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2b651c1141d014e33b4ca42bedc8e2e4c19fb395
422 Commits
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e8840cfebc |
Delete blank line from the combat information box (#75025)
## About The Pull Request I asked eobgames to do it in #74203 but he didnt and i forgot to do it until now ## Why It's Good For The Game Since there's a box around it now, we don't need a blank line to separate it anymore Old:  New:  ## Changelog 🆑 spellcheck: Deleted the extra line in combat information /🆑 |
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bc813ab93d |
Cleans up + Improves bows, Sorts files, Adds the Divine Archer clothing, weapon, rite (#74811)
## About The Pull Request ### Divine Archer 🏹  Adds a new chaplain weapon and suit of armor, the divine archer. It's an orderable set of armor, but provides less armor than the rest, but you get more pieces of armor (boots, bracer, undersuit). The divine bow comes with a quiver that holds holy arrows. The holy arrows come with bane support, dealing critical damage to revenants. ### Bow Features ⭐ - arrows can now be dipped in poison ### Bow Improvements 🔧 - bows now drop their arrow when you put them on your back while nocking a bow - bows give feedback for trying to draw without a nocked arrow - codewise, bows support subtypes much better. They still have hard-sprited loaded arrows, but one day that'll change. ## Why It's Good For The Game Yeah, we could add null rod #2342 that does almost the same as the others, or we could have a unique bow weapon! Player Dev Project thread: https://discord.com/channels/326822144233439242/1093521091957370940/1093521091957370940 ## Changelog 🆑 tralezab code, Drag for the commission and player project, cre#0484 for their spritework add: Divine Archer Armor and Weapon qol: Bows give more feedback when you're doing something wrong, like trying to draw without a nocked arrow code: Sorted files, cleaned bow code up to allow subtypes /🆑 |
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61795ee325 |
Cosmic Ascension Balance Patch (#74715)
## About The Pull Request Now the stargazