPPLING. It
makes you frustratingly slow and effectively destroys any combat
maneuvering you can do. This is very relevant for a traitorious item.

The zip speed helps one use the duffelbag as a storage item dynamically,
letting the item be an actual trade-off rather than mostly a downside.
Gives you a reason to use it rather than just buying a smuggler satchel
for more storage.

Of course these are some hefty buffs, so I lowered the bulky storage to
make up for it. I can bring it back up to 3 if wanted.

> Added the following items to the Syndicate Duffelbag bulky exception
list: Greentext, mech removal tool, gibtonite, skub, golem shells, mech
ammo. Roughly sorted the list by item category.

Some traitorious items that felt like they should be allowed in.
Honestly, I think this shouldn't even be an exception hold except for
blacklisting clearly bonkers things like backpacks, but whatevs.

> Any storage item with a can_hold description can be examined twice to
see what it can hold now.

Generalization is awesome. Hardcoding is cringe!

## Changelog

🆑
balance: Syndicate duffelbags can fit 2 extra bulky items, down from
three.
balance: Reduced syndicate duffelbag's unzipped slowdown from '1' to
'0.3', and set its zipping-up sped to 0.5, same as unzipping.
add: Added the following items to the Syndicate Duffelbag bulky
exception list: Greentext, mech removal tool, gibtonite, skub, golem
shells, mech ammo. Roughly sorted the list by item category.
fix: Fixed the syndie surgery duffelbag having more items than it can
hold by removing the redundant surgical drill (Upgraded cauteries can
turn into one anyways)
qol: Any storage item with a can_hold description can be examined twice
to see what it can hold now.
fix: The parent crayon's name is 'crayon' to prevent any weirdness with
things that show the parent type's name.
/🆑
2023-07-26 17:43:22 +01:00
Helg2
5f53e14271 Expands storage of tactical medkits. Also puts premium medkit in nukie med bundle as should. (#77018)
## About The Pull Request
Premium medkits weren't able to hold stuff they were spawning with so i
expanded it.
Also @necromanceranne seemed to forgot to put premium medkit to surgical
bundle, so i fixed it.
## Why It's Good For The Game
Less bluespace magic.
## Changelog
🆑
qol: Tactical medkits now can hold stuff it spawns with.
fix: Nukie Medical Bundle now spawns with premium tactical medkit as it
should.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-07-26 09:15:49 +00:00
Lufferly
2eb0c65743 balloon alerts for storage failures (#76779)
## About The Pull Request

Adds some balloon alerts for when you fail to put something in storage
items (when there is not enough room, item is too big, etc.)
Also adds some balloon alerts for when you fail with a duffelbag (if
it's zipped it will say "closed!", and failure alerts if you move when
zipping/unzipping)

## Why It's Good For The Game

Balloon alerts are immediately obvious and leave no residue, which is
good for failing to put something into a bag, as you probably don't
really care to look back on it in the future, and want to immediately
know why you cant put it in. I chose not to add balloon alerts for
putting things in storage successfully for a couple reasons. For balloon
alerts, they would be too long, but they hold fairly useful information
so I don't want to cut down the messages. Also just having something
like "placed" looked really bad in my opinion. I also can see what you
or others put in their bag theoretically being useful to look back on. I
think the compromise of storage failures and successes being held in
different places (balloon alerts vs in chat) is fine, but if others
disagree I can change it or just close this.

## Changelog

🆑 Seven
qol: Added some balloon alerts for failing to place items in storage
containers
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-07-19 10:09:17 +02:00
necromanceranne
cfd40aeef5 Imports and Contraband 2: Landfill Gacha Addiction (I put trash randomizers into cargo crates and called it content) (#76771)
## About The Pull Request

This is a followup on my previous PR involving cargo imports. I've made
a number of changes and new additions to cargo's imports and contraband.
But I've also changed how Smuggler's Satchels generate loot as well.

### New:
**Abandoned Crates:** You can now order in abandoned crates at a steep
price. Obviously these are just your standard fare abandoned crates, so
they've got a pretty long list of potential contents. Some great, some
utterly not worth the price you paid for the crate. Since they're quite
pricey, you can't order very many quickly. But this does allow cargo
techs the opportunity to spend the round solving puzzles to get
interesting loot.

**Dumpster of Maint Garbage:** This dumpster (similarly named to another
dumpster you can order) is filled with maint trash and potential maint
random spawns. This list is extensive enough that anything spawned in
this crate is likely to be mostly garbage. But, it is more affordable
than abandoned crates. I'd consider this the literally trashier version
of the abandoned crate.

**Shamber's Juice Eldritch Energy! Crate:** A crate with one can of the
extremely rare, short run edition of Shambler's Juice, Eldritch Energy!
This contains 5 units of eldritch essence. Heals heretics, hurts
everyone else! This is a VERY potent poison, but it also happens to be a
handy way for a Cargonian heretic to get a potent healing item without
having to waste knowledge points.

**Animal Hide Crate:** It's a cargo crate full of animal hides! This can
include fairly rare hides and some icebox creature hides as well, like
polar bear hides and wolf sinew. It's not too expensive, and mostly
spits out leather.

**Dreadnog Carton Crate:** A carton full of the worst eggnog imaginable.
This is just something to troll people with. Drink it and you'll get a
massive mood penalty. Dreadnog! May or may not contain space cola!

### Updated:

**Contraband Crate and Smuggler's Satchels:** This has had it's price
increased considerably. But, for good reason. It now contains some more
controlled random items, but also some more valuable contraband as well
as a very rare spawn. The upper end on his contraband can be extremely
valuable, but the majority of the items gained from contraband crates
will probably be either what you can get now (quite weak), or something
a bit more middle of the road (some more unique narcotics).

As a consequence, I've also passed this change onto smuggler's satchels,
as they used the crate to generate its contents. (it literally spawned
and then deleted a contraband crate to generate the contents hoo haa).

I've also increased the number of items in the smuggler's satchel. Since
the randomly spawned smuggler's satchels are quite a bit rarer now there
is only ever two spawned in the map, and spending actual TC on these is
somewhat counterproductive, I don't imagine this will be more beneficial
for scavenger hunters hoping for some interesting goodies.

**Russian Crate (the normal one):** The mosins now spawn in ancient gun
cases. These determine what kind of mosin you can get. 79% of the time,
you get the crap mosin. 20% of the time, you get a good mosin. And 1% of
the time, you get rations. This more tightly controls how many good
mosins are entering into the round and how much of a value purchase the
Russian crate actually is for getting ballistics. Since the process is
even more unlikely than before, it isn't necessarily as guaranteed that
you will get a good mosin. Hell, you might not even get a gun if you're
that unlucky.

**Shocktrooper Crate:** It now has an armor vest and helmet. So, not
only do you get some grenades, you get some protection as well. Since
this is the 'loud' crate, I felt it appropriate to make it slightly more
useful for enabling that.

**Special Ops Crate:** It now contains five mirage grenades and a
chameleon belt, and has had the survival knife improved to a
switchblade. This is probably the weakest of the two crates STILL, but
hopefully these make them a little more interesting and novel by giving
them pretty fun grenade to toy with.

## Why It's Good For The Game

My initial PR hoped to add in a few more interesting purchases for
cargo. I think currently cargo has a slight issue of not having enough
valuable or interesting uses for their money. I think it still has that
problem, but by including more unique crates that allow cargo to provide
some oddities into the round, that might slowly work itself out.

This PR hopes to provide another way to waste their money if they have
an excess amount. Landfill Trash Gambling. Spending it away on complete
junk, which I think is absolutely hilarious when it doesn't work out, as
it is soulful in its design. Definitely not inspired by my recent thrift
shop excursions this month buying and scrounging for furniture and
interesting clothing.

[Relevant](https://www.youtube.com/watch?v=QK8mJJJvaes)

Also, I wanted to buff some of the crates I introduced a bit last time,
and nerf the mosin production somewhat via a more controllable method
that I can actually adjust as necessary down the line.

## Changelog
🆑
fix: Stops manifest generation runtiming when a cargo crate is empty.
add: Abandoned crates are now available via cargo imports.
add: Dumpsters full of maintenance trash are now available via cargo
imports.
add: An ultra-rare can of Shambler's Juice is now available via cargo
imports.
add: Animal hides and leathers can be (unreliably) ordered via cargo
imports.
add: The Dreadnog has entered this realm. To consume, purchase it via
cargo imports.
balance: Contraband Crates (and as a consequence, smuggler's satchels)
now generate more varied goods. Mostly the same, but sometimes you get
something quite different or even valuable.
balance: Mosins generated via the Russian supply crate are a bit more
random, weighing more heavily towards bad mosins than good mosins.
balance: Buffed both the shocktrooper and special op crate. Shocktrooper
now has an armored helmet and vest, and special op now has 5 mirage
grenades and a chameleon belt. The survival knife in the special op
crate is now a switchblade.
/🆑
2023-07-15 16:27:39 +01:00
ChungusGamer666
4f2227baf3 Implements a macro for checking mind traits (#76548)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/82850673/f85d0556-1806-40bf-92b8-597e46ccb4af)
Seeing this pattern repeated over various sections of code was starting
to piss me off

## Why It's Good For The Game

Lessens chance to cause errors with mind traits, ensures consistent
behavior, makes it easier to change how mind traits work if necessary.

## Changelog

hopefully not player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-06 11:45:46 -06:00
LemonInTheDark
8c2c72b0ed Duiffel Spotfix (#76442)
## About The Pull Request

Gives duffelbags their proper slot count
They inherited this from backpacks, but I sorta just forgot about that

[Creates "levels" of locked objects, uses that to make locked duffels
work](c613c00f62)

[c613c00](c613c00f62)

Turns locked into something that holds defines, this makes life a lot
easier.
Requires a lot of boilerplate because of how many uses of these procs
there are and all the passthrough and shit.

Adds a few outfit subtypes to avoid this class of failure in future.

Renames the args in a few but not all touched procs, one thing at a time

Closes #76407
Closes #76430 Had the lock check in the wrong place
Closes #76441 GOD I HATE TK SO MUCH

Wrote half the pr without glasses so if it's weird gimme some grace
yeah?

## Changelog
🆑
fix: Fixes some fuck with duffelbags, them not holding enough + issues
with spawning gear in them (job shit and all)
/🆑
2023-07-01 15:36:26 +01:00
LemonInTheDark
03c964ac45 Reworks Duffel Bags (Zippers) (#76313)
## About The Pull Request

Reworks duffel bags in line with oranges proposed plan.


![image](https://github.com/tgstation/tgstation/assets/58055496/126743dd-d7b8-47e0-bdd8-a0caec39c515)

Basically, instead of just making you slower all the time, they make you
slower while you have them open, but give you the same speed while
they're closed.
As a trade off, opening and closing them takes time, 2.1 seconds
(matches the sound) and 0.5 respectively.


https://github.com/tgstation/tgstation/assets/58055496/555d2cd0-038e-4b0b-a693-0c66dac16f5b

[Adds support for limiting extra storage, uses it to make syndie stuff
cool](d0b2bbf937)

[d0b2bbf](d0b2bbf937)

Syndicate bags currently ignore downsides by just ignoring the slowdown,
but that's kinda boring so let's just buff em instead.

They now support holding a limited amount of bulky items (3), filtered
down to things that would otherwise constitute going loud (or otherwise
be useful to carry around as a loudish traitor)

I may have gone a bit overboard on what I whitelisted here, lemme know
yeah?

I also did some fenangling with backpack uses of create_storage, I don't
like this pattern it was a bad idea I think.

## Why It's Good For The Game

I'm unsure if these delays enough, I think any length of time is decent
since it means you need to stop moving and focus on it for a bit.
My hope is this will make them a proper sidegrade, rather then something
that goes unused/acts as newbie bait

## Changelog
🆑
balance: Duffelbags will now only make you slow while they are unzipped.
As a tradeoff, you now need to stand still and zip/unzip them to access
their contents/not move real slow.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-06-29 21:44:09 +12:00
carlarctg
89a2a7cc3a Changes syndicate surgery duffelbags to contain advanced tools (#75846)
## About The Pull Request

Changes syndicate surgery duffelbags to contain advanced tools.

In total, they contain
- All advanced surgical tools, alongside the normal ones without an
advanced version
- Sterilizine gel
- Bone gel and surgical tape
- Roller bed
- Straight jacket, muzzle, and MMI

Changed the Syndicate Infiltrators' surgery areas to contain a full
syndicate surgery duffelbag.

The normal infiltrator now has a operating computer and a closet of
misc. surgical clothing and anesthesic tank.

## Why It's Good For The Game

> Changes syndicate surgery duffelbags to contain advanced tools.

> In total, they contain (...)

