Commit Graph

243 Commits

Author SHA1 Message Date
distributivgesetz
f7cb0f8018 Rename notify_ghost_cloning to notify_revival (#80096)
<!-- 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

Renames 
- `/mob/proc/notify_ghost_cloning` to `/mob/proc/notify_revival`
- `/mob/dead/observer/proc/notify_cloning` to
`/mob/dead/observer/proc/send_revival_notification`
- `/atom/movable/screen/alert/notify_cloning` to
`/atom/movable/screen/alert/revival`.

I could have found a way to merge both procs together but default
parameters keep me up at night.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

Conciseness, code that is named after a removed feature is silly.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## 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. -->

nothing playerfacing

<!-- 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. -->
2023-12-05 02:24:18 -05:00
MrMelbert
14d1482fc7 Falling down a z-level while standing up can (occasionally) break your legs. Felinids will now always land on their feet (for better or for worse). (#80054)
## About The Pull Request

- Falling down a z-level while standing up will apply the damage
directly to your legs.
- This damage has the chance of rolling wounds, so falling z-levels ->
broken legs.
- If you are lying down when you fall, the damage is spread through your
body like normal.

- Felinids who fall down a z-level while standing will always land on
their feet.
- Instead of being floored for 5 seconds / levels fallen, you will
receive a slowdown for 2 seconds / levels fallen.
- However, while they have cat reflexes, they do not have cat legs.
Landing on your feet will deal additional damage.
      - For falling 1 z-level, this is ~18 damage (instead of ~12).
      - For 2 z-levels, this is ~50 damage (instead of ~32). 

- Cats (basic mobs) are capable of falling down z-levels without
sustaining damage.


![image](https://github.com/tgstation/tgstation/assets/51863163/4a0fd781-c4c3-4e1e-b1d7-c347fc428ff9)

## Why It's Good For The Game

Add some more depth to falling down. (No pun intended)

Rather than dropping down a level and walking it off after getting up,
you might dislocate your leg.

Also adds some more species interactions. Felines might be able to give
people the slip easier when dropping down into the undertram, thanks to
their cat-ness.

## Changelog

🆑 Melbert
add: Falling down a z-level while standing now damages your legs rather
than your entire body. This also means falling down multiple z-s may
rarely break your legs.
add: Felinids now land on their feet if they fall down a z-level while
standing. This replaces the knockdown with a short slowdown, and also
has the trade-off of causing more leg damage.
add: Cats can now fall z-levels without sustaining damage. 
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-12-03 05:11:21 +01:00
Jeremiah
9090795000 Disables mod links from virtual modsuits [NO GBP] (#80038)
## About The Pull Request
Via discussion in discord:

![image](https://github.com/tgstation/tgstation/assets/42397676/b1990bce-35c3-4266-9ee1-3f6abde846bb)
## Why It's Good For The Game
Virtual entities, however suited up they are, shouldn't be able to
communicate station side with crew or with syndicate entities.
## Changelog
🆑
fix: Mod links are now disabled in the virtual realm.
/🆑
2023-12-01 21:33:03 +01:00
Nick
e56ffb603b [NO GBP] Correctly fixes the quick carry module (#79928)
## About The Pull Request
Messed something up in #79909, now the `FAST_MED` trait should be
correctly applied, as well as the appropriate quick or quicker carry
trait. Cleans up the procs a bit too so that things don't have to be
redefined.
## Why It's Good For The Game
Makes a fix actually fix stuff
## Changelog
🆑
fix: The quick carry module should now correctly apply the appropriate
traits
/🆑
2023-11-28 14:53:59 +01:00
Nick
fd73710da0 Quick carry modules now give the correct bonus (#79909)
## About The Pull Request
Fixes #79470
The quick carry module and its advanced version both gave the same buff
after a copy/paste error. That ain't right.
## Why It's Good For The Game
Uuuuuhhhh oversight bad
## Changelog
🆑
fix: MOD quick carry modules now give the correct carry speed bonus
/🆑
2023-11-24 17:56:29 -07:00
MrMelbert
c1ed62915b Adds UPSIDE_DOWN movetype for negative gravity / makes Atrocinator affected by less things (#79785)
## About The Pull Request

Fixes #79764

I was going to tackle this issue by slamming `TRAIT_NO_SLIP_ALL` on
Atrocinator users and calling it a day, but like, that didn't feel
proper.

So I thought hey, we could just give them the flying movetype, even
though they technically aren't flying it means they're unaffected by
things that flying would make you unaffected by.

Nope, this means the mob technically "negates gravity", so no falling
and no feetsteps.

Let's try floating - this give us feetsteps but no falling upwards. 

So instead of going back to square one, with `TRAIT_NO_SLIP_ALL`, I
decided to go for the more complex route of just adding a movetype.

Hence, move type `UPSIDE_DOWN`. This covers situations where a mob would
be "floating" above the ground, but still walking. ...Negative gravity.

This means overall the Atrociator acts more as you'd expect - you don't
slip on ice, you don't trigger bear traps or mouse traps, you can walk
over railings, unaffected by conveyor belts, etc.

## Why It's Good For The Game

Makes the Atrocinator a lot more consistent with how you'd expect for it
to work.

Admittedly it is a bit niche use of movetypes, but it can possibly be
expanded to more things in the future, who knows? I applied it to mobs
on meat spikes (even though they don't move), just for proof of concept.

## Changelog

🆑 Melbert
fix: Atrocinating mobs will now behave more as you'd expect. Meaning
they don't slip on wet patches, can't trigger bear traps / landmines /
mouse traps, ignore conveyors, and can walk over tables and railings.
fix: Floating mobs are unaffected by conveyor belts, acid (on the
ground), glass tables
fix: Floating mobs won't squish stuff like roaches anymore 
fix: Fixes bear traps triggering on floating / flying mobs 
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-11-20 21:19:13 +00:00
MrMelbert
365e50bbce Mob attackedby / check_block refactor, plus some minor cleanup of attack_x procs (#79563)
## About The Pull Request

- Deletes `spec_attacked_by`
- Elements simple/basic mob attack threshold
- There was a skeleton mob that "mimics armor" but didn't use the actual
mimicing armor thing we have, so I changed that.
- Moves `check_shields` down to the living level, renames it to
`check_block`
 - Martial art blocking is now signalized (only CQC uses it anyways) 
- Cleaned up a bit of `attack_x` procs, but not a lot. Should have an
entire PR dedicated to this .... mess.
 - Deprecates `/obj/item/melee`

## Why It's Good For The Game

Second verse, same as the first. 

- Less bad species related procs. 
- Largely brings a lot of code in line, making combat more consistent
across types.
- Makes it a lot easier to add new code relating to blocking or taking
damage.

## Changelog

🆑 Melbert
refactor: Refactored another large chuck of attack code, primarily
involving melee item attacks and non-human mob attacks. Report if you
see anything weird
fix: Pacifists clicking on simple robots or silicons no longer causes
sparks
fix: Blocked thrown batons are now properly... blocked
/🆑
2023-11-17 19:57:51 -07:00
SyncIt21
130b3dfa64 Code compression for reagent holder. Lowers plumbing reaction chamber tick usage (#79686)
## About The Pull Request
More code improvements for reagent holder. As you can see it removes a
lot more code than it adds so code savings are significant. This does
not touch on any floating point arithmetic, all that is behind us, this
focuses on removing redundant procs and merging existing procs to
achieve the same functionality so if you do see any changes in reagent
related behaviour it's not intentional and should be reported as a bug
here.

The following code changes can be summarized into points.

**1. Removes procs `get_master_reagent_id()` &
`get_master_reagent_name()`**
Both of these procs have the exact same functionality as
`get_master_reagent()` with the only exception of returning a different
value. Instead we can just call `get_master_reagent()` directly and
infer the name & type of it ourselves rather than creating a wrapper
proc to do it for us, therefore reducing overall code

**2. Removes & Merges `remove_all_type()` proc into `remove_reagent()`**
The proc `remove_all_type()` is highly inefficient, it first uses a for
loop to look for the reagent to remove & then it again calls
`remove_reagent()` on the reagent once it has found it. We can just
embed this functionality directly into `remove_reagent()` by simply
adding an additional parameter `include_subtypes`. This way the
operation is faster, and we reduce the code to get the job done. Also
now `remove_reagent()` will return the total volume of reagents removed
rather that a simple TRUE/FALSE

**3. Removes & Merges `trans_id_to()` proc into `trans_to()`**
Both these procs have the same job of transferring either a single
reagent or all reagents. `trans_id_to()` is a scaled down version of
`trans_to()` because
- It does not have any `method` var. This means if you want to transfer
a single reagent to a mob/organ or any other object it does not have the
functionality to expose the target to that transferred reagent.
- It does not have a `multiplier` var to scale reagent volumes
- It does not have code to deal with organs or stop reactions i.e. it
does not have the `no_react` var.

We can overcome all these short comings by simply adding an extra var
`target_id` to specify what specific reagent to transfer therefore
attaining the same functionality while keeping the benefits of
`trans_to()` proc therefore reducing overall code

**4. Lowers plumbing reaction chamber tick usage for balancing ph.**
Rather than invoking a while loop to balance ph it's much easier for the
player to simply make the reaction chamber wait for e.g. add a reagent
that will never come. This will make the chamber wait therefore giving
the reaction chamber ample time to correctly balance the ph and then
remove that reagent from the list therefore getting correct ph levels.
No need to create code hacks when the player can do it themselves  so
the while loop has been removed

## Changelog
🆑
code: removed redundant procs `get_master_reagent_id()` &
`get_master_reagent_name()`
code: merged `remove_all_type()` proc with `remove_reagent()` now this
proc can perform both functions. `remove_reagent()` now returns the
total volume of reagents removed rather than a simple TRUE/FALSE.
code: merged `trans_id_to()` proc with `trans_to()` now this proc can
perform both functions
refactor: plumbing reaction chamber will now use only a single tick to
balance ph of a solution making it less efficient but more faster. Just
make the reaction chamber wait for longer periods of time to accurately
balance ph
refactor: reagent holder code has been condensed. Report any bugs on
GitHub
/🆑
2023-11-16 21:44:48 +01:00
necromanceranne
1de8fe0ddb You cannot store ammo casings (individual bullets) and ammo boxes (like magazines) in your suit storage (#79311)
## About The Pull Request

What it says on the tin.

## Why It's Good For The Game

A) This messes with hotkey muscle memory quite significantly. Unless you
have something in suit storage when you go to put a magazine back into
your other storage (like your belt), you may accidentally place it into
your suit storage.

B) This may be why people think magnetic holsters are bad/don't work.
Operatives sometimes hotswap half clips, and what might happen during a
particularly intense combat is that they inadvertently put the magazine
they just pulled from their gun into their suit storage because they're
hotkeying; denying them their magnetic holster's major upside. Snapping
their guns back into their storage and away from prying assistant hands.

C) It serves no tactical purpose to put a bullet into your suit storage
over the gun itself. Priority should always be to the belt storage.

## Changelog
🆑
qol: To avoid poor magazine discipline, most combat-ready personnel have
instructed _not_ to put magazines into the gun loops on their armor
vests.
/🆑
2023-10-31 14:52:32 +00:00
Iajret
490a6239ab Fixes mod reskins not having their icon in radial menu when using different dmi path (#79357)
## About The Pull Request
Changes repaint proc a bit so it actually supports `MOD_ICON_OVERRIDE`
in reskins and shows their icons correctly
## Why It's Good For The Game
It's good for downstreams that want to make new reskins for modsuits and
place them in to different dmi's

in short, fixes this

![278809338-ea90bb56-fc61-4e7e-87e2-5ddb56694bba](https://github.com/tgstation/tgstation/assets/8430839/fb1e3378-cc4b-4c3a-8e5e-1f531fdcfb55)

to this...

![image](https://github.com/tgstation/tgstation/assets/8430839/3db3521f-9992-40be-b428-4f44a9966cbe)
(left one has both skins using `MOD_ICON_OVERRIDE`, but each one has
different icon file)
## Changelog
🆑
code: mod reskins now properly shows their icon when skins loaded from
different .dmi
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-10-31 14:00:52 +00:00
necromanceranne
d1ad9b6658 Nukie Update Followup: Returns CQC to the previous price range, Core Gear kit for newbies, hat stabilizers for everyone (#79232)
## About The Pull Request

Brings the CQC kit back down to the same price range of 14 TC (it's 1
more than before weapon kits). It feels like currently that CQC is
overpriced, even with the stealth box coming along with it, and by
comparison the energy sword and shield got a huge value increase by
combining the two. They're both melee styles and also equally difficult
play styles. It isn't really necessary to make one more expensive than
the other. Also now comes with syndicate smokes. It's a whatever change,
ops get these for free on the base.

Adds a core gear kit in the weapon category. This kit comes with a
doormag, a freedom implant, stimpack and c-4 charge. All of these are
items almost every nukie buys if they want to succeed, so let's inform
newer players by putting it RIGHT on top of the list. This isn't at any
discount, this is mostly to help inform players what items help make you
successful.

Hat stabilizers are now a part of every syndicate modsuit for FREE. It
comes built in, can't be removed, and has no complexity cost. Now
everyone can wear their wacky hats as they operate.

## Why It's Good For The Game

CQC felt like it got shafted waaay too hard with the weapon case
changes. Definitely don't believe that it is punching at the same weight
as many of the other high cost weapons. So we've dropped it down a
category. 14 TC is still a large upfront cost, even if it comes bundled
with a lot of goods.

Melbert gave me the idea of a core bundle kit to help newer players and
I was really taken with that. So I added it as part of this followup.

I want people to wear their hats goddamnit, and I didn't learn my
mistake with the tool parcels. So now everyone has hat stands on their
suits. WEAR THE SOMBRERO YOU **FUCK**.

### THIS IS NOW A THREAT.

## Changelog
🆑
balance: Operatives can once again read about the basics of CQC at a
reasonable price of 14 TC.
qol: All Syndicate MODsuits come with the potent ability to wear hats on
their helmets FOR FREE. No longer does any operative need be shamed by
their bald helmet's unhatted state when they spot the captain, in their
MODsuit, wearing a hat on their helmet. The embarrassment has resulted
in more than a few operatives prematurely detonating their implants! BUT
NO LONGER! FASHION IS YOURS!
qol: There is now a Core Gear Box, containing a few essential pieces of
gear for success as an operative. This is right at the top of the
uplink, you can't miss it! Great for those operatives just starting out,
or operatives who need all their baseline equipment NOW.
/🆑
2023-10-31 13:37:47 +00:00
Hatterhat
5e02a4ad83 Adds a var to determine if anomaly-locked MOD modules can have cores uninstalled (#79171)
## About The Pull Request
Title. The `core_removable` var on the `anomaly_locked` MOD module
typepath now determines if a core can be removed post-installation. This
isn't used anywhere, at the moment, but could be used to, say, prevent a
space-loot MOD module's core from being removed for other purposes.

Adds `/prebuilt/locked` subtypes to the currently present and defined
anomaly-locked modules, which have this var enabled, and puts them
nowhere else.


![image](https://github.com/tgstation/tgstation/assets/31829017/af222175-7668-4e46-abab-5adf08be5d34)

![image](https://github.com/tgstation/tgstation/assets/31829017/4d6f4149-1227-4dd9-b368-7d55696fba92)


## Why It's Good For The Game
Another way to control distribution of anomaly cores - making people
commit to having a limited-supply item installed in a thing, or
something like that.

For habitual Github-readers, this is *unused*, at the moment, just
something that could be used by another coder down the line or
something.

## Changelog

🆑
add: Anomaly-locked MODsuit modules can now be varedited to have
unremovable cores, or can be spawned with this functionality by using
the /prebuilt/locked subtype.
/🆑

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2023-10-24 17:52:58 +01:00
MrMelbert
93ec5a72f7 A comprehensive refactor / cleanup of bullet_hit and on_hit to cut out a single bad species / mob proc (#79024)
## About The Pull Request

- Refactored `bullet_act`. Adds `should_call_parent` and refactors
associated children to support that.
   - Fixes silicons sparking off when hit by disabler fire. 
- Desnowflakes firing range target integrity and cleans up its
bullet-hole code a bit.
- Cleans up changeling tentacle code a fair bit and fixes it not taking
off throw mode if you fail to catch something.
   - The Sleeping Carp deflection is now signalized 
- Nightmare projectile dodging is now signalized and sourced from the
Nightmare's brain rather than species
- Refactored how cardboard cutouts get knocked over to be less
snowflaked / use integrity
- Also adds projectile `on_hit` `should_call_parent` and cleans up a bit
of that, particularly their arguments.
- On hit arguments were passed wrong this entire time, it's a good thing
nothing relied on that.

## Why It's Good For The Game

This is cringe. 


1863eb2cd8/code/modules/mob/living/carbon/human/_species.dm (L1430-L1442)

Bullets should overall act more consistent across mob types and objects.

## Changelog

🆑 Melbert
fix: Silicons don't spark when shot by disablers
fix: Changelings who fail to catch something with a tencacle will have
throw mode disabled automatically
fix: Fixes occasions where you can reflect with Sleeping Carp when you
shouldn't be able to
fix: Fixes some projectiles causing like 20x less eye blur than they
should be
refactor: Refactored bullet-mob interactions
refactor: Nightmare "shadow dodge" projectile ability is now sourced
from their brain
/🆑
2023-10-18 23:08:13 -06:00
Bloop
5f139860d0 Fixes a bug with the plasma flower core MODsuit that would cause a butterfly murder scene wherever there were turrets (#78978)
## About The Pull Request

Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/24306

The butterfly effect. 

The "MOD plasma flower core" spawns temporary butterflies using a
`/datum/component/spawner`, which is nice and cute. Until you start
getting shot at by turrets because spawners assign the faction of the
mob to `MOB_MINING` by default.

Fixes that.

## Why It's Good For The Game

No more being murdered by your butterflies.


![dreamseeker_bxeIGl84sS](https://github.com/tgstation/tgstation/assets/13398309/96690e19-c541-4209-85a0-3f3f667e5f2b)

## Changelog

🆑
fix: Fixes a bug with the plasma flower core MODsuit that would cause a
butterfly murder scene wherever there were turrets
/🆑
2023-10-16 16:05:30 +02:00
MrMelbert
9664d24c13 Refactors UnarmedAttack so we don't have like 4 Unarmed Attack signals, kills two more snowflake species procs (#78991)
## About The Pull Request

- Deletes `spec_unarmedattack`
- Deletes `spec_unarmedattacked`
- Replaces `COMSIG_HUMAN_EARLY_UNARMED_ATTACK` with
`COMSIG_LIVING_EARLY_UNARMED_ATTACK`
- Replaces uses of `COMSIG_HUMAN_MELEE_UNARMED_ATTACK` with
`COMSIG_LIVING_EARLY_UNARMED_ATTACK`
- Fixes(?)(I've never seen this work) / Elementizes Monkey ability to
bite while handcuffed
- Monkey clever `attack paw` / `attack hand` thing is now handled the
same on the human level (via `resolve_unarmed_attack`)

## Why It's Good For The Game

Atomized from swing branch. I was really annoyed with these two signals,
this kinda unifies the behavior between living and human mobs (they were
already quite similar).

One thing of note is that this will make dis-coordinated humans use
`attack_paw` rather than `attack_hand`, so they'll bite people instead
of punching them. I'm not sure if this is what we want, if we wanna
tweak that before then I can by all means.

## Changelog

🆑 Melbert
refactor: Refactored unarmed attacking mechanisms, this means
dis-coordinated humans will now bite people like monkeys (like how
coordinated monkeys punch people like humans?)
refactor: Dis-coordinated humans smashing up machines now use their
hands, rather than their paws
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-10-15 22:25:19 -06:00
Wallem
4330414d4b Makes the active sonar stop destroying the game (#79006)
## About The Pull Request
Hey did you know the active sonar would just repeatedly add mobs to its
internal list no matter if they were there already or not?

Yea.

Anyways that's fixed now, overtime is saved
## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/66052067/dea57189-034a-46a4-bee3-5d2a1f9eec61)

![kylo-kylo-ren](https://github.com/tgstation/tgstation/assets/66052067/8cbeca30-fd8b-451e-ab61-a91c7192f873)
## Changelog
🆑 Wallem
fix: The active sonar module won't attempt to create 6000000 new pings
per process cycle anymore
/🆑
2023-10-16 11:58:36 +13:00
Tim
d6f79f4427 Refactor gib code to use bitflags and have documentation (#78754)
## About The Pull Request
This takes all the gib related procs:
- `gib()`
- `spawn_gibs()` 
- `spill_organs()`
- `spread_bodyparts()`

And adds heavy documentation that communicates what the procs are used
for and how the different bitflags affect them. The difference is
noticeable:

`gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)`

The code is now much more legible which is important considering it's
used in a lot of places!

Another robust change, is that we had several places in the code where
there were double negatives like so:

```
/mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts)
	if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!?
		// do stuff here
```

This is a mindfuck to untangle. I inverted a lot of these parts so we
don't lose our sanity.

Last thing that was changed was a big `if()` loop in the `spill_organ()`
proc. This was refactored to just be a simple `for` loop with `continue`
statements where we needed to skip enabled bitflags. It's now shorter
and cleaner than before.

The only slight gameplay change this affects is that gibbing a mob now
guarantees to drop all items unless the `DROP_ITEMS` bitflag is
deliberately omitted. Some places like admin gib self, we don't want
this to happen.

## Why It's Good For The Game
Gib code is very old. (~15 years) People kept adding more arguments to
the procs when it should have been a bitflag initially. By doing it this
way, there is more flexibility and readability when it comes to adding
new code in the future.

## Changelog
🆑
refactor: Refactor gib code to be more robust.
qol: Gibbing a mob will result in all items being dropped instead of
getting deleted. There are a few exceptions (like admin gib self) where
this will not take place.
/🆑
2023-10-06 13:12:22 +01:00
Wallem
f62015cf5c Adds a passive scan to the Active Sonar module (#78734)
## About The Pull Request
Adds a passive, radial scan to the Active Sonar module.
This will scan a 1/8th slice around the player for any creatures, and
place a much smaller marker over them for the player to see.
These small markers do not update their location when the scanned
creature moves, unlike the normal markers.
Activating the module initiates the normal full scan, which scans the
entire radius at once rather than just a slice. Doing so will put _both_
scans in cooldown.


https://github.com/tgstation/tgstation/assets/66052067/96226090-fa32-42d5-99f4-a8dbdc36cf98
## Why It's Good For The Game
Honestly I still felt the Active Sonar was a little weak even after I
tried to buff it a little.
I wanted to initially find a way to make the large scan effects smoothly
move with whoever you're following, but since I couldn't manage to
figure that out instead I went with a recommendation from ninjanomnom to
make a radial scan.
I think this is far more interesting either way
## Changelog
🆑 Wallem
add: Buffs the Active Sonar module with a radial scan, and makes the
power costs more in-line with other modules.
/🆑
2023-10-05 00:30:19 +00:00
Jacquerel
220c296c56 Removes flight from lavaland syndicate modsuits (#78649)
## About The Pull Request

Fixes #78557 
I wasn't really thinking of these guys when I gave nuke op suits the
ability to fly.
The lavaland syndicate base now simply spawns a modsuit with no jetpack
or jump jet in it.
Those guys aren't going to space, they don't need it.

## Changelog

🆑
fix: Lavaland syndicate operatives can no longer trivially use the
jetpack on their modsuit to fly over the lava.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-09-28 21:40:24 -06:00
Jacquerel
ef10313b70 [no gbp] Jump jets activate a linked jetpack in a more sensible way (#78296)
## About The Pull Request

fikou pointed out that the code I wrote not only wasn't reliable on
destroy but also was overengineered
but only _after_ he merged it 😠 

now we just ask the jetpack module if it is on rather than using a weird
trait

## Changelog

not player facing
2023-09-14 18:54:25 +02:00
Jacquerel
172f65989e Nuclear Operative Jump Jets (#78088)
## About The Pull Request

This PR gives operative MODsuits access to "jump jets".
This is an activated module (starts pinned) with a 30 second cooldown
which removes your personal gravity for 5 seconds and (if possible)
pushes you upwards by one z level. In combination with your regular
jetpack this allows you to fly over gaps, and (most importantly) out of
pits such as you may inadvertently find yourself wandering into on
Icebox.
I have a few other changes I want to make specifically targetted at the
experience of Icebox station destruction causing people to fall several
z levels and get trapped, but this is the first one.

You have to stand still for 1 second to activate the jump jet. This is
because jetpack movement without gravity is actually usually faster than
an operative will walk, and I don't want them to just toggle it as a
sprint button while running around. If people find other tactical uses
for this though I think that's cool.

This module currently isn't available to crew on the tech web, although
maybe someone could add it later if they wanted to. It's not quite so
useful if you don't _also_ have a jetpack though.
I bumped the available complexity of the suits I attached it to up by
the complexity cost of this module so it's not taking up previously
available space.

## Why It's Good For The Game

It's funny when the whole ops team falls in a hole after an explosion
they caused and gets stuck in there fighting Snow Legions but they
should probably have some method for dealing with that.
It also lets them pop back up from the tram hole, a risky proposition
because any flying mob hit by the tram dies almost instantly.

## Changelog

🆑
add: Operative MODsuits now have an attached "jump jet" which sends you
upwards and allows you to use your jetpack under gravity for a few
seconds, perfect for navigating the pits and valleys of Icebox Station.
/🆑
2023-09-12 18:54:58 +02:00
DaydreamIQ
9a8c3d3cd4 Adds the medbeam module which replaces the Nukie Medgun (#77897)
## About The Pull Request
Adds the Medbeam module, essentially works the same way as the implant
version does where it pops into your hand. Replaces the handheld version
with the modsuit one in the nuclear uplink
## Why It's Good For The Game
Ever since modsuits were added I've wanted to see this become a module
of its own, that and the medbeam itself doesn't see much use in most
nukies rounds. As the borg gets that plus the nanities with nodrop, this
might give it a teeny bit more use cases as now the operatives won't
have to worry about dropping it in the middle of a firefight.
## Changelog
🆑
add: Adds the medbeam module for nukies, don't cross the damn beams.
(Also removes the handheld one from the uplink)
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-09-04 01:04:11 +02:00
Fikou
936f5d681a kinesis now properly removes grabbed traits (#78099)
## About The Pull Request
why isnt this a global proc like add_trait and remove_trait is??? 

## Why It's Good For The Game
\
gdsahehsjsrj

## Changelog
🆑
fix: kinesis plus properly lets you move again when grabbed once
/🆑
2023-09-04 01:01:17 +02:00
Bloop
19233741c4 [NO GBP] Fixes more retrieve typos (#78069)
## About The Pull Request

Continuation of https://github.com/tgstation/tgstation/pull/77946, I
missed quite a few of these it seems.

## Why It's Good For The Game

Stop the spread of these typos!!

## Changelog

Nothing player facing
2023-09-02 16:14:56 +01:00
Rhials
9ae14f62a9 Nuclear operatives can now be other species. Pref toggle to always be human as operative (#77970)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/28870487/cbfbf18a-b4cb-44d1-97ef-430fc4404128)

When #16075 was created in the ancient year of 2016, it was a stopgap
solution to plasmamen spawning in with a regular nukie outfits and
burning to death. As a result, nukies have been human-only for the past
seven years. I come to you today to remove the stopgap, and once again
enable non-human nukies.

This was approved in the past (#59590), and I'm assuming that approval
is still valid. Let's take a look at how things work:

Spawning in as a Nuclear Operative (leader included), Lone Operative,
Clown Operative, or Reinforcement will now set your species to the one
if your prefs. That means lizard, cat, plasma, and ethereal nukies are
all on the table now.

Plasmamen now have their own syndicate envirohelm/suit combo. It doesn't
look fantastic (it's just a palette swapped roboticists envirosuit) but
I think it's serviceable at least. When the operative antag datum is
given, and the owner is a plasmamen, they will instead be given an
alternate outfit with these equipped. Loneop plasmamen will instead be
given a MODsuit with the plasma stabilizer MODule installed. These
MODules also spawn in the firebase lockers in case they're needed.

**But what about the AI?** Fortunately for the balancebrains in the
crowd, there is a preference (enabled by default!) to always roll human
as an operative. The AI still has to reasonably assume that nukies are
human until proven otherwise so please don't think this will affect the
rules of engagement for anyone not _directly opting into it._


![image](https://github.com/tgstation/tgstation/assets/28870487/f4ba8e6d-bfb8-40cb-abcb-95e8ea224a95)

(This pref will only appear if you have a nukie job enabled in the antag
menu!)

Huge thanks to Melbert who let me peek at his code on a branch trying to
do the same thing. My approach ended up being entirely on the antag
datum, with nothing on the job datum.
## Why It's Good For The Game

Rectifies a curious change made long long ago. Expands customization to
nukies while not affecting balance for those who care.
## Changelog
🆑 Rhials
add: Nuclear operatives have expanded the scope of their hiring
practices. Members of all species can now roll nukie!
qol: The preferences menu now has an option to always be human when
being selected for a nuclear operative role. Check it out!
image: Plasmaman operative envirosuits.
/🆑
2023-08-31 17:01:15 +00:00
lessthanthree
ab28619838 Engineering/atmos modsuit changes (#77951)
## About The Pull Request

-Adds emergency tether to the engineerings modsuit.
-Adds magboots to the atmos modsuit.

## Why It's Good For The Game

Tethers are pretty much unused because they're quickly phased out by the
jetpack. This adds them to engineering suits as engineering uses them in
in EVA at roundstart more often than other groups (notably for solars)
so they have at least a little bit of use before they're replaced by
jetpacks.

Atmos modsuits get magboots 

## Changelog
🆑 LT3
balance: Pre-equipped engineering modsuit now includes emergency tether
balance: Pre-equipped atmospherics modsuit now includes magboots
/🆑
2023-08-28 14:57:17 +02:00
Fikou
f844fed946 roundstart scryers now come with the nt frequency (#77957)
## About The Pull Request
fixes #77934

## Why It's Good For The Game
blegh

## Changelog
🆑
fix: roundstart modlink scryers now come with the nt frequency
/🆑
2023-08-27 20:02:16 -06:00
Bloop
4c870f71ca Fixes a bunch of callbacks that were being qdeleted, and code cleanup (#77904)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/13398309/559eb50a-461c-4220-b628-55412baaffc3)

Continuing the work of
https://github.com/tgstation/tgstation/pull/77850.

it started with finding one that was being missed and causing a
runtime...then I noticed a whole lot more. While I was doing this I
found callbacks that weren't being nulled in `Destroy()`, so I added
that wherever I found these spots as well as some general code cleanup.

There were a lot more of these than I initially hoped to encounter so
I'm labeling it as a refactor.

## Why It's Good For The Game

Fixes lots of runtimes, improves code resiliency.

## Changelog

🆑
refactor: fixed a bunch of instances of callbacks being qdeleted and
cleaned up related code
/🆑
2023-08-25 16:03:27 -06:00
Fikou
a228cb3c8a small modlink fixes (#77804)
## About The Pull Request
fixes bug in multitools where they didnt unregister signals
fixes modlink scryers checking battery charge without a battery
frequency stuff is a bit more explained

## Why It's Good For The Game
good stuf

## Changelog
🆑
fix: fixes multitools possibly randomly losing their buffer
fix: fixes modlinks checking battery charge without a battery and
working without charge
qol: modlink stuff is a bit more explained
fix: modlinks printed from rnd no longer start with a frequency
(remember to copy it from another one with a multitool buffer, robotics
starts with 2 NT frequency linked ones)
/🆑
2023-08-23 21:24:21 -04:00
Fikou
e7ab583580 ninja stungloves nerf + quirks (#77810)
## About The Pull Request
the ninja stungloves are no longer a knockdown + shove in one click (not
a stun). clicking on people now first does the shove and THEN knocks
someone down for 3 seconds after a 0.3 second delay. this means you need
to click on them twice
ninja's stealth module now gives you the silent footsteps trait when
active
all ninjas now have the light step and freerunning quirks

## Why It's Good For The Game
ninjas really cool but he doesn't really need 1 click stuns in addition
to all his other tools, he can escape pretty much anything and has a
sword for melee encounters, and knocking someone down instantly is still
really powerful
ninjas getting quirks that fit them is cute i think, makes sense and is
useful

## Changelog
🆑
balance: ninja's stealth module gives silent footsteps when active
balance: all ninjas now have the light step and freerunning quirks
balance: ninja's hacker module shove no longer stuns in 1 hit. first
shove knocks down and pushes away, second one stuns
fix: fixes ninja shoves not causing sparks
qol: the person in an energy net is now reasonable to hit, the dark part
of the sprite is now an underlay, so you can click the person inside the
net pretty easily and if you wanna hit the net you click the green part
or the darker sides that the human sprite doesnt cover
/🆑
2023-08-23 21:24:11 -04:00
SyncIt21
9aed3b6a8f General code maintenance for Mat container related stuff (#77671)
1. Removes `/obj/machinery/ore_silo/proc/remote_attackby()`. This proc
calls `datum/component/material_container/user_insert()` anyway which
performs all the checks necessary for inserting stuff into the ore silo
and `/obj/machinery/ore_silo/proc/remote_attackby()` was just repeating
its code & checks. So now inserting into the ore silo is directly
handled by the mat container without this proxy proc making the
operation slightly faster
2. Removed silo `attackby` code. Same operations can be done via
`screwdriver_act` & `crowbar_act` procs much cleaner
3. The ore silo now hooks onto signals
`COMSIG_MATCONTAINER_ITEM_CONSUMED` and
`COMSIG_MATCONTAINER_SHEETS_RETRIVED` and logs into silo when they are
triggered. This means when you insert/eject sheets from the silo the
connected machine performing the operation no longer has to do the
logging manually thus the proc `silo_log` has been removed from a lot of
places ,reducing overall code size
4. A lot of stuff that use materials from the ore silo follow this
pattern.

i.e. They first use the materials from the silo and then log it via
`silo_log` proc. This code pattern is repeated in a lot of places so
let's just merge these 2 lines with some extra sanity checks into a
single proc inside `remote_materials` itself. That's what was done and
the number of places where you log manually into the silo has been
removed further reducing code size everywhere.
5. Added auto doc & cleaned up some procs

Since logging is now done by the ore silo directly, we need a way to
pass the machine that is inserting items into the silo to the signal
handlers of the ore silo [via the `context` var]. So other code changes
elsewhere is because of this var
2023-08-21 22:23:01 +00:00
Fikou
b77c1c85ea MODLink System (+ NWTLMM) (#77639)
## About The Pull Request
A pact made with `@Kapu1178`
Small changes you should not care about:
RD MODsuit outfit (admin only) no longer has a beret that blocks the
activation of the suit
The beret used by death squad officers no longer is blocked from being
put on a hat stabilizer module
Admins can now Shear matrices of objects in Modify Transform
Multitool buffers have been a little refactored to use a setter proc
that saves them from causing hard dels
Cooler stuff:
A revival and remake of [Nobody Wants To Learn Matrix
Math](https://github.com/tgstation/tgstation/pull/59103), this time with
additional tooling for quick matrix calculations.

![image](https://github.com/tgstation/tgstation/assets/23585223/eb387738-0839-463a-aed8-4703d139b11a)
The MODLink system, available through every MODsuit and MODLink scryers
(a neck item obtainable from advanced modsuit research or
charliestation)
Let's you make a holographic call with any other MODLink user, where you
can chat in realtime and see what's up with em

![image](https://github.com/tgstation/tgstation/assets/23585223/5a822f9f-e823-497e-b766-40055f2fc0d6)
![image](https://github.com/tgstation/tgstation/assets/23585223/062983ee-6058-4e78-a3aa-bccda1a3e224)


## Why It's Good For The Game
Adds a fun way for the crew to communicate with each other that can be
done in real-time with relative privacy compared to radio.

## Changelog
🆑 Fikou, Armhulen, Sheets (+rep for Mothblocks and Potato)
fix: RD MODsuit outfit (admin only) no longer has a beret that blocks
the activation of the suit
fix: The beret used by death squad officers no longer is blocked from
being put on a hat stabilizer module
admin: Admins can now Shear matrices of objects in Modify Transform
admin: Admins now have access to Test Matrices in the VV dropdown, an
all-in-one tool for editing transforms.
add: MODLink system, available through scryers (from RnD and Charlie
Station) and through MODsuits. Lets you call people with holographs!
/🆑
2023-08-19 06:24:57 +00:00
jimmyl
164c75f1df makes syndie modsuits not be irrevocably destroyed merely by being on fire (#77694)
## About The Pull Request

gives them FIRE_PROOF resistance flag
like every modsuit has that flag anyway

## Why It's Good For The Game

dropping your entire modsuits contents while fighting bad
fixes #77690

## Changelog
🆑
fix: you can no longer destroy syndicate modsuits by just being on fire
/🆑
2023-08-19 01:08:10 +02:00
Ghom
1be27a4ffe Dunking handle_atom_del() in the trash bin. (#77339)
Whatever you do, if it warrants the use of something like
`handle_atom_del`, chances are `Exited` can do it better, as most of
these cases involve movables that shouldn't be moved out of their loc
(`Destroy` forcefully moves movables to nullspace) without calling
specific procs, and for the remaining few, `handle_atom_del` doesn't
even cover the eventuality of a movable being deleted outside the source
atom, so it's quite garbage.

Beside, I feel confident in saying `handle_atom_del()` is older than the
DCS, an echo on the workarounds done at the time.
2023-08-18 11:02:22 +00:00
Fikou
c944ee9620 fixes kinesis not actually immobilizing or blocking hands of grabbed mobs (#77498)
## About The Pull Request
FUCK


## Why It's Good For The Game
shit

## Changelog
🆑
fix: fixes kinesis not actually immobilizing or blocking hands of
grabbed mobs
/🆑
2023-08-11 00:03:57 +01:00
Ghom
82115b8901 Setting a few things straight with embedding and caseless ammo. (#77450)
## About The Pull Request
So, when I made the `caseless` and `projectile_drop` elements, I failed
to take into account that bullets have an embedding variable sets, which
led to a few projectiles being embeddable when they shouldn't.

Beyond that, I wanted arrows and harpoons to be reusable yet embeddable,
which lead me to change a couple lines on the `embed` element, since
whoever made the element thought it was a good idea to add the
unnecessary step of attaching a copy of it to the `payload_type` of a
fired projectile before trying to embed it. Like, why? All that's going
to do is cause the resulting item to become embeddable, which may be an
issue for anything other than drop-deletable shrapnels. So yea, arrows
and harpoons, and emagged lollipops will now embed properly.

I've also deleted an unused, problematic subtype of quiver and arrow
casing, and made the quiver storage use

## Why It's Good For The Game
This will fix #77187. Perhaps buff harpoons and arrows a little but meh.

## Changelog

🆑
fix: Fixed fired foam darts, gumballs and (harmless) lollipops being
embeddable.
fix: Projectiles that should embed while being reusable will now do so
correctly, actually embedding the reusable casing instead of a shrapnel.
balance: Arrows are generally more likely to embed now, except for
blazing ones, that kind of just blaze.
qol: the quiver storage now uses numerical stacking (like botany and ore
bags, or the RPED, for example).
/🆑
2023-08-10 18:12:52 +01:00
Fikou
d599300c42 ninja energy net uses a projectile (#77423)
## About The Pull Request
the ninja energy net uses a projectile instead of being an instant
click, it also has a cooldown of 5 seconds, up from 1.5 seconds
improves some of the energy net code
the net also deletes itself when the suit turns off

## Why It's Good For The Game
This module is not that fun for either of the sides
For people fighting the ninja, getting instantly stuck with no
counterplay isn't that fun.
For the ninja, the cooldown on a missed use is pretty debilitating and
it's annoying to try and snipe someone.
Being a projectile means people can run away from it, and the ninja can
just shoot it, he doesn't have to try clicking 50 times.

## Changelog
🆑
balance: Space Ninja's energy net uses a projectile to catch people now.
/🆑
2023-08-10 18:08:26 +01:00
carlarctg
38235dce1d Drill module automatically disables if it's about to drill into gibtonite (#77385)
## About The Pull Request

Drill module automatically disables if it's about to drill into
gibtonite.

## Why It's Good For The Game

> Drill module automatically disables if it's about to drill into
gibtonite

There's not enough time to react, the mining scanner is surprisingly
slow sometimes and it means you drill straight into gibtonite, which
primes it the first drill and blows it up the second, which is a lot
more of a pain than it sounds because drilling is night-instant. These
explosions are usually enough to crit you, and if they don't, the stun
and area clear means any fauna can wander in and finish you off.

The auto-disable still makes it an annoyance to stumble upon gibtonite,
but it won't round end you for using modsuits.

## Changelog

🆑
qol: Drill module automatically disables if it's about to drill into
gibtonite
/🆑
2023-08-10 13:39:24 +02:00
Jacquerel
a148379092 pAIs can be inserted into a MODsuit (#77212)
## About The Pull Request

Ressurects this old concept from (#64530), if we're making pAIs conform
to being personal assistants more often then they should be better at
assisting your person.

You can insert a pAI into a MODsuit simply by using the card on a
MODsuit with an open panel. You can eject it again from the MODsuit
control panel UI (though the maintenance panel still needs to be
unscrewed).

Inserted pAIs can:
- Deploy and undeploy suit parts.
- Turn the suit on and off.
- Monitor any stats on the MODsuit panel.
- Activate any of your suit actions.

Inserted pAIs cannot:
- Move the suit.

This does not remove the ability to place AIs into your suit. AIs can do
all of the above but can _also_ move the suit around while you are
critically injured.
You can't have _both_ an AI and a pAI in your suit at the same time.

Additionally I had to mess around with the backend for pinning actions a
little bit.
AIs who tried to pin MODsuit actions to their screen would pin them to
the UI of the person wearing the suit instead, because it passed through
`grant_item_action`. We _want_ to use that interface for the other stuff
it does, but we need to catch and override who is _actually_ being
granted the action so it goes to the person who pinned it rather than
the person wearing the suit.

## Why It's Good For The Game

Gives more things for your pAI to do, now you can delegate manging some
suit functions to your little buddy.

## Changelog

🆑
add: pAIs can be inserted into MODsuits and can control suit modules
(but are not capable of moving the suit).
fix: AIs/pAIs in MODsuits can properly pin actions
/🆑
2023-08-03 11:01:15 +02:00
Fikou
ba6c2ffa4c kinesis changes + smaller misc modsuit stuff (#77241)
## About The Pull Request
renames plasmaman helmet exempt flag to stackable helmet exempt. hat
stabilizer now cares about this instead of letting you stack eva helmets
on top of modsuit helmets
improves some code that dripped in quality when i was on break
kinesis has some tweaks
previously it used to stun for a set amount of time - i think this is
because the creator couldnt figure out how to stop movement while being
held? this is changed, now as long as youre holding someone they are
immobilized
you can cancel your kinesis without throwing or moving out of range by
using right click on the click catcher
adds an admin version of kinesis just for the admin suit. it can grab
(almost) ANYTHING and config menu lets you enable phasing, which makes
it so the atom you grabbed phases through everything. pick up that can.

## Why It's Good For The Game
its fun

## Changelog
🆑
balance: hat stabilizer module can now hold what plasmaman helmets can
hold
qol: kinesis module can be stopped without launching an object with
right click
balance: kinesis module stuns last until the kinesis stops
add: admin suit has a version of kinesis that can pick up anything at
any range and can be configured to make grabbed mobs phase through walls
:)
/🆑
2023-08-02 19:47:57 +00:00
Vincent983
b895fc9242 fixes interdyne MODsuit typoes (#77227)
## About The Pull Request

Fixes multiple typoes in the interdyne MODsuit's description.

## Why It's Good For The Game

typoes and bad grammar are bad

## Changelog
🆑
spellcheck: fixed the interdyne modsuit's typoes
/🆑
2023-07-31 13:24:37 +02:00
cnleth
9debcbfa54 Fix timeline jumper MOD module not updating stamina on jaunt (#77181)
## About The Pull Request
Fixes #77152 
updating_stamina was set to 0 in the jaunt's setStaminaLoss for some
reason, this PR fixes that
## Why It's Good For The Game
It's a bugfix
2023-07-30 14:22:52 -05:00
CRITAWAKETS
be4f3dd47b Bluespace MOD Storage can now hold bulky storage items. (#77211)
## About The Pull Request

The admin-only bluespace MOD storage can now hold bulky storage items
(backpacks, belts) without needing a varedit to do so, kinda like the
bag of holding can do.

Is this even a rebalance if it's very likely an oversight on an
admin-only item?

## Why It's Good For The Game

The bluespace MOD storage is pretty much just a super snowflakey bag of
holding for modsuits, so this brings it more in line.

## Changelog

🆑
balance: The bluespace MOD storage can now hold bulky storage items
(backpacks, toolbelts) just like the bag of holding.
/🆑
2023-07-30 17:46:45 +02:00
MrMelbert
c92d338dad Refactors chameleon actions, Adds chameleon outfit saving, Adds chameleon scanner (#77140)
## About The Pull Request

- Refactors chameleon actions a good bit, reducing a lot of the
boilerplate copied around chameleon items.
- I noticed that the EMP comsig completely disregarded any EMP
protection the mob might have. I split the comsig into
`COMSIG_ATOM_PRE_EMP_ACT` and `COMSIG_ATOM_EMP_ACT` - the former now
used to aggregate protection flags and the latter to actually do EMP
stuff.
- As a result of above, this fixes a few oversights in which things
using `COMSIG_ATOM_EMP_ACT` disregarded EMP protection.

- Adds Chameleon Outfit saving. 
- RMB clicking the "Select Chameleon Outfit" will now save your current
chameleon setup as a custom outfit. They become selectable as any other
outfit afterwards.
- Because it might be *too* easy to bamboozle people / might make people
think you're a ling, I added a slight "animation" to swapping whole
chameleon outfits. It's less than a second long.

- Adds the Chameleon Scanner.
- The chameleon scanner is, surprise, a chameleon item that can disguise
as small gadgets or items (toys, cameras, analyzers, etc).
- On LMB, the chameleon scanner will copy the outfit of the target to a
custom outfit slot, allowing you to mimic them entirely without going
through all the menus.
- RMB does the same, but instantly equips the disguise you select in
addition to saving it to a slot.

## Why It's Good For The Game

Right now traitor stealth is very capable but cumbersome, which makes it
much less appealing than just running and gunning.

One big problem with it is that the chameleon kit is rather time
consuming to use. You have to sort through hundreds of items for each of
your chameleon items to find exactly the one you need.

These items seek to amend that time gate, allowing for much quicker
swapping between disguises or picking up the disguise of someone you
kill to replace them like a pseudo-changeling.

## Changelog

🆑 Melbert
refactor: Refactored chameleon actions a fair bit
add: Adds outfit saving to chameleon clothes. RMB the "chameleon outfit"
action to save your current chameleon setup for quick swapping.
add: Swapping between chameleon outfits now has a slight "animation"
associated, to distinguish traitors from lings slightly.
add: Adds a new chameleon item, the "Chameleon Scanner". Use it on other
crewmembers to stealthily save their current outfit as a custom outfit
to use later. And of course, it's chameleon too.
fix: Ethereals, the DNA lock mod, GPSs, and storage items now respect
EMP protection
/🆑
2023-07-29 15:39:06 -06:00
Iamgoofball
5c4e86a970 Removes the stealth-added ability to screwdriver springlock modules to make them not deadly because that defeats the point of the springlock module (#77144)
>we add a feature with an intentional downside
>someone makes the downside bypassable entirely as "quality of life"

i hate balance posters

🆑
fix: Removes the ability to screwdriver springlock modules to make them
not deadly because that defeats the point of the springlock module
/🆑
2023-07-28 00:39:32 +01:00
Andrew
f83e03252f New MOD Suit UI (#77022) 2023-07-27 05:27:46 -04:00
SyncIt21
e92ae5b75b Material container & related stuff ui refactors & clean-up (#76220)
## About The Pull Request

**1. Material container clean-up & refactor**
- Replaced `total_amount` var with `total_amount()` proc, this var can
be easily computed by summing up all material amounts rather than
storing it as a var which is tedious to update & keep track of when
materials are added/removed
- Removed unused procs `transer_amt_to()`, `can_insert_amount_mat()`,
and `get_categories()`. These procs are not used anywhere in the
codebase so let's remove them & make some space.
- Callbacks are replaced with signals, the callbacks don't need to be
explicitly garbage collected & having macros & procs marked with
`SIGNAL_HANDLER` makes your intentions more readable & explicit.
- Fixes #76151 
All material adding, removal, checking operations are "Integer"
operations, i.e. the final value is rounded & them made 1 if the final
value is 0 using the macro `OPTIMIZE_COST`[coudn't come up with a better
name]. No more dealing with decimal value materials
The problem was after the protolathe was upgraded with better parts all
the design costs were multiplied with a decimal `efficiency_coeff`
value, this means even though in the UI the cost was displayed as 60
bluespace crystals its actual cost was `60.0001` something in the
backend causing this check for materials to fail & print the error
message.
- Replaced `GetComponent(/datum/component_material_container)` with just
a simple ref to the material container when adding the component, so we
can save some overhead from calling this proc
- Gave all procs a ton of documentation with documentation having
documentation
- Fixes #76506 RCD and other devices that uses the silo link upgrade now
have the correct material usages
- Fixes #72096. It wasn't just a problem with ancient protolathe but
with all machines that used `datum/component/remote_materials` the
problem was remote materials would add an instance of
`datum/remote/material_container` if it wanted to use local storage but
this component would get added before `datum/component/remote_materials`
could be registered i.e. it comes before remote_materials in the
component list. So when the machine is destroyed it will first destroy
`material_container` & then `remote_materials` therefore destroying the
materials before they could get ejected
- Silo link is established when parent is registered with remote
materials raher than adding an external timer which is faster
- Everything that uses a material container will auto eject their sheets
when destroyed
- Moved this & remote materials into its own folder for better
organization


**2. Material UI Changes**
- Removed the x25 & x50 print buttons from the autolathe, now they just
have x5 & x10 buttons like the protolathe, These buttons were of no use
since you could just type the exact amount you want to print in the
`[Max: <some amount>]` side bar. The code to compute these buttons was
just plain right nasty & some of it unused in the UI.
- The material eject button in the material bar does not gray out when
you can eject exactly one sheet
- All material cost are integer values rounded
- Fixes #76253 Exosuit Fabricator sends the material container static
data to the UI so its material bar is not greyed out when there are
sufficient materials to eject
- Component printer material bar sends the material container static
data to the UI so its material bar is not greyed out when there are
sufficient materials to eject
- Autolathe Material bars now display number of sheets available
- Max printable amount of items are now computed & updated correctly in
the UI. They were displaying wrong values & now get updated when items
are printed, materials are removed
- Silo hold actually works now. When a machine is put on hold it calls
this proc

e929cf39cd/code/datums/components/remote_materials.dm (L78-L87)
Notice how the key is `src` so we should be consistent during checking
if a machine is on hold using the same `src` var. But for some reason we
did dumb shit like this

e929cf39cd/code/datums/components/remote_materials.dm (L150-L153)
What is category? Why do we care for the area the machine is in? None of
it made sense so i removed all that junk and just made it check for
`src` like it should
- Removed redundant `removable` & `sheets` var from the material
container ui_data. These vars are unused in the UI
- If an item does not have the required materials then upon clicking
that item you will not get any error message but instead nothing happens

## Changelog
🆑
fix: items can be printed from autolathe & protolathe when the exact
material amounts are present in them after upgrading
fix: max printable amount now shows the correct value & updates when
items are printed, materials are removed in the autolathe & protolathe
fix: component printer material bar is not greyed out when there are
sufficient materials to eject
fix: rcd and other devices that uses the silo link upgrade now have the
correct material usages
fix: silo hold actually works
fix: machines using local storage to hold materials will eject it's
materials as sheets when deconstructed/destroyed
refactor: Autolathe Material bars now display number of sheets available
refactor: printing an item that does not have enough materials will fail
silently with no error messages
refactor: Drone dispenser will eject sheets upon deconstruction
refactor: all things that store materials will auto ejects its sheets(if
there is sufficient material) when destroyed
refactor: inserting an item into the material container will display the
units consumed as sheets not absolute units
refactor: removed x25 & x50 print buttons from the autolathe
2023-07-24 19:47:14 -04:00
Nick
2f3b186e21 Removes the hat whitelist from the hat stabilizer mod (#76962)
## About The Pull Request
This PR allows you to use any hat with the hat stabilizer module.
Before, it was limited to a pretty small, very arbitrary list of hats
(captain's hats, centcom hats, and a few gimmicky hats), making it
disappointingly limited to both the captain, and anyone who finds the
thing in maints. I'm guessing this limit was put in place to avoid janky
looking hats, but plasmamen get the exact same thing without the
restriction, and there haven't really been any complaints there. While I
did not test this with every single hat, I *did* test it with every hat
currently in the autodrobe, and there wasn't any jank there, even with
things like wigs, and hats that cover the entire head.
There was also a bug/oversight where the MOD eating apparatus module
didn't properly disable pepper spray protection like it was supposed to.
It was literally just a matter of missing parentheses, so i fixed that
too.

Not super sure what to mark this change as btw (qol? balance? removal?)
so if I should change it, let me know.

## Why It's Good For The Game
Allows both the captain and anyone who finds/steals the module to
actually wear the hats they want to wear, instead of being limited to a
small, mostly arbitrary list of hats, and having less outfit choice that
a plasmaman.
## Changelog
🆑
qol: You can now use any hat with the hat stabilizer MOD
fix: The MOD eating apparatus module now properly disables pepper spray
protection
/🆑
2023-07-21 14:39:30 +02:00
nikothedude
ccf547c142 Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts (#76669)
## About The Pull Request

New malf AI upgrade

Remote safety overrides: Mid-cost, Mid-supply. Allows the AI to remotely
emag things it can see and can access.
1. Very useful for psychological warfare (Emagging APCs to throw the
crew off their trail)
2. Logically makes sense - why, of all things, can the AI not emag
anything when it's fundumentally integrated with the station's
electronics?
3. Generally speaking can only access things that make sense for it to
access - it cannot emag ethereals, sadly

In order for this to work, emag_act now returns a boolean, designating
if the emag had any effect.
While I was in there, I also added args to every single emag_act I could
find and added far more feedback/converted a lot of things to balloon
alerts to allow the AI to see if its emag had any effect.
## Why It's Good For The Game

It just makes sense that the AI, the most electronically-sensitive
entity in the game, would be able to emag things. Plus, more options
given to malf that aren't strictly MURDER KILL MURDER are always a plus,
especially if they allow for fancier plays.
## Changelog
🆑
add: New malf ability: Remote safety overrides. Allows the AI to
remotely emag things it has access to.
code: emag_act() now returns a boolean designating it's success in
emagging
code: All instances of emag_act() now have the proper arguments
qol: Most usecases of emagging now have some kind of feedback, and
existing feedback has been sanity checked and converted to balloon
alerts.
/🆑
2023-07-15 15:35:14 +01:00
Hatterhat
5b7cfa70b0 Failed MOD auto-storage attempts now tell you that it failed (#76673)
## About The Pull Request
title; if you try to retract your suit and it fails to store your suit
slot item (tank/gun/etc) into storage, now it tells you with both a
balloon alert and chat that you dropped something


![image](https://github.com/tgstation/tgstation/assets/31829017/318b3d19-ba74-46ea-a85b-6f620bcb2e19)

![image](https://github.com/tgstation/tgstation/assets/31829017/602ca3bf-ccb0-4f48-a8a6-9faa0b1c1f6c)

## Why It's Good For The Game
"oh shit where'd i put my oxygen tank" (you left it behind 3 Zs ago or
something)

## Changelog

🆑
qol: When a MOD fails to store something in itself when retracting,
you're now notified in both the chat and by a balloon alert.
/🆑

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2023-07-12 20:20:37 +01:00