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133d5b4a8564bb372bcffd3d403529de14b747cb
436 Commits
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ae5a4f955d |
Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request Signals were initially only usable with component listeners, which while no longer the case has lead to outdated documentation, names, and a similar location in code. This pr pulls the two apart. Partially because mso thinks we should, but also because they really aren't directly linked anymore, and having them in this midstate just confuses people. [Renames comp_lookup to listen_lookup, since that's what it does](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced) [Moves signal procs over to their own file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc) [Renames the PREQDELETING and QDELETING comsigs to drop the parent bit since they can hook to more then just comps now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e) [Does something similar to the attackby comsigs (PARENT -> ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e) [And finally passes over the examine signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302) ## Why It's Good For The Game Code makes more sense, things are better teased apart, s just good imo ## Changelog 🆑 refactor: Pulled apart the last vestiges of names/docs directly linking signals to components /🆑 |
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7bc5e03ae5 |
Late adjustments to my previous move_loop PR. [NO GBP] (#75778)
## About The Pull Request Lemon guy was a bit too late in reviewing #75732 because it got already merged by someone else, and I too hadn't managed to make some adjustment to that PR in time. This PR applies suggested changes, turns a simple proc into a macro, and makes it so that also waddling, squeaky shoes and swivel chair sounds don't running when moved by conveyor belt. This doesn't stop squeaking from happening when other conveyor-belt-moved objects or mobs cross its tile. That'd be hacky and I'm not here to fight sfx-spamming machines. ## Why It's Good For The Game These are changes that should have been included in #75732 but couldn't. See that PR for the general idea. ## Changelog 🆑 fix: waddling, squeaky shoes and swivel chair sound effects no longer run when moved by conveyor belt. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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daf55e611c |
Cleans up/renames as private some internal var definitions, removes some fucked uses of internal list vars (#75769)
## About The Pull Request [Improves the documentation of DCS lists, removes old list of callback docs that no longer apply](https://github.com/tgstation/tgstation/commit/c3821d9f5ffaeaa4772f927c819da0c1de0ca27c) [Adds a second signal register to decal rotating, adds a trait to objects under a tile. STOP DIRECTLY READING HIDDEN LISTS I SWEAR TO GOD](https://github.com/tgstation/tgstation/commit/6b3f97a76a6f7d24ab952739a1561633922994e1) [Removes direct reads of the timer list, they were redundant mostly](https://github.com/tgstation/tgstation/commit/14fcd9f8a6d1b2d42ec6df3493ebc76fe7c12032) [Please stop directly reading/modifying the traits list to ensure your dna rot follows the brain](https://github.com/tgstation/tgstation/commit/ec0e5237ec2b7c3b7806cb993670acc8ce388bdc) [Marks internal datum lists as well internal with _](https://github.com/tgstation/tgstation/pull/75769/commits/57c6577ff61629b8ea792ee37ec4f2490a8e2865) [57c6577](https://github.com/tgstation/tgstation/pull/75769/commits/57c6577ff61629b8ea792ee37ec4f2490a8e2865) Does the same to _clear_signal_refs() in hopes of keeping people from touching it ## Why It's Good For The Game They pissed me off. Users should not be touching these lists, especially in ways that make assumptions about their structure and are thus prone to breaking if that ever changes. Most of these are close to zero cost changes, using a wrapper to solve the problem, or just yeeting it Two aren't, Decals with a direction have gained a second signal register on init, and things that sit underfloor (cables/pipes) now get a trait when inserted there. This should have a minimal impact on memory/init time, bugging @Mothblocks about it just in case |
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e54136194c |
block_explosives remove remnants when detached. (#75794)
Removes the explosive resistance remnants on the turf(s) if blocks_explosives gets detached. ## About The Pull Request Closes #75793 Also this is an untested webedit. ## Why It's Good For The Game hhhhhhhhhhhhhhhhh ## Changelog 🆑 fix: Fix movable explosive blockers leaving remnants of explosive protection on turfs after they get destroyed. /🆑 |
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88b898dffd |
Stops shields getting broken by pillows and disablers. (#75759)
## About The Pull Request See the title. Doing so by adding a new arg for damage type to `check_shields()` and `hit_reaction()`. The other way would had involved a couple istype checks for item or projectile damage type, but this is a longer term solution and can tackle more than just that. ## Why It's Good For The Game Fixes #74876. ## Changelog 🆑 fix: Stops shields getting broken by pillows and disablers. /🆑 |
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e1344a5ddc |
Being moved around by conveyor belt or tram no longer plays footsteps and wheelchair sounds. (#75732)
## About The Pull Request More or less a triviality, currently footstep/wheelchai sounds are played even when the mob is moved by a conveyor belt, or riding the tram. This PR puts an end to that. To clarify, this doesn't stop these sounds from being played if you're walking/running/rolling along or against a belt, or inside the tram. But more than that, I made this PR because, afaik, we don't have a good way to tell if a given movement proc chain was caused by a move loop or not, and I need one for something I'm working on. This is more of an implementation and reason for this PR to be made. Tested, no issue. Waiting for a review, specially from @LemonInTheDark, since they're the mind behind the movement loop code. Hopefully I'm right saying what I said. ## Why It's Good For The Game This fixes a consistency issue (if it can be called such) and the lack of a simple way to tell if a movable is being moved by a move loop outside of its own code. ## Changelog 🆑 fix: Being moved around by conveyor belt or tram no longer play footsteps and wheelchair sounds. /🆑 |
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76f5bb063e |
Prevent abstract items from being put onto others (#75739)
## About The Pull Request Items with the abstract flag are stopped from being given to others using the strip UI. This cleans up some general weirdness with being able to put hand items like kiss or slap into people's hands just to see them immediately vanish and cause a harddel. https://github.com/tgstation/tgstation/assets/25628932/2f27a4d6-64f1-4e26-a5b5-219805f57875 Though perhaps a bit less subtle, this fixes a silly and somewhat terrifying bug, that allows a body to be rapidly thrown without being picked up or grabbed, or tableslammed through z-levels. https://github.com/tgstation/tgstation/assets/25628932/0cd587ac-12dc-4ea3-9bf2-fc29603b1cda ## Why It's Good For The Game Bugs bad, doesn't really make sense for abstract items to be physical enough to placed into someone's hand or pocket. We all know what the assistants will do with this ## Changelog 🆑 fix: Abstract items can no longer be placed in others' hands. /🆑 |
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285c7acf24 |
Refactors snipping cuffs into a bespoke cuffsnapping element (#75432)
Refactors snipping cuffs into a bespoke cuffsnapping element, adding support for delayed cuffsnipping. Adds this element to box cutters! Effectively speaking everything is the same as usual. It's cool, it's based and elementized and modularized and not hardcodeized on the jaws of life anymore. Plus it could be used in the future for things (it won't) |
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e38882179f |
Fixes mind traits (Curator, Miner, Clown) (#75593)
## About The Pull Request Tower of Babel (Curator), Naive (Clown), and Storm detector (Shaft Miner), are all traits that are given to your mind upon taking these jobs. However, we have been checking the body for these traits, not the mind. This meant that Shaft miners werent alerted of ice storms, Clowns didnt have their unique examine text, and Curators were affected by Tower of Babel. This fixes all those issues. Naive and Tower of Babel realistically should only be on the mind, so I changed all instances to check the mind. Storm detection is something you can get through analyzers, so I left it as a check for both your body and mind traits. Clown's Naive:  Tower of Babel:  ## Why It's Good For The Game Fixes several bugs for 3 jobs all at once. I don't see any issue reports on any of these, but they existed. ## Changelog 🆑 fix: Shaft Miners are now alerted of Icemoon storms, Clowns are naive, and Curators are immune to the Tower of Babel again. /🆑 |
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fe9012d935 |
Adds general helper proc for processing atmos based on it's turf air contents (#75144)
## About The Pull Request Fixes this  Caused by this https://github.com/tgstation/tgstation/blob/c8982bfb1cd103539d0be86689f40a023dbb7f22/code/modules/atmospherics/machinery/air_alarm/_air_alarm.dm#L305 Scrubbers will now call ` atmos_conditions_changed()` which starts processing based on the turf air contents which indirectly calls `should_atmos_process()` with the correct values. The same helper has been applied to the atmos sensitive component as well and other places ## Changelog 🆑 fix: runtime when turning scrubber's on via the air alarm UI refactor: `atmos_conditions_changed()` now starts atmos processing based on it's turf air contents /🆑 |
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3921d53132 |
Makes shattering on throw impact an ELEMENT, anything made primarily of the glass material datum will shatter when thrown (#75303)
## About The Pull Request I thought, "Hey it'd be neat if glass stuff shattered when thrown around, wouldn't it?" And thus, shattering became a component. Though it only applies to any subtype of object, its still more than enough for my purposes. Plates will still shatter as normal before, but if for any reason a glass toolbox, or glass statue block, anything glass you get the idea, is thrown? Shards everywhere. Oh no, our table, its broken. ## Why It's Good For The Game Something shattering on impact from being thrown or dropped a zlevel is hilarious, and it'd be even funnier to be able to extend this behavior to other objects as well. Finally we can relive every comedy movie ever where some construction workers drop a comically large glass object on someone from two floors up. |
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d927f28951 |
Makes update_icon_updates_onmob more robust (#75324)
Safeguards against #74965 happening in the future. Noticed a bunch of these were using ITEM_SLOT_HANDS. This is incorrect, as the element already automatically updates held items. grep'd it to catch future instances. Likewise, a number of objects weren't passing slot_flags to the element, meaning it wasn't actually updating those things properly when they were being worn. I've simplified this so now the element will automatically update all slot_flags, and passing an additional slot to the element when being added is only needed for additional slots that might need to be updated. This also means if slot_flags change, the element will now update correctly as well. 🆑 ShizCalev code: The update_icon_updates_onmob element will now automatically update all slots in an item's slot_flags var. This does fix multiple things that weren't updating properly. Passing a slot to the element is now only necessary if you want to add additional slots to be updated. /🆑 |
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2068ea9ab5 |
Crate, Closet Refactors & Access Secured Stuff (#74754)
## About The Pull Request This PR is actually 2 parts, one that fixes runtimes with crates & the other that allows secured closets to be crafted along with a secured suit storage unit **Crate Fixes** Fixes #74708 The problem starts here https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L31-L34 Not only does this if condition look ugly but it's highly error prone because one single call to `update_appearance()` can cause this to fail, and sure enough if you look at the parent `Initialize()` proc it calls just that https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/closets.dm#L81-L88 Since we know the appearance is guaranteed to be changed in some way before the if condition gets executed let's check what the final state of the crate would be before this if check https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L54-L56 We see that the final icon state depends on the variable `opened` so if we want to place/spawn a crate that is opened at round start we have to ensure that `opened = TRUE` so the `if(icon_state == "[initial(icon_state)]open")` succeeds and does its job correctly. Sadly we did dum shit like this ``` /obj/structure/closet/crate{ icon_state = "crateopen" } ``` throughout the entire code base, we thought backwards and were only concerned in making the closet look open rather than setting its correct variables to actually say that it is opened. because none of these crates actually set `opened = TRUE` the final icon state becomes just "crate" NOT "crateopen" therefore the if condition fails and we add the component https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L36-L37 with the wrong parameters, so when closing the closet after_close() removes the component with the wrong arguments https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L81-L84 that is does not unregister the signals and readds the component i.e. re-registers the signals causing runtime. The solution just do this ``` /obj/structure/closet/crate/open[mapping helper] ``` To clearly state that you want the closet to be open, that way you don't have to memorize the icon_state for each different type of crate, it's consistent across all crates & you don't get runtimes. And that's exactly what i did everywhere Another issue that is fixed is "Houdini crates" i.e. crates which are open & appear empty but when you close & reopen them magical loot appears, Go ahead walk upto to cargo and find any empty crate that is open and do this Fixes #69779 https://user-images.githubusercontent.com/110812394/232234489-0193acde-22c8-4c19-af89-e897f3c23d53.mp4 You will be surprised, This is seriously harmful to players because they can just walk by a crate that appears to be open & empty only to realize later that it had some awesome loot. Just mean The reason this happens is because of the Late Initialization inside closets https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/closets.dm#L85-L86 What late initialization does is suck up all stuff on its turf https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/closets.dm#L97-L100 In theory this is supposed to work perfectly, if the closet is closed move everything on the turf into the closet and so when the player opens it, they all pop back out. But what happens if the closet is opened before ` LateInitialize()` is called? This breaking behaviour is caused by object spawners https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/effects/spawners/random/structure.dm#L94-L100 And maint crates https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L141-L143 These 2 spawners open up the crate based on random probability before ` LateInitialize()` is called on the crate and so what happens is the crate is first opened and then stuff on the turf is sucked in causing an open but empty crate to appear. The solution is simple just check again in ` LateInitialize()` if our crate is still closed before we proceed.That's fixed now too **Code Refactors** 1. Introduced 2 new signals COMSIG_CLOSET_PRE/POST CLOSE which are the counter parts for the open signals. hook into them if you ever need to do stuff before & after closing the closet while return BLOCK_CLOSE for COMSIG_CLOSET_PRE_CLOSE if you want to block closing the closet for some reason 2. 2 new procs `before_open()` & `before_close()` which are the counter parts for `after_open()` & `after_close()`. If you need to write checks and do actions before opening the closet or before closing the closet override these procs & not the `open()` & `close()` procs directly **Secured Craftables** This is just a reopened version of #74115 after i accidently merged another branch without resolving the conflicts first so i'll just repaste everything here, since crates & closets are related might as well do all in one 1. **Access secured closets** - **What about them?** **1. Existing System** If you wanted to create a access secured closet with the existing system its an 4 step process - First construct a normal closet - Weld it shut so you can install the airlock electronics - Install the electronics [4 seconds] - Unweld This is a 4 step process which takes time & requires a welding tool **2. New system** Combine the 4 steps into 1 by crafting the secure closet directly  - **Bonus Features** **1. Card reader** The card reader acts as an interface between the airlock electronics & the player. Usually if you want to change access on a locker you have to - Weld the closet shut - Screw driver out the electronics - Change the settings - Install it back - Unweld With a card reader there is no need of a welder & screwdriver. You can change the access of the locker while its operational **How do i install the card reader?** 1. Weld the closet shut 3. Insert card reader with hand 4. To remove the card reader use crowbar or just deconstruct the whole closet with a welding tool 5. Unweld closet **How to change its access?** This will overwrite the settings on your airlock electronics. To do this 1. make sure the closet is first unlocked. This is important so that no random person who doesn't have access to the closet can change its access while its locked. It would be like giving the privilege of changing your current password without first confirming if you know the old password 2. attack/swipe the closet with your PDA. Make sure your ID card is inside the PDA for this to work. You can also just use your ID card directly without a PDA 3. You will get 3 options to decide the new access levels  They work as follows - **Personal**: As the name implies only you can access this locker and no one else. Make sure to have your ID on you at all times cause if you loose it then no one can open it - **Departmental**: This copies the access levels of your ID and will allow people having those exact same access levels. Say you want to create a closet accessible to only miners. Then have an miner choose this option and now only miners can open this closet. If the Hop sets custom access on your ID then only people with those specific access levels can open this closet - **None**: No access, free for all just like a normal closet **Security:** After you have set the access level it is important to lock the access panel with a "multi-tool", so no one else can change it. Unlock the panel again with the "multi-tool" to set the new access type **2. Give your own name & description** To rename the closet or change its description you must first make the closet access type as personel i.e. make it yours, then use an pen to complete the job. You cannot change names of departmental or no access closets because that's vandelism **3. Custom Paint Job** Use airlock painter. Not intuitive but does the job.  **4. Personal closets** Round start personal closets can have their access overridden by a new ID when in it's unlocked state. This is useful if the last person has no use for the closet & someone else wants to use it. - **Why its good for the game?** 1. Having your own personal closet with your own name & description gives you more privacy & security for your belongings so people don't steal your stuff. Personal access is more secure because it requires you to have the physical ID card you used to set this access and not an ID which has the same access levels as your previous ID 2. Make secure closets faster without an welding tool & screw driver 3. Bug fix where electronics could be screwed out from round start secured closets countless times spawning a new airlock electronic each time 2. **Access secured freezers** - **What about them?** The craftable freezer from #73942 has been modified to support secure access. These can be deconstructed with welders just as before  - **How does it work?** The access stuff works exactly the same as secure closets described above. You can rename & change description with pen just like the above described secure closets. No paint job for this. Install card reader with the same steps described above. - **Why it's good for the game?** 1. Make access secured freezers faster without a welder and screwdriver 2. Your own personally named & locked freezer for storing dead bodies is always a good thing 4. **Access secured suit storage unit** - **What about them?** Suit storage units now require airlock electronics for construction. The access levels you set on it will be used to decide 1. If a player can unlock the unit 2. If the player can open the unit after unlocking 3. If the player can disinfect whatever is inside By default all round start suit storage units have free access - **Install card reader** Provides the same functionality as secured closets described above. To install it 1. Open its panel with a screw driver 2. Add a card reader to it with hand 3. Close the panel When you deconstruct the machine the card reader pops back out - **Why it's good for the game?** 1. Having your own access protected and named suit storage unit so random people don't steal your mod suits? Who wouldn't want that.? Provides security for department storage units. 2. If you have the unit locked then you cannot deconstruct the machine with a crowbar providing additional security 3. Fixes #70552 , random people can't open/unlock the suit storage unit without access. You can set personal access to make sure only you can access the unit ## Changelog 🆑 add: Access secured closets. Personal closets can have their access overwritten by an new id in it's unlocked state add: Access secured freezers. add: Access secured suit storage units. fix: Suit storage unit not having access restrictions. fix: airlock electronics not properly getting removed after screwing them out from round start lockers fix: round spawned open crates run timing when closed fix: open crates hiding stuff in plain sight fix: open closets/crates sucking up contents during late initialize causing them appear empty & open /🆑 --------- Co-authored-by: Tim <timothymtorres@gmail.com> |
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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  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> |
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e8840cfebc |
Delete blank line from the combat information box (#75025)
## About The Pull Request I asked eobgames to do it in #74203 but he didnt and i forgot to do it until now ## Why It's Good For The Game Since there's a box around it now, we don't need a blank line to separate it anymore Old:  New:  ## Changelog 🆑 spellcheck: Deleted the extra line in combat information /🆑 |
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bc813ab93d |
Cleans up + Improves bows, Sorts files, Adds the Divine Archer clothing, weapon, rite (#74811)
## About The Pull Request ### Divine Archer 🏹  Adds a new chaplain weapon and suit of armor, the divine archer. It's an orderable set of armor, but provides less armor than the rest, but you get more pieces of armor (boots, bracer, undersuit). The divine bow comes with a quiver that holds holy arrows. The holy arrows come with bane support, dealing critical damage to revenants. ### Bow Features ⭐ - arrows can now be dipped in poison ### Bow Improvements 🔧 - bows now drop their arrow when you put them on your back while nocking a bow - bows give feedback for trying to draw without a nocked arrow - codewise, bows support subtypes much better. They still have hard-sprited loaded arrows, but one day that'll change. ## Why It's Good For The Game Yeah, we could add null rod #2342 that does almost the same as the others, or we could have a unique bow weapon! Player Dev Project thread: https://discord.com/channels/326822144233439242/1093521091957370940/1093521091957370940 ## Changelog 🆑 tralezab code, Drag for the commission and player project, cre#0484 for their spritework add: Divine Archer Armor and Weapon qol: Bows give more feedback when you're doing something wrong, like trying to draw without a nocked arrow code: Sorted files, cleaned bow code up to allow subtypes /🆑 |
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61795ee325 |
Cosmic Ascension Balance Patch (#74715)
## About The Pull Request Now the stargazer does more damage to people in the area and prioritizes mobs attacking them instead of random circuit bots 7 tiles away. It will also slowly heal you. Makes some abilities create more carpet fields when ascending. Increases combo times when ascending. Also makes the Star Gazer die only when the owner dies. Star Gazer will explode when it does die. Star Gazer has a damage aura that does heal the owner. ## Why It's Good For The Game I have seen a lot of people complaining that the cosmic ascension isn't good and not worth getting so I thought I would make it a little better. ## Changelog 🆑 balance: Star Gazer now explodes when it dies. balance: Star Gazer will only die when the owner dies. balance: Star Gazer will attack the most recent enemy that attacked him when on autopilot. balance: Star Gazer has an aura that slowly damages people and heals the owner. balance: Cosmic Ascension now buffs some spells. /🆑 |
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ed2f04f486 |
Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes (#74791)
## About The Pull Request Replaces weakref usage in AI blackboards with deleting signals All blackboard var setting must go through setters rather than directly ## Why It's Good For The Game This both makes it a ton easier to develop AI for, and also makes it harder for hard deletes to sneak in, as has been seen with recent 515 prs showing hard deletes in AI blackboards (To quantify "making it easier to develop AI", I found multiple bugs in existing AI code due to the usage of weakrefs.) I'm looking for `@Jacquerel` `@tralezab` 's opinions on the matter, also maybe `@LemonInTheDark` if they're interested ## Changelog 🆑 Melbert refactor: Mob ai refactored once again /🆑 |
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2536fd85ee |
Cleans up thermite component code (#74825)
## About The Pull Request Nothing too interesting to be quite honest, just cleans up the thermite component code a bit because it was a bit weird. ## Why It's Good For The Game This probably fixes a few rare bugs where the thermite overlay disappears due to an update_icon call. Slightly neater code. Also, adds an examine message to thermite walls because small QoL stuff is neat. ## Changelog 🆑 qol: Thermited walls now get an examine message telling you they are, in fact, thermited. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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b54b2f62b3 |
Turns loomable component into a bespoke element (#74685)
## About The Pull Request Thought https://github.com/tgstation/tgstation/pull/74552 was good? YOU WON'T BE READY FOR THIS ONE... ## Why It's Good For The Game free miniscule amount of performance by getting rid of some silly component datums ## Changelog player dont care --------- Co-authored-by: san7890 <the@san7890.com> |
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4c48966ff8 |
Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is not completely accurate, as subsystems can be delayed, however it's useful to have this number as a multiplier or ratio, so that if in future someone changes the subsystem wait time code correctly adjusts how fast it applies effects regexes used git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i 's/DT_PROB/SPT_PROB/g' git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i 's/delta_time/seconds_per_tick/g' |
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d7ce8761c7 |
Modifies spectral instruments to make retaliation more viable. (#74599)
## About The Pull Request
Reduces the damage dealt by the spectral trombone, saxophone and trumpet
and adds a message warning of the change they cause
## Why It's Good For The Game
In their current state the spectral instruments transform people into 4
hits, the first two hits dealing enough stam damage that it slows to
point where escape isn't possible.
Since it's also rare most people don't know of it'll transform you into
a skeleton
In order to allow for more viable retaliation against the transformation
into a skeleton this PR reduces the stamina damage dealt and prints a
message for the target that hints them towards the transformation.
## Changelog
:cl:Somepan
add: Added a message upon being hit by any spectral instruments
balance: Reduced the stamina damage dealt by spectral instruments from
25 to 18 making it transform after 6 hits instead of 4
/🆑
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73ba9046df |
[Ready] New Cosmic Heretic Path DLC (#73915)
## About The Pull Request This PR adds a new Cosmic Heretic.      Main Paths: - Eternal Gate: Opens up the Path of Cosmos to you. Allows you to transmute a sheet of plasma and a knife into an Cosmic Blade. You can only create two at a time. - Grasp of Cosmos: Your Mansus Grasp will give people a star mark (cosmic ring) and create a cosmic field where you stand. - Cosmic Runes: Grants you Cosmic Runes, a spell that creates two runes linked with eachother for easy teleportation. Only the entity activating the rune will get transported, and it can be used by anyone without a star mark. - Mark of Cosmos: Your Mansus Grasp now applies the Mark of Cosmos. The mark is triggered from an attack with your Cosmic Blade. When triggered, the victim transport back to the Cosmic Diamond, which is the location your mark was applied to them. After getting transported they will be paralyzed for 2 seconds. - Star Touch: Grants you Star Touch, a spell that will give people a star mark (cosmic ring) and create a cosmic field where you stand. People that already have a star mark will be forced to sleep for 4 seconds. When the victim is hit it also creates a beam that deals a bit of fire damage and damages the cells. The beam lasts a minute, until the beam is obstructed or until a new target has been found. Can remove Cosmig Runes and teleport you to your Star Gazer when used in hand. - Star Blast: Fires a projectile that moves very slowly and create a cosmic field on impact. Anyone hit by the projectile will recieve burn damage, a knockdown and a star mark. - Cosmic Blade: our blade now deals damage to peoples cells through cosmic radiation. - Cosmic Expansion: Grants you Cosmic Expansion, a spell that creates a 3x3 area of cosmic fields around you. Nearby beings will also receive a star mark. - Creators's Gift: The ascension ritual of the Path of Cosmos. Bring 3 corpses with bluespacedust in their body to a transmutation rune to complete the ritual. When completed, you become the owner of a Star Gazer. You will be able to command the Star Gazer with Alt+click. You can also give it commands through speech. The Star Gazer is a strong mob that can even break down reinforced walls. Star Touch can now teleport you to your Star Gazer when Star Touch is used in hand." Side Paths: - Ash-Cosmic: Fire Fish: Allows you to transmute a pool of ash, eyes, and a sheet of plasma into a Fire Shark. Fire Sharks are fast and strong in groups, but are bad at combat. - Ash-Cosmic: Curse of The Stars: Allows you to transmute a bluespace crystal, a pool of ash, and a liver to cast a Curse of The Stars on a crew member. While cursed, the victim will recieve a star mark that lasts for at least 3 minutes. This star mark makes it so that the crew member cannot enter cosmic carpet fields. The victim will also recieve a cosmic carpet trail for at least 3 minutes. - Ash-Cosmic: Eldritch Coin: Allows you to transmute a sheet of plasma, a diamond and eyes to create an Eldritch Coin. The coin will heals when landing on heads and damages when landing on tails. The coin will heal for more, but only for heretics. Extra ability information: - Star Mark: This is a status effect that prevents people from walking into cosmic fields. - Cosmig Fields: Only block entities marked with a star mark, projectiles or throwing items will still work. Lasts only 30 seconds and 5 seconds for the Cosmig Trail trait. Some things I wanted to mention: - Why the Star Gazer is balanced: It has 3000 health and can kill people pretty fast, but at the same time, anyone can space the Star Gazer and lead it away from the heretic if they do not pay attention. - The Cosmic Heretics balancing has been carefully considered. It is relatively weak in group situations but strong in one to one combat. - Balance changes can also be made after the PR gets merged need be, or it can be test merged first. ## Why It's Good For The Game New heretic path means more choice and a different play style. ## Changelog 🆑 add: Adds new Cosmic Heretic. soundadd: Adds Cosmic Heretic sounds. imageadd: Adds Cosmic Heretic sprites. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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6085e3b5ee |
Reagent soup / Soup rework / Stoves - A kitchen expansion (#74205)
## About The Pull Request  **This PR:** - Reworks most* existing soup into reagents. - Adds Stoves and Ranges. Ranges replace most* existing ovens. - Adds soup pots, to cook soup **How does it work?** In the kitchen you will find a stove now. Stoves act as a "reagent container heater", essentially a chem heater. You can set a pot onto the stove. To make soup, visit the cooking recipe book for a guide. Most recipes are the same as before, just tweaked slightly - Add water to the pot (50 units for 1 batch generally), then add all the corresponding ingredients to the pot. Set the pot out on the stove and right click it to turn it on. If the recipe's correct, shortly it will start to mix and give you soup! One soup recipe will give you roughly 3 servings of soup. You can pour our the soup into a bowl using a ladle or just by pouring it manually. Of note: **All of the reagent contents of the ingredient are transferred into the soup.** Better, more nutrient rich ingredients produces more soup, and poisoned produce will pass it on. If you place the soup into a chem master, you will notice it's roughly half "soup reagent" and half a variety of reagents, including nutriments / proteins. This is your soup! It is recommended you serve your soup with the reagents included, as they make up more nutrition for the customer, however you can separate it out if you're picky. **Todo:** - [x] Fill out the PR body a bit more - [x] Mapping (wait for big merge conflict pr to go past) - [x] Soup colors - [x] Balance pass over for soup recipes - [x] TODOs - [ ] Unit tests - [x] Cullen Skink's recipe is invalid - [x] Try to see if there's an easy way to prevent soup from fattening you up too easy. ## Why it's good for the game Adds some more depth to the kitchen and moves chef away from the click-button-get-food style that exists. Allows for inherently custom soups by the way of making it reagents, so no need to support custom soup food items. ## Changelog 🆑 Melbert, stove and pot sprites by Kryson, ladle sprite by Kinneb add: Kitchens are now stocked with Ranges. add: You can now print (and create) Stoves. add: The dinnerware vendor now dispenses ladles. add: Spoons can now actually spoon... things. add: Soup has been reworked entirely. Soups are now reagents, cooked via a soup pot on a Stove or Range. Simply add water and your required items, then apply heat. Be careful not to boil over! add: Stoves, Ranges, and Griddles will now heat up their surroundings - don't turn them on around plasma! fix: Fixes being able to cook in an Oven while the room is depowered qol: Hitting a customer bot with an incorrect recipe no longer counts as a hostile attack leading to your demise shortly after refactor: Customer bots that request a reagent now use custom orders code: Cut down a lot of code in the crafting menu code, and removes some ugly ispaths del: Soup is no longer food items, so can't appear in random food pools (at least not yet). balance: Virus Food recipe now requires you cool it to 200k. /🆑 |
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4397d63a55 |
Split weapons_and_items.dmi icons into their own categories (#74363)
## About The Pull Request This sprite file had been a dumping ground for miscellaneous sprites for the past decade. It's bloated and full of random kinds of icons and even has a few unused ones. It's time to reorganize them into their own separate dmi's based on theme. ## Why It's Good For The Game Better organization and easier access when looking for stuff. ## Changelog 🆑 imageadd: Split all icons in weapons_and_items.dmi to their own categories imagedel: Removed some unused icons /🆑 |
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21ef45fa6d |
OOC-ifies the Bluespace Tag (#74203)
## About The Pull Request De-ICs the bluespace tag, instead presenting the same information in an OOC format.  This does not alter the actual information shown (besides a slight change to wording for the armor-piercing/block values, though the thresholds are the same). P.S. I don't know if this is tagged correctly- it doesn't seem to neatly fit any category. (When are we getting the Tweak tag back?) ## Why It's Good For The Game The bluespace tag has sorta been an oddity since it was introduced. While the rationale behind its addition was sound- we want players to have information without code-diving, but not necessarily anything too concrete- the actual stuff surrounding that information has always felt off. Why exactly are we finding items that have lain undisturbed on lavaland for centuries that have a bluespace tag? What magical source of information are they drawing from? Basically, in its attempt to make OOC information IC-relevant, it creates more plot holes than it solves, and ultimately it does so to no real benefit. Hence, I feel it's best that we just stop trying to present this in an IC format. ## Changelog 🆑 qol: Bluespace tags are gone. The information contained within is still available in the same way, just in a more out-of-character format. /🆑 |
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966b8e5fd8 | March into Mapness: Meateor (#74070) | ||
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52736afe8f |
Makes eyestabbing and neck slicing a little easier to use. Also add's screams to kneecapping. (#74307)
## About The Pull Request Neck slicing warning is completely useless and annoying, so i deleted it. Everytime i sliced someone's neck i needed to turn off combat mode just to continue killing them which is annoying as hell. Eye stabs warnings are too completely useless and annoying. If you're in the fight you definitely don't want to read warnings about them being alien or their eyes being covered. Also made it's code a little bit prettier? Made the victim's of kneecapping scream on act. Everything for the sadistic pleasurement! ## Why It's Good For The Game Easier to fight with those things. More fun. ## Changelog 🆑 add: the victims of kneecapping will now scream. qol: you will no longer gain useless message, when you're harming someone in agro-grab in the head with their neck already slicen, instead of continuing killing them. qol: you will no longer gain irritating messages, when trying to stab someone in the eye, instead of just stabbing them with screwdriver. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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ccef887efe |
Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW RATHER THAN AFTER THE FACT. ## About The Pull Request Hey there, This took a while to do, but here's the gist: Python file now regexes every file in `/code` except for those that have some valid reason to be tacking on more global defines. Some of those reasons are simply just that I don't have the time right now (doing what you see in this PR took a few hours) to refactor and parse what should belong and what should be thrown out. For the time being though, this PR will at least _halt_ people making the mistake of not `#undef`ing any files they `#define` "locally", or within the scope of a file. Most people forget to do this and this leads to a lot of mess later on due to how many variables can be unmanaged on the global level. I've made this mistake, you've made this mistake, it's a common thing. Let's automatically check for it so it can be fixed no-stress. Scenarios this PR corrects: * Forgetting to undef a define but undeffing others. * Not undeffing any defines in your file. * Earmarking a define as a "file local" define, but not defining it. * Having a define be a "file local" define, but having it be used elsewhere. * Having a "local" define not even be in the file that it only shows up in. * Having a completely unused define* (* I kept some of these because they seemed important... Others were junked.) ## Why It's Good For The Game If you wanna use it across multiple files, no reason to not make it a global define (maybe there's a few reasons but let's assume that this is the 95% case). Let me know if you don't like how I re-arranged some of the defines and how you'd rather see it be implemented, and I'd be happy to do that. This was mostly just "eh does it need it or not" sorta stuff. I used a pretty cool way to detect if we should use the standardized GitHub "error" output, you can see the results of that here https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792 ## Changelog Nothing that really concerns players. (I fixed up all this stuff using vscode, no regexes beyond what you see in the python script. sorry downstreams) |
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6ee43f9fb1 |
Minor Gravity Fixes (#74285)
## About The Pull Request Fixes forced gravity not updating a mob (trait was added too early, before hook signals are registered) Fixes spawning a mob in space not causing floats (default grav was 0, so == null was wrong) Runs shake_everyone() (Our gravity gen reaction hook) AFTER gravity changes, ensuring mobs hook into it ## Why It's Good For The Game Closes #74271 Closes #74272 (Caused by being in nograv but not floating) Closes #74274 ## Changelog 🆑 fix: Fixes a bunch of minor gravity bugs, report em if you see more yeah? /🆑 |
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ecbcef778d |
Refactors Regenerate Organs, and a few organ helpers (#74219)
## About The Pull Request Refactors regenerate organs to be slightly more intelligent in handling organ changes and replacements. Noteably: - We don't remove organs that were modified by the owner; such as changing out your heart for a cybernetic - We early break out of the for loop if they aren't supposed to have an organ there and remove it - We check for the organ already being correct, and just healing it and continuing if it is Also changes the names of some of the organ helpers into snake_case ### Mapping March Ckey to receive rewards: N/A ## Why It's Good For The Game ## Changelog --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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5aab9dd88a |
Saves roughly 20% off living/Life(), makes gravity event based (#74084)
## About The Pull Request Right now, each time life processes we need to run has_gravity, and check its output against a bunch of thresholds. We could save off that second bit by caching the previous value, but we'd still be only updating this every 2 seconds. This potentially delayed updating leads to really janky feeling behavior around transition points too (like when moving on/off the sand on tram station) So instead of doing this updating off life(), let's make it event based. We'll decompose has_gravity, and take all the values it relies on, and check for them changing ourselves. That way we get instant response, and can save all the wasted has_gravity calls. This constant checking on movement adds a few signal registrations, a connect_loc, and some logic on living/Moved The Moved logic increases Moved's self by 50%, roughly 1 second a round at worst. Don't have concrete numbers for the connect_loc (new self / old self)  In constrast, handle_gravity is currently on average maybe 15 seconds.  I could JUST save maybe 13 seconds and not spend the 1 by storing the previous gravity value, but I think this is worth the ux changes. It does add some extra resistance to change, but s much nice. Moved some functions around too, and removed now redundant update_gravity calls ## Why It's Good For The Game Snappier gravity, faster Life() ## Changelog 🆑 qol: Human gravity will react to changes instantly, instead of waiting for the next process tick. Hopefully this feels better and not worse /🆑 |
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2b9bd4acad |
Turns stickers into a component and an element (#74091)
## About The Pull Request Adds /datum/element/sticker, and /datum/component/attached_sticker Sticker items now mostly operate off /datum/element/sticker The sticker element, hooks the whole "attach to stuff" and adds the attached_sticker component to its target The attached_sticker component, adds the overlay, hooks the clean and on-fire signals. ## Why It's Good For The Game Allows to check if a sticker is present on an object (which I will use later) Code is probably cleaner??? ## Changelog 🆑 refactor: Stickers use a component and an element now to do their sticking /🆑 |
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21ba2c10a8 |
Correct grammar, tags, procs involving food processing (#74097)
The wording of microwable/grillable/processable outputs now takes into accounts plurals. For example, the examine text for an onion slice is now: "The onion slices can be baked into _some_ onion rings", rather than "an onion rings". - Examining microwavable things now uses "can be", rather than "could be"; the same verb as bakeable and griddlable. - Processing atoms now uses `plural_s()` rather than just a flat `/s`, which is unreliable. - The use of `<b>` tags has been changed to `span_bold()`. |
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5d19cb4569 |
Fix inconsistency in FREEZE_PROOF flag (#74102)
Although all objects that _have_ the flag attach it to `resistance_flags` (which is what the define location implies it's supposed to be set on), all the code that checked it for the purposes of applying the freezing element used `obj_flags`. As far as I can tell, that meant the only things immune to freezing were things that "blocked z falling from above". Also, freezing only happens with some obscure weapons and low temperature water vapour, but hey 🤷. 🆑 coiax fix: Coffee cups are now correctly immune to becoming frozen by low temperature water vapour. /🆑 --- Shout out to RaveRadbury who helped me with debugging this. |
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bf6f81a9b5 |
Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test (#74037)
On the tin, doing it like this means we can reduce our overall line fingerprint whenever we have to add two or more traits from the same source on the same target. Especially helps when we get to the 4+ range of traits, a breath of fresh air even. Doesn't mean we have to do for loops, as that's already handled within the define as well. I replaced some of the checks with `length()` checks, let me know if I should switch it over to something else (maybe `islist()`)? We stack_trace whenever we're not passed a list reference on purpose, and sometimes var/lists are null by default (or just empty, making this redundant). ## Why It's Good For The Game I commonly feel the urge to write "use `AddTraits()`" or something in reviews, then am sad when I remember it doesn't exist. I will no longer be sad. Can ensure a lot more trait safety as well by using static lists- when both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are confident (from a static point of view) that everything that you want to be adding/removing works. I may have missed a few things where this could be used, but both macros implemented in this PR still use the same framework that was being used in the last four years- so stuff won't break if left untouched. Just a nifty new tool for developers. also fixed up some code in the area, numerous bugs were found and exploded |
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f8c6f01507 |
Adds non-clothing item equipping others feedback messages (#73982)
## About The Pull Request Things like pens weren't giving any feedback messages when you put them on someone else, and I ran into this while working on another PR so I've dealt with that Renames `worn_dangerous` to `show_visible_message` as it was only used to confirm if there would be visible messages or not The `DANGEROUS_OBJECT` clothing flag is a trait now, so it can be put on non-clothing items too Removing non-clothing items from someone has been unchanged. ## Why It's Good For The Game People should be able to identify that someone is putting something on them, and recognize what that is if they pay attention. This means that a player cannot reverse pickpocket a grenade onto someone else without giving any indication of doing so ## Changelog 🆑 balance: Putting a non-clothing item onto someone else creates a visible message the same way a clothing item would. /🆑 |
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b5c67d1fbf |
Paradox clones spawns with "copies" of their target's memories (#73988)
## About The Pull Request Paradox clones spawn with a "quick copy" of their target's memories. These are notably limited in that they can't be used for stories (engraving or tattoos), but if people metagame Paradox clones by saying "engrave something for me" there's no hope for this community Closes #73931 ## Why It's Good For The Game Stops a meta-y exploit ## Changelog 🆑 Melbert fix: Paradox Clones now know that their target knows. /🆑 |
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dd419e77be |
Converts the crackable element to mutable appearances, saves 0.15 seconds of init (#73941)
## About The Pull Request Instead of passing in an icon as a source to the alpha mask filter, we can stick a mutable appearance in our overlays list with a render target set, and use that render target to do our masking. Remember to use "*" to avoid rendering the crack twice ## Why It's Good For The Game CPU time |
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1cdc327a8f |
Station Trait: Spider Infestation (#73893)
## About The Pull Request Hate having your cables eaten by mice? Nanotrasen have heard your complaints and settled on a natural, _organic_, and eco-friendly solution. When this station trait is active, roundstart and event mouse spawns have a chance to instead be replaced with duct spiders (both will exist, it doesn't remove mice). Duct spiders are largely harmless to humans, actively hunt other maintenance creatures (such as mice), and have only one _tiny_ downside.  These mobs can also sometimes be spawned by a minor scrubber clog event. As a side note, all spider basic mobs with AI (except Araneus) will now try to automatically fill a small area around them with webs. Also I made it so that mobs will ignore their random_walking behaviour if they're engaged in a `do_after`, just in case. ## Why It's Good For The Game Adds a little bit of variety to things which can slightly annoy you in maintenance. Spiders will automatically make places they live in look like spiders live there. ## Changelog 🆑 add: A station trait which sometimes populates maintenance with small spiders. You can wear them as a hat if you wanted to have a spider on your head for some reason. add: Spider mobs will automatically start webbing up their environment. /🆑 |
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d755b70d76 |
Removes bad nodamage var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage (#73806)
## About The Pull Request
- Juggernaut and Rust Walker projectiles were subtyped off of magic,
which is `nodamage`.
- The juggernaut actually had a copy+paste error with their type
`on_hit` which caused none of their special effects on hit ("relative
patching catches this")
- Then I realized projectiles have this var `nodamage` which is, for all
intents and purposes, just `damage > 0`. it's not checked for pacifism,
it's just that. This is dumb. So very dumb, so I removed it.
- There are, however, a few situations which used it in a unique way,
such as the blast wave cannon. This is why I replaced it with a proc,
`is_hostile_projectile`, for certain situations to actually find out if
the projectile is damaging. Projectiles can override this on a per type
basis by default, damaging projectiles = hostile.
- This has a chance to break some things, but I ... kinda doubt it will.
Fixes #73756
## Why It's Good For The Game
Projectiles that act as they should, less dumb vars
## Changelog
🆑 Melbert
fix: Fixes Juggernaut / Rust Walker projectiles doing zero damage
fix: Fixes Juggernaut projectiles not doing bonus damage to nearby
structures
code: Removed projectile nodamage var, replaces it with just checking
for damage
/🆑
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4ffd487520 |
Forcing an embed means that it will always happen (Effects trapped posters, accidental consumption, and bullet shrapnel) (#73729)
## About The Pull Request Addresses #73105 I confidently asserted in the issue that the current behaviour was not a bug, but lo and behold when I went to investigate this on March 1st what did I find... a bug! Force embed actually never worked in the first place because the passed arguments were in the wrong order. Now they are named, so the order doesn't matter any more. Also there was an argument called "silent" which did literally nothing, I just deleted it. Sending the force flag will now mean that the forced embed _always_ embeds unless it is literally impossible. The only other place this effects is when you accidentally eat glass, so a similar case to this one. While I was in there, I made posters _very slightly_ more discerning about what gloves block glass. Unfortunately there's no widely applied and useful trait like `THICK_MATERIAL` for gloves so I mostly just exluded latex and fingerless gloves... but that's better than nothing. Anyway now if you bother to place a glass shard inside a poster and someone tries to pull it down and they're not wearing thin or fingerless gloves it will _always_ embed in their hand. Oh and I put some balloon alerts in there. **Unrelatedly to this change** fixing this seems to also fix an ancient bug where bullet shrapnel would roll its embed chance twice in a row, meaning that it had an (x/100)^2% chance of applying rather than an (x/100)% chance, significantly less than written. It is weird for that to go in this PR, but seems to be an effect of fixing this bug? Not sure there's a way of not fixing both at the same time. ## Why It's Good For The Game You go to the effort of putting a glass shard behind a poster (the only way to associate your own fingerprints with the deed) and are lucky enough that the person who pulls it down isn't wearing gloves (almost everyone does) and it _still_ only has a 50% chance to embed the glass? The trap should work at least _some_ of the time. ## Changelog 🆑 fix: Something which is "forced" to embed will now always actually embed. Resultingly, accidentally swallowing glass or encountering it behind a poster without adequate protection will now always cause it to embed into your body. balance: Thin and fingerless gloves may no longer protect you from having glass in your hand after pulling down a poster fix: Bullets containing shrapnel now use their correct chance to embed, which may cause bullet wounds to contain shrapnel more frequently. /🆑 |
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2e240d0e9d |
Fixes an issue with multiz visholders duplicating (#73835)
## About The Pull Request I think the inherent issue here has to do with turf refs or something, but the big problem was I assumed if there was only once source, then the turf must be new. This was an invalid assumption, since we can add sources more then once, and | is used Because of this, each time a shuttle moved, we'd add an extra source for no reason, and stack extra vis holders. This lead to really bad clientside lag on some out of repo maps, which is how this issue came to my attention. Instead checking if the sources list exists or not solves the problem pretty handily, so let's do that. ## Why It's Good For The Game Closes #73834, prevents a potential future OOM |
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69ccb96522 |
Makes the food trash element detach on trash making (#73748)
This PR makes the trash maker element detach on trash creation. Most of the times, the food is deleted soon after this element is activated. However, there has been one exception: when you place it in a custom, sliceable item, it will generate the trash, and then store the item in a list. When you slice the custom item, the saved item will be added to every slice, producing a trash for each. And this is how you get seven banana peels out of one banana, or seven revolvers out of one gatfruit using nothing but a humble knife and a plain pizza bread. By detaching the trash creation element, we will prevent this behaviour, and further future proof this element, in case someone adds another behaviour that creates trash without destroying the food. This PR also makes the element unregister all signals it has registered on. |
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92fe2245df |
Frozen tanks now release the gasses inside them when shattered (#73475)
## About The Pull Request Instead of simply being qdel'ed, shattered items have their deconstruct proc called (with flags set to prevent items from being dropped in the process). This means that if an object has code that should run before it's destroyed in order to maintain in-game consistency, that will be called instead of ignored. As a result: - Internals tanks release gasses inside of them (what I wanted to fix) - Frozen containers only destroy themselves, not everything inside of them (unintended side effect -- I think it's good but others might disagree) - Grenades detonate (unintended side effect -- can be disabled by changing the disassembled flag to true instead of false) - Gas crystals release their contents (because theyre grenades) - Hot Ice does NOT release anything, since it's a datum and not an object Also, fixes a potential bug where holodeck canisters wouldn't be destroyed when their deconstruct was called, making them (possibly?) indestructible. I doubt this would ever have shown up, but... it's fixed now! ## Why It's Good For The Game Fixes https://github.com/tgstation/tgstation/issues/71121, adds potential support for similar future cases. Fixes an issue where holodeck canisters (should those ever exist) would be indestructible. ## Changelog 🆑 fix: frozen gas tanks now release their contents upon shattering fix: holodeck gas tanks can now be deconstructed /🆑 |
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c98136fc4f |
Fix chef food ownership to follow mind (#73600)
🆑 coiax fix: A chef who is beheaded, and the head stitched on another body will still see their food as their own. /🆑 ## Why It's Good For The Game Having food ownership be based on the mind, rather than the mob, makes it resilient to body-swap, mind-swap, podcloning (cloning!?), situations. Because even though you may have been reduced to just a head, that stew is still yours, you still made it. |
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23b8a474e0 |
Corrects a grammatical error in strip text (#73444)
## About The Pull Request Changes this:  into this:  I might be missing something with how I've made this change, if theres a reason it just used item and not item.name do point it out to me. ## Why It's Good For The Game Grammatically corrects something that was not. ## Changelog 🆑 spellcheck: A grammatical error in strip text has been removed. /🆑 |
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20a1e1e913 |
Fixes seeing monkey ai examine text if the monkey doesn't have eyes to look primal with. (#73166)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Refactors ai datum examines to use noticable organ elements. ## Why It's Good For The Game This preserves the original examine on monkeys and allows future examines to be dependent on the state of the species, so the examines are less generic. But if you want generic, it's supported! ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 refactor: Monkey AI descriptions of "primal eyes" no longer show if the monkey is missing eyes. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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7c30d9d746 |
Basic Wumborian Fugu & Fugu Gland (#73415)
## About The Pull Request Fixes #72677 and also converted the "Wumborian Fugu" mob to a basic mob rather than a simple one. I will be totally honest: I didn't need to do that in order to fix the bug. I just didn't like looking at the rest of the code in that file. Also I have some kind of sickness which makes me do this. This ended up being one of those "see something related and fix it as well" ones so there's a couple of only tangentially related changes in here. If you want me to split it up I will but I think this one is _probably_ fine because the wide-ranging changes are pretty simple ones? So what this PR does is: - Refactors simple mob into basic mob. - Cleans up its really ugly ability to work in a hopefully nicer way. - A one line fix to the linked issue above. - Modifies the default cooldown on `basic_melee_attack` and `attack_obstructions` to be a widely used cooldown rather than a random value used by no mob that we have. - Renamed behaviour "try_mob_ability" to "targeted_mob_ability" and added a new AI behaviour called "use_mob_ability", the difference between the two being that the former requires a target and the latter does not. I... don't actually use this because I realised after adding it that I still want a target for this mob, but someone will need it eventually. - Change everywhere that is passing references to abilities to actions to pass weak references instead. - Adds an element to handle "spawn this stuff when a related mob dies". - Found a few places where people were setting `environment_smash ` as if it did anything (including me) and replaced them with the proper ai_controller implementation instead, updated the comment to make it clearer although that won't prevent copy/paste errors. - Registered to the "movement speed updated" signal to ensure that basic mobs actually notice that you have applied a movement speed modifier. ## Why It's Good For The Game Fixes a linked issue. Refactors some code which made me sad whenever I saw it. Restores some mob behaviour which nobody noticed was missing, but was. Fixes some apparently unreliable code I added in a recent PR reliant on basic mobs using movespeed modifiers. Adds element we will definitely need again in the future. ## Changelog 🆑 fix: The Fugu Gland can once more be used on Ian, Carp, Giant Spiders, or other basic mobs. fix: Syndicate mobs will once again attack windows to try to reach you, and space ruin spiders won't. fix: Netherworld-themed mobs will correctly adjust their speed as they take damage. refactor: Made the Wumborian Fugu into a basic mob, which should act largely the same way but may have slightly different speed and reaction times. /🆑 |
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cbbf7b3613 |
Basic Mob Spiders III: Sgt. Araneus is no longer a bat (#73350)
## About The Pull Request This PR converts giant spiders into basic mobs and resultingly fixes #37793 They _should_ have the same behaviour as their simple mob versions although I can't verify that their movement speeds are _exactly_ the same. It should at least be pretty close. A quirk of spiders is that they had a pretty large `move_to_delay` which made them slow in the hands of AI (because it would just pause for ages between taking steps) and faster in the hands of players, and they often appear in both forms so I had to implement this as a speed modifier based on player control. Additionally this is the first basic mob which can be set on fire. This is currently implemented as a var on `mob/living/basic` but I know there was some annoyance at adding the environment tolerances as vars on there so if desired I can try and extract it out, I'm just not sure how easy it will be. Something else I noticed is that spiders seem to take stamina damage from bug spray... but stamina damage does nothing to either simple _or_ basic mobs. I have left it in for now in case I am missing something, and rebalancing it to do something else would be more like a balance change. Oh also I killed the `mob/basic/retaliate` folder because that isn't a classification that needs to exist or makes sense. ## Why It's Good For The Game We don't want to use simple mobs any more. Sergeant Araneus can finally actually be a spider, instead of being a bat. ## Changelog 🆑 refactor: Spider code has been refactored and AI-controlled spiders may have slightly different movement or reaction times. fix: Basic mobs can now be slowed when they take stamina damage, however currently only spiders actually _can_ take stamina damage. fix: Spiders should now more reliably disable their AI when controlled by a player. fix: Araneus is no longer considered to be a bat and so cannot fly. fix: Araneus is no longer considered to be a bat and so is no longer frightening to people who are scared of the supernatural. /🆑 |