The only real reason to buy this item is for the increased storage space
the duffelbag gives, and I find that a little sad. Surgical tools are
plentiful, as they can either be lathed from cargo, medbay, or just
taken. A surgeon, the role that *should* thematically need this the
most, has absolutely no reason to take it. Now they do! A full set of
advanced tools is certainly something that can be considered for
purchase, especially with all the bonus items in here - which might just
allow a traitor to repair their bones if they're heavily wanted and
licking their wounds in maintenance. The TC cost has been increased to 4
to compensate.

> Changed the Syndicate Infiltrators' surgery areas to contain a full
syndicate surgery duffelbag.

Similar to above, but instead, the reasoning is that nukies really do
not have a lot of time to do surgery. A lot of the 20 minutes of prep
time in War is spent figuring out what you're buying with your
exorbitant amount of TC, in non-War you don't really want to delay the
mission for five minutes for surgery, and its hassle means that most
people do not really want to bother with things like nerve threading,
etc. due to the large, annoying time cost.

> The normal infiltrator now has a operating computer and a closet of
misc. surgical clothing and anesthesic tank.

The former is because, well, what the hell, why didn't it have one!
Removing the loose tools gave me the space for it. The latter is just me
realizing that empty closet is weird and lame and so I gave it some
fluff contents to give it a reason to exist.

## Changelog

🆑
add: Changes syndicate surgery duffelbags to contain advanced tools,
sterilizine, surgical tape, and a roller bed.
add: Changed the Syndicate Infiltrators' surgery areas to contain a full
syndicate surgery duffelbag.
add: The normal infiltrator now has a operating computer and a closet of
misc. surgical clothing and anesthesic tank.
/🆑
2023-06-04 21:52:28 -04:00
John Willard
1674f25725 New Medical job: The Coroner (#75065)
## About The Pull Request

HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view

Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972

Adds a Coroner job to the game, they work in the Medical department and
have their office in the Morgue.
I was inspired to make this after I had played my first round on
Paradise and messed around in there. The analyzer is copied from there
(https://github.com/ParadiseSS13/Paradise/pull/20957), and their
jumpsuit is also mostly stolen from it (i just copied the color scheme
onto our own suits).

Coroners can perform autopsies on people to see their stats, like this

![image](https://user-images.githubusercontent.com/53777086/235369225-805d482c-56c0-441c-9ef8-a42d0a0192bc.png)

They have access to Medbay, and on lowpop will get Pharmacy (to make
their own formaldehyde). They also have their own Secure Morgue access
for their office (doubles as a surgery room because they are edgelords
or whatever) and the secure morgue trays.

Secure Morgue trays spawn with their beepers off and is only accessible
by them, the CMO, and HoS. It's used to morgue Antagonists. Security's
own morgue trays have been removed.

The job in action


https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4

### Surgery changes

Autopsies are a Surgery, and I tried to intertwine this with the
Dissection surgery.
Dissections and Autopsies both require the Autopsy scanner to perform
them, however you can only perform one on any given body. Dissections
are for experiments, Autopsies is for the paper of information.

Dissected bodies now also give a ~20% surgery speed boost, this was
added at the request of Fikou as a way to encourage Doctors to let the
Coroner do their job before reviving a body.
I also remember the Medical skill, which allowed Doctors to do surgery
faster on people, and I hope that this can do something like that
WITHOUT adding the potential for exploiting, which led to the skill's
downfall.

### Morgue Improvements

Morgue trays are no longer named with pens, they instead will steal the
name of the last bodybag to be put in them.

Morgue trays are also removed from Brig Medical areas and Robotics, now
they have to bring their corpses to the Morgue where the Coroner can
keep track and ensure records are properly updated.

### Sprite credits

I can't fit it all in the Changelog, so this is who made what

McRamon
- Autopsy scanner

Tattax 
- Table clock sprites and in-hands

CoiledLamb
- Coroner jumpsuits & labcoats (inhand, on sprite, and their respective
alternatives)
- Coroner gloves
- CoronerDrobe (the vending machine)

## Why It's Good For The Game

This is mostly explained in the hackmd, but the goal of this is:

1. Increase the use of the Medical Records console.
2. Add a new and interesting way for Detectives to uncover mysteries.
3. Add a more RP-flavored role in Medical that still has mechanics tied
behind it.

## Changelog

🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb
add: The Coroner, a new Medical role revolving around dead corpses and
autopsies.
add: The Coroner's Autopsy Scanner, used for discovering the cause for
someone's death, listing their wounds, the causes of them, their
reagents, and diseases (including stealth ones!)
qol: Morgue Trays are now named after the bodybags inside of them.
balance: The morgue now has 'Secure' morgue trays which by default don't
beep.
balance: Security Medical area and Robotics no longer have their own
morgue trays.
balance: Dissected bodies now have faster surgery speed. Autopsies also
count as dissections, however they're mutually exclusive.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-05-05 21:31:28 -04:00
necromanceranne
997dac9616 Imports and Contraband: Different! Cargo crates without locks! MEAT! (#74490)
## About The Pull Request

### **Cargo Black Market goods should stay in cargo's hands**

#### New Cargo Console Category: Imports

This category is explicitly the non-departmental category beyond simply
having a Misc category. It is meant for material that nobody is meant to
be buying for their departments, and mostly for the odd-ball crates that
might show up. It also allows us to maintain contraband as exactly that;
contraband that the departments shouldn't have access too whatsoever. If
someone is buying from this category, they probably intend to be a
cheeky fuck.

<details>
  <summary>The New Changes</summary>

#### Baseline Imports

MEAT: MEAT (meat backpack you can eat)

<details>
  <summary>MEAT</summary>
  
![MEAT
MEAT](https://user-images.githubusercontent.com/40847847/229593459-f3c98abe-114b-43c1-a3e2-afc16b76c84f.png)
![MEAT MEAT MEAT
MEAT](https://user-images.githubusercontent.com/40847847/229593473-07a30781-a05e-4ca5-893b-778900cd2d1c.png)

</details>

Duct Spiders: They're adorable and cause a mess, but that doesn't stop
Nanotrasen from importing them from the Australicus sector to your
station!

Stack of 50 Bamboo Cuttings: Pretty expensive and kind of a premium.
Allows for those people looking to make bamboo decorations without
hoping botany exists, and are at least willing to pay. Also lets them
make horribly dangerous stuff with bamboo, of course.

A Single Sheet of Bananium: The problems this will cause I think speak
for themselves. (mostly due to a clown fruitlessly attempting to make
something actually disruptive while bankrupting cargo)

Natural Fish Bait: It isn't cheating, it's homemade. (Really good bait
but expensive and obviously drugs)

A dumpster...: A corpse in a dumpster, doesn't get more complicated than
that. Useful for corpse reasons.

