Commit Graph

263 Commits

Author SHA1 Message Date
SkyratBot
8196e26aff [MIRROR] NEW TRAIT ROLE: Veteran Advisor (#26667)
* NEW TRAIT ROLE: Veteran Advisor

* Oh, right

---------

Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-03-13 06:32:59 +01:00
jjpark-kb
3b134f2e85 Missingmirrors (#26743)
* [NO GBP] Extremely tiny stupid nitpick changes to the smoking room ruin (#81767)

## About The Pull Request

Ok so this just does some really really tiny changes to the smoking room
of the smoking room ruin. I added this way back during march mapness and
have always wanted to touch up this last area.

These are basically just touch-ups that are two years too late because
they felt so insignificant and small that making an entire PR to change
them felt excessive. I still feel that way but I'm also a perfectionist
and this would linger in my head until the day I die.

Anyways, there should be slightly less awkwardly placed spawners, decals
blocked from view. You also have to walk past the smoky remains to reach
the second special lighter, instead of the first.

That's it, that's everything. You don't even get screenshots here.
Sorry.
## Why It's Good For The Game

I have an obsession with revisiting and completing old, unfinished work.
## Changelog
🆑 Rhials
fix: Some tiny tiny changes to the smoking room ruin to make it a little
less ugly.
/🆑

* Tram tile/bench fixes (#81798)

## About The Pull Request

- Tram benches can be rebuilt after deconstruction
- Tram tiles build the correct amount inhand
- Tram tiles available in the engineering protolathe with other items
- Tram tiles create the right stack type when pulled up
- Tram tiles have inhand/obj icons for both types

## Changelog

🆑 LT3
fix: Tram floor tiles constructed inhand provides 4 instead of 1
fix: Tram floor tiles provide correct stack item when pulled up
image: Tram floor tiles have their own inhand icons
qol: Tram floor tiles available in the engineering protolathe
fix: You can reconstruct deconstructed tram benches
/🆑

* Tram icon cleanup (#81797)

## About The Pull Request

- Deletes an unused tram_wall.dmi
- Renames tram frame to tram girder
- Tram girder looks like girder, not lattice


![image](https://github.com/tgstation/tgstation/assets/83487515/328c2455-def0-41a1-be9a-87a3ec0dcee7)

## Why It's Good For The Game

More straightforward for players. Since it acts like a girder, it should
look like a girder not a lattice.

## Changelog

🆑 LT3
image: Tram frame is now tram girder, because it acts like one
/🆑

* Autotucking On Map Load (#81782)

## About The Pull Request

Doesn't really do much currently but without it wallening beds look
fuckin DUMB
Plus I think this better matches what is intended

## Why It's Good For The Game


![image](https://github.com/tgstation/tgstation/assets/58055496/d5e4c372-3e84-435a-88b9-b5be442049b2)

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>

* Makes Ethereal Charging Loop Just About Everywhere (#81775)

## About The Pull Request
Basically,


For APCs.

![dreamseeker_bfZeNmkOPh](https://github.com/tgstation/tgstation/assets/12636964/39eddc7b-7389-4586-a392-4a8d2437e93b)


For recharging APCs.

![dreamseeker_mlKuDR2JJW](https://github.com/tgstation/tgstation/assets/12636964/1f28850c-57a7-43b2-9663-81b2f3b34ce9)


For recharging from cells. The Ethereal offscreen was blue, you'll just
have to trust me that this was a color-coded PR.

![dreamseeker_bcP0126NlF](https://github.com/tgstation/tgstation/assets/12636964/c20eff96-3112-4b9b-a733-c320528adb5e)

## Why It's Good For The Game
It's kind of CBT as-is right now to have to click this stuff over and
over, especially when light tubes have it that much more convenient than
everything else. I figure some while loops would make the situation
better for them.

## Changelog
🆑
qol: Ethereal charging now loops when they're charging (from) APCs or
from power cells!
/🆑

* Lots of description changes and grammar fixes for heretics (#81761)

## About The Pull Request

Changes a lot of text. Apart from grammar fixes, here are the notable
changes:

- Ash jaunt description just said it is a "short range jaunt" without
explaining what exactly a jaunt is. I believe it is better to describe
without comparing to another spell the player may not have experience
with.
- Cosmic grasp now explains what the deal is with star marks and cosmic
fields. It is still possible to crosspath into a star mark spell,
skipping this description, but I assume a player like that is
experienced enough to know what the star mark does anyway...
- The knowledge for ash spirits no longer refers to them as "Ash Men" -
"Ash Spirit" is the mob's actual name. If you think "Ash Man" is a
better name, I can change it around so that the mob gets renamed that
instead.
- Removes the lines from paradoxical curio's description about causing
brain damage on examination - many heretic items cause adverse effects
to heathens who try to interact with them, and there is never a need to
clutter the description with them.
- Changes the eldritch coin description, because the old one was, in my
opinion, awkward. I changed it to be more inline with the other items'
descriptions, and to not tell non-heretics what its purpose is. If you
liked the old one better, I can revert this change.
## Why It's Good For The Game

Grammar good. Accurate descriptions good.
## Changelog
🆑
fix: made some heretic descriptions more accurate
spellcheck: improved english of the heretical eldritch patrons
/🆑

* Makes Medbay surgery on Metastation a bit more inline with other maps (#81786)

## About The Pull Request

Makes it so paramedics can't access the surgery theater in Metastation

## Why It's Good For The Game
Paramedics can't access surgery on the other maps, and can't use the
front door to the surgery theater, They shouldn't have access to it
through maints

## Changelog
🆑

fix: Makes Metastation surgery access more consistent with other maps

/🆑

---------

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Nerevar <12636964+Nerev4r@users.noreply.github.com>
Co-authored-by: ViktorKoL <44502667+ViktorKoL@users.noreply.github.com>
Co-authored-by: starrm4nn <139372157+starrm4nn@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-03-13 04:07:27 +01:00
SkyratBot
cdca625516 [MIRROR] Painkillers now actually induce analgesic effects (#26504)
* Painkillers now actually induce analgesic effects (#81335)

This adds a new trait, `TRAIT_ANALGESIA`, and makes various painkillers
(+ tenacity trauma) apply said trait.

This prevents various pain-related effects, such as screaming due to
pain, and also provides a speed bonus during surgery.

Gives more of an incentive to actually use reagents such as morphine or
miner's salve.

🆑
add: Painkillers (i.e morphine, miner's salve) now actually induce
analgesic effects, preventing various pain-related effects, such as
screaming due to pain, and also provides a speed bonus during surgery.
add: The tenacity trauma (traumatic neuropathy) also applies analgesic
effects.
refactor: Simplified code related to reagents adding traits.
/🆑

* Oho, fixed.

---------

Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2024-02-22 15:20:05 -05:00
SkyratBot
8e7ec57fd2 [MIRROR] Kicks Martial Arts out of the attack chain (yippee), makes it use signals, plus a large clean up of existing martial arts (#26328)
Kicks Martial Arts out of the attack chain (yippee), makes it use signals, plus a large clean up of existing martial arts (#81097)

- Kicks Martial Arts out of the attack chain.
- All Martial Arts attacks are now handled via unarmed attack or grab
signals
- This means all martial arts are now technically on the living level,
allowing any mob that can unarmed attack to martial arts. Sort of. YMMV.

- All martial arts block checking is now handled by the arts themselves,
meaning you can selectively decide for a martial arts strike to not be
blocked. Maybe good for the future.

- A comprehensive cleanup of all existing martial arts. Improving var
names, code, adding some missing animation calls, etc.

Fixes #74829

Untangles the mess that is martial arts, making it a lot easier to work
with the attack chain and making it overall a ton more consistent.

🆑 Melbert
refactor: Big martial arts refactor, they should now overall act a ton
more consistent. Also technically any mob can do martial arts. Let me
know if something is funky.
/🆑

---------

Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-02 21:28:23 +01:00
Gandalf
3f55068ac7 CI Fix (#26177)
Removes timeout_mod arg from add_mood_effect (#80964)

## About The Pull Request

Partial Revert of https://github.com/tgstation/tgstation/pull/80800

Assuming every num passed in the parameters of `add_mood_effect` is a
`timeout_mod` is incorrect, because there can be mood events that take a
numeric arg which is not meant to be multiplied against the timeout.

This leads to the same issue as multiplying it with strings essentially
(in one case, shown below, this results in a negative duration of a
timer).


![image](https://github.com/tgstation/tgstation/assets/13398309/f8af858f-04ef-4144-9a0b-2fae60b71272)


![Code_ZN176cpMqA](https://github.com/tgstation/tgstation/assets/13398309/a6ec7689-0171-4909-91cb-a17b56454eb6)

Plus having a keyword arg that may or may not actually be what the
keyword arg claims to be is really confusing and bad.

Instead here's what I propose: passing in an instantiated mood datum
itself, which has been modified, and copying the timeout from it before
discarding it.

It is not as clean as I'd prefer either, but at least it's logically
sound and the intent is clear, and it's the best I can think of short of
a major refactor of the entire system for this one small thing which is
only being used by food quality.


![image](https://github.com/tgstation/tgstation/assets/13398309/8560c066-bb0b-4066-af94-372d5ea62679)

## Why It's Good For The Game

Clearer, less smelly code.

## Changelog

🆑
code: removed the timeout_mod arg from add_mood_event, which was only
used for one thing and causes more issues than it's worth
/🆑

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-01-19 14:02:59 +00:00
SkyratBot
536e1e48cd [MIRROR] fixes a bunch of moodlets potentially lasting forever (less band-aidy) [MDB IGNORE] (#26124)
* fixes a bunch of moodlets potentially lasting forever (less band-aidy) (#80800)

## About The Pull Request
In a previous PR (https://github.com/tgstation/tgstation/pull/79661), I
noted that a lot of moodlets tended to have their timeouts break because
it was passing their names and whatnot as a parameter, that gets fed
into the timeout modifier parameter, causing the timeout multiplier to
break, because BYOND type-agnosticism means that it can multiply a
number (timeout_mod) by text (a name or some other object), resulting in
0 - which makes a moodlet permanent. This is probably not intended.

This fixes that in two ways:
- Adding a `1` to potentially applicable moodlets (searched for with a
regex of `.add_mood_event(.*, .*,)`) just to make sure the timeout
doesn't get multiplied out weirdly.
- Making the add_mood_event thing CRASH() if the timeout_mod is bad.

If someone else wants to come up with a solution better than this,
please do.

## Why It's Good For The Game
Maybe having your arm permanently fall asleep after getting it
reattached sucks, moodlet-wise. (Being stuck with permanent
positive/negative moodlets is probably not intended.)

## Changelog

🆑
fix: Moodlets with parameters/effects e.g. limb reattachment moodlets
should probably disappear more appropriately.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>

* fixes a bunch of moodlets potentially lasting forever (less band-aidy)

* wew

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2024-01-18 16:28:41 +00:00
SkyratBot
328096d192 [MIRROR] Heretic DLC: Path of Moon [MDB IGNORE] (#25938)
* Heretic DLC: Path of Moon (#79536)

## About The Pull Request
This pull request adds a new path.
The cross path is between ash and lock.

Credit to Fury McFlurry for the following sprites:
 ring_leader_effect

The path goes as follows:
 Moonlight Troupe
 Grasp of Lunacy
 Smile of the moon
 > Sidepaths:
    Mind Gate
    Ashen Eyes

 Mark of Moon
 Ritual of Knowledge
 Lunar Parade
 Moonlight Amulette
 > Sidepaths:
   Curse of Paralasys
   Unfathomable Curio
   Unsealed Arts

Moonlight blade
Ringleaders Rise
> Sidepaths:
   Ashen Ritual

 Last Act

Moonlight Troupe:
The first knowledge of path of moon, lets you make Lunar Blades with 2
iron and a knife

Grasp of Lunacy:
The grasp of this path hides your name for 15 seconds after use, but
more importantly it causes the person hit with the grasp
 to hallucinate everyone as indistinct human like figures.

Smile of the Moon:
A pointed spell that causes temporary blinding, muting, deafening and
confusing on the person its targeted at, these effects
 last longer the less sanity your victim has.

https://github.com/tgstation/tgstation/assets/120136161/db7cfaaa-8fe2-4f20-aa78-c17c17be4d63

Mindgate:
Lock-Moon. This spell causes you and your victim brain damage, the
victim also suffers a short amount of hallucinations
 and also 20 oxyloss.

https://github.com/tgstation/tgstation/assets/120136161/11d15acd-11d0-4e7d-a180-6481b18e9fd9

Mark of Moon:
When applied this paths mark pacifies the victim and they remain
pacifist until attacked or until the mark is detonated, when
 detonated the victim is left confused.

https://github.com/tgstation/tgstation/assets/120136161/41e601b5-76d4-4765-8b49-ada7de09feb7

Lunar Parade:
A spell that sends out a projectile that causes people hit by it to
follow the projectile whilst being unable to move. The
projectile also bounces around and is really useful to get people off
your back during chases.

https://github.com/tgstation/tgstation/assets/120136161/cddc8390-e8aa-4d68-b1a5-ab181e941a9b

Unfathomable Curio:
Transmute 3 rods, a brain and a belt into an Unfathomable Curio a belt
that can hold blades and items for rituals. Whilst worn
will also veil the heretic, allowing them to take 1 hit without
suffering damage, this veil will recharge quickly outside of
combat. If examined the examiner suffers brain damage and temporary
brain damage, and if a non-heretic uses it once the shield is damaged
the non-heretic user suffers massive brain damage and a permanent
uncurbable brain trauma. Lock-moon

Unsealed Arts:
Allows you to transmute a canvas and an additional item to create a
piece of art, these paintings have different effects depending on the
additional item added. Lock-moon
Possible paintings:
    The sister and He Who Wept:
    Additional atoms: Eyes.
When a non-heretic looks at the painting they will begin to hallucinate
everyone as heretics.

   The First Desire:
   Additional atoms: Any bodypart.
Increases the hunger of non-heretics, when examined drops an organ or
body part at the painting.

   Great chaparral over rolling hills:
   Additional atoms: Any grown food.
Spreads kudzu when placed, when examined grants a flower to the heretic.

   Lady out of gates:
   Additional atoms: Gloves.
Causes non-heretics to scratch themselves until they remove their
jumpsuit, when examined removes all your mutations.

    Climb over the rusted mountain:
    Additional atoms: Trash.
Causes non-heretics to rust the floor they walk on and when examined
gives you a cool moodlet

These effects are mitigated for a few minutes when a non-heretic
suffering an effect examines the painting that caused the
effect. Except for great chapparal which spawns kudzu at their feet, and
Lady out of gates which gives them a random negative mutation.

https://github.com/tgstation/tgstation/assets/120136161/1d1bdd2f-cda5-4430-b3af-4742f98a59a8

https://github.com/tgstation/tgstation/assets/120136161/4e843ae4-9786-4e9b-8681-582713f4c789

Moonlight Amulette:
Allows the heretic to transmute 2 sheets of glass, a pair of eyes, a
brain and a tie. If the amulette is used on someone with low
sanity they go berserk attacking everyone if their sanity isnt low
enough it decreases their mood. Optionally you can add a
 poppy in the ritual to further decrease their mood on hit.

https://github.com/tgstation/tgstation/assets/120136161/ab820b3f-e7e6-407a-9a1a-93d49c0d7387

Moonlight Blade:
Causes the heretics blades to do brain and sanity damage whilst causing
hallucinations. The blades also cause giggling and
 laughter on hit.

Ringleaders Rise:
An AoE spell that deals more brain damage the lower the sanity of the
victim, also causes hallucinations that last longer the
lower the sanity of the victim. If the victims sanity is low enoughit
causes them to go insane, the spell then halves their sanity.
This spell is on a longer cooldown and is more meant to be used as a
payoff or an instigator for a fight. The AoE area is 7 tiles

https://github.com/tgstation/tgstation/assets/120136161/4de85ba2-448a-485c-b739-77fcce86c0cb

Last Act:
The ascension lowers the cooldown of all the heretics spells by 33% and
increases the AoE range of Ringleaders Rise. The main
effect of this ascension is a passive sanity drain and hallucination
aura, if you have low sanity in the aura you will start to suffer
brain damage and if you reach the bottom you gain an aura of
hallucinations thus spreading the moon heretics influence
further. Not only that but roughly 1/5th of the crew will rise in
support of you becoming mini-heretics called acolytes that will attempt
to obey your commands!

I had videos showing off everything but they were too big for github
sadly so I will have to think of some other way to showcase all this
stuff.

This pr also adds a new optional atoms system which means that you can
have rituals that can be improved by adding additional atoms, like for
example moonlight amulette.

Feel free to give some suggestions for further ascension effects.
## Why It's Good For The Game

I feel like heretic is really missing a playstyle around insanity and
this slots neatly in to feel that gap. For being an eldritch antag of
horrors there is surprisingly little interaction with the sanity system
and I feel like this makes up for it, heretic is also missing some
distractions which is where the paintings can really shine and the
hallucinations which breed paranoia.

## Changelog
🆑
add: A new heretic path opens up! Gaze up at the great sky for the path
of the moon opens and the lie shall be slain in pursuit of ultimate
truth!
fix: Fixes the syndicate delusion not working
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Heretic DLC: Path of Moon

---------

Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2024-01-01 15:27:44 +00:00
SkyratBot
922ec66ee7 [MIRROR] Better Ghost Selection [MDB IGNORE] (#25789)
* Better Ghost Selection

* yes

* oldcode updates and compat

---------

Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-25 00:11:10 +00:00
SkyratBot
9a3fb5c5c1 [MIRROR] FOV is Dead (Long Live FOV) [MDB IGNORE] (#25600)
* FOV is Dead (Long Live FOV)

* Update _megafauna.dm

* Update _vehicle.dm

* FOV Hotfix: Actually offsets gameplane render relays

* removes redundant visual_shadow

* removes GAME_PLANE_UPPER references

* Update mob_movement.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-23 17:47:07 +00:00
SkyratBot
b768d7fa00 [MIRROR] Obsession targets are logged [MDB IGNORE] (#25678)
* Obsession targets are logged (#80361)

## About The Pull Request
Obsession targets are logged

## Why It's Good For The Game
Obsession targets are logged

## Changelog
🆑 Tattle
admin: obsession targets are logged
/🆑

Co-authored-by: tattle <article.disaster@ gmail.com>

* Obsession targets are logged

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
2023-12-17 10:03:58 -05:00
SkyratBot
9c60d615fb [MIRROR] Blackout drunkard warning adjustment [MDB IGNORE] (#25558)
* Blackout drunkard warning adjustment (#80210)

## About The Pull Request

This adjusts the "you have 50 seconds before sobering up!" warning for
the blackout-drunkard split personality.

Originally, this message would always send when 50 seconds are left,
meaning you'd get a "50 seconds left" warning every second, for the last
50 seconds.

Now, instead of that, you get a warning starting at the 60 second mark,
that updates you every 20 seconds.

So basically, you get a warning at 60, 40, and 20 seconds left instead
of every second for the last 50 seconds of drunkenness

* Blackout drunkard warning adjustment

---------

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
2023-12-11 21:02:26 -05:00
SkyratBot
535a6859a7 [MIRROR] Fixes the typing indicator [MDB IGNORE] (#25475)
* Fixes the typing indicator (#80153)

## About The Pull Request
It was very specifically broken by [this
commit](94d00aa526),
because it wrongfully changed the logic. Now the typing indicator is
back, it's no longer just the thinking indicator.

## Why It's Good For The Game
Typing indicator is meant to be there, now it's back! No more awkward
flickering!

## Changelog

🆑 GoldenAlpharex
fix: The typing indicator has overcome its shyness and is now back to
its usual form.
/🆑

* Fixes the typing indicator

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-12-06 22:00:24 -05:00
SkyratBot
a22c5fde78 [MIRROR] Moves thinking_IC variable to a trait [MDB IGNORE] (#25441)
* Moves `thinking_IC` variable to a trait (#80122)

## About The Pull Request

This was another boolean that was used to just manage stuff codeside
that really was not accessed _too_ much and is ultimately not useful as
a variable on `/mob`. This just moves it to a trait because it's only
really used in a few spots for a similar intent+purpose.
## Why It's Good For The Game

Less stuff to deal with in the average view variables window whenever
looking at a mob, which is really nice and welcome.
## Changelog
Doesn't concern players.

* Moves `thinking_IC` variable to a trait

---------

Co-authored-by: san7890 <the@san7890.com>
2023-12-05 02:32:25 -06:00
SkyratBot
35cf52a0f9 [MIRROR] The Inversenning : Superior Healing Medications [MDB IGNORE] (#25315)
* The Inversenning : Superior Healing Medications (#79342)

Introducing new inverse reagents for existing superior healing
medications! This push includes...

**Benzoic Acid** : Inverse of Salicylic Acid. Robust fertilizer that
provides a decent range of benefits for plant life.

**Oxymetholone** : Inverse of Oxandrolone. Anabolic steroid that
promotes the growth of muscle during and after exercise.

**Bamethan** : Inverse of Salbutamol. Blood thinner that drastically
increases the chance of receiving bleeding wounds.

**Pendetide** : Inverse of Pentetic Acid. An unusual bioradioactive drug
that purges basic radiation healing chems. Also increases the severity
of radiation poisoning.

**Hyoscyamine** : Inverse of Atropine. Heals heart and stomach damage,
and slowly removes minor toxin damage.

**Ammoniated Sludge** : Inverse of Ammoniated Mercury. A ghastly looking
mess of mercury by-product which causes bursts of manic hysteria.

**Inreziniver** : Inverse of Rezadone. Makes the user horribly afraid of
all things related to carps.

This is an effort to add more variety to the existing inverse reagent
system within chemistry. Not only should this variety serve to provide
additional options for a Chemist to experiment with, they should also
broaden the possibilities for already existing strategies.

* The Inversenning : Superior Healing Medications

---------

Co-authored-by: MGOOOOOO <97645027+MGOOOOOO@users.noreply.github.com>
2023-11-28 15:40:54 -05:00
SkyratBot
b557e89855 [MIRROR] More standardization for ghost notifications (READY) [MDB IGNORE] (#25104)
* More standardization for ghost notifications (READY) (#79596)

## About The Pull Request
I'm still not satisfied with how ghost notifications work. This gives
every notification with a source (99% of all notifications, in other
words) a link to jump/orbit. Currently, notifications with "play"
interactions would only get the interact link, so jumping to the source
was pretty annoying.

It removes posting the entire message in the alert tooltip, as some got
pretty lengthy and it didn't seem to fit. To replace this, they will
always use headers

After:

![image](https://github.com/tgstation/tgstation/assets/42397676/debfce52-3627-4a43-8663-33d61d893161)

![image](https://github.com/tgstation/tgstation/assets/42397676/01f299ae-dc6a-45f8-a97a-cb2c815088b2)

![image](https://github.com/tgstation/tgstation/assets/42397676/99567376-063e-458e-af2a-2dd4306747cc)

NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference
seems to be whether it's a turf. The result shaves off some redundant
lines of code, since most-every usage of notify_ghosts uses
NOTIFY_ORBIT.
## Why It's Good For The Game
More standardization for the ghost notification system. Adds a few alert
headers that never had them. All in all, makes it easier for creators to
throw alerts at ghosts
## Changelog
🆑
qol: Nearly every ghost alert should now feature a "VIEW" button, even
those with click interaction.
del: Ghost alerts no longer show the entire message in the tooltip,
instead have been replaced with titles.
/🆑

* More standardization for ghost notifications (READY)

* Modular

* Update outpost_of_cogs.dm

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-11-19 11:25:32 -05:00
SkyratBot
c70114c343 [MIRROR] Fix split personality commune being unusable I think [MDB IGNORE] (#24923)
* Fix split personality commune being unusable I think (#79631)

## About The Pull Request

Likely fixes #79586 and likely fixes #78081 .

Split persons's loc is their parent mob, so they were being disallowed
from casting due to not being loc's in a turf.

Further testing required

## Changelog

🆑 Melbert
fix: Split persons can talk to their host once again
/🆑

* Fix split personality commune being unusable I think

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-11-11 01:02:23 -05:00
SkyratBot
5209631c68 [MIRROR] Adds wibbles to certain anomalous entities [MDB IGNORE] (#24851)
* Adds wibbles to certain anomalous entities (#79549)

## About The Pull Request

Adds wibble animation to portals, some anomalies, and bluespace rifts.

https://github.com/tgstation/tgstation/assets/51863163/9355dc53-590e-4558-82a3-15145829ce16

## Why It's Good For The Game

It looks kinda cool.
Helps cement these as anomalous, wacky things that don't necessarily fit
in our plane of existence.

## Changelog

🆑 Melbert
add: Anomalies, portals, and bluespace rifts will now wibble a bit.
/🆑

* Adds wibbles to certain anomalous entities

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-11-07 21:03:44 -05:00
SkyratBot
4f123428f9 [MIRROR] Drunken Blackout cannot be gained randomly. [MDB IGNORE] (#24813)
* Drunken Blackout cannot be gained randomly. (#79526)

## About The Pull Request

Fixes #79138.

Removes random gain from Alcohol-Induced CNS Impairment, making it only
obtainable by actually getting blackout drunk, rather than just bashing
your head in with a bat to see what happens.
## Why It's Good For The Game

The drunken blackout trauma has a specific flavor tied to the method of
gaining it, which is to say, getting drunk off your shits. It doesn't
make much sense for it to be gained from other sources of brain damage,
since those largely don't involve actually being drunk.

This should also fix a bug where the text "**_is blacking out!_**" will
randomly appear to observers without any name or anything, which appears
to happen when random human corpses have their brains decay enough to
randomly receive this trauma while dead. I think there's something to be
said for the idea that corpses should not be rolling traumas at all, but
that's something for another day.
## Changelog
🆑
fix: You will now only become blackout drunk if you've actually been
drinking.
fix: Observers should stop being notified that a nameless entity is
blacking out.
/🆑

* Drunken Blackout cannot be gained randomly.

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
2023-11-06 06:14:27 +00:00
SkyratBot
596b2f050e [MIRROR] Converts some notify_ghosts args to bitflags, multilines all notify_ghosts calls [MDB IGNORE] (#24804)
* Converts some notify_ghosts args to bitflags, multilines all notify_ghosts calls

* Update supermatter.dm

* Modular

* More modular

* Update cortical_borer_egg.dm

---------

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-05 22:01:17 -05:00
SkyratBot
84ab3d7a3a [MIRROR] Standardizes Adding Datum Actions into a proc/define (Bonus AI Support) (Bonus Useless Code Cleanup) [MDB IGNORE] (#24761)
* Standardizes Adding Datum Actions into a proc/define (Bonus AI Support) (Bonus Useless Code Cleanup)

* Update ooze.dm

* Modular audit - no more creating actions in nullspace

* Update drone.dm

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-11-03 02:42:48 -04:00
SkyratBot
3f54ed0c34 [MIRROR] Fixes Obsessed Moodlets Not Going Away When They Lose The Trauma [MDB IGNORE] (#24669)
* Fixes Obsessed Moodlets Not Going Away When They Lose The Trauma (#79295)

Adds a clear_mood_event proc to obsessed's on_lose so that the mood
event goes away.

* Fixes Obsessed Moodlets Not Going Away When They Lose The Trauma

---------

Co-authored-by: Jackraxxus <60418544+Jackraxxus@users.noreply.github.com>
2023-10-31 01:38:47 -04:00
SkyratBot
c8cb56309c [MIRROR] Blackout qol [MDB IGNORE] (#24541)
* Blackout qol

* This should have been a config setting

---------

Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-24 20:22:07 +00:00
SkyratBot
6348fa7cf8 [MIRROR] Adds a subtle ghost poll [MDB IGNORE] (#24503)
* Adds a subtle ghost poll (#79105)

## About The Pull Request
This makes a new ghost poll system which doesn't give TGUI popups -
instead, users are prompted to follow the POI and one of the orbiters is
chosen. The old system remains in place, so you can still prompt if you
want to.

This gives two things:
1. A deadchat notification:

![image](https://github.com/tgstation/tgstation/assets/42397676/073fcfff-b1ed-47c3-bae0-4abf9c599144)
2. A screen alert:

![image](https://github.com/tgstation/tgstation/assets/42397676/92a4e566-614a-43ca-8680-3cb4ff86ced9)

## Why It's Good For The Game
As stated in #76507, popups are pretty annoying. This is halfway between
a screen alert with no time limit and an event with more important
pings. This is better because:
1. Less popup fatigue
2. You can SEE how many you're competing with
4. DRY
## Changelog
🆑
add: Adds a subtle ghost poll. This pings in dead chat and gives a
screen alert, but no TGUI popup. Orbit the point of interest to be
selected for the role.
refactor: A number of ghost spawns now feature this alert. Write an
issue report if anything breaks.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Adds a subtle ghost poll

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2023-10-21 18:23:55 -04:00
SkyratBot
4485e219d9 [MIRROR] Ghost orbit popup double feature: Blackout drunkeness and Nar'Sie runes [MDB IGNORE] (#24439)
* Ghost orbit popup double feature: Blackout drunkeness and Nar'Sie runes (#78982)

## About The Pull Request

This adds two new notify_ghosts popups, for Blackout Drunkeness and
Nar'Sie Rune Inscription.
## Why It's Good For The Game

Nar'Sie rune inscription already has a big announcement, but no orbit
prompt. It's an important enough event to warrant having one.

The blackout drunkenness period is something that deserves to have an
audience.
## Changelog
🆑 Rhials
qol: Ghosts will now be prompted to orbit when someone loses control due
to being blackout drunk.
qol: Ghosts will now be prompted to orbit when a cultist begins
inscribing a Nar'Sie rune.
/🆑

* Ghost orbit popup double feature: Blackout drunkeness and Nar'Sie runes

---------

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
2023-10-19 17:50:13 -04:00
SkyratBot
dff57af34a [MIRROR] Add blackout drunk [MDB IGNORE] (#24084)
* Add blackout drunk (#78394)

## About The Pull Request
You drink too much you lose your memory, but we cant really do that so
instead a ghost will take control of your body temporary. The drunk
character will then be given objective to do wild, wacky and otherwise
unusual stuff until the original returns to backtrack what transpired.
The blackout character will not be able to kill or hurt the body. Oh and
the duration is about 10 minutes
## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/92416224/16808551-43a3-4495-848a-4707412fc049)
## Changelog
🆑
add: Added blackout, happens when you drink...ALOT
/🆑

---------

Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>

* Add blackout drunk

* No blackout drunk lol

* Fixes the commenting out

---------

Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-10-05 14:24:53 -07:00
SkyratBot
06691fc603 [MIRROR] Converts vomit() to use bitflags [MDB IGNORE] (#23642)
* Converts `vomit()` to use bitflags

* Update turf.dm

* Modular

* Modular fix

* Update _hemophage_defines.dm

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-13 10:44:50 -04:00
SkyratBot
f8c5601160 [MIRROR] minor changes to living and mob vars [MDB IGNORE] (#23330)
* minor changes to living and mob vars

* Update mob_movement.dm

* Modular updates

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-26 04:21:42 -04:00
SkyratBot
f25cb55f3a [MIRROR] Adds a Heresy phobia, fixes some typos in heretic code, places the stargazer and fire shark under heretic_summon [MDB IGNORE] (#23227)
* Adds a Heresy phobia, fixes some typos in heretic code, places the stargazer and fire shark under heretic_summon (#77306)

## About The Pull Request

Instead of a supernatural phobia, sacrificed people will now get a
HERESY phobia, which specifically targets heretic stuff, instead of all
of magic. Other heretics, however, do not get this, but instead get
knowledge points sapped from them, as their mind is ruined in a
different way than normal people. This comes with different flavour text
and a harsher but shorter lasting mood debuff. Also fixes some
"knowlege" code typos and places the star gazer and fire shark all in
under heretic_summon
## Why It's Good For The Game

Heretics, Wizards, Chaplains and Cultists will now be able to keep
playing the game after getting sacrificed without overdosing on
psicodine, while still retaining the phobia's original design purpose.
placing the fire shark and star gazer under the same type also is useful
as they share a lot of values. typos bad.
## Changelog
🆑
add: Sacrificed heretic targets will now receive a phobia of heresy
instead of a phobia of the supernatural. Sacrificed heretics will not
get this phobia, but will lose knowledge points instead.
/🆑
Huge thanks to Helg2 for doing the original PR and helping me with this
one, couldn't be done without them

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@ users.noreply.github.com>

* Adds a Heresy phobia, fixes some typos in heretic code, places the stargazer and fire shark under heretic_summon

---------

Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@ users.noreply.github.com>
2023-08-20 22:00:25 -04:00
SkyratBot
2ac66a8a4a [MIRROR] Adds sanity checking to prefs checks, fixing a bug that can cause emotes to stop displaying intermittently [MDB IGNORE] (#23081)
* Adds sanity checking to prefs checks, fixing a bug that can cause emotes to stop displaying intermittently

* Update vox_procs.dm

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-14 19:40:51 -04:00
SkyratBot
d0f20dae01 [MIRROR] Improved Imaginary Friend Smite [MDB IGNORE] (#22871)
* Improved Imaginary Friend Smite (#77331)

## About The Pull Request

By admin request:
- The Imaginary Friend smite now allows you to select "Offer to ghosts"
rather than selecting an observer mob manually.
- If you select this option you can also select to bulk-accept multiple
ghosts at a time, if you want to give people twelve imaginary friends
without having to smite them 12 times.

This necessitated changing the order of events a little bit so nwo you
choose whether they have a randomised appearance before picking a
candidate.

## Why It's Good For The Game

Makes it easier to drop the entire end of round deadchat into one guy's
brain with just a couple of clicks

## Changelog

🆑
admin: The imaginary friend smite now allows selecting "offer to ghosts"
instead of having to perform that poll yourself manually. When offering
to ghosts you can also offer for several ghosts to volunteer at the same
time.
/🆑

* Improved Imaginary Friend Smite

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-04 15:18:29 -04:00
SkyratBot
b9f559776e [MIRROR] Replaces Upgraded Cybernetic Ears with two new variants [MDB IGNORE] (#22854)
* Replaces Upgraded Cybernetic Ears with two new variants  (#75931)

## About The Pull Request
Adjusts the placement of basic and upgraded cybernetic ears in the
research tree and adds two new variants: Whisper-sensitive Cybernetic
Ears, which make it slightly easier to hear whispers from a tile away,
at the cost of higher vulnerability to flashbangs and other loud noises;
and Wall-penetrating Cybernetic Ears, which allow you to 'hear through
walls' so to speak, also at the cost of higher vulnerability to loud
noises.

Basic cybernetic ears are now in basic medical tech node, meaning that
medbay can print them roundstart the same as other basic cybernetics.
The upgraded cybernetic ears are now unlocked with the other tier 2
cybernetics. The two new ear variants are unlocked with the other tier 3
cybernetic organs, and the luminiscent and welding shield eyes have also
been moved there from the cybernetic implants node for consistency
reasons.

