## About The Pull Request
Finishes #66471
At burden level nine (or through a deadly genetic breakdown), you now
turn into a psyker.
This splits your skull in half and transforms it into a weird fleshy
mass. You become blind, but your skull is perfectly suited for sending
out psychic waves. You get potent psy abilities.
First one is brainwave echolocation, inspired by Gehennites (but not as
laggy).
Secondly, you get the ability of Psychic Walls, which act similarly to
wizard ones, but last shorter, and cause projectiles to ricochet off
them.
Thirdly, you get a projectile boost ability, this temporarily lets you
fire guns twice as fast and gives them homing to the target you clicked.
Lastly, you get the ability of psychic projection. This terrifies the
victim, fucking their screen up and causing them to rapidfire any gun
they have in their general direction (they'll probably miss you)
With most of the abilities being based around guns, a burden level nine
chaplain now gets a new rite, Transmogrify. This lets them turn their
null rod into a 5-shot 18 damage .77 revolver. The revolver possesses a
weaker version of antimagic (protects against mind and unholy spells,
but not wizard/cult ones). It is reloaded by a prayer action (can also
only be performed by a max burdened person).
General Video: https://streamable.com/w3kkrk
Psychic Projection Video: https://streamable.com/4ibu7o

## Why It's Good For The Game
Rewards the burdened chaplain with some pretty cool stuff for going
through hell like losing half his limbs, cause the current psychics dont
cut it as much as probably necessary, adds echolocation which can be
used for neat stuff in the future (bat organs for DNA infuser for
example).
## Changelog
🆑 Fikou, sprites from Halcyon, some old code from Basilman and
Armhulen.
refactor: Honorbound and Burdened mutations are brain traumas now.
add: Psykers. Become a psyker through the path of the burdened, or a
genetic breakdown.
add: Echolocation Component.
/🆑
Co-authored-by: tralezab <spamqetuo2@gmail.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Adds the "DNA Infuser" to genetics. One person enters, a corpse is added
to the machine, and you can activate the machine to "infuse" the subject
with the DNA. This converts one random organ from a set into the
mob-related organ.
### Rat mutation 🐀
Rats can be fed in to turn you into a rat-creature-thing!
```diff
+See better in the dark
+Can pretty much eat anything! Toxic foods, gross foods, whatever works!
+Smaller, and can climb tables
?Randomly squeaks occasionally?
-Take twice as much damage
-Vulnerable to flashes
-Gets hungry MUCH quicker.
-Yes, eat anything, but only ENJOY dairy.
```
Having every rat organ at once allows you to ventcrawl nude!
### Carp mutation 🐟
Carp work for a mutation as well!
```diff
+Strong jaws, that drop teeth over time!
+Space immunity! Breathe in space, unbothered by pressure or cold!
+Smaller, and can climb tables
-Can't block your jaws with a mask
-Can't take the heat, overheats easily
-Can only breathe in environments that have minimal or no oxygen
-Nomadic. If you don't enter a new zlevel for awhile, you'll start feeling anxious.
```
Having every carp organ at once allows you to swim through space!
### Fly mutation 🪰
Any corpses without organs to turn into turn into fly organs! Fly organs
now have a bonus for collecting them all, transforming you into a fly,
when you pass the threshold. But even without those, fly organs are
technically... organs. They most of the time work like normal ones.
## Todo 🐦
- [x] Finish the infuser code
- [x] Create a little booklet that shows what kind of shit you can turn
into, hopefully i can autogenerate this based off of organ set subtypes
list
- [x] sprite/slap a color on rat mutant organs
- [x] Maybe make a *few* more organ sets
## Why It's Good For The Game 🐑
Oops, I forgor to fill this out! My hackmd is here.
https://hackmd.io/@bazelart/ByFkhuUIi
## Changelog 🧬🆑 Tralezab code, Azlan + Azarak (Az gaaang) for the organs
add: Added the DNA infuser to genetics! Person goes in, corpse goes in,
and they combine!
add: Try not to turn yourself into a fly, OK?
/🆑
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Quite a few changes overall to the nuclear operatives tactical medkit.
The kit is more of a full suite of equipment for performing field
medical duties as a nukie.
- I've split the medkits between two kinds. Basic and premium. Medical
bundle has the premium kit.
- Basic contains additional amounts of basic c2 chem patches, some spare
atropine autoinjectors, sutures and regen mesh, and some basic medical
equipment for tending wounds. 4 TC (as it was before). That's it.
- The premium kit is a far more useful full suite of advanced medical
equipment, MODsuit modules, medical supplies and cybernetic implants,
including the combat hypospray and the combat defib. 15 TC.
**In the premium kit, there is:**
- It has a box of beakers with powerful healing chems. Omnizine,
salicylic acid, oxandrolone, pentetic acid, atropine, salbutamol and
rezadone.
- The combat injector is empty, so you can load it as necessary.
- There are advanced sutures and regenerative mesh packs. They don't
work through spacesuits, but are invaluable for wound repair. Especially
burns.
- There is a surgery arm toolset so you can do field operations without
lugging tools.
- There is a surgery processor module that comes preloaded with advanced
surgeries, a threadripper module, and the combat defib module. The
module works entirely like a combat defib, but you don't need to lose
your belt slot to use it.
- The surgeries are revival, the upgrade surgeries (like vein
threading), brainwashing (did you know they didn't get access to
brainwashing, I think this is a shame) and the better tend wounds
option.
- The nightvision medical hud doubles as a pair of science goggles.
**Atropine changes:**
- Atropine now stops bomb implants from autoexploding. This does **NOT**
stop you from manually detonating the bomb. (This is possible even when
you're dead and haven't left your body)
- As a result, nukies get atropine medipens so that they can potentially
stop themselves detonating prematurely, or stop their allies detonating
prematurely. They have a little pamphlet to help explain how their
microbomb works.
## Why It's Good For The Game
Straight up: The medkit is ass.
The meds in the injector sucks, just getting c2 meds in patches is kind
of insulting for something granted to you from an uplink item (and also
you get those for free with your ~~xbox~~ infiltrator medical room so
lol), and operatives just got the kit for one reason and one reason
only. That combat defib as a _weapon_.
Fuck that. So the kits now much better as a way to both support yourself
AND your team through providing a range of improvements you can provide
the squad, while also not undermining the reason why people may have
wanted the kit (that defib). I would really like to see more nukies
attempt to support one another in combat, and a medic operative is a
role that needs love to make that a reality.
**Edit here**: I reintroduced a low end kit with more c2 medical
supplies _if you want them_. I can see how someone might pinch all of
the medical supplies like a cunt, so maybe we should have a failsafe for
that.
A huge culprit of the lack of value of support meds was usually that
ops...explode when they die. If a medic can pop atropine into an op
before they die, they might be able to save them, or an op could pop
themselves with atropine prematurely to maybe stave off death.
## Changelog
🆑
balance: Splits the nuclear operative combat medical kit into two
versions: basic and premium.
balance: Basic contains additional amounts of basic c2 chem patches,
some spare atropine autoinjectors, sutures and regen mesh, and some
basic medical equipment for tending wounds. 4 TC (as it was before).
balance: The premium kit is a far more useful full suite of advanced
medical equipment, MODsuit modules, medical supplies and cybernetic
implants, including the combat hypospray and the combat defib. 15 TC.
balance: Atropine stops bomb implants from automatically detonating on
death. You can still manually activate your bomb implant (even when you
are dead).
balance: Operatives start with an atropine pen to stop themselves and
their allies from detonating so they can hopefully be saved by a medical
operative.
add: There is a pamphlet to explain this in the nuclear operative's
survival box.
add: I'm not telling you to read the pamphlet, but you should probably
read the pamphlet.
/🆑
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
This PR fixes#70716 by having flypeople ingest vomited reagents into
their stomach instead of directly modifying nutrition. To accomplish
this, flypeople no longer vomit their entire stomach contents every life
tick, which also fixes them vomiting immediately on spawn. Instead they
vomit only after taking bites of food.
Since flypeople aren't currently metabolizing food the same way as other
species there's a huge discrepancy in nutrition gained from food. For
example, a human gets 37 nutrition from a slice of pizza and 270
nutrition from a whole margherita pizza, but a flyperson only gets 10
and 70 respectively, meaning they'd need to eat 4 entire margherita
pizzas and slurp up the vomit to go from total starvation to being
satiated again. With this change flypeople get ~190 nutrition from a
whole margherita pizza.
## Why It's Good For The Game
Makes it easier for flypeople to stay satiated without having to consume
mass amounts of food. Also makes it easier and more predictable to deal
with flyperson interactions with other reagents getting in their stomach
- for example, currently taking a happy pill causes flypeople to vomit
due to the sugar.
## Changelog
🆑
fix: Flypeople gain a comparable amount of nutrients from vomited food
to other species (~70%, up from ~30%)
fix: Flypeople no longer vomit after drinking fluids
fix: Flypeople no longer vomit all contents of their stomach on spawn
code: Stomachs can now react to foods entering them by overriding the
`after_eat` proc
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
**About the pull request**
3rd attempt cause the 1st
[PR](https://github.com/tgstation/tgstation/pull/71032) had way too many
problems and the 2nd
[PR](https://github.com/tgstation/tgstation/pull/71101) had merge
conflicts and became stale so fuck it delete those branches & try again.
1)For Plumbing the
- Chemical Reaction Chamber
- Chemical Filter
- As a side effect for Modifying Chemical Filter the BloodFilter also
now
Picks reagents from an input-list with a search bar attached at the
bottom
2)Fixes bug which prevented the user from entering new
values[temperature,acidic ph & alkaline ph] into the
ChemReactionChamber. They would be stuck at their defaults 300k,5,9
respectively even if you tried to enter new values it would reject those
new values. That's fixed now
https://user-images.githubusercontent.com/110812394/203076880-eb801c76-68ec-4470-8648-9239270fbcbc.mp4
**Why its good for the game**
1. Removes the need to type long reagent names manually by hand which is
error prone and time consuming
2. Allows you to change the ph & temp values for various reactions which
would have not been possible if not for this
**ChangeLog**
🆑
qol: Entering reagent names is much faster with zero errors
fix: You can enter new temp & ph values
/🆑
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Pull Request
fixes#71012
This PR makes it so that a failing liver can still process reagents that
don't need you to have a liver. You can now also overdose on liverless
reagents while not having a liver. (Who coded this? I just want to
talk.)
TRAIT_STABLELIVER and TRAIT_NOMETABOLISM work while you have a failing
liver.
TRAIT_STABLELIVER prevents liver failure as it should.
It also fixes herignis not working and changes it's effects. (More
potent.)
## Why It's Good For The Game
Major bugfix good.
## Changelog
🆑
fix: Metabolization works for reagents that are meant to metabolize
while your liver is failing.
fix: Higadrite, cordiolis hepatico and herignis work properly.
balance: Herignis is more potent and has an overdose threshold of 25u.
/🆑
## About The Pull Request
* Changes a lot of things about surgeries to hopefully bring it up to
more modern code standards.
* Removes a ton of single-letter vars used in checking surgeries on
people.
* Makes use of continue/break in for() loops.
* Properly documents the vars on surgeries
* Turns 'ignore clothes', 'self operating', 'lying required', 'require
limb' and 'require real limb' from vars into surgery flags
* Removes a lot re-defines of target_mobtype being set to human, as
that's the base anyways.
* Also tries to organize the vars on each surgery a bit.
* Makes the surgery initiator hopefully a little bit more sane
* Removes the surgery's can_cancel and stomach pump's
accumulated_experience vars, as they were entirely unused.
## Why It's Good For The Game
I looked at surgery code and couldn't stand it, this is hopefully
helping bring it to something we can stand.
This however doesn't touch the individual surgery steps.
## Changelog
im exhausted i don't know if this has in-game effects
## About The Pull Request
This PR contains an intermediate refactor and a bug-fix for sign
language, which was originally from the Tongue Tied quirk/tongue. With
helpful advice from @MrMelbert and @LemonInTheDark, I have successfully
decoupled sign language from the tongue and ported it into a highly
modular DCS component, and then added an Action for toggling it. Big
thanks to @Wallemations, the original creator of Tongue Tied, for
creating the new Action sprite and helping me to complete this project!
The new sign language component is added to all new Carbon mobs, and
incrementally overrides several critical functions, variables, and
argument lists relevant to a mob's speech; the component primarily
listens for the addition/removal of trait `TRAIT_SIGN_LANG` in order to
function.
Additionally, fixed a bug in the original implementation of sign
language that caused its say verbs such as "emphatically signs" to stop
working. The bug was caused by an unsafe early removal of exclamation
points from the input string, causing a conflict with the `say_mod` proc
which requires such punctuation points to be present.
Here's a granular list of changes:
- Added a ubiquitous signal to extend the behavior of
`/atom/movable/proc/say_quote`.
- Added a ubiquitous signal to extend the behavior of
`/atom/movable/proc/lang_treat`.
- Fixed a bug in the original implementation of sign language that
caused its `verb_yell` to stop working.
- Refactored sign language into a Carbon-only DCS component.
- Refactored the Tongue Tied tongue to use `TRAIT_SIGN_LANG` and
`TRAIT_MUTE`.
- Removed the Tongue Tied quirk, in favor of two separate quirks.
- Added the Signer quirk for sign language, good, costs 4 points.
- Added the Mute quirk, negative, gives 4 points.
- Added a rare sign language Action granter book to maint and space
loot, "Galactic Standard Sign Language".
## Why It's Good For The Game
This PR tactfully re-implements Tongue Tied, re-introducing it as two
new quirks: For sign language itself, I added the Signer quirk, which is
a good quirk which allows you to use sign language for 4 quirk points. I
also added the Mute quirk, which grants 4 quirk points in exchange for
your audible voice. There is also a marked improvement in the code
health as a result of my changes.
Here's a preview of the sign language Action. If you're also mute, it
becomes invisible to reduce clutter:

In regard to how useful sign language is, it can be used as:
1. A way to communicate across a vacuum without a radio.
2. An easy way to communicate with deaf people.
3. An easy way to communicate as a Mute person.
## Changelog
🆑 A.C.M.O.
del: Removed the Tongue Tied quirk. The tongue can still be found and
used in-game.
refactor: Refactored Tongue Tied's tongue to use the Sign Language and
Mute traits.
add: Added Sign Language innate action. Granted by book or quirk.
add: Added the Galactic Common Sign Language book as rare maint and
space loot.
add: Added the Signer quirk, which teaches you sign language in exchange
for 4 quirk points.
add: Added the Mute quirk, which grants you 4 quirk points in exchange
for your voice.
fix: Fixed sign language say_yell verb, which allows you to emphatically
sign.
/🆑
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
## About The Pull Request
- Fully heal can be passed a series of flags detailing what all is
healed by the proc. This allows for things to provide
almost-but-not-quite fully heals.
- Uses this in Adminordrazine, so that it stops being a pain to update
every time fully heal is updated.
This includes some small balance changes which i'll go over, nothing
extremely noticable.
## Why It's Good For The Game
Allows for more precise control over full heals.
## Changelog
🆑 Melbert
refactor: Fully heal can be passed a series of flags. As a result, some
things which previously did a full heal might heal slightly less, or
some things which did partial full heals might do slightly more.
fix: Adminordrazine will no longer completely break every facet of a
person
admin: Ahealing a changeling will refill all of their chems.
/🆑
## About The Pull Request
Adds a new station trait, the Cybernetic Revolution
It causes every crewmember to spawn with a cybernetic implant/organ (it
depends on their job).
For example. the bartender has an upgraded cybernetic liver, security
officers have extendable flashes, prisoners have flash shielded eyes.
For AIs, they get the surveillance upgrade.
The trait also lowers research costs for the cybernetic designs, triples
the price of EMP kits and EMP flashlights, doubles price of EMP bombs,
and allows traitors to buy autosurgeons, so they can implant themselves
with whatever they ripped out of the crew.
If you do not wish to partake, you can also take the Body Purist quirk,
which prevents you from getting a cybernetic, but everytime you have a
mechanical limb/organ from some other source, you will take a severe
mood penalty.
## Why It's Good For The Game
This could be a cool modifier to rounds once in a while, slightly
modifying the gameplay of all the crew.
Also our implant system is very barely used, so why not?

## Changelog
🆑
add: New Station Trait: Cybernetic Revolution
add: Body Purist Quirk
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Removes an override of forcemove for unremovable organs
I do not think this code is reachable anymore. Organs don't really get
forcemoved out of a mob's body without first removing it from the owner.
Feel free to correct me and point me to where an organ is forcemoved
from a body without `Remove()` being called first.
## Why It's Good For The Game
Doesn't do anything?
## Changelog
🆑 Melbert
code: Unremovable organs that are forcemoved out of a mob with an owner
no longer self terminate
/🆑
I went into this just planning on fixing some weird behaviour with
spider buttons and ended up touching a lot of files.
Specifically this is because some of the actions used by Giant Spiders
would print feedback messages in IsAvailable, which was bad because this
is called every time the button updates and so would (for example) print
a bunch of messages about eggs existing when you spawned as a
broodmother because the lay eggs button would be checking for that when
it was granted to you.
The feedback _is_ useful though so I've implemented a pattern used in
Spell where we just pass a flag describing whether we want to print it
or not, which is generally set to true in Trigger() or if the player
physically pressed the button.
A side effect of this is that any action with usability flags (such as
"not when handcuffed") will now tell you why it is failing if you click
it while it is unusable, which is nice.
The spider changes are largely to make sure that their buttons are
tinted at the correct time, they were previously tinted red as if
inactive at almost all times due to the icon not being updated when
relevant conditions changed.
This necessitated adding a new signal (two actually) sent when a
do_after begins and when it ends (for any reason, including premature
interruption).
I also fixed a quirk where the Wrap ability had a permanent 'active'
outline after using it once (the icon states were inverted).
I also fixed a bug where you could just lay infinite enriched eggs after
eating one guy, which is not how the game describes it as working.
I looked up the PR adding it
(https://github.com/tgstation/tgstation/pull/54451) and one egg per kill
seems to be how it is supposed to work.
And finally I changed a few nurse spider to_chats into balloon_messages,
on the principle that they're not information which needs to stick
around for more than a few seconds.
## About The Pull Request

All surgery step names, displayed in the surgical computer, will now
show which tool to use for that step in parentheses. In cases where
multiple tools have a 100% success chance, all are listed; if no tool
has a 100% chance then the "correct" one is shown.
Surgery computers will never display "alternate" tools for surgeries
(those with a lower success chance), but this shouldn't be a problem.
Surgical computers are _usually_ in places with surgical tools at hand,
and NanoTrasen wouldn't want to encourage doing brain surgery with a
screwdriver. Y'know, probably.
## Why It's Good For The Game
Firstly, this change is particularly helpful to new players. If you have
little experience with surgery, it's not always clear which tool you're
meant to use for which step. This is especially true for some of the
odder surgeries - if you didn't already know, it's not clear at all that
"brainwash" means "use a hemostat". While there are certainly guides on
the wiki, it's nice to have as much information provided in-game as
possible.
Secondly, this change brings consistency. A _small_ number of surgical
steps (healing broken bones, namely) already do this! I see no reason
why this shouldn't be extended to the remaining surgical steps,
especially because it's not particularly obtrusive to the surgery
computer interface.
## Changelog
🆑
qol: Made surgical computers tell you what tool to use for the current
surgical step.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
<!-- 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
Ok first if you don't want to read any further explanation you can watch
these two videos and you will understand all of the mechanical depth of
this change.
https://user-images.githubusercontent.com/55666666/194788103-8019dad8-7e44-4cc8-bc8f-0a4f8f00a357.mp4https://user-images.githubusercontent.com/55666666/194788109-345a3146-fb4b-4a2e-9c2a-e2ee786ba97d.mp4
### **Disclaimer: Effect on gameplay extremely limited and niche read at
your own risk**
Starting at the top, regarding the species datum, the vars attack_type,
punchdamagelow, punchdamagehigh, punchstunthreshold, attack_verb,
attack_effect, attack_sound, and miss_sound have been removed.
All bodyparts (not just arms) now have corresponding variables for how
they should act if utilized in an unarmed attack. The bodyparts vars are
correlated to their corresponding species. All arm type bodyparts have
been repathed through a common parent for the purposes of keeping
variables consistent. The same is true for the legs.
When a carbon begins an unarmed attack, it will check the carbon's brain
to see what limb should be used for the attack.
If the brain has no answers it will default to the arm that corresponds
to the active hand of the attacker. Currently in all brains except
monkeys, it check to see if the attackers target target is laying down,
and if so, call for a kick with the leg that corresponds with the
attackers active hand. If the attacker has no useable legs, or the
attacker does not have a corresponding leg to the active hand, or the
target is not laying down, the brain will simply default for an attack
with the active hand.
Monkeys brains (take note the difference between having a monkey brain
and being controlled by monkey AI) are the exception, they will simply
always choose their heads, and by default an attack with the head is a
bite attack.
As an example:
Previously ethereal would make attacks that used the verb "burn" and did
burn damage despite what limbs they possessed.
Now anybody with an ethereal limb will make an unarmed attack that does
burn damage and has all the same verbs as an ethereal would.
And finally, the chunky finger species trait has been moved over to the
species arms. Effect on other sources like insuls remains unchanged.
<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
The main motivation is moving direct mechanical elements off of species
to, quoting tralezab here, "Make species like a blueprint."
Opens more opportunities for coders to add specific elements to limbs,
perhaps we could see a buff to unarmed strikes from robot arms, or a
species that headbutts people to death.
Also undeniably cool, and fixes some weirdness like fully auged
ethereals still doing their normal ethereal attack.
<!-- Argue for the merits of your changes and how they benefit the game,
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## Changelog
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🆑 itseasytosee
refactor: Elements of unarmed strikes are now limb dependent instead of
species dependent. Go rip off an ethereal arm, sew it onto yourself, and
burn some people.
/🆑
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Co-authored-by: itseasytosee <noodlenymphftw@gmail.com@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Goliaths, Legions, Watchers, and (as of recently) Bileworms all drop
something vaguely useful when they die.
Brimdemons and Lobstrosities do not. This PR aims to fix that, so that
there's at least some vague benefit to hunting them.
In this case it takes the form of organs you get when you butcher them,
similar to the regenerative core from Legions.
As they're similar to the regenerative core, I modified the regenerative
core to extend from a new common "monster core" typepath which these two
new organs also extend.
Like the regenerative core, both of these items do something when used
and something slightly different if you go to the effort of having
someone implant them into your body. They also decay over time, and you
can use stabilising serum to prevent this from happening.
https://user-images.githubusercontent.com/7483112/195967746-55a7d04d-224e-412d-aedc-3a0ec754db3d.mp4
The Rush Gland from the Lobstrosity lets you do a little impression of
their charging attack, making you run very fast for a handful of seconds
and ignoring slowdown effects. Unlike a lobstrosity you aren't actually
built to do this so if you run into a mob you will fall over, and if you
are doing this on the space station running into any dense object will
also make you fall over (it shouldn't make you _too_ much of a pain for
security to catch).
The idea here is that you use this to save time running back and forth
from the mining base.
The Brimdust Sac from the Brimdemon covers you in exploding dust. The
next three times you take Brute damage some of the dust will explode,
dealing damage equal to an unupgraded PKA shot to anything near you (but
not you).
If you do this in a space station not only is the damage proportionally
lower (still matching the PKA), but it _does_ effect you and also it
sets you on fire. You can remove the buff by showering it off.
The idea here is that you use this for minor revenge damage on enemies
whose attacks you don't manage to dodge.
https://user-images.githubusercontent.com/7483112/195967811-0b362ba9-2da0-42ac-bd55-3809473cbc74.mp4
If you implant the Rush Gland then you can use it once every 3 minutes
without consuming it, and the buff lasts very slightly longer. It will
automatically trigger itself if your health gets low, which might be
good (helps you escape a rough situation) or bad (didn't want to use it
yet).
https://user-images.githubusercontent.com/7483112/195967888-f63f7cbd-60cd-4309-8004-203afc5b2153.mp4
If you implant the Brimdust Sac then you can use it once every 3 minutes
to shake off cloud of dust which gives the buff to everyone nearby, if
you want to kit out your miner squad. The dust cloud also makes you
cough if you stand in it, and it's opaque. If you catch fire with this
organ inside you and aren't in mining atmosphere then it will explode
inside of your abdomen, which should probably be avoided, resultingly it
is very risky to use this on the space station.
About The Pull Request
Implements additional code in before_organ_replacement in additional places, to better maintain cohesion when species changes take place.
Brain traumas will now carry over on species change
Having synthetic / cybernetic organs will now carry over on species change
Liver job traits will also carry over on species change
Organ damage will, in most cases, carry over on species change (only if the new organ is identical to the old)
The heretic's Living Heart will attempt to carry over to species change, if it's valid
Some species will still not, as it will attempt to give heart -> liver or something and be invalid
Heretic Living Heart is now a cooldown action. Still not really content with the current state of it, it could use some improvements.
Fixes#42308Fixes#35539Fixes#69574
Why It's Good For The Game
Removes a lot of exploits involving using forced species change to get rid of stuff like quirks / permanent brain traumas and similar.
About The Pull Request
This adds a new status effect called - Tower of Babel
Any carbon mob afflicted by the status effect will lose knowledge of every known language and gain a randomized one as a replacement. The affected mob will also be hit with a depressing moodlet that lasts for 15 seconds. Silicons are immune to all effects.
This effect is implemented in several ways:
Tower of Babel wizard event (all crew on the station z level are affected. The wizard is not and gains mastery of every language to taunt their victims)
Admin smite option
Admin secret event (can be reversed)
Staff of Babel (formerly the Staff of Sapping) will spawn during spawn magic wizard event
Magicarp will randomly shoot bolts of babel
Staff of Chaos will randomly shoot bolts of babel
Overdosing on Mushroom Hallucinogen will temporarily and sporadically acquire the effect
The effect can be blocked or cured in several ways:
Curators are given immunity
Reading a book of babel (via lavaland loot) cures and gives immunity
Reading a language book cures and gives immunity ONLY for that particular language
Note - The Tower of Babel does not allow tongueless, mute, or tongue tied people the ability to speak
* Gets rid of a lot of weird vocal checks
- unifies all vocal checks under can_speak and try_speak
- de-spaghettis a bit of sign language stuff
- introduce a silence status effect
Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard.
Moves animal/pet head sitting icons to 1 folder, pets_head.dmi
Renames PAI head sitting icon file to pai_head.dmi
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
* Fix xeno hivemind talk causing hissing sound
* Fix dullahan speech arg
Add message_range and saymode to say arguments
Add new say args to other say procs
Add new say args to other say procs
* Revert "Fix dullahan speech arg"
This reverts commit abff2bec1a03c1270b2896faa547c465e046ad78.
* Fix speech_args to be list
* Refactor hulk speech signal handler
* Revert "Revert "Fix dullahan speech arg""
This reverts commit 58997930096ef6b7fa8a1c79395595e61db954c6.
* Change filterproof to be null like other say procs
* Remove unused COMSIG_MOB_SAY defines
* Readd defines for COMSIGH_MOB_SAY
Simply removes the requirement to be conscious to pump your blood with a cursed heart.
Why It's Good For The Game
Entering crit or falling asleep is basically a life sentence since you are unable to pump your blood while asleep. The player still is manually pumping it, I don't see any reason why the user has to be awake for it.
This also means medical can't revive you, as you'll instantly lose all your blood before you have enough time to wake up to start pumping again. The only IC fix would be to remove your heart entirely, something most doctors wouldn't even notice.
Changelog
cl
fix: You can manually pump your blood while asleep/in crit, rather than instantly lose all your blood and die forever.
/cl
About The Pull Request
Native FOV is now tied to the eyes instead of the mob, and Flypeople are immune to it.
This doesn't affect TG because it's disabled in config, but I played on a server that does have it enabled, and I found it strange that Flypeople had it.
Why It's Good For The Game
Quickly searching it up says that Flies can see nearly in 360, so I think this should be reflected in-game too.
It give Flypeople a small benefit to being flashable from all directions, and while it could be implanted in regular humans, they'd have to then live with them big ol' eyes.
* Makes flags properly check themselves
Byond ref: https://www.byond.com/docs/ref/#/operator/&
Basically, flags should use & instead of ==
We can have more than 1 slot on any item, so it's preferred that we do this instead. Even if it doesn't immediately fix any problems, it's something that should be the standard anyways to prevent it from ever being a problem.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
About The Pull Request
I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)
This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.
I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea
OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?
It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.
We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.
Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).
That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube
Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.
As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.
Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups
BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.
This was quite messy, so I've refactored it (and maps too) to be a bit more modular.
Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.
Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.
Much better then the hardcoded pattern we used to use. So much duplicated code man.
Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.
image
In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.
It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.
In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.
It also comes with an info dump about the ui, and plane masters/relays in general.
Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes
Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.
This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.
Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday
I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.
The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes
We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.
Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.
Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>
Fixes#65800Fixes#68461
Changelog
cl
refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
About The Pull Request
A zombie rotten tongue has a complex language modifier.
The language modifier works by:
All occurrences of characters "eiou" (case-insensitive) are replaced with "r".
All characters other than "zhrgbmna .!?-" (case-insensitive) are stripped.
Multiple spaces are replaced with a single.
Lower-case "r" at the end of words replaced with "rh".
An "a" or "A" by itself will be replaced with "hra".
The first character is capitalised.
Some interesting dialogue examples:
Bab, am gaa habbah abah zah namrh ah Bh!rh!b?
Bob, are you happy about the death of Philip?
Zah bang bang man ganna harm mah zambah?
Will the Zombie Hunter attack me?
Mah zambah nah harm brazzarz.
I do not hurt brothers.
Mah zambah ganna gangbang harmanz zammarrar.
I will kill humans tomorrow.
Mah zambah am nah habbah, an mah zambah gab, -Graaaagh!-
I am not happy, and I say "Graaaagh!"
The language idea was taken from a zombie game back in 2005 called Urban Dead. It's no longer developed and I made all the code myself while following the given language rule structures.
Zombie Speech Translator
Zombie Language Examples
Zombie Dictionary
Why It's Good For The Game
Abracadabra - The Steve Miller Band
Ah raab zha brahnz ahn zarh hagh, (I love the brains in your head)
Ah ganna barg abgrah gangbang, (I'm gonna eat them when you're dead)
Az rahnah zarh ranz ahn hahg ahahz, (Now as you run and hide away)
Zarh harh mah zambah az hah zahz: (You hear my zombie as he says:)
Abra-abra-gababra, (Abra-abra-cadabra)
Ah ganna rahg arg ahn grab zarh! (I'm gonna reach out and grab ya!)
Abra-abra-gababra, (Abra-abra-cadabra)
Ah ganna rahg arg ahn grab zarh! (I'm gonna reach out and grab ya!)
Changelog
cl
add: Rotten zombie tongue has a new speech modifier that converts spoken language into zombie sentences. If the person speaking is a high-functioning zombie this is bypassed.
/cl
* virtual limbsanity
* remove old file
* indent fail
* dumbassery cleanup
* unlint + tweak
* stop coding while high
* internal screaming
* kill another species dependancy
* make sure it has a default
* makes the unit test actually work
* fix monkeys
* Refactors hallucinations slightly, organizes them
* Refactors hallucination into a status effect
* Further hallucination proper refactoring
* Refactors battle hallucinations
* Refactors "fake item other" hallucination
* Gets it a bit closer to working state
* Refactors screwydoll and fake alerts
* Refactors fake inhand items
* Refactors a few more.
- Fake death
- Fake messages
- Fake sounds
- Projectiles
* Refactoring delusions, hallucination effects
* Furthering the hallucination status effect
- removes copypaste of hallucination pulses
* Almost finalizes the changeover to status effect
* Last staus effect stuff
* Delusion business
* Airlocks, fire, and more delusion stuff
* Finishes screwyhud. It compiles now!
* Swaps screwyhud over to a grouped status effect
* Removes hal_screwyhud
* Comment
* Bugfixing
* image cleaning
* Get rid of this it came back
* What if I finished this branch?
* Oops
* Messing with the randomness
* Mass hallucination tweaks
* +
* Some more mass tweaks
* Review
* Updates
* Unit tests hallucination icons
* More tweaks
* Move folder
* Another re-name
* Minor tweaks
* Anomaly unity
* Mass hallucination buffs
* t
* Sig
* Merge
* Lints
* Unit test already coming in clutch
* Another failure
* Use named args for cause_hallucination via some define trickery
* Some cleanup
* This is better
* adds some hallucinations
* Oops
* More sounds
* Tweaks
* Some additional documentation
* Flash
* Fixes mass hallucination
* Json changes
* Updates documentation
* Json conflicts
* Makes it work
* Missed that one too
* Helpers
* More signalization (WIP)
* Fixes bump
* Missed a helper use
* Dumb
So when livers fail it adds something about eyes to the carbon's examine text. The 2nd state of eye yellowness used a static he, that has been replaced by a helper to get the correct pronoun. The 3rd state didn't capitalise the first pronoun use and followed it up with a static they, that has also been replaced by a pronoun helper.
About The Pull Request
fixes#69229
I originally had it so the indicator would only be forcibly removed whenever a new message with a tone would be sent, so people could more easily see what mood was being conveyed on the little emoji. That didn't turn out to work as well as I thought it would, as it turns out it just caused an error whenever you sent a normal message right after a tonal one.
Now, every message sent will remove the previous tonal indicator
About The Pull Request
Alphabetized several long lists of strings so its easier for us to look through them, just code polish, nothing the players would see.
Fixed some minor spelling errors as well.
Clarified door bolt state to be less ambiguous in the door wiring gui.
Originally it would say the door bolts have fallen, and the door bolts "Look up". i dont know about you but that was very not clear for me to read. Like where are the bolts? In the door or the frame? Arnt there bolts on top and bottom? Just didn't make sense to me.
Now it says "Have engaged!" & "Have disengaged"
hopefully that makes the state clearer at a glance.
I also added a small handful of funny texts to some string files. See changelog
Why It's Good For The Game
Well, who doesn't like a bit of polish? Just makes the game a little easier for people.
Also funny text funny text.
Changelog
spelling: improves spelling and adds more flavortext