Made using some code I borrowed from over here!
https://github.com/lizardqueenlexi/orbstation/pull/354

#### Contraband Imports

Foam Force Pistols: Same as it ever was with a price reduction. I
brought it down because riot darts are like 8 bullets a clip, and do
less damage than a disabler using riot darts. It feels like a sidegrade
weapon, and even if it technically is a ballistic weapon, it...isn't
that strong. I think this is pretty safe.

Definitely Not a Duct Spider: It's actually a giant spider in a box. If
you want to waste cargo's money while also sending them a mess to deal
with, this is the crate for you.

Russian Surplus Military Gear Crate: I took this opportunity to futz
with boltaction rifles. There are two kinds of mosin nagant you can get
in this crate. One of them is the good kind (no jamming). The other is
the shit kind (yes jamming), but you get more of them. You can get the
good ammo, or you can get the shit ammo. You'll have to pick through it
a lot more carefully to make sure you know which ones you've received.
Since this dilutes the pool even further, getting a good number of
mosins that aren't trash is even more expensive, and even if you do get
mosins at all, you might still only get the bad ammunition that doesn't
work against actual human threats as well. It also now cannot be
purchased through the security cargo supply console, and as to why they
could in the first place baffles me. Doesn't have a lock anymore
because...it's contraband? Who is locking this stuff?

**Side note: _You can make surplus 7.62 in the autolathe as well. It is
not very good except to fight fauna or naked assistants._**

**Side Side note: _I've killed off the shitty brand_new subtype and
brought peace once more to this land._**

#### Illegal Imports (Emag)

NULL_ENTRY: A journal that suggests how to make a...very interesting
weapon. The Regal Condor. Kind of an evolution on some other ideas I've
had over the years. This one is basically a secret weapon with a few
hurdles to jump through. Very lethal. Very expensive.

**Side note: _For reference, it's effectively 19 TC worth of gear to
make, but there does exist some methods to acquire this more cheaply if
you can get some bits and pieces from world spawns. Given it requires
you to get some pieces of equipment that might require additional
purchases of contraband, and getting into the captain's office to loot a
specific piece of clothing, the stakes more than make up for the
effectiveness._**

Smuggled WT-550 Autorifle Crate: This is basically the same, but you
might have noticed had you recently attempted, like me, to buy these
when you emagged them using a personal account and discovered a tragic
oversight. You couldn't, because they still needed armory access. This
removes that access, because you've already gone to the effort of
getting your hands on an illicit firearm through cargo, and if they
techs somehow miss the fact that you've purchased a WT-550...all the
better for you!

Smuggled WT-550 Ammo Crate: Includes AP and Incendiary!

**Side note: _You can get WT-550 ammo again via the Illegal Technology
node._**

Shocktrooper: Replaces the Special Ops crate. Contains a box of EMPs,
smoke grenades, a couple of gluon grenades and a couple of frag
grenades. Funsies.

Special Ops: The NEW Special Ops crate. Contains a chameleon mask,
jumpsuit and agent card. And a knife.

**Side note: _This is what appears in some cargo loan events._**

Refurbished Mosin Nagant Crate: The actual good mosin nagants. There are
6 of them. But they don't come with spare ammo. Hand them out to your
techs!
</details>

#### New Crates

- MEAT crate - Standard
- Duct Spider crate - Standard
- Giant Hostile Spider crate - Contraband
- 50 sheets of Bamboo crate - Standard
- A single sheet of bananium crate - Standard
- Natural (drugs) fish bait - Standard
- Dumpster with a corpse in it - Standard
- Shocktrooper crate (Grenades) - Emag
- Special Ops crate (Disguise) - Emag - Appears in some cargo loan
events
- Refurbished Mosin Nagant crate - Emag
- Regal Condor construction journal (NULL_ENTRY) - Emag

#### Changed Crates

- Foam Force Pistols (cheaper) - Contraband
- Russian Surplus Crate (less reliable, can't be bought by security
console) - Contraband
- WT-550 crate (more obtainable via personal accounts, thus
incriminating, not armory locked) - Emag
- WT-550 ammo (includes incendiary and AP) - Emag

#### Crates that got moved, unchanged, into Imports

- Foam Force Crate 
- Cosa Nostra Crate 
- Black Market LTSRBT 
- 'Contraband' Crate 
- Biker Gang Crate

#### Not crate changes
- You can print Surplus 7.62 (same as normal 7.62 but it sucks against
armor) from hacked autolathes.
- You can get WT-550 ammo from illegal tech.
- Removes the redundant Brand New Mosin subtype
- Fixes a potential exploit with jamming chance on Mosins.

## Why It's Good For The Game

I just think some of the magic of Cargo getting their hands on obviously
dangerous equipment and either hording it for themselves or attempting
to pawn it off was lost in recent times. A lot of this 'black market'
gear, however, suddenly became openly available to the crew anyway. For
_free_. Contraband crates and mafia crates could be purchased via the
Service budget. Security could just stock up en masse on mosins through
their console. And one fairly unfortunate consequence of a few recent
changes has made it nearly impossible to actually get illicit gear in
the first place, even if you did go to the effort of getting the money
for it.

On top of this, most of cargo's goods are pretty safe purchases. There
isn't much that would be considered 'actually a really bad idea to buy'
other than maybe supermatter shards. I wouldn't mind there existing ways
for someone to waste cargo's money while also causing them to have to
clean up the mess.

## Changelog
🆑
balance: A significant overhaul of various illicit and dubiously legal
goods and gadgets available via cargo.
balance: Cargo now has an Import category for all non-departmental
goods. (And black market goods)
balance: Most contraband that already exists has been moved into
Imports.
adds: Includes several new imports of dubious quality. You get what you
pay for.
code: Removes the brand new mosin subtype as it is now defunct.
fix: Fixes potentially exploitative code in the jamming proc. Cleans up
that code while I'm at it.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-04-08 18:35:10 +00:00
necromanceranne
c27f9a6d9b Minor Nukie Thing: Bolt-action Sniper Rifle, balance coding, and some ammo changes (#73781)
## About The Pull Request

### The Rifle:
-The Sniper Rifle is now a bolt action. This replaces the 4 second fire
delay on the sniper rifle. This overall will improve the fire rate if
you're good at racking the bolt, but it will also feel less like you're
in a weird limbo of inaction while using the sniper rifle, since the
fire delay can be quite confusing to players not used to it. This can be
tweaked, like reducing the speed of the racking action, if it seems like
it is too much.
-The scope component now goes up to 50 tiles (or so), which allows you
to gain a significant sightline over an area. The reasoning for this is
simple. The component actually nerfed the overall range of the sniper
rifle's scope, so this should hopefully restore that somewhat. And
having such a huge sightline makes it much easier to utilize the
impressive range of the rifle. Currently, it's really only ideal for
extremely close range fighting.
-The normal sniper rifle, the one that syndicate base scientists get,
can be suppressed. I don't know why it was different.