The whisper ears allow you to clearly hear whispers from up to seven
tiles away, the same range where you can hear normal speech. The
wall-penetrating ears allow you to hear normal speech within seven tiles
even through walls. Due to technical limitations, runechat popups do not
show up for people you can't see, but the messages will still show up in
chat.
## Why It's Good For The Game
Currently, upgraded cybernetic ears are very underwhelming compared to
other high-tier cybernetic organs. All other high tier organs provide
some sort of benefit; even if the benefit is minor like a built-in
flashlight, a slightly higher tolerance to alcohol and toxins, or higher
tolerance to disgusting food. This change is intended to grant similarly
minor but useful benefits to the cybernetic ears.
## Changelog
🆑
add: Added whisper-sensitive cybernetic ears, which make it much easier
for the user to hear whispers at the cost of being more vulnerable to
loud noises
add: Added wall-penetrating cybernetic ears, which allow you to hear
speech through walls
balance: Basic cybernetic ears and upgraded cybernetic ears are now
unlocked with the other basic/normal cybernetics
balance: The welding shield and luminiscent cybernetic eyes are now
unlocked with the other upgraded cybernetics
/🆑

* Replaces Upgraded Cybernetic Ears with two new variants

* Modular adjustments

* Linters

* Linters

---------

Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-03 06:51:26 -04:00
SkyratBot
8c1a5a473c [MIRROR] Fixes a type mismatch error with phobias [MDB IGNORE] (#22730)
* Fixes a type mismatch error with phobias (#77120)

## About The Pull Request

Closes https://github.com/tgstation/tgstation/issues/77113
Closes https://github.com/Skyrat-SS13/Skyrat-tg/issues/22686

Fixes the recently introduced type mismatch seen above.

span_phobia() needs a string arg not a datum. This is why you test your
code folks.

## Why It's Good For The Game

<details><summary>Works</summary>

![dreamseeker_kV93wU6eT8](https://github.com/tgstation/tgstation/assets/13398309/570704ca-66e3-4612-9855-791a1e27bc77)

</details>

## Changelog

🆑
fix: fixes a type mismatch error with some of the phobia chat messages
/🆑

* Fixes a type mismatch error with phobias

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-27 16:22:48 -04:00
SkyratBot
cab485a34f [MIRROR] Phobia warnings have the same glowy text now as they would in say messages [MDB IGNORE] (#22678)
* Phobia warnings have the same glowy text now as they would in say messages (#77066)

## About The Pull Request

Title.
## Why It's Good For The Game

Fixes #48028
## Changelog
🆑
spellcheck: Phobia warnings have the same glowy text now as they would
in messages.
/🆑

* Phobia warnings have the same glowy text now as they would in say messages

---------

Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
2023-07-25 15:02:01 -04:00
Bloop
6ddf70316d [MISSED MIRROR] Hemiplegic quirk (#76526) (#22450)
* Hemiplegic quirk (#76526)

## About The Pull Request

Like paraplegic, but instead of a horizontal half of your body being
fucked, it's a vertical half!

![image](https://github.com/tgstation/tgstation/assets/82850673/aab1059e-9f5a-4778-a72a-c55c9fe75403)

![image](https://github.com/tgstation/tgstation/assets/82850673/2edf1a76-906f-41f5-984c-4260b65a279d)

## Why It's Good For The Game

Character customization and pure, undistilled human suffering.

## Changelog
🆑
add: Added Hemiplegic quirk.
/🆑

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>

* Update jobs.dm

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-07-15 10:39:27 -04:00
SkyratBot
02648adcd6 [MIRROR] Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests [MDB IGNORE] (#22348)
* Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests

* Fixing merge conflicts

* don't forget to ctrl+s!

* Another forgotten file

* urgh

* gets rid of vestiges of update_atom_languages()

and mind language holders

* No longer needed

* Fixes some modular grant_language calls

* Deprecated code

* This was up here before..

* Fixes failing unit tests, refactors silverscale lizards language a bit removing the need for skyrat edits

Removes some no longer needed code

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-13 22:38:45 -04:00
SkyratBot
0e0ac6dcbf [MIRROR] Unit test gaining and removing traumas [MDB IGNORE] (#22390)
* Unit test gaining and removing traumas (#76748)

## About The Pull Request

Requires #76744

Tests the granting and removing of brain traumas.

## Why It's Good For The Game

See
https://github.com/tgstation/tgstation/pull/76744#issuecomment-1630066603

## Changelog

Not necessary unless it finds something funky

---------

Co-authored-by: san7890 <the@ san7890.com>

* Unit test gaining and removing traumas

* skyrat changes

* Update trauma_granting.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-07-13 10:52:32 -04:00
SkyratBot
fb7fb8a5f5 [MIRROR] Fix Alphasia removal [MDB IGNORE] (#22375)
* Fix Alphasia removal

* Update code/datums/brain_damage/severe.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-07-11 18:22:37 -04:00
SkyratBot
a7edb3bdd6 [MIRROR] Fixes flaky language holder failure [MDB IGNORE] (#22188)
* Fixes flaky language holder failure (#76477)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/51863163/d4f2fd51-6884-4623-b208-f670b6cdb75d)

## Why It's Good For The Game

Flaky failure

## Changelog

🆑 Melbert
fix: Fixes a runtime from people with aphasia trauma getting deleted
/🆑

* Fixes flaky language holder failure

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-07-03 17:45:27 -04:00
SkyratBot
47ddd30381 [MIRROR] Makes Godwoken Syndrome VoG commands ignore spam filter [MDB IGNORE] (#21956)
* Makes Godwoken Syndrome VoG commands ignore spam filter (#76146)

## About The Pull Request
they're basically forced speech and should not account for the spam
filter

## Why It's Good For The Game
fixes #55392

## Changelog
🆑
fix: fixed Godwoken Syndrome VoG commands triggering the spam filter
/🆑

* Makes Godwoken Syndrome VoG commands ignore spam filter

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
2023-06-23 16:03:46 -07:00
SkyratBot
de094300d2 [MIRROR] Alphabetises Phobias [MDB IGNORE] (#20934)
* Alphabetises Phobias (#75150)

## About The Pull Request

Alphabetises some lists, json, and type paths related to phobias

## Why It's Good For The Game

It's neat and tidy

## Changelog
Not player facing

* Alphabetises Phobias

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
2023-05-06 02:30:38 +01:00
SkyratBot
9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
Gandalf
ffd39e1729 Missed mirrors (#20203)
* https://github.com/tgstation/tgstation/pull/74273

mirrors https://github.com/tgstation/tgstation/pull/74273

* https://github.com/tgstation/tgstation/pull/74267

mirrors https://github.com/tgstation/tgstation/pull/74267

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* https://github.com/tgstation/tgstation/pull/74113

mirrors https://github.com/tgstation/tgstation/pull/74113

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* Updated elgohr/Publish-Docker-Github-Action to a supported version (v5) (#74370)

elgohr/Publish-Docker-Github-Action@master is not supported anymore

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Lars Gohr <elgohr@users.noreply.github.com>
2023-03-31 03:48:57 +01:00
SkyratBot
6e029611ac [MIRROR] Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test [MDB IGNORE] (#19959)
* Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test

* MISSED MIRROR https://github.com/tgstation/tgstation/pull/71606

* Update modules_supply.dm

* Update tgstation.dme

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-27 03:26:52 +01:00
lessthanthree
7305d12d29 [MANUAL MIRROR] Nightvision Rework (In the name of color) (#19608)
* Nightvision Rework (In the name of color) (#73094)

Relies on #72886 for some render relay expansion I use for light_mask
stuff.

Hello bestie! Night vision pissed me off, so I've come to burn this
place to the ground.
Two sections to discuss here. First we'll talk about see_in_dark and why
I hate it, second we'll discuss the lighting plane and how we brighten
it, plus introducing color to the party.

https://www.byond.com/docs/ref/#/mob/var/see_in_dark

See in dark lets us control how far away from us a turf can be before we
hide it/its contents if it's dark (not got luminosity set)
We currently set it semi inconsistently to provide nightvision to mobs.

The trouble is stuff that produces light != stuff that sets luminosity.
The worst case of this can be seen by walking out of escape on icebox,
where you'll see this

![image](https://user-images.githubusercontent.com/58055496/215683654-587fb00f-ebb8-4c83-962d-a1b2bf429c4a.png)

Snow draws above the lighting plane, so the snow will intermittently
draw, depending on see_in_dark and the luminosity from tracking lights.
This would in theory be solvable by modifying the area, but the same
problem applies across many things in the codebase.
As things currently stand, to be emissive you NEED to have a light on
your tile. People are bad at this, and honestly it's a bit much to
expect of them. An emissive overlay on a canister shouldn't need an
element or something and a list on turfs to manage it.
This gets worse when you factor in the patterns I'm using to avoid
drawing lights above nothing, which leads to lights that should show,
but are misoffset because their parent pixel offsets.

It's silly. We do it so we can have things like mesons without just
handing out night vision, but even there the effect of just hiding
objects and mobs looks baddddddd when moving. It's always bothered me.
I'll complain about mesons more later, but really just like, they're too
bright as it is.

I'm proposing here that rather then manually hiding stuff based off
distance from the player, we can instead show/hide using just the
lighting plane. This means things like mesons are gonna get dimmer, but
that's fine because they suck.

It does have some side effects, things like view() on mobs won't hide
stuff in darkness, but that's fine because none actually thinks about
view like that, I think.

Oh and I added a case to prevent examining stuff that's in darkness, and
not right next to you when you don't have enough nightvision, to match
the old behavior `see_in_dark` gave us.

Now I'd like to go on a mild tangent about color, please bare with me

You ever walk around with mesons on when there's a fire going, or an
ethereal or firelocks down.
You notice how there isn't really much color to our lights? Doesn't that
suck?

It's because the way we go about brighting lighting is by making
everything on the lighting plane transparent.
This is fine for brightening things, but it ends up looking kinda crummy
in the end and leads to really washed out colors that should be bright.
Playing engineer or miner gets fucking depressing.

The central idea of this pr, that everything else falls out of, is
instead of making the plane more transparent, we can use color matrixes
to make things AT LEAST x bright.

https://www.byond.com/docs/ref/#/{notes}/color-matrix

Brief recap for color matrixes, fully expanded they're a set of 20
different values in a list
Units generally scale 0-1 as multipliers, though since it's
multiplication in order to make an rgb(1,1,1) pixel fullbright you would
need to use 255s.

A "unit matrix" for color looks like this:
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0, 0, 0, 0
)
```

The first four rows are how much each r, g, b and a impact r, g, b and
well a.
So a first row of `(1, 0, 0, 0)` means 1 unit of r results in 1 unit of
r. and 0 units of green, blue and alpha, and so on.
A first row of `(0, 1, 0, 0)` would make 1 red component into 1 green
component, and leave red, blue and alpha alone, shifting any red of
whatever it's applied to a green.

Using these we can essentially color transform our world. It's a fun
tool. But there's more.

That last row there doesn't take a variable input like the others.
Instead, it ADDS some fraction of 255 to red, green, blue and alpha.

So a fifth row of `(1, 0, 0, 0)` would make every pixel as red as it
could possibly be.

This is what we're going to exploit here. You see all these values
accept negative multipliers, so we can lower colors down instead of
raising them up!
The key idea is using color matrix filters
https://www.byond.com/docs/ref/#/{notes}/filters/color to chain these
operations together.

Pulling alllll the way back, we want to brighten darkness without
affecting brighter colors.
Lower rgb values are darker, higher ones are brighter. This relationship
isn't really linear because of suffering reasons, but it's good enough
for this.
Let's try chaining some matrixes on the lighting plane, which is bright
where fullbright, and dark where dark.

Take a list like this

```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     -0.2, -0.2, -0.2, 0
)
```
That would darken the lighting a bit, but negative values will get
rounded to 0
A subsequent raising by the same amount
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0.2, 0.2, 0.2, 0
)
```
Will essentially threshold our brightness at that value.
This ensures we aren't washing out colors when we make things brighter,
while leaving higher values unaffected since they basically just had a
constant subtracted and then readded.

You may have noticed, we gain access to individual color components
here.
This means not only can we darken and lighten by thresholds, we can
COLOR those thresholds.
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0.1, 0.2, 0.1, 0
)
```
Something like the above, if applied with its inverse, would tint the
darkness green.
The delta between the different scalars will determine how vivid the
color is, and the actual value will impact the brightness.

Something that's always bothered me about nightvision is it's just
greyscale for the most part, there isn't any color to it.
There was an old idea of coloring the game plane to match their lenses,
but if you've ever played with the colorblind quirk you know that gets
headachey really fast.
So instead of that, lets color just the darkness that these glasses
produce.
It provides some reminder that you're wearing them, instead of just
being something you forget about while playing, and provides a reason to
use flashlights and such since they can give you a clearer, less tinted
view of things while retaining the ability to look around things.

I've so far applied this pattern to JUST headwear for humans (also those
mining wisps)
I'm planning on furthering it to mobs that use nightvision, but I wanted
to get this up cause I don't wanna pr it the day before the freeze.

Mesons are green, sec night vision is red, thermals orange, etc.

I think the effect this gives is really really nice.
I've tuned most things to work for the station, though mesons works for
lavaland for obvious reasons.

I've tuned things significantly darker then we have them set currently,
since I really hate flat lighting and this system suffers when
interacting with it.

My goal with these is to give you a rough idea of what's around you,
without a good eye for detail.
That's the difference between say, mesons, and night vision. One helps
you see outlines, the other gives you detail and prevents missing
someone in the darkness.

It's hard to balance this precisely because of different colored
backgrounds (looking at you icebox)
More can be done on this front in future but I'm quite happy with things
as of now

I have since expanded to all uses of nightvision, coloring most all of
them.

Along the way I turned some toggleable nightvision into just one level.
Fullbright sucks, and I'd rather just have one "good" value.

I've kept it for a few cases, mostly eyes you rip out of mobs.
Impacted mobs are nightmares, aliens, zombies, revenants, states and
sort of stands.

I've done a pass on all mobs and items that impact nightvision and added
what I thought was the right level of color to them. This includes stuff
like blobs and shuttle control consoles
As with glasses much of this was around reducing vision, though I kept
it stronger here, since many of these mobs rely on it for engaging with
the game

<details>
<summary>
Technical Changes
</summary>

filter transitions.
Found this when testing this pr, seemed silly.

This avoids dumbass overlay lighting lighting up wallmounts.
We switch modes if some turfflags are set, to accomplish the same thing
with more overhead, and support showing things through the darkness.

Also fixes a bug where you'd only get one fullscreen object per mob, so
opening and closing a submap would take it away

Also also fixes the lighting backdrop not actually spanning the screen.
It doesn't actually do anything anymore because of the fullscreen light
we have, but just in case that's unsued.
Needs cleanup in future.

color with a sprite

This is to support the above
We relay this plane to lighting mask so openspace can like, have
lighting

vision goggles and such
Side affect of removing see_in_dark. This logic is a bit weak atm, needs
some work.

It's a dupe of the nightvision action button, and newly redundant since
I've removed all uses of it

trasnparent won't render

These sucked
Also transparent stuff should never render, if it does you'll get white
blobs which suck

</details>

Videos! (Github doesn't like using a summary here I'm sorry)
<details>

Demonstration of ghost lighting, and color

https://user-images.githubusercontent.com/58055496/215693983-99e00f9e-7214-4cf4-a76a-6e669a8a1103.mp4

Engi-glass mesons and walking in maint (Potentially overtuned, yellow is
hard)

https://user-images.githubusercontent.com/58055496/215695978-26e7dc45-28aa-4285-ae95-62ea3d79860f.mp4

Diagnostic nightvision goggles and see_in_dark not hiding emissives

https://user-images.githubusercontent.com/58055496/215692233-115b4094-1099-4393-9e94-db2088d834f3.mp4

Sec nightvision (I just think it looks neat)

https://user-images.githubusercontent.com/58055496/215692269-bc08335e-0223-49c3-9faf-d2d7b22fe2d2.mp4

Medical nightvision goggles and other colors

https://user-images.githubusercontent.com/58055496/215692286-0ba3de6a-b1d5-4aed-a6eb-c32794ea45da.mp4

Miner mesons and mobs hiding in lavaland (This is basically the darkest
possible environment)

https://user-images.githubusercontent.com/58055496/215696327-26958b69-0e1c-4412-9298-4e9e68b3df68.mp4

Thermal goggles and coloring displayed mobs

https://user-images.githubusercontent.com/58055496/215692710-d2b101f3-7922-498c-918c-9b528d181430.mp4

</details>

I think it's pretty, and see_in_dark sucks butt.

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🆑
add: The darkness that glasses and hud goggles that impact your
nightvision (think mesons, nightvision goggles, etc) lighten is now
tinted to match the glasses. S pretty IMO, and hopefully it helps with
forgetting you're wearing X.
balance: Nightvision is darker. I think bright looks bad, and things
like mesons do way too much
balance: Mesons (and mobs in general) no longer have a static distance
you can see stuff in the dark. If a tile is lit, you can now see it.
fix: Nightvision no longer dims colored lights, instead simply
thresholding off bits of darkness that are dimmer then some level.
/🆑

* modular edits

* see_in_dark

* [MIRROR] Adds a unit test to detect double stacked lights [MDB IGNORE] (#19564)

* Adds a unit test to detect double stacked lights

* we really need to get that night vision pr done

* lints fixes

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>

* Update augments_eyes.dm

* Update augments_eyes.dm

* eeee

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:17:22 +00:00
SkyratBot
68e55b1ed7 [MIRROR] Fixes split personality ghosting its owner if cured in a wrong moment [MDB IGNORE] (#19533)
* Fixes split personality ghosting its owner if cured in a wrong moment (#73579)

* Fixes split personality ghosting its owner if cured in a wrong moment

---------

Co-authored-by: Kubisopplay <38842052+Kubisopplay@users.noreply.github.com>
2023-02-25 17:18:03 -08:00
SkyratBot
0459e4a9e1 [MIRROR] Fix incorrectly passed biotype args in take_overall_damage [MDB IGNORE] (#19170)
* Fix incorrectly passed biotype args in take_overall_damage (#73203)

## About The Pull Request

The linters in #73202 revealed to me that `heal_overall_damage` was
overridden wrong in `carbon` and left out an argument, meaning that
plausibly some places that didn't provide an argument for `stamina`
probably had an off-by-one error with args and wouldn't apply them
properly.
I fixed that in that PR because it was using it. Then I noticed that the
same problem exists in `take_overall_damage` so I am fixing that too.

I don't know if this was linked to any actual bugs, but it might cause
some. They'd be hard to spot because it'd be for stuff like "a
shadowperson with a prosthetic takes damage to their prosthetic if not
in darkness" and probably nobody would even get into that situation let
alone notice to report it.

## Why It's Good For The Game

We want arguments to do what they are supposed to do.

## Changelog

🆑
fix: Biotypes will be more consistently applied when taking damage, pod
and shadowperson prosthetic limbs won't be corroded due to light levels.
fix: Podperson and Wooden Golem prosthetic limbs won't be corroded by
having a hungry tummy.
/🆑

* Fix incorrectly passed biotype args in take_overall_damage

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-02-08 02:29:06 +00:00
SkyratBot
84d003b4ab [MIRROR] more span macro changes in brain traumas and disease files [MDB IGNORE] (#19226)
* more span macro changes in brain traumas and disease files (#73273)

## About The Pull Request

i was fucking around with brain traumas on a downstream and noticed they
had similar issues to quirks so i decided to continue work from #73116

![Code_Klx14O288V](https://user-images.githubusercontent.com/116288367/217046732-765ffe27-73c9-416a-833e-e0d9e2aa7a86.png)
(search in VSC for span class = 'notice')
its going to be a bit of a thing to get all of these but this is a
decent chunk i think

there was only one annoying/tough file.
imaginary_friend.dm had class = 'game say' and class = 'emote' both of
which after some testing did not seem like they did anything. ill try to
keep that in mind in other files if i continue to do this but i either
omitted them because they didnt have any formatting or, in the case of
emote, turned it into name, which i think is what you'd want those
messages to look like.

there were also a few small spelling errors that i fixed

## Why It's Good For The Game

more consistent and stops people from copying brain trauma formatting
wrong

## Changelog

they should all work the same

---------

Co-authored-by: san7890 <the@ san7890.com>

* more span macro changes in brain traumas and disease files

---------

Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-02-08 02:16:41 +00:00
SkyratBot
1fe0d145a3 [MIRROR] Converts blindness and nearsightedness to status effects, scratches some VERY dumb blindness handling that resulted in mobs becoming "incurably" blind [MDB IGNORE] (#18760)
* Converts blindness and nearsightedness to status effects, scratches some VERY dumb blindness handling that resulted in mobs becoming "incurably" blind

* Fixes the conflicts and makes shit compile!

* Fixes other things that didn't show up because I hadn't updated

* Fixes the lints.

* Okay NOW it's ready (please don't add anything else that touches blindness I beg you)

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-02-03 16:08:32 -05:00
SkyratBot
9a4e5641c7 [MIRROR] monophobia blind fix [MDB IGNORE] (#18902) 2023-01-23 10:25:59 -08:00
SkyratBot
8e8002b555 [MIRROR] Converts drowsy and eye blur to status effects, striking yet another two carbon level status vars [MDB IGNORE] (#18348)
* Converts drowsy and eye blur to status effects, striking yet another two carbon level status vars

* merge conflicts

* adjust_eye_blur and set_eye_blur_if_lower

* adjust drowsiness overdoses

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2023-01-09 13:14:47 -05:00