* Balance changes to swords, energy shields and modsuit shields. (#80072)
## About The Pull Request
### Sword Weaponry
Mundane sword weapons of all sorts do not block ``LEAP_ATTACK`` attacks
whatsoever. These attacks include tackles, xeno tackles and bodythrows.
Energy swords and double energy swords only gain 25% block probability
against such attacks.
### Double Energy Sword
No longer grants outright energy projectile immunity while employed.
Instead, it just has a high probability of reflecting (the typical 75%
to block any other attack). So, very solid defense against energy
projectiles, but not immunity.
Against non-reflectable projectiles, like ballistics or nanite bullets,
the desword only has 50% block, similar to an energy sword.
To compensate for the loss of defensive power, we'll make it all the
more rewarding for getting on top of someone with the sword by giving it
40 force while active. And also it costs 13 TC.
### Combat Energy Shield
This also lost outright energy projectile immunity, but gained the
standard blocking power of shields on top of the ability to reflect
energy projectiles when they block them. This significantly increases
the shields potential effectiveness while no longer pigeonholing the
shield to only energy weapons. (This makes them exceptionally good
against tackles and body throws, by the by).
Deathsquads still have the perfect deflection energy shield so that they
can continue to spam pulse shots with impunity.
### MODsuit Shield Module
Only has one charge instead of three, but it recharges in half the time.
This is no longer such a perfect defense, and does somewhat need you to
be thinking about how you're utilizing the shield rather than not
thinking about defense at all by barreling forward under three potential
hits worth of protection.
Also much cheaper, at almost half price of 8 TC. Because of how cheap it
is (and how much it still is necessary to keep you alive), I've put it
into the core equipment box (which brings the price up to 22 TC. As a
reminder, this is not meant to be at any discount, and is more aimed
towards teaching newer players which items contribute towards success.
If you don't want all the times within, don't buy this box, just buy
what you want separately.)
## Why It's Good For The Game
This is a doozy of an explanation, I hope you're ready for it under the
spoiler.
<details>
With my tackling and bodythrow prs, numerous people expressed
exasperation at the fact that these two tools may have been keeping some
outlier antagonist gear from becoming too easy to steamroll with if you
already knew what you were doing. My intent was to create consistent
rules and behaviours that both A) did not rely on bugs to keep the
balance of power from tipping one way or the other, and B) was at least
consistent or had consistent rules established.
This PR is tackling overperforming gear combinations for already
competent nukies that may have, over time, crept out of control, and
applying some consistency to the rules around similar equipment.
AND also deals with quite possibly the most braindead element of game
design we've tolerated for about a decade, and half a decade after it
was necessary to maintain that decision.
Part of the culprit of this issue is that, specifically in regards to
nukies, crew can't use the vast majority of their weapons effectively
against them. This largely is because this antagonist can gain
immunities to those types of equipment. And that is rapidly increasing
as we move closer towards outright ballistic removal. I don't think the
game is made healthier by everyone on the station having to fight armed
mercenaries with spears, and doesn't make much thematic sense either.
More so, most greener players probably just don't know this is how it
works, and so surprise Pikachu when their lasers bounce off nukies
harmlessly. (This bit reminds me of the problem of new players using
disablers against simple mobs)
But of course, that isn't the only part of the problem. The other half
is due to being able to be layered on a much more broad defensive tool
in the form of the MODsuit Shield Module, whose three charges could
render the mindful nukie near untouchable if they're pairing it with
some other layered defense, such as a desword. Notice that this doesn't
really address armor. The culprit is negation, and not mitigation, and
we should be sparing in how easily we hand out outright effect negation
simply because it isn't super obvious to a new player why it happened,
and how to resolve it. At the very least, we should look to find ways to
add options for players to overcome these problems. Especially with
teamwork.
Energy projectile immunity made sense while there floated around an
energy projectile that ostensibly would down you in a single shot.
Nukies ALSO had projectile weapons that worked much the same (c-20r stun
bullets, taser shot bulldogs, etc.), so it was predominantly
tit-for-tat. These immunity granting equipment pieces forced crew
members to get shotguns and ballistic guns to fight these dangers;
something more available at the time.
We've exercised large bits and pieces of this from the game a long time
ago, but we still have some remnants convinced we're still in a
taser-rich, ballistic available environment. We need to move the games
languishing tools into the modern era and re-established their place in
the game. Namely, the double-energy sword and the combat energy shield
are almost entirely unchanged besides refactors for the last decade or
so, even while the game around them have changed. They've been a
continuous sore point for me in all my time developing and a constant
nagging issue. I want to deal with it now.
MODsuit Shield Module is just kind of really good and only made stronger
the more defenses you have. It's good to have a defense like this, but I
think it is too brain dead. With only one charge, it will save you from
a lost joust here and there, but it won't make it as simple as running
right at every problem you encounter and eating a volley of attacks
while you kill someone with impunity.
**With regards to traitors**, since they also get double-energy swords;
I'm open to suggestions if this is hitting them far too hard, but I'm
not terribly concerned using this weapon for a few reasons. **Firstly**,
I think their presence amongst the crew make it a much better weapon for
tots than nukies (in isolation) simply because they can find ways to
exploit it via tools they gather from the station. It is a force
multiplier. Traitors also have a much bigger element of surprise
usually. **Secondly**, round-start traitors typically grow to be a bit
stronger over time, but I don't foresee many waiting to pay for the
double-energy sword unless they're already flush with TC. So if a
traitor is in a position after they've unlocked access to it to buy one
of these, they are probably doing pretty okay for themselves.
</details>
### TL;DR
Defense stacking and attack immunities are not particularly healthy
things to both design around, or experience in-game. They are kind of
just relics of the past made only sorer once I ripped off a few
bandaids. This is a source of a number of symptomatic issues in the
game, so let's fix that and make it easier on all of us going forward.
Much of the way these things worked operated on extremely outdated
design considerations. It doesn't make sense for them to work like this
today, and only makes things harder by keeping the status quo.
## Changelog
🆑
balance: Mundane sword-like and medieval weapons are not able to block
tackles, xenomorph tackles and body throws.
balance: The double-energy sword and energy sword have trouble blocking
physical projectiles, body throws and tackles.
balance: The double-energy sword also no longer has guaranteed energy
projectile deflection; only doing so on a successful block (75% chance
to block).
balance: But it does have 40 force now, so it is more lethal a weapon.
Traitors can purchase the sword for only 13 TC (down from 16 TC).
balance: The combat energy shield (The one you hold) now functions as a
normal shield (it used to only protect you against energy projectiles
and nothing else). It loses guaranteed energy projectile deflection, but
still reflects the projectile so on a block.
feature: Death commandos continue to have their energy shields deflect
all incoming energy projectiles. Because who cares about deathsquads
being balanced?
balance: The MODsuit shield module only has one charge, but recharges
every 10 seconds. It also costs 8 TC (down from 15). It is also now in
the Core Gear beginner box (bringing the total price up to 22 TC).
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Balance changes to swords, energy shields and modsuit shields.
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
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>
* Removes an exploit that can farm Russian revolver moodlets, adds Russian revolvers to the contraband section of games vendors (#80159)
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/80158 by making
curses block you from playing Russian roulette regardless of whether or
not there's a live bullet in your Russian revolver's chamber.
A Russian revolver has been added to the contraband section of each Good
Clean Fun vendor.
## Why It's Good For The Game
The bug is incredibly funny, but ~~I want GBP~~ probably should be
fixed.
There's no actual way to get (more) Russian revolvers outside of the
mapstart ones, and that can be a bit stifling to gimmicks that involve
them. And Russian roulette IS a game.
Like the roundstart ones, you could unload these vendor revolvers for
.357 bullets, but you can already just print .357 bullets from a hacked
autolathe directly, so I don't think that's an issue.
## Changelog
🆑 ATHATH
fix: Spacemen can no longer use curses to cheat at Russian roulette by
selectively blocking attempts to shoot themselves.
add: A Russian revolver has been added to the contraband section of each
Good Clean Fun vendor.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Removes an exploit that can farm Russian revolver moodlets, adds Russian revolvers to the contraband section of games vendors
---------
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Fixes issues on guns with BOLT_TYPE_LOCKING (#80154)
## About The Pull Request
Bolt-actions no longer open their bolt aftering firing their last shot.
All BOLT_TYPE_LOCKING weapons, including semi automatics, no longer open
their bolt after dryfiring
Fixes#75452Fixes#79128
## Why It's Good For The Game
Fixes unintended and confusing gun behavior
## Changelog
🆑
fix: Bolt action rifles no longer open their bolt when firing their last
bullet.
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes issues on guns with BOLT_TYPE_LOCKING
---------
Co-authored-by: TJatPBnJ <69724863+TJatPBnJ@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` (#80033)
## About The Pull Request
Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game
Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.
I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags`
* Modular
* Update misc.dm
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Converts russian revolvers use of initial to the new :: operator (#79948)
What the title says...
515 is cool this is a cool operator
* Converts russian revolvers use of initial to the new :: operator
---------
Co-authored-by: Nathan Singer <supernovaa41@gmx.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* (NO GBP) Revert "Stops rebar crossbow crashing dreamseeker when fired at point blank. (NO GBP) (#79803)" (#79885)
## About The Pull Request
#79803 was opened *after* I had opened my own PR (#79587) that more
directly fixed the problem the former was opened to address. It got
merged before mine did.
## Why It's Good For The Game
It's safe to take off the metaphorical bandaid that the first mentioned
PR was.
## Changelog
🆑
fix: Rebar crossbow bolts are now reuseable again, without risking
crashing clients when fired at point-blank range.
/🆑
* (NO GBP) Revert "Stops rebar crossbow crashing dreamseeker when fired at point blank. (NO GBP) (#79803)"
---------
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Different pen types have unique behavior when used in foam darts. (#79587)
## About The Pull Request
This PR makes the following changes:
- Refactors inserting items into foam darts into a component on items
that can be inserted into darts
- Adds the aforementioned component to pens
- Provides an inspection tip for how to modify a foam dart
- Gives different pen types specific behavior when used in a foam dart
Pens typically give a foam dart 5 brute and 50% embed chance (affected
by falloff). The following types of pens give the specified properties
(usually directly derived from the pen's stats and additional
functions):
- Red pen (and four-color pen set to red): Slightly faster dart
- Captain's fountain pen: Slightly faster dart, and 75% base embed
chance
- Sleepypen: Tries to inject its reagents into the hit mob, but doesn't
penetrate thick clothing like syringe guns do
- Energy Dagger: 35 brute, 100% base embed chance, and slightly faster
dart
- Survival Pen: Mines rocks on impact
- Fine Tip Pen (if someone somehow manages to get one): 100 bare wound
bonus and 9000 demolition modifier
## Why It's Good For The Game
Expands the emergent gameplay possibilities of using pens in foam darts.
While there are balance risks involved with traitors being able to buy
the equivalent of reusable 45u syringe shots and 35 brute bullets, you
are not likely to get your pen back once it hits its target, unless you
somehow have the recall spell and have bound the pen to it. There are
probably more TC-efficient ways to achieve comparable projectile
weaponry, but foam dart guns have an air of subtlety to them... at least
until your skin is pierced by a pointy writing implement that may also
be something more deadly. If maintainers still have balance concerns,
please let me know.
## Changelog
🆑
add: Certain types of pens now function like you expect they would when
inserted into a foam dart
qol: Examining a foam dart closely will show you how to modify it, or
what it is modified with
/🆑
* Different pen types have unique behavior when used in foam darts.
---------
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* 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>
* Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Makes the SC/FISHER a bit better - more range/accessibility/pacifist-usability (#79835)
## About The Pull Request
- SC/FISHER is now pacifist-usable.
- SC/FISHER black-market availability prob up to 75, from 50.
- SC/FISHER range bumped from 14 to 21.
## Why It's Good For The Game
The SC/FISHER does no damage (except against ethereals, where it does a
grand total of 3 per shot), which I think is negligible but can be
removed if it's that bad to allow pacifists a gimmick method of
murdering another guy, so I think pacifists should be allowed to use it.
The range buff and black-market availability are just because I felt
like it, since I don't think it's available enough, especially for a
doohickey whose sole purpose is "break lightbulbs".
## Changelog
🆑
balance: The SC/FISHER disruptor pistol is now more likely to show up in
black market uplinks.
balance: The SC/FISHER now has more range (21 tiles up from 14), and is
usable by pacifists.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
* Makes the SC/FISHER a bit better - more range/accessibility/pacifist-usability
---------
Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
* Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792)
## About The Pull Request
Third /icon/ cleansing splinter 1. Comments on commits say all it does
pretty much.

## Why It's Good For The Game
Inhand for walkietalkie was requested in the project, gets rid of some
usecases of old 'gangtool', headset splitoff requested by Fazzie.
Inhands reflecting the items they are supposed to represent is nice.
## Changelog
🆑
image: Following now have unique item sprites: syndicate war declaration
radio, curator and chief beacon's, chaplain beacon.
image: Following now have unique inhand sprites: radio, export scanner,
walkie-talkie, syndicate war declaration radio, curator and chief
beacon's, chaplain beacon.
/🆑
* Nukes radio.dmi, adds inhands for somewhat relevant items.
---------
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
* More code compression for reagent holder (#79796)
## About The Pull Request
Part 2 of #79686 where we trim down the size of `holder.dm` even further
and in the process give some procs more advanced features as they get
merged with their counterparts.
**1. Removes & merges `get_multiple_reagent_amounts()` proc with
`get_reagent_amount()`**
The proc `get_multiple_reagent_amounts()` was only used by bio generator
and 1 other item with its only use being finding the sum of all reagents
present in the list returned by
`typesof(datum/reagent/consumable/nutrient)`. Currently the approach is
very inefficient because.
- `typesof()` is an expensive call which returns a long list of reagents
- `get_multiple_reagent_amounts()` would then use 2 nested for loops.
One to loop over every reagent in this holder & another inner for loop
to loop over every reagent returned by `typesof()` operator so the time
complexity of this proc is overall multiplicative which in lamen terms
means "Bad"
We can replicate the same behaviour of `typesof()` by using the
`type2parent()` proc and 1 more direct type check to get the exact same
behaviour but with much faster results, therefore reducing overall code
**2. Removes & merges `get_reagent()` proc with `has_reagent()`**
The proc `has_reagent()` is way more advanced than `get_reagent()` with
arguments requesting for a specific amount, metabolization and now even
has a new argument i.e. `chemical flag`. `has_reagent()` has always
returned the reagent reference directly and not a simple TRUE/FALSE so
it is a perfect replacement for `get_reagent()`, therefore reducing
overall code
**3. Removes & merges `has_chemical_flag()` proc with `has_reagent()`**
The proc `has_reagent()` can now look for a specific reagent with a
specific chemical flag as well as mentioned above thus it can replace
`has_chemical_flag()` therefore reducing overall code
## Changelog
🆑
code: Removes & merges `get_multiple_reagent_amounts()` proc with
`get_reagent_amount()` inside reagent holder
code: Removes & merges `get_reagent()` proc with `has_reagent()` inside
reagent holder
code: Removes & merges `has_chemical_flag()` proc with `has_reagent()`
inside reagent holder
refactor: Reagent holder code has been further compressed. Report bugs
on github
/🆑
* More code compression for reagent holder
* Update hemophage_organs.dm
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.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>
* Stops rebar crossbow crashing dreamseeker when fired at point blank. (NO GBP) (#79803)
## About The Pull Request
Simply put, due to how "caseless" is an element added to the ammo when
it hits something, but ammo is qdeleted upon hitting someone. If shot
point blank without combat mode (for some reason) it tries to add
caseless to an ammo that no longer exists. For some reason, the result
of this is to just fucking crash DS instead of aborting the adding of
the element. The ammo isnt reusable anymore, but I'll take that over
crashing.
## Why It's Good For The Game
Removes a game-breaking bug. I hate gun ammo code so much.
## Changelog
🆑
fix: Stopped a DS crash when shooting a rebar crossbow in specific
circumstances.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Stops rebar crossbow crashing dreamseeker when fired at point blank. (NO GBP)
---------
Co-authored-by: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* 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
/🆑
* Code compression for reagent holder. Lowers plumbing reaction chamber tick usage
* Modular update
* Update alcohol_reagents.dm
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Makes Telekinesis + Russian Revolver Interaction more fair (#79740)
## About The Pull Request
Fixes#77238
Basically, you were able to just spam kill people with the russian
revolver if you had telekinesis, which isn't really fair. Now, after
taking a leaflet out of the the discussion in that issue report, you can
still pull off the same party trick... once...
Basically, let's just say that when you focus on firing the gun in your
mind... you're also pointing it directly at your mind (your brain (your
skull (you instantly die))). This occurs even if the projectile doesn't
actually touch you (because that would be hellish to account for) but
you're the one who's playing russian roulette man
You still get to do some collateral damage because that's still a very
funny interaction but you only get to do it once per life. I don't know
if people will be happy to revive you after you "shoot" them. Also, the
way it's coded means that you can still leave the revolver on the table
and fire it at your foot or something, or just use it normally, as a
telekinesis user. This _only_ applies to distance-based firings.
## Why It's Good For The Game
The russian revolver is specifically coded to prevent you from damaging
other people, and this was a pretty silly way to sidestep that based on
the checks. Instead, let's make it so that you can still do this
admittedly funny interaction, but with enough reason to not do it (the
reason being that you'll always get fucking blatted).
## Changelog
🆑
balance: After a string of unfortunate incidents, persons with
telekinesis have been strongly warned against playing Russian Roulette,
as they tend to hyperfixate on the gun a bit too much and end up firing
it directly at their head.
/🆑
* Makes Telekinesis + Russian Revolver Interaction more fair
---------
Co-authored-by: san7890 <the@san7890.com>
* Removes suppressor from illegal tech
* Removes suppressor from illegal tech
* Makes a subtype of suppressor that are considered legal
Syndicate ones are now their own type.
* Update tgstation.dme
* Update armament_utility.dm
* Removes final remnants of 'targetted' (#79626)
## About The Pull Request
Finishing what https://github.com/tgstation/tgstation/pull/79513/
started, removes 'targetted' typo from code. Also updates the basic mob
guide with the new updated var names.
## Why It's Good For The Game
Typos bad. Accurate guides good.
## Changelog
🆑
code: gets rid of the rest of the instances of 'targetted' typo from
code
/🆑
* Removes final remnants of 'targetted'
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Emergency hotfix for engi crossbow [NO GBP] (#79606)
Hadnt added these commits when the PR got merged due to not expecting it
oops
## Why It's Good For The Game
See above, used to make my last pr actually function as intended.
## Changelog
🆑
fix: fixed engi crossbow being able to be used onehanded + ability to
craft with sci inducers
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Emergency hotfix for engi crossbow [NO GBP]
---------
Co-authored-by: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Adds engi improvised weapon - rebar crossbow + Engi Exclusive Tot Shop Variant (#78777)
<!-- 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

Engi now has access to a Half Life 2 Inspired rebar crossbow! Made of
rods, wire, and an inducer, it shoots sharpened iron rods at a high
velocity. High damage and good embed chance, but requires you to reload
every shot which requires you to stand still for three seconds to pull
the string back. You can also Use a wrench on it to force it to store
more rods (read: more than one), but risks it exploding and shooting you
instead.
The syndicate variant, avaliable to traitor engis, can fire three rounds
before needing a reload, and features a scope and better armor piercing
ammpo, but costs 10TC. I see it as a sidegrade to the revolver - quieter
and has much more widespread ammuniton, but holds less ammo and doesnt
have the same burst stopping power. And, to those concerned about the
balance of a non-traitor with this item - the AP ammo can only be made
by the traitor who bought it, and anyone else has to use normal ammo.
GUN STAT JUNK
Normal one has 60% embed chance and does 40 damage (against unarmored
targetd), but requires you to wait at least 3 seconds not moving to pull
the string back. Good alpha strike but not sustainable in a long fight.
Its akin to a pipegun.
Lacks any AP qualities besides piercing a jumpsuit, because any wound
chance it has is due to a bare skin bonus. Generally not a great weapon
to fight sec with.
Syndie version is generally the above but better. Takes less to pull the
string back, slightly higher damage, better fire rate, etc. Doesnt fare
well against any armor thats equivalent to sec gear or better due to
most having low (relatively) AP and wound chance, but good bare wound
bonus.
STATS TLDR: Its good against unarmored chumps and greyshirts but anyone
in armor that protects against bullets will kick your teeth in.
Also, Ammo is crafted from an iron rod. I wanted to have it just fire
rods as is, but theyre stacked items which you cant define projectiles
or ammo from.
## Why It's Good For The Game
I've always felt engi, for as big of a department as it is, is lacking
in the "fun weapons" area. Sci has mechs and xenobio, med has chem nades
and syringe guns, and cargo has anything the QM will buy - but other
than the flamer and shocked doors, engi doesnt have much. Thats why I
made this pr. it was originally just a traitor item, as they lacked many
traitor items in their shop, but I felt like a worse, bootleg version
would suit them.
## 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. -->
🆑
add: Enginenering rebar crossbows + tot kit
add: Added a bunch of ammos and crafting junk to make the ammo exist
image: added icond for all the above
/🆑
<!-- 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. -->
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Adds engi improvised weapon - rebar crossbow + Engi Exclusive Tot Shop Variant
---------
Co-authored-by: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Practice Carbine Dual Wielding Fix (#79359)
## About The Pull Request
When I added laser carbines, I made it impossible to dual wield them
because it could allow you to shoot normal lasers far faster than
intended (#72705). Someone else later added practice laser carbines, and
decided to allow dual wielding with them. This predictably led to the
exact same problem, so now they can't be dual wielded. Closes#79331.
## Changelog
🆑
fix: Practice laser carbines can no longer be used to rapidly fire
regular laser guns.
/🆑
* Practice Carbine Dual Wielding Fix
---------
Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
* [NO GBP] Buckshot no longer instantly deletes itself except when used pointblank. Oops (#79392)
## About The Pull Request
This was causing lethal shotgun shells with no stamina damage to
instantly delete. Oops.
## Why It's Good For The Game
I broke it and fucked up MrrFish' op round and definitely not because I
OWNED HIM WITH A BEEPSKY STUN
### BITCH
## Changelog
🆑
fix: Lethal ballistic pellet-based shotgun shells no longer instantly
delete.
/🆑
* [NO GBP] Buckshot no longer instantly deletes itself except when used pointblank. Oops
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Gives the Revolvers on the Nuke Ops uplink Syndicate Firing Pins (#79327)
## About The Pull Request
gives revolvers on the nukie uplink syndie firing pins
## Why It's Good For The Game
Every other firearm on the nukie uplink has a syndie firing pin.
## Changelog
🆑
fix: The Syndicate Revolver now has a Syndicate Firing Pin on the Nuke
Ops uplink.
/🆑
* Gives the Revolvers on the Nuke Ops uplink Syndicate Firing Pins
---------
Co-authored-by: starrm4nn <139372157+starrm4nn@users.noreply.github.com>
* [NO GBP]Fixes tesla zaps. (#79398)
## About The Pull Request
Closes#79297Closes#79312
Due to the new cutoff parameter being added to tesla_zap() (from
#78310), and most callers used positional arguments instead of keywords,
the zap flags was getting fed the shocked_targets list and maybe other
junk. This caused a bunch of unusual phenomena. This is fixed by using
keyword arguments.
Tesla zaps that use the grid were significantly weaker in terms of
damage than they're supposed to be. This was a byproduct of trying to
convert everything to joules and removing unnecessary power multipliers.
This is fixed by reverting the damage scaling and zap power of zap
sources that aren't based on grid. Technically this will cause the zaps
from other sources to have less power, but these tend to not be able to
put power on grid, so this wouldn't have any change other than what a
grounding rod displays. Doesn't really matter.
Logs machine explosions from zap_act. Not the most helpful log (would
take a lot of effort to add an extra parameter to pass the source), but
better than nothing.
Probably other stuff I did, lol.
## Why It's Good For The Game
Stops zap fuckery. Admins can now find the explosions when a 9GeV engine
decides to go haywire or whatever.
## Changelog
🆑
fix: Fixes tesla zaps being weird.
admin: Logs explosions from explosive zaps.
/🆑
* [NO GBP]Fixes tesla zaps.
---------
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* Fix dsiabler / laser impact effects (#79252)
## About The Pull Request
Fixes#79250
Simply restores the check for brute damage type up a level before going
into blood splatters / sparks.
Not a perfect fix, as this means brute projectiles are unable to have
unique impact effects, but as we have no brute projectiles with impact
effects currently (~~outside of a CTF projectile I think?~~ Just kidding
all bullets are supposed to have an effect but it uses the blood
splatter instead. Project for another day?) it suffices.
## Changelog
🆑 Melbert
fix: Disablers and Lasers now show their on-impact effects on hit mobs
again.
/🆑
* Fix dsiabler / laser impact effects
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* mag check - examining magazines now tells you what's the next/ready round (#79258)
## About The Pull Request
joke pr name: Mag Drills (Elite)
- Examining an ammo box (incl. magazines) now tells you the
top-loaded/next round in the magazine, so if you have a bunch of
mislabeled/unlabeled magazines you can figure out which one is your
regular bullets and your Not So Regular bullets.
- Also, adds a variable `casing_phrasing` which is used instead of just
"rounds" or "shells" in little, relevant text bits (e.g. moving bullets
in/out of magazines).
## Why It's Good For The Game
- Ammo Box Examines: I think it's probably a good thing to be able to
check what bullets are in what box/magazine without having to pull them
out.
- The casing phrasing thing was just for something that bugged me. I
should probably extend that out to the guns, too, but after a certain
point it's just something that only a small subset of people will
notice.
## Changelog
🆑
qol: Examining an ammo box (incl. magazines) now tells you the top
loaded round, so if you have different ammo types in different
magazines, you can at least try to figure out which one is which.
spellcheck: Ammo boxes (incl. magazines) can now be set to use different
phrasing for their ammunition (e.g. cartridges, shells, etc. instead of
just mixing "rounds" and "shells").
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
* mag check - examining magazines now tells you what's the next/ready round
---------
Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
* Scatter laser shells now use the scatter laser beam, and makes them significantly easier to make. Projectiles can now have damage falloff. (#78927)
## About The Pull Request
Allows for damage falloff to apply to more than just shotgun pellets.
Now any projectile can have a damage falloff defined.
Scatter Laser shells no longer use the minigun beams to determine their
damage. Instead they use the actually defined scatter laser beams. Those
beams do 7.5 damage per pellet, times by 6 pellets.
Scatter laser beams now have damage falloff, a separately defined
(positive) wounding power from normal beams, and wound falloff.
Scatter laser shells can be printed from security protolathes once you
have weapon tech.
Scatter laser shells _may_ be damaged by EMPs based on severity. The
result is that it fires a practically useless volley of laser fire. They
cause a honk sound when they hit, so you know when you've shot one of
these.
## Why It's Good For The Game
Well, we want shotguns universally to not be defined by their damage
output (especially extreme damage output) but by niche.
What does the scatter laser shell currently occupy as a niche?
The single highest damage output of any projectile weapon in direct
damage. The thing we don't want of shotguns, and it is reigning champion
of all guns.
Okay, that's a bit misleading, because obviously it is competing with
the likes of .50 BMG which does 70 damage outright and dismembers limbs,
potentially doing upwards of 90 damage if it does, and also hard stuns
people. Obviously _that_ is technically a stronger bullet.
But not for raw damage, because the scatter laser does 90 damage out the
gate, barring any potential wounding that might occur which increases
the damage multiplicatively. No gimmicks, no extra procs, nothing. It's
just 15 force lasers (with no damage dropoff) split between 6 beams.
And the reason for this is because this shell has been nerfed once prior
by making it not fire 6 normal laser shots into someone. That was 120
damage at the time, 120 to 90 was...I guess a nerf during the taser era.
Depends on how you viewed it. Buckshot was doing like 80 at the time,
believe me it was a wild period. But anyway, when we did the whole
damage rearrangement over the course of the laser few years, every other
shell got touched except this one for some reason. Even pulse slugs lost
10 damage while this was still sitting on 90 force point blank.
So what is the new niche? Well, it's laser buckshot. That's not a niche
but crew don't get buckshot, so this is their buckshot. It wounds real
good. Real goddamn good. And its is a laser. It fits the aesthetic,
obviously.
Okay, thanks.
## Changelog
🆑
balance: Scatter laser shells actually utilize the _real_ scatter laser
beam. This comes with damage changes. And wounding power.
feature: EMPs can potentially damage scatter laser shells.
refactor: All projectiles can now have damage falloff defined. Yay.
balance: Scatter laser shells can be printed when weapons technology is
researched.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Scatter laser shells now use the scatter laser beam, and makes them significantly easier to make. Projectiles can now have damage falloff.
* Modular
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* The great BORG
* godamn my head
* how did that even compile
* Why do you keep reverting
* ah ticked
* Delete tallrobot_effects.dmi
* removes 'dogborg' language and cargo tweaks
* lol silly dog you dont have a custom panel yet
* that typo tho
* Forgot about that borg building
* Apply suggestions from code review
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* local edit
* Godamnit Hemlock
* re-deletes altborgs
* Update mechfabricator_designs.dm
* Revert "Update mechfabricator_designs.dm"
This reverts commit 569912fa2fadda9fbcdc83646e995405f33dfb24.
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Disabler SMG: We got laser carbine, so why not have automatic disabler? (#79158)
## About The Pull Request
Basically, it's #78685, but instead of an automatic deadly laser gun,
it's an automatic disabler gun.
https://github.com/tgstation/tgstation/assets/42353186/6ce1c401-30a6-45f7-a55c-4d95f742c35a
_For comprasion, normal disabler takes 4 shoots and too uses 80% of
charge_


It's a side-grade as well, the damage is halved (15 instead of 30) while
the ammo count (40 instead of 20) is higher. So damage potential stays
the same.
The sound which it uses is more weak sounding to signify that.
You **can't** dual wield them.
You can order a crate of 3 at Cargo.
## Why It's Good For The Game
Automatic guns are fun, and as laser carbine showed - REAL FUN.
This introduces another automatic gun available to the crew through
Cargo because variety is always good, and this way we cover the both
most prominent projectiles (Lasers and Disablers).
Now Security can have fun without only killing people, this also lets
Pacificists have some as well.
<details>
<summary>GET DISABLED</summary>

</details>
## Changelog
🆑
add: New automatic weapon for the crew - Disabler SMG. Capable of
rapidly firing weak disabler beams.
/🆑
---------
Co-authored-by: Jacquerel <7483112+Jacquerel@ users.noreply.github.com>
* Disabler SMG: We got laser carbine, so why not have automatic disabler?
---------
Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
Co-authored-by: Jacquerel <7483112+Jacquerel@ users.noreply.github.com>
* fixes thermal pistols doing literally nothing on impact (#79175)
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/79167
## Why It's Good For The Game
refactors sometimes overlook things
## Changelog
🆑
fix: The nanites inside of thermal pistols are once again angry, and
aggressively want to burn/puncture people.
/🆑
* fixes thermal pistols doing literally nothing on impact
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@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>
* Adds a Syndicate Monkey Agent beacon uplink item (#79012)
## About The Pull Request
Adds a Syndicate Monkey Agent beacon uplink item. It spawns a dapper
monkey that must follow your orders.
Added a monkey gun case to the uplink, which contains monkey guns!
Though they aren't very powerful.
Added a more modularlike subtype for antagonist spawners to reduce
future hardcoding.
Gave the syndicate turtleneck a monkey sprite, from SS14!
## Why It's Good For The Game
I want to see the clown driving security insane with 2-3 monkeys and an
incredible amount of pranking. Or an assistant killing everyone with his
monkey friends while wearing a monkey suit. Or a geneticist sending out
mutated monkeys to kill people. Or a scientist equipping his monkeys
with bombs or xenobiology equipment and sending them out to wreak havoc.
6 TC is only enough for two monkeys, but you can get a third if you
finish any kind of objective.
> Added a monkey gun case to the uplink, which contains monkey guns!
Though they aren't very powerful.
We can't have the monkey mafia without guns, come on. The guns are weak
and only usable by monkeys. Additionally, they're restricted to
entertainment only.
Credit to SS14 for the monky turtleneck sprite.
## Changelog
🆑
add: Adds a Syndicate Monkey Agent beacon uplink item. It spawns a
dapper monkey that must follow your orders.
add: Added a monkey gun case to the uplink, which contains monkey guns!
Though they aren't very powerful.
refactor: Added a more modularlike subtype for antagonist spawners to
reduce future hardcoding.
sprite: Gave the syndicate turtleneck a monkey sprite, from SS14!
/🆑
---------
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Adds a Syndicate Monkey Agent beacon uplink item
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* It is now possible to survive the Mansus (#79131)
## About The Pull Request
Fixes#79113
There were a handful of bugs with the Mansus realm, this PR fixes them.
Firstly an most importantly, a refactor to damage handling touched the
"unholy determination" effect incorrectly (and I'm not even sure why?),
causing it to damage you instead of healing you most of the time. This
damage was not avoidable, so most people would be crit shortly after
entering the area and stay there.
Secondly, some of the heretic realms were unlit. A change to when
lazyloaded template atmosphere initialises means that the bonfires were
trying to light themselves with no air. Now they do this in
late_initialize instead, giving time for air to arrive.
Thirdly, the spooky hands were runtiming when passing through transit
tiles outside of the bounds of the heretic map. They shouldn't be
effected by shuttle drag anyway, so now they aren't.
Fourthly, I removed a row of empty space at the edge of the heretic map,
just because it annoyed me slightly.
Finally, while I was touching the heretic buff I made it heal you 1/4 as
much as it originally did. This is a balance change rather than a fix,
I'll atomise it out if it is controversial but I don't really expect it
to be.
In the future I would like to come back to these and make each realm
more specific to the path, because I think we could make these both more
exciting and more characterful.
## Why It's Good For The Game
Once it is working properly, the hand dodging minigame is actually
extremely forgiving, even if you don't move very much and get frequently
hit. This means some of those hits might actually add some tension.
## Changelog
🆑
fix: You should be revived properly when entering the mansus realm
following a heretic sacrifice
fix: The buff which is supposed to heal you in the mansus realm will now
do that instead of unavoidably damaging you
balance: The mansus realm's healing buff heals for 25% as much as it did
before it was broken
/🆑
* It is now possible to survive the Mansus
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* 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
/🆑
* A comprehensive refactor / cleanup of `bullet_hit` and `on_hit` to cut out a single bad species / mob proc
* Modular changes
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Adds pathmaps, refactors pathfinding a bit (#78684)
## About The Pull Request
Implements /datum/pathfind/sssp, which generates /datum/path_map
/datum/path_maps allow us to very efficently generate paths to any turf
they contain from their central point.
We're effectively running the single source shortest paths algorithm.
We expand from the center turf, adding turfs as they're found, and then
processing them in order of addition.
As we go, we remember what turf "found" us first. Reversing this chain
gives us the shortest possible path from the center turf to any turf in
its range (or the inverse).
This isn't all that useful on its own, outside of a few niche cases
(Like if we wanted to get the farthest reachable turf from the center)
but if we could reuse the map more then once, we'd be able to swarm
to/from a point very easily.
Reuse is a bit troublesome, reqiures a timeout system and a way to
compare different movables trying to get paths.
I've implemented it tho. I've refactored CanAStarPass to take a datum,
/datum/can_pass_info. This is built from a movable and a list of access,
and copies all the properties that would impact pathfinding over onto
itself.
There is one case where we don't do this, pathing over openspace
requires checking if we'd fall through the openspace, and the proc for
that takes an atom.
So instead we use the weakref to the owner that we hold onto, and hold
copies of all the values that would impact the check on the datum.
When someone requests a swarmed path their pass info is compared with
the pass info of all other path_maps centered on their target turf. If
it matches and their requested timeout isn't too short, we just reuse
the map.
Timeout is a tricky thing because the longer a map exists the more out
of date it gets.
I've added a few age defines that let you modulate your level of risk
here. We default to only allowing maps that are currently
being generated, or finished generating in our tick.
Hopefully this prevents falling into trouble, but consumers will need to
allow "failed" movements.
As a part of this datumized pass info, I've refactored pathfinding to
use access lists, rather then id cards directly. This also avoids some
dumbass harddel oppertunities, and prevents an idcard from changing mid
path.
Did a few things to the zPass procs, they took args that they did NOT
need, and I thought it'd be better to yeet em.
If you'd all like I could undo the caching/can_pass_info stuff if you'd
all like. I think it's useful generally because it avoids stuff changing
mid pathfind attempt, but if it's too clunky I could nuke it.
Oh also I added optional args to jps that constricts how it handles
diagonals. I've used this to fix bot paths.
## Why It's Good For The Game
Much of this is redundant currently. I'm adding it because it could have
saved hugglebippers, and because I get the feeling it'll be useful for
"grouping" mobs like bees and such.
We're doing more basic mob work currently and I want to provide extra
tools for that work.
https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853
## Changelog
🆑
add: Adds swarmed pathfinding, trading accuracy for potential
optimization of used correctly
fix: Bots will no longer take diagonal paths, preventing weirdo looking
path visuals
refactor: Refactored bits of pathfinding code, hopefully easier to add
new pathfinding strategies now
/🆑
* Adds pathmaps, refactors pathfinding a bit
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Watcher Nest Lavaland Ruin (#78790)
## About The Pull Request
Adds a small new lavaland ruin, the Watchers' Grave.


You will need to figure out yourself how to find a way through the walls
surrounding it (it's not very hard).
This is mostly just atmospheric but also serves as a delivery vehicle
for a unique item; an orphaned Watcher egg.
(That's kind of it in terms of loot, unless you count a handful of
lavaland mob corpses and mushrooms).
You can either eat this (it's an egg), throw it at someone to spawn an
angry watcher, or keep hold of it for a while and see what happens.
<details>

That's right it's your very own baby watcher.
It orbits your head and shoots at lavaland creatures for unimpressive
damage. It won't ever intentionally shoot a player but they might walk
in front of it, as it doesn't hurt very much they will probably forgive
you.
If you die it will continue circling your corpse to guard it against
predation.
</details>
In creating this ruin I also added a new component called "corpse
description".
It provides some extra examine text to a corpse which is removed
permanently if the mob is revived.
There's a field you can varedit on corpse spawners (or make a subtype)
which will automatically apply it to spawned corpses.
You can use it for environmental storytelling. Or admins can use it to
make fun of how you died.
Also I fixed basic mobs runtiming when examined by ghosts.
## Why It's Good For The Game
More variety in map generation. It's cute.
Adds a tool that mappers might like.
## Changelog
🆑
add: Adds a new lavaland ruin where you can find a unique egg.
/🆑
* Watcher Nest Lavaland Ruin
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Adds practice carbines to all firing ranges (#78867)
## About The Pull Request
Adds practice carbines to all firing ranges. They don't deal damage.
## Why It's Good For The Game
These guns are fun as hell to shoot.
## Changelog
🆑
add: Adds practice carbines to all firing ranges. They don't deal
damage.
/🆑
* Adds practice carbines to all firing ranges
* Adds them to Voidraptor too
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>