### The Ammo:

Normal .50 BMG: Does much more object damage, and on top of that deals
additional damage to mechs, but not by much more. Now, when it
dismembers a limb, it also deals its damage to the chest. This ensures
that you didn't straight up lose out on dealing a killing blow because
you took their limb off, and makes the dismemberment property of .50 BMG
a significant upside rather than a immense detriment.

Marksman: Gains a lot of the above benefits, but has much lower range.
Why this nerf? It's actually because of some funny nonsense with how
ricochet works. Which can cause....accidents to happen. To you. Consider
that firing down a straight line and missing could be quite embarrassing
when the bullet has 400 tiles of range.

Soporific: Now called Disruptor ammo. Works as it did before, putting
humans to sleep for 40 seconds (seriously, 40 seconds). Also deals some
stamina damage, if...that's relevant. But now also causes an EMP effect
and a boatload of added damage to both mechs and borgs, allowing it to
be an excellent anti-mech and anti-borg ammo type, as well as scrambling
any pesky suit sensors, energy weapons and so on in an area around the
impact. Useful for support fire.

Incendiary (NEW!): Causes a massive firebomb to go off where it impacts
(no explosion, so this isn't a stun). Also sets the target on fire,
which is always fun. Good for shooting into groups of people with
impunity. Also deals burn damage instead, since I think nukies could use
more methods for direct fire damage.

Surplus (NEW!): It's .50 BMG but it lacks most if not all the upsides.
No armour penetration, no dismemberment, no paralysis. It still deals a
lot of damage to objects, so not a bad option for simply removing
structures from afar. So what's the point in this ammo? You can buy 7
magazines for the price of one. I want to introduce 'Surplus' as an idea
for nukies to invest in if they want to be able to keep shooting but
they're really on a budget, like most non-warop nukies tend to be. This
is definitely subject to change (like a damage decrease on top of
everything else).

Pricing and Capacity: Normal ammo and surplus costs 3 TC. Every special
ammo costs 4 TC. Every special ammo also has the same ammo capacity as
the normal magazine. It's kind of weird how most of the subtypes had 5
shots rather than 6, but then soporific had...3? I don't get it. This
would probably cause a good deal of confusion, especially if you are
swapping ammo types and weren't aware of this particular oddity.

Anyway, 6 shots.

### Minor Addition
Gets rid of the cheap suppressor. It lies to players, tricking them into
thinking this is a low quality suppressor. Newsflash, it isn't. There is
no distinct difference between that suppressor and the normal
suppressor.

## Why It's Good For The Game

The sniper rifle, unfortunately, sucks a lot except for very specific
use cases. It got a big nerf with the scope component in terms of range,
even if the functionality is way cooler. And, at a baseline, there was
some counterintuitive functions attached to it. Dismemberment was cool,
but it also caused a loss in overall damage due to how limbs contribute
to core health. On top of this, the cool ammo types were...not much
better? Penetrator was almost always the best option, even if it lost a
lot of damage as a consequence.

So, what was it good for? X-ray + Penetrator. Pretty much, that's it. It
has some other uses but if I had to be entirely honest, there wasn't
much that other weapon couldn't do as well.

Hopefully this helps things going forward, and I want to mess with this
as well down the line in case its a bit too much of a boost in power.

Absolutely please rip this PR apart.

## Changelog
🆑
balance: Makes the syndicate sniper rifle a bolt-action rifle.
balance: Sniper rifles have a scope range of roughly 50 tiles.
balance: Sniper rifle ammo, if it dismembers your limbs, does damage to
the chest.
balance: All the various syndicate sniper rifle magazines have
consistent casing quantities (6 shots). They also have more consistent
pricing. 3 for normal and a box of surplus, and 4 for every other type.
balance: Reduces the range of Marksman ammo to 50 tiles. Not because it
is strong, but because you might accidentally shoot yourself if you're
not watching where you're shooting. Ricochets are no joke.
add: Replaces Soporific with Disruptor ammo. Works like soporific, but
also EMPS things it hits.
add: Adds Incendiary .50 BMG. Causes a combustion to erupt from the
struck target, as well as setting targets on fire. Great for parties.
add: Adds Surplus .50 BMG. It sucks, but you get a lot of them! Quantity
over quality, baby.
remove: The suppressors in the bundle are of standard quality. The
apparent 'cheap suppressor' that came bundled with the C-20r and sniper
rifle were found to actually be 'fine'. Trust us.
/🆑
2023-03-28 19:16:33 +02:00
LemonInTheDark
33d9a0338f Reworks trashbags slightly (#73761)
## About The Pull Request

I'm a bit sad about the state of trashbags. 
They're very clunky to use, so they almost never get touched. S
depressing. Let's try and fix that.

Let's make em fit in the belt slot (again), but as a tradeoff we'll make
it harder to pull one thing from your bag.
We'll give it a say, 1.5 second delay, so you can't quickdraw from em.
If you try and dump them out into something else, we'll throw any
spillover on the ground below you

I'm also doing some general code cleanup here. Making procs more
readable, vars more direct, removing some old legacy stuff.
I've added a remove_single proc to hook into via subtype, which takes a
mob as input. this has required placing extra requirement on some helper
procs, but fortunately it's not something they're unable to meet.

My hope is this will make garbage bags usable without being stupid.

## Why It's Good For The Game

I don't see these get used at all, cause they're a pain to carry around.
They got gimped because people were using them as infinite storage for
shotgun shells and other small items.
I've made using them for this sort of thing hard and slow, so I think we
oughta be fine. If not I'll do some more touching, maybe give the
autodrop a delay.

## Changelog
🆑
balance: The janitor's trashbag now fits on his belt. In exchange,
taking something out of it sends a visible message, and has a delay.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-03-14 16:39:24 -06:00
Zephyr
6a0c884410 [no gbp] removes all duplicate armor datums (#72354)
## About The Pull Request
closes #72348 
Title
## Why It's Good For The Game

My bad
## Changelog
Heres the script I used this time if you want to
```cs
var baseDir = Environment.CurrentDirectory;

var allFiles = Directory.EnumerateFiles($@"{baseDir}\code", "*.dm", SearchOption.AllDirectories).ToList();
var known = new Dictionary<string, List<KeyValuePair<string, int>>>();

foreach (var file in allFiles)
{
	var fileLines = File.ReadAllLines(file);
	for (var i = 0; i < fileLines.Length; i++)
	{
		var line = fileLines[i];
		if (line.StartsWith("/datum/armor/"))
		{
			var armorName = line.Replace("/datum/armor/", "").Trim();
			if (!known.ContainsKey(armorName))
				known[armorName] = new List<KeyValuePair<string, int>>();
			var knownList = known[armorName];
			knownList.Add(new KeyValuePair<string, int>(file, i));
		}
	}
}

Console.WriteLine($"There are {known.Sum(d => d.Value.Count)} duplicate armor datums.");

var duplicates = new Dictionary<string, List<int>>();
foreach (var (_, entries) in known)
{
	var actuals = entries.Skip(1).ToList();
	foreach (var actual in actuals)
	{
		if (!duplicates.ContainsKey(actual.Key))
			duplicates[actual.Key] = new List<int>();
		duplicates[actual.Key].Add(actual.Value);
	}
}

Console.WriteLine($"There are {duplicates.Count} files to update.");

foreach (var (file, idxes) in duplicates)
{
	var fileContents = File.ReadAllLines(file).ToList();
	foreach (var idx in idxes.OrderByDescending(i => i))
	{
		string line;
		do
		{
			line = fileContents[idx];
			fileContents.RemoveAt(idx);
		}
		while (!String.IsNullOrWhiteSpace(line));
	}
	File.WriteAllLines(file, fileContents);
}
```
2022-12-30 03:43:36 -05:00
Zephyr
72add64520 Refactors armor into dedicated subtypes (#71986)
## About The Pull Request

See title.
## Why It's Good For The Game

Code is cleaner, and more readable/intuitive
Technically closes
https://github.com/tgstation/dev-cycles-initiative/issues/8
## Changelog
🆑
refactor: armor, from the ground up basically
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-12-23 16:21:22 -08:00
MrMelbert
7b10eb45bc Fixes cursed duffelbag's permanent curse (again), unit tests it. (#71969)
## About The Pull Request

Curse of hunger did some funky stuff by checking for
`slot_equipment_priority` (which ONLY BUCKETS use) and registering
certain signals based on that

The signals they were using instead didn't pass the unequipper, so the
curse never got removed on unequip.

Replaced them with just equip and drop, as equipped and dropped work
just fine for it.

Unit tests this.

## Why It's Good For The Game

Infinite curse of clumsy and pacifism is kinda bad

## Changelog

🆑 Melbert
fix: Dufflebag Curse no longer lasts forever after the bag is destroyed.
fix: Dufflebag Cursing someone already afflicted properly doesn't try to
add the curse again
/🆑
2022-12-14 08:57:58 +01:00
John Willard
2425531eb2 Removes tablets (not PDAs) entirely. (#71507)
## About The Pull Request

**Comes with an UpdatePaths!**

Removes the tablet subtype, PDAs now replaces them entirely.

Nukie and Silicon tablets are now subtypes of the PDA instead, while
contractor ones were removed entirely as they didn't do anything and
were unused (though it wouldn't be hard to re-add).

Nukie PDAs are now the only type of PDA that uses modular_tablets.dmi,
which is just larger icons of modular_pda. Each application requires an
icon state in both of these, for 2 different sizes, which makes it
annoying to make new applications, especially if it can also run on
computers/laptops.

### Icons

Because Silicon tablets are now a subtype of PDA, they use PDA icons
instead of tablet ones. Luckily for us, they already exist in code.

![image](https://user-images.githubusercontent.com/53777086/203876575-56eb1593-774c-47c6-8e7d-491a7805f28c.png)

AI's don't use a tablet icon though, so they aren't affected.

## Why It's Good For The Game

There's very little difference between tablets and PDAs, PDAs overshadow
them in every single way, so at this point I don't see why we should
have both of these, and if you compare the two in usefulness and actual
in-game use by players, it's a no-brainer than the item all players get
roundstart and comes with a messenger should be the one we go with.

Also as said in the about section, when making an app you would need to
make icon states for the program running for all hardware it can run on,
which is Computer, Laptop, PDA, and Tablet.

Laptop is just a smaller computer icon
PDA is just a smaller tablet icon

However, you can't simply shrink the size of the icon, instead you have
to completely resprite the same app icon FOUR TIMES for it to not
bluescreen on all these different devices.

<details>
<summary>
Here's examples of it
</summary>
Computer (NOTE: *They share the same icon file as regular computers*)
<img
src="https://user-images.githubusercontent.com/53777086/203876801-486a8054-489a-4983-bdad-a2599b4dc379.png"/>
Laptop
<img
src="https://user-images.githubusercontent.com/53777086/203876333-58e5d135-f4c6-4a02-8948-1df771e294a4.png"/>
Tablet
<img
src="https://user-images.githubusercontent.com/53777086/203876352-816c7fb1-c681-40b9-99e0-052f49632c7f.png"/>
PDA
<img
src="https://user-images.githubusercontent.com/53777086/203876358-1cf7253d-3c6a-456a-8133-ebf7f0351637.png"/>
</details>

If we wish to help in simplifying this, we should remove tablet icons
entirely, which means 1 less icon to worry about. To do this, we'd need
to resprite nukie PDAs, however I am very much not a spriter and never
tried GAGS, so I'll leave it to someone else to do.

## Changelog

🆑
del: Tablets are now removed, PDAs are now the base 'tablet'. Silicon
and nukie tablets are now PDAs.
/🆑
2022-12-02 00:15:14 -08:00
John Willard
fd19f6d5a0 The Mining vendor now works like the Chef produce console (has to go through Cargo) (#71023)
## About The Pull Request

Now comes with a Hackmd: https://hackmd.io/ImTe5FLeTgmI7spTWKBaFQ?view

In-game screenshots:


![image](https://user-images.githubusercontent.com/53777086/199602671-a604c6da-fec0-487d-b67e-eb0e4380e4d6.png)

![image](https://user-images.githubusercontent.com/53777086/199602695-8d7afb20-3b6c-467f-ac78-37de03dc20d2.png)


![image](https://user-images.githubusercontent.com/53777086/199725350-b01c4ddd-3fec-4288-a698-02daf91f787b.png)

Removes the old Mining vendor console and all its bad code. Instead, the
chef produce console was generalized and a NEW mining vendor is a
subtype of it. If they try to Express this console, it will be 1.5x the
mining points (compared to 2x for the Chef produce console atm), so it
is technically possible, but it is still better to order it through
Cargo.
Different to the Kitchen crate, this one is a private order by the Shaft
Miner, using mining points instead of Credits. Cargo CAN emitter it
open, but I think that's an acceptable risk with all crates. As shown in
the screenshot, Cargo will immediately know who ordered the items so
knows who to call to pick it up when needed.

This also means Shaft Miner's vendor is now categorized somewhat. I
tried my best to make sense out of it but some items really don't make
sense (laser pointer, soap...)

I split the different sections of orderable items into different files
for better management, and de-hardcoded it and its TGUI to make it
easier for anyone who wants to add more to it.
I also made the produce console use paths and added ways 'categories' to
produce consoles, which indicates which sections you should and
shouldn't be allowed to see.
https://github.com/tgstation/tgstation/pull/71007 already did part of
this but it isn't merged yet so :/

Free golems are mostly unaffected by this. Their console only works in
express mode and doesn't increase the prices for it. The only downside
is the cooldown.

I still have some things to finish on this PR so it'll be left as draft
until at least tomorrow.

## Why It's Good For The Game

https://hackmd.io/ImTe5FLeTgmI7spTWKBaFQ?view

1. A large problem currently with Miners is that they don't interact
with the station, this will at least help integrate them more into their
own department, by making the cost of their equipment cheaper if they
bother to actually go through Cargo for their gear.

2. It also means that a non functional Cargo would affect Shaft Miners
too, and as they have access to the shuttle, maybe we can expect some
Miners to pick up the slack if needed.

3. The old mining vendor was the ONLY vendor in the game that had
infinite stock. It doesn't need a refill or anything like any other
vendor, and every other vendor uses credits, mining points is just shaft
miner credits. Why are they an exception? At least being ordered through
the shuttle makes sense.

4. It opens the QM being able to see easier what Miners are doing, and
prevents miners from hiding on Lavaland to do nothing but hunt fauna if
they were meant to be demoted or something by the QM. Basically, gives
the QM more control over the people working in their department.

## Changelog

🆑
add: Shaft Miner's equipment vendor now orders their equipment through
the Cargo shuttle, though you can spend 1.5x the points to express it,
making it a Mining version of the Chef's produce console, with a
weakened express tax.
/🆑
2022-11-30 19:29:28 -08:00
necromanceranne
03bc97ade5 Nukies Update 6: Interdyne is here for you! Medical Supplies and Atropine! (#71067)
## About The Pull Request

Quite a few changes overall to the nuclear operatives tactical medkit.
The kit is more of a full suite of equipment for performing field
medical duties as a nukie.

- I've split the medkits between two kinds. Basic and premium. Medical
bundle has the premium kit.
- Basic contains additional amounts of basic c2 chem patches, some spare
atropine autoinjectors, sutures and regen mesh, and some basic medical
equipment for tending wounds. 4 TC (as it was before). That's it.
- The premium kit is a far more useful full suite of advanced medical
equipment, MODsuit modules, medical supplies and cybernetic implants,
including the combat hypospray and the combat defib. 15 TC.

**In the premium kit, there is:**
- It has a box of beakers with powerful healing chems. Omnizine,
salicylic acid, oxandrolone, pentetic acid, atropine, salbutamol and
rezadone.
- The combat injector is empty, so you can load it as necessary.
- There are advanced sutures and regenerative mesh packs. They don't
work through spacesuits, but are invaluable for wound repair. Especially
burns.
- There is a surgery arm toolset so you can do field operations without
lugging tools.
- There is a surgery processor module that comes preloaded with advanced
surgeries, a threadripper module, and the combat defib module. The
module works entirely like a combat defib, but you don't need to lose
your belt slot to use it.
- The surgeries are revival, the upgrade surgeries (like vein
threading), brainwashing (did you know they didn't get access to
brainwashing, I think this is a shame) and the better tend wounds
option.
- The nightvision medical hud doubles as a pair of science goggles.

**Atropine changes:**
- Atropine now stops bomb implants from autoexploding. This does **NOT**
stop you from manually detonating the bomb. (This is possible even when
you're dead and haven't left your body)
- As a result, nukies get atropine medipens so that they can potentially
stop themselves detonating prematurely, or stop their allies detonating
prematurely. They have a little pamphlet to help explain how their
microbomb works.

## Why It's Good For The Game

Straight up: The medkit is ass.

The meds in the injector sucks, just getting c2 meds in patches is kind
of insulting for something granted to you from an uplink item (and also
you get those for free with your ~~xbox~~ infiltrator medical room so
lol), and operatives just got the kit for one reason and one reason
only. That combat defib as a _weapon_.

Fuck that. So the kits now much better as a way to both support yourself
AND your team through providing a range of improvements you can provide
the squad, while also not undermining the reason why people may have
wanted the kit (that defib). I would really like to see more nukies
attempt to support one another in combat, and a medic operative is a
role that needs love to make that a reality.

**Edit here**: I reintroduced a low end kit with more c2 medical
supplies _if you want them_. I can see how someone might pinch all of
the medical supplies like a cunt, so maybe we should have a failsafe for
that.

A huge culprit of the lack of value of support meds was usually that
ops...explode when they die. If a medic can pop atropine into an op
before they die, they might be able to save them, or an op could pop
themselves with atropine prematurely to maybe stave off death.

## Changelog
🆑
balance: Splits the nuclear operative combat medical kit into two
versions: basic and premium.
balance: Basic contains additional amounts of basic c2 chem patches,
some spare atropine autoinjectors, sutures and regen mesh, and some
basic medical equipment for tending wounds. 4 TC (as it was before).
balance: The premium kit is a far more useful full suite of advanced
medical equipment, MODsuit modules, medical supplies and cybernetic
implants, including the combat hypospray and the combat defib. 15 TC.
balance: Atropine stops bomb implants from automatically detonating on
death. You can still manually activate your bomb implant (even when you
are dead).
balance: Operatives start with an atropine pen to stop themselves and
their allies from detonating so they can hopefully be saved by a medical
operative.
add: There is a pamphlet to explain this in the nuclear operative's
survival box.
add: I'm not telling you to read the pamphlet, but you should probably
read the pamphlet.
/🆑

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-11-27 16:20:24 +01:00
AnturK
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
tattle
ad5debaaa1 Add investigate_deaths (#71112)
## About The Pull Request
Adds INVESTIGATE_DEATHS, an investigate category intended to better show
causes of death.


![image](https://user-images.githubusercontent.com/66640614/200142461-c17b5e51-1116-4eef-bbfb-49bc024c0953.png)


![image](https://user-images.githubusercontent.com/66640614/200147306-09bef76e-68c6-4f0a-bdf9-0211eb274e66.png)

Also makes suicide_act take a `mob/living` as an argument instead of a
`mob`, and some minor style improvements since apparently I hate
atomicity.

## Why It's Good For The Game
Inspired by a mysterious death and dusting. More logging and leads for
admins investigating deaths.

Also fixes #59028

## Changelog
🆑 Tattle
admin: added investigate deaths to shed some more light on unusual
demises, dustings, and gibbings
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2022-11-07 16:22:37 -08:00
necromanceranne
c29b3781a9 Missile Sanity Checking: I made it explode better? (#70813)
* Fixes robotics and nukies gaining access to the wrong type of exosuit missiles, renames the BRM-6 to the PEP-6 (Precision Explosive Projectile), ensures the defines match to which gun goes where, also renames the ammo paths to also prevent the same confusion, swaps around a whole lot of the pathing for what missile is the baseline and what is the parents, makes the PEP use the missile procs instead of its own snowflake code, inadvertently makes the missile a borg murder device but fuck it they're dense objects
2022-10-27 21:12:57 +02:00
dopamiin0
d74f164499 Prevents chaplain's backpack from noclipping better than a Gmod admin. (#70503) 2022-10-19 00:50:21 -07:00
san7890
2878345ebb Swaps sleep() to use SECONDS define, changes some sleep(1) to sleep(1 TICKS) (#70452) 2022-10-18 21:25:23 -07:00
itseasytosee
e0b706c36c Put clothing on people by clicking on them with clothing inhand + targeting correct area. (#69560)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-10-08 18:51:29 -07:00
ShizCalev
1a32f60cf4 [ready] adds unit test for missing inhand icons. fixes a bunch of missing inhand icons (#70037)
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
2022-10-04 10:20:24 -07:00
GuillaumePrata
94dece8e5a Moves backpacks into their own DMI and "standardize" some names (#70220)
I wanted to touch a backpack sprite and got mad with everything being on the same dmi file sooo...
Creates a dmi for backpacks because we had everything shoved on the same back.dmi or storage.dmi which is a headache to work with.

I tried to standardize the name between backpacks, satchels and duffels and some minor clarity while I was there, stuff like:
securitypack -> backpack-security
satchel-sec -> satchel-security
brokenpack -> bag_of_holding-inert

Also made a new obj icon file for the ethereal backpack, it had it's own file for the mob worn icon so now both icons have their own dmi.
Probably should rename it to "species" if we ever add more species/lore related backpacks but that is a future issue.

I didn't touch the inhand dmis or "standardize" their name, they are well split enough and just to avoid making a zillion changes on the same PR.
I might look into it if this PR is merged.
2022-10-01 09:43:45 -07:00
Mickyan
9f2372ea77 Adds Ethereal Fashion (#69494)
Added two new ethereal themed pieces of clothing, and a new curator bundle: Ethereal Trail Warden
2022-09-03 02:10:58 -03:00
tattle
d91390a447 [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) (#69416)
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
2022-08-24 20:49:35 -03:00
MrMelbert
ec1c311664 Fixes storage mass transfer being generally broken, adds mass transferring onto griddles (#69084)
* - Fixes storage mass transfer
- Brings some sanity to storage procs
- Implements a griddle feature that never was

* Uncomment this

* Right-click attack fix

* Scoop fix

* Smartfridges use silent

* Restores some lost checks

* Fixes storage implants
2022-08-20 17:35:11 -04:00
John Willard
4a274a6e4b [MDB IGNORE] Refactors drinks and fixes a lot of food problems (#69081)
* Makes condiments their own subtype, fixes geese, prepares for merging

* Fixes geese checking drink type instead of edible foodtype to eat gross food.
* Renames foodtype var on drinks to drink_types to prevent above from happening again because it KEEPS HAPPENING. DRINKS AREN'T FOOD!
* Makes Condiments their own subtype of reagent_containers because they don't make any use of being a subtype of food, at all.
* Starts moving things from food to /food/drink subtype in preparation for merging /food/drink with /drink

* fully removes Food subtype

* /reagent_containers/drinks are now /reagent_containers/cup - This is so it's no longer confused with eachother.
* /food/drinks is now /reagent_containers/cup/drinks, so we can keep their special abilities.
* Fixes a LOT of errors with food, which are STILL checking the reagent_containers, despite ACTUAL food being refactored away from it a long time ago.

This doesn't compile yet, but I do want to make sure my progress is well tracked.

* remove copypaste code, changes soda cans

* Removes most copy paste code between the two drinks, moving most stuff to parent whenever needed.
* Made soda cans their own subtype since they didn't share anything with glass bottles anyways.
* Fixes more problems with food/drinks, especially with geese. Geese really were just broken this whole time and no one said a word...
* Removes a snowflake signal, now that both drink types share a common one.
* Adds everything to the .dme

Currently my goal is to get this all compiling, then remove isGlass var by making glass be all glass ones only.

* Moves all icons into a single drinks dmi

I'm not that great at icon stuff, hopefully I didn't forget/break anything.

* Turns juices into their own subtype

This allows us to let them check for type in molotov, to both get rid of a use of isGlass, and so non-glass non-cartons don't show up as 'carton'.

* fixes compile issues, adds updatepaths

* a better updatepaths

* updates the damn maps now

* properly names the updatepath

* how did that get there

* i suck at handling merge conflicts

* how am i this bad

* code improvement and soda fix

* more fixes

* Don't be a timer

Ports from old food bottles to trans the reagents, rather than add a timer to.

* Merge conflicts and fixes bottle smashing

* Bottle smashing is now consistently functional regardless of how much liquid they have in them, when before it would spill first, then smash on the second hit.

* runs updatepaths again
2022-08-12 15:24:14 -04:00
MrMelbert
92dc954ab5 Fixes 118(give or take) cases of mapload not being passed to initilaize (#69107)
fixes 114 cases of mapload not being passed to initilaize
2022-08-11 10:22:33 -04:00
Twaticus
f0a78409d8 [MDB Ignore]Suit DMI split p1: Mob icons (#68417)
Co-authored-by: TWAT <twaticus.tg@gmail.com>
2022-07-17 01:18:20 -07:00