* Fake Virus doesn't affect virus immune mobs (#80447)
## About The Pull Request
Fake Virus random event won't pick Virus Immune mobs.
Plus some code cleanup.
## Why It's Good For The Game
Feeling a virus when you can't feel a virus makes it pretty obvious
what's going on.
## Changelog
🆑 Melbert
fix: Crewmembers immune to viruses won't be picked by the fake virus
event.
/🆑
* Fake Virus doesn't affect virus immune mobs
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Attack chain refactoring: Broadening `tool_act` into `item_interact`, moving some item interactions to... `atom/item_interact` / `item/interact_with_atom`
* Patches up merge skew (#80197)
## About The Pull Request
Yeah #79968 (1e76fd70b4) was not
compatible with master but no one said anything on the PR so i got
jebaited into merging it. The code should be up to the same standards
per the documentation I read (preventing thwacking the target in certain
situations while not returning anything in other situations)
master will definitely compile now though
* Patches up merge skew
* Merge conflicts
* Modular adjustments
* Removes this entirely duplicated proc...
* Update tool_override.dm
* Update weldingtool.dm
* Update tool_override.dm
* Update tool_override.dm
* Nope. Copy paste begone.
A skyrat edit is so much easier to deal with here
* Update brand_intelligence.dm
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Fixes coffin cookie being invisible (#80179)
## About The Pull Request
- Fixes#80161
It's a seasonal bug i.e. occurs only during the holiday seasons. Yeah so
its caused by this code
2a359b8178/code/game/objects/items/food/pastries.dm (L191-L194)
So like it changes the icon state based on the season. Unfortunately
none of the icon states it picks are located in the icon file
`'icons/obj/holiday/halloween_items.dmi` i.e. it causes an invalid icon
state causing it to go invisible(not spooky just a bug).
We now make sure this cookie type does not change based on the season.
It will stay unique throughout the year
## Changelog
🆑
fix: coffin cookies are no longer invisible during the holiday seasons
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Fixes coffin cookie being invisible
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Fixes secrets panel disease outbreak button (#79946)
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/79866
Hadn't been updated to the new system where candidates are found during
round event setup. Changes the failure message for clarity on why it
fails, and sends a message to admins same as a successful outbreak.
## Changelog
🆑 LT3
fix: Disease outbreak: classic spawned from the admin secrets panel no
longer fails to start
fix: Disease outbreak provides a message about why it fails to start
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Fixes secrets panel disease outbreak button
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
* Refactors Parrots into Basic Mobs (ft. Ben10Omintrix/Kobsamobsa)
* UpdatePaths
* Modular, cleanup, porting parrot commands into the new system
* makes poly slightly less of a dick
* Update parrot.dm
* Update parrot.dm
* Update tgstation.dme
* Revert "Update tgstation.dme"
This reverts commit a8b40c4aba524c271db02c271089664649dea1eb.
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* More standardization for ghost notifications (READY) (#79596)
## About The Pull Request
I'm still not satisfied with how ghost notifications work. This gives
every notification with a source (99% of all notifications, in other
words) a link to jump/orbit. Currently, notifications with "play"
interactions would only get the interact link, so jumping to the source
was pretty annoying.
It removes posting the entire message in the alert tooltip, as some got
pretty lengthy and it didn't seem to fit. To replace this, they will
always use headers
After:



NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference
seems to be whether it's a turf. The result shaves off some redundant
lines of code, since most-every usage of notify_ghosts uses
NOTIFY_ORBIT.
## Why It's Good For The Game
More standardization for the ghost notification system. Adds a few alert
headers that never had them. All in all, makes it easier for creators to
throw alerts at ghosts
## Changelog
🆑
qol: Nearly every ghost alert should now feature a "VIEW" button, even
those with click interaction.
del: Ghost alerts no longer show the entire message in the tooltip,
instead have been replaced with titles.
/🆑
* More standardization for ghost notifications (READY)
* Modular
* Update outpost_of_cogs.dm
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Adds wibbles to certain anomalous entities (#79549)
## About The Pull Request
Adds wibble animation to portals, some anomalies, and bluespace rifts.
https://github.com/tgstation/tgstation/assets/51863163/9355dc53-590e-4558-82a3-15145829ce16
## Why It's Good For The Game
It looks kinda cool.
Helps cement these as anomalous, wacky things that don't necessarily fit
in our plane of existence.
## Changelog
🆑 Melbert
add: Anomalies, portals, and bluespace rifts will now wibble a bit.
/🆑
* Adds wibbles to certain anomalous entities
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Basic Constructs: Wraith (#79235)
## About The Pull Request
Converts wraith constructs to basic mobs. The last of the "mainline"
constructs, though there's still one to go after this.
Wraiths are pretty much the same as they've always been - speedy
constructs that pack a bit of a punch, built around doing hit-and-run
tactics with their ability to ethereal jaunt. Notably, I've converted
their ability to recharge their jaunts with attacks into a new
component, `recharging_attacks`. This can be placed on any basic mob to
let them recharge a cooldown action by landing hits, which could
possibly be useful in the future.
NPC wraiths are pretty straightforward, with a twist - they will always
chase down and beat to death the lowest-hp mob they can see. Happening
upon one of these while wounded will end very badly! While I originally
wanted them to be more flighty and use hit-and-run tactics, I couldn't
figure out a way to do this that didn't look kind of silly and make them
less effective overall.
In addition to the wraiths, I've done some much-needed cleanup to basic
constructs as a whole, improving some things and covering some things I
missed along the way.
- Ectoplasm drop types from constructs is now properly based on their
theme. I _believe_ I've done this in a way that will pass unit tests
this time, but we'll see if my local tests were being honest with me.
- Player-controlled constructs now attack faster. I didn't realize that
being basic mobs capped them to attacking once every 2 seconds, which is
a gigantic nerf over the simple animal version. I cut this to just 1
second, which should be much closer to how it originally was.
- Artificers actually seek out and heal the most damaged ally they can
find, instead of the least damaged. Turns out the sort was doing the
exact opposite order from what I thought, which became much more obvious
when using the same targeting behavior on wraiths.
- I put the PR number in the juggernaut update script, which I somehow
missed on that one.
- Removed the extraneous "noncult" construct subtypes that didn't do
anything. The Artificer one, which does something, is still around.
## Why It's Good For The Game
For the same reasons as the previous three. 5 more simple animals gone,
and only one construct to go until I can nuke simple constructs from the
codebase entirely. Other than that, the new component could possibly
come in handy in future designs, and the NPC behavior should hopefully
be a little scary - even if just a little.
## Changelog
🆑
refactor: Wraith constructs have been converted to the basic mob
framework. NPC wraiths are now extra cruel and will attack the
lowest-health mob they can see at any given time. Make sure this isn't
you! Please report any bugs.
fix: Artificers and juggernauts no longer attack significantly more
slowly than intended.
/🆑
* Basic Constructs: Wraith
* Update defcon2.dmm
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Prevents Mindswapping on Bitrunners (#79323)
## About The Pull Request
Fixes#79310
Adds a new trait to prevent mindswaps (which is just useful for any
future cases when we don't wanna rely on the blacklist typecache) while
also accounting for bitrunners (who you can't mindswap because their
mind is elsewhere) and their avatars (because that's not a real mind now
is it).
this does mean that bitrunners while bitrunning are immune to all
mindswaps but i don't have a good answer on how to fix it. i don't even
much like the idea of VR but I think that having these traits are useful
enough for future utilization.
## Why It's Good For The Game
prevent big breakage.
## Changelog
🆑
fix: Bitrunners can no longer get mass-mindswapped out of their avatar
when the wizard does the event. Something about machinery and magic not
going well together.
/🆑
* Prevents Mindswapping on Bitrunners
---------
Co-authored-by: san7890 <the@san7890.com>
* Nanotrasen basic mobs. (#78917)
## About The Pull Request
First and foremost, converts all Nanotrasen simplemobs into basic mobs.
To avoid messy and redundant code, or god forbid, making Nanotrasen mobs
a subtype of Syndicate ones, I've made Syndicate, Russian, and
Nanotrasen mobs all share a unified "Trooper" parent. This should have
no effect on their behaviors, but makes things much easier to extend
further in the future.
While most of this PR is pretty cut-and-dry, I've done a couple notable
things. For one, all types of ranged trooper will now avoid friendly
fire, instead of shooting their friends in the back. Even the Russians
have trigger discipline.
I've also created a new AI subtree that allows mobs to call for
reinforcements. I've hopefully made this easy to extend, but the
existing version works as follows:
- A mob with this subtree that gains a target that is also a mob will
call out to all mobs within 15 tiles.
- If they share a faction, mobs receiving the call will have the target
added to their retaliate list, and have a new key set targeting the
calling mob.
- If they have the correct subtree in their AI controller, called-to
mobs will then run over to help out.
Sadly, this behavior is currently used only by a few completely unused
Nanotrasen mobs, so in practice it will not yet be seen.
Finally, I've fixed a minor issue where melee Russian mobs punch people
to death despite holding a knife. They now use the proper effects for
stabbing instead of punching.
## Why It's Good For The Game
Removes 8 more simple animals from the list.
As said above, making all "trooper" type mobs share a common parent cuts
down on code reuse, ensures consistency of behavior, and makes it much
easier to add new troopers not affiliated with these groups. I expect
that I'll make pirates share this same parent next.
The new "reinforcements" behavior, though extremely powerful, opens up
exciting new opportunities in the future. There aren't many existing
behaviors that allow basic mobs to work _together_ in interesting ways,
and I think adding some enemy teamwork could be fun.
## Changelog
🆑
refactor: Hostile Nanotrasen mobs now use the basic mob framework. This
should make them a little smarter and more dangerous. Please report any
bugs.
fix: Russian mobs will now actually use those knives they're holding.
/🆑
* Nanotrasen basic mobs.
* Modular
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Basic Constructs: Juggernaut (#79170)
## About The Pull Request
Converts juggernaut constructs to basic mobs. These guys are really
simple, so this is a pretty straightforward one.
The one notable thing about this PR is that I got annoyed that
projectile reflection code was copy-pasted in two different places (the
main one for things like the ablative trenchcoat, and right here on the
juggernaut). So, trenchcoat-style reflection is now a proc on
`/obj/projectile`, which is used in both places.
AI-controlled juggernauts are as simple as befits these big lugs, doing
nothing but slowly walking toward mobs and beating them to death with
their giant fists.
## Why It's Good For The Game
Removes another 5 simple animals.
Not too much else to say about this one, but it's easier to make
projectiles bounce off of things now if anyone wants to do that.
## Changelog
🆑
refactor: Juggernaut constructs now use the basic mob framework. Please
report any bugs.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Basic Constructs: Juggernaut
* Modular
* Map Reset
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Basic Constructs: Artificer (#79015)
## About The Pull Request
Really getting into the meat of the constructs now. Artificers have
become basic mobs.
On the whole, this was a pretty rote conversion, with no significant
gameplay changes other than the switch to using healing hands rather
than a unique heal ability. The player experience as an artificer is
more or less identical.
The _interesting_ part comes with the AI for the seldom-used "hostile"
variant. Hostile artificers, being squishy and laughably weak, are now a
dedicated "medic" role for constructs. They will perform triage, always
seeking the most wounded construct (or shade!) to give healing to. They
will not attack at all, but they _will_ flee with great speed if
attacked and not busy healing. If they are healing another construct,
they will remain even if they are beaten to death.
I've added some more AI functionality that may come in handy in the
future, and done some refactoring to keep things from getting out of
hand:
- A planning subtree for finding targets that will always select the
most heavily wounded living target that the mob can see (or rather, the
one with the least health). Useful again for medical triage, or for
making a particularly cruel mob that always attacks whoever is easiest
to kill. I plan to use this for NPC wraith constructs when I convert
them.
- Targeting datums can now check a blackboard key to see if they should
only target wounded mobs. This is particularly useful for "medic" type
mobs such as this one.
- I've refactored the "minimum stat" behavior of targeting datums to be
stored in a blackboard key. This removes the need to have unique
subtypes for each different minimum stat we might want. Which... for the
most part, weren't even used, leading to proliferation of several
completely identical targeting datums in a bunch of different files.
Hopefully this change will make things cleaner.
In addition, this PR fixes a pair of bugs from #78807 that I didn't
catch:
- Healing constructs can now actually heal shades. Turns out I forgot to
add the correct biotype.
- Healing hands, when set to print the target's remaining health, no
longer does so as a visible message.
The one thing I didn't do that I kind of wanted to is make NPC
artificers heal themselves when wounded and not busy doing something
else, but it ended up being kind of annoying to make a mob willingly
target itself. NPC artificers never had this behavior before, so I
consider it okay, but maybe I'll circle back to it later.
## Why It's Good For The Game
Another basic conversion, another 5 items off the checklist. Very little
should change in-game, though I think the new NPC AI could make for
interesting challenges in ruins or bitrunning or something.
## Changelog
🆑
refactor: Artificer constructs have been converted to the basic mob
framework. This should change very little about them, but please report
any bugs. NPC artificers are now smarter, and will focus on healing
nearby wounded constructs - if you see them, take them out first!
/🆑
* Basic Constructs: Artificer
* Modular
* Modular paths
* Modular paths
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) (#78877)
## About The Pull Request
[Implements a setter for starlight
variables](af34f06b41)
I want to start to modify starlight more, and that means I need a way to
hook into everything that uses it and update it, so we can modify it on
the fly.
This does that, alongside removing space overlays from nearspace (too
many false positives) and making the aurora modify all turfs projecting
starlight, rather then all turfs in an area.
Do still need to figure out handling for the starlight color usage in
turf underlays tho (I gave up, we just keep it static. I'll fix it
someday but the render_relay strategy just doesn't work with its masking
setup)
[Reworks how starlight overlays
work](9da4bc38e2)
Instead of setting color on the overlays directly, we instead store an
object with our current settings in every mob's screen, and
render_target it down onto our overlays.
This lets us update overlay colors VERY trivially. Just need to set
color on the overlay var. Makes modifying starlight a lot cheaper.
It doesn't work on area overlays, because suffering, and it MIGHT induce
extra cost on clients. if it does we can do something about that, we'll
play it by ear
[Removes parallax starlight
coloring.](5f701a1b13)
I'm sorta iffy on the color, the effect can be real oppressive in some
cases, and I'd like to use starlight color for more events in world, and
having it vary can make that looking nice hard.
[Adds some visual effects to narsie being
summoned](a423cfcb2b)
As the rune drawing progresses space (starlight and parallax) go from
normal to greyscale. Then, right about when narsie shows up, starlight
becomes vibrant red.
It's a nice effect. I wanna do more shit like this, I think it'll
improve vibes significantly.
## Why It's Good For The Game
Can't embed it because of github's upload limit, can show a
[link](https://cdn.discordapp.com/attachments/458452245256601615/1160821856358645860/2023-10-08_22-31-22.mp4?ex=65360e99&is=65239999&hm=680e33e4e0026b89e132afc50c04a648a24f869eb662f274a381a5de5c5a36f2&)
for the narsie stuff
Here's
[one](https://cdn.discordapp.com/attachments/326831214667235328/1160813747196141568/2023-10-08_22-34-10.mp4?ex=6536070c&is=6523920c&hm=f8d571d1013da89887f49f3fec99f632251eeeac83085aa7dde97009aee3922f&)
for the aurora too.
This gives us more pretty starlight shit, and the ABILITY to do more
pretty starlight shit. I'm pretty jazzed, and I hope people use this
proc more (keeping in mind that it's pretty hard on the lighting system,
and needs significant delay between changes)
## Changelog
🆑
add: Narsie summoning has had some effects added to space and starlight
del: Removes the link between spacegas color and starlight. It was a
slight bit too vibrant and I think impacted the vibe too wildly to be
incidental.
fix: The aurora event actually... works now. Space lights up and all
that
/🆑
* Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects)
* Update space.dm
* Update shuttles.dm
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Refactors Sloths into Basic Mobs (#78752)
## About The Pull Request
Hey there,
This just refactors sloths to the basic mob framework. Nothing new
should be added beyond them seeming a bit more sluggish and being a bit
smarter about the fights they pick/running away.
## Why It's Good For The Game
Three more subtypes off the list, we are now sub-200 simple animals left
to refactor. If people want to play catch with their sloth it should be
much easier to fit that in now.
## Changelog
🆑
refactor: Sloths are now basic mobs, however their overall sluggish
behavior shouldn't have changed much- let us know if anything is broken.
/🆑
* Refactors Sloths into Basic Mobs
* Modular path
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Refactors Goats into Basic Mobs (#78759)
## About The Pull Request
Refactors goats into basic mobs, pretty clean refactor. They're a bit
smarter when it comes to retaliating mobs, and they're still just as
good as ever when it comes to munching on good ol' plantlife. I also
(finally) turned Pete into a goat subtype just in case people want to
inject more behavior into him in the future.
## Why It's Good For The Game
Cleaner implementation of code when it comes to doing stuff like eating
kudzu or just lusting after flora.
## Changelog
🆑
refactor: Refactored goats into basic mobs! Not much should have changed
beyond their endless desire to retaliate should you attack them, they're
still just as good as chomping away plant life as ever.
/🆑
* Refactors Goats into Basic Mobs
* UpdatePaths
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Kudzu is destroyed by storms (#78700)
## About The Pull Request
Kudzu is destroyed if it's in a turf affected by an active ash, snow, or
void storm.
Additionally it won't attempt to spread onto open chasms or lava, just
to save us some time on creating atoms which will be destroyed seconds
later.
_**Additionally**_ it won't attempt to spread over open space. This
prevents orphaned "levitating" kudzu which is a really unecessary pain
in the ass to deal with, especially over large gaps like the tram
interstitial tunnels.
If the Kudzu infestation gets too bad indoors, simply hire a trained
shrub management technician (void heretic) to fumigate your entire
station.
## Why It's Good For The Game
Kudzu growing on lavaland can be a massive pain in the ass to remove,
creates hundreds of processing structures, and doesn't really benefit
the game at all. Now it is unlikely to survive there for extended
periods of time.
Same for the surface of Icebox. This doesn't do anything about kudzu on
the lower levels of icebox, but you can't win them all.
## Changelog
🆑
balance: Kudzu will now be destroyed by adverse weather.
balance: Kudzu will no longer spread over holes.
/🆑
* Kudzu is destroyed by storms
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Supermatter Surge Event (#78244)
## About The Pull Request
Adds a new random event, Supermatter Surge.
For the duration of the event a powerloss inhibition is added, causing
the crystal to retain more of its internal energy. Engineers have to
keep the crystal stable for a few minutes until it passes.
The amount of additional heat is balanced around a roundstart nitrogen
engine with no freezers running (*icebox has freezers because planetary)
so that even the most basic setup can reasonably be responded to.
The event requires at least 3 engineering crew (or one CE) to run.
engine_alert3.ogg is a shortened version of bloblarm.ogg
## Why It's Good For The Game
Adds an engineering related event that while isn't too difficult to
respond to, makes the SM less of a 'set it and forget it' piece of
equipment in the round. The gas properties reduce heat generation as it
depletes during the event progression, so it remains relatively under
control compared to a massive 10K+ SM fire.
It creates a series of events that engineers can respond to in their own
way, be it adding more cooling, throwing in freezers, using a borg with
a fire extinguisher or whatever else they can think of.
## Changelog
🆑 LT3
add: New random event: Supermatter Surge
code: Individual supermatter crystals can have custom gas properties
/🆑
---------
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
* remove Skyrat modular
---------
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Lowpop stations will be freed from the burden of spontaneous brain trauma. (#78317)
## About The Pull Request
Adds a minimum player count of 13 to the spontaneous brain trauma event
so it doesn't screw over players on lowpop when there aren't many people
that can help.
## Why It's Good For The Game
With a minimum player count, this will make playing on lowpop a bit
smoother as people aren't getting bombarded by traumas when there may
not be any people with sufficient access to required tools for
treatment.
## Changelog
🆑
balance: The spontaneous brain trauma event will no longer occur if
there are fewer than 13 players.
/🆑
* Lowpop stations will be freed from the burden of spontaneous brain trauma.
---------
Co-authored-by: AtomTheProphet <102389896+AtomTheProphet@users.noreply.github.com>
* An Assortment of Positive Station Traits (#78211)
## About The Pull Request
This adds five new positive station traits, of varying weight and
impact.
**Loaner Shuttle** (Weight - 4): The shuttle loan event will occur more
frequently, can occur more times per round, and has a 1.15x payout
multiplier (only for the loan offers that pay out with credits).
**Medibot Mania** (Weight - 5): Station medibots will start as advanced
medibots, able to heal all damage types. Medbot hiring scope has
expanded to include medbots that have recently earned their doctorates
as well.
**Wise Cow Invasion** (Weight - 1): Wisdom Cow visits can happen more
than once during the round, and will occur more frequently. _"You will
give someone a piece of your mind, which you can ill afford." -Wisdom
Cow_
**Shuttle Firesale** (Weight - 4): Some emergency shuttle options are
offered at a discount. Neat!

The shuttle purchase menu has been changed to sort by initial value, so
the list order shouldn't get scrambled.
**Misplaced Wallet** (Weight - 5): A repair technician from the
between-shift crew left their wallet in a locker somewhere. Good thing
the famously trustworthy crew of Space Station 13 will get it back to
them safe and sound! Is your integrity as an honest person worth more
than free maintenance access and 500 credits?
**OH ALSO**
The station trait report will now italicize trait titles, for easier
reading.
Also, this fixes a small typo in the shuttle purchase screen.
## Why It's Good For The Game
A fair number of the positive traits are just inverses of negative
traits, and there's more negative ones than positive ones (I think).
This adds some more fun, unique-ish entries to the roster.
## Changelog
🆑 Rhials
add: Shuttle Firesale positive station trait. Some emergency shuttle
options have been put on sale!
add: Misplaced Wallet positive station trait. You wouldn't steal from a
missing wallet, would you??
add: Wisdom Cow Invasion positive station trait.
add: Advanced Medbots positive station trait. Better roundstart medbots!
add: Loaner Shuttle positive station trait. More shuttle loan offers and
more payout!
qol: Station Trait titles are now italicized for easier reading.
spellcheck: Fixes a "prerequisites" typo in the shuttle purchase menu.
/🆑
* An Assortment of Positive Station Traits
---------
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
* Move some job related achievements into the job achievement category (#78092)
## About The Pull Request
Read title, this only affects the UI and not the database as far as I am
aware
## Why It's Good For The Game
The jobs category is painfully empty, only being home to four
achievements total. Meanwhile we have a ton of achievements inside the
miscellaneous category, a lot of which are not miscellaneous
achievements at all. Right now I just wanna focus on moving around
achievements from existing category to existing category though. This
improves achievement category spread overall by a small but necessary
amount.
## Changelog
🆑 distributivgesetz
code: Moved some job-related achievements from the misc category to the
jobs category.
/🆑
* Move some job related achievements into the job achievement category
---------
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
* Immovable rod meets unstoppable tram (#77656)
## About The Pull Request
Adds interaction between immovable rod and the tram for the rare
occasions the rod hits it at the front or back while flying at a
parallel angle.
The rod will push/pull the tram in the direction it's flying until a
short distance past the tram's usual landmark, eventually winning and
carrying on.
- Only applies to random rods, if the rod has a target it will ignore
the tram as usual.
- Looping rod only pushes the tram once.
- As long as the tram has power, can be returned to the rails as usual
by calling it.
## Why It's Good For The Game
When the HoP is having a really unlucky day.
https://github.com/tgstation/tgstation/assets/83487515/2f0393cd-f796-4b00-8674-d97e57358543https://github.com/tgstation/tgstation/assets/83487515/f74c8497-8d62-4fcf-80a0-da7259160b7f
## Changelog
🆑 LT3
add: Immovable rod will now battle the unstoppable tram should they
cross paths
fix: Birdshot's maint tram doors now work properly
fix: Tramstation's exterior light fixtures no longer get destroyed as
soon as the tram moves
code: Tram landmarks are now all subtyped instead of map varedits
/🆑
* Immovable rod meets unstoppable tram
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Adds error on qdeling callback, fixes errors this causes (#77850)
## About The Pull Request
You shouldn't ever qdel a callback. If you don't want to own it free
your ref (remove it from a list/set it to null). When all refs are
cleared it'll get cleaned up by byond itself
* Adds error on qdeling callback, fixes errors this causes
* Update cell_component.dm
* Update acid.dm
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Refactors Morphs into Basic Mobs (there is now a swag action for morphification) (#77503)
## About The Pull Request
I was bored, so did this. Probably one of the neatest refactors I've
done, sorry if there's some oddities because I was experimenting with
some other stuff in this so just tell me to clean them up whenever I
can.
Anyways, morphs are basic mobs now. We are able to easily refactor the
whole "eat items and corpses" stuff in the basic mob framework, but the
whole "morph into objects and people" turned out to be a bit trickier.
That was easily rectified with a datum mob cooldown action and
copy-pasting the old code into that code, as well as doing some nice
stuff with traits and signals to ensure the one-way communication from
the action to the mob.
Old Morph AI didn't seem to be existant whatsoever, they inappropriately
leveraged some old procs and I have no idea how to make it work with new
AI. They DEFINITELY don't spawn outside of admin interference/ the event
anymore, and will always be controlled by a player, so this shouldn't be
too bad of an issue. I gave them something to seem alive just in case
though, but I think adding legitimate prop-hunt AI would be such a
laborious task that I am unwilling to do it in this PR.
## Why It's Good For The Game
If admins want to add the ability for Ian to assume the form of the HoP,
they can do that now! The datum action cooldown is quite nice for simple
and basic mobs... but it is currently not compatible with carbons. That
is not within scope for this PR, but I am dwelling on ways to extend it
to carbon but they all sound really awfully bad.
Also morphs are smarter, and we tick another simple animal in need of
refactoring off the list.
## Changelog
🆑
refactor: Morphs are now basic mobs with a nice new ability to help you
change forms rather than the old shift-click method, much more
intuitive.
admin: With the morph rework comes a new ability you can add to mobs,
"Assume Form". Feel free to add that to any simple or basic mob for le
funnies as Runtime turns into a pen or something.
/🆑
~~Does anyone know if there's a (sane) way to alias a cooldown action as
a keypress? I can't think of a good way to retain the old shift-click
functionality, because that does feel _kinda_ nice, but I think it can
be lived without.~~ I added it. Kinda fugly but whatever.
* Refactors Morphs into Basic Mobs (there is now a swag action for morphification)
---------
Co-authored-by: san7890 <the@san7890.com>
* Spiders don't automatically grant an antag datum (#77523)
## About The Pull Request
Fixes#77501
Spider egg ghost role spawners grant the spider antag datum, rather than
the act of being a spider.
This means that gold core, mapstart, polymorph belt, and other spiders
will not have an antagonist datum.
While doing this I also made a new abstract `mob/living/basic/spider`
type which all three kinds of spider life stage (`spiderling`, `young`,
`giant`) extend from, because there was a gross amount of copied code.
Now there isn't.
Also the Flesh Spider and Event Midwife eggs now simply hatch adult
spiders instead of child ones.
This is because there is no reason for either of these to have a two
minute wait time before they get going. Midwife spiders spawned by the
event should just start spidering immediately, and Flesh Spiders are
made by changelings and shouldn't be effected by measures introduced to
balance the spider gamemode.
Eggs which are laid during a round and _can_ hatch into midwife spiders
still hatch baby spiders.
Also I swapped some white pixels on the animation of the ambush
spiderling for a different colour because they looked bad.
## Why It's Good For The Game
While the policy is always "if you turn yourself into something, you're
not an antagonist" the presence of the antag datum still confuses
people. Plus that code was gross and I didn't like it.
## Changelog
🆑
fix: Giant Spiders only have an antag datum if created by the round
event.
balance: Flesh spider eggs hatch into adult spiders instead of baby
spiders.
balance: The eggs spawned by the start of the spider infestation event
hatch into adult Midwife spiders instead of baby ones.
/🆑
* Spiders don't automatically grant an antag datum
* Modular paths
* Modular paths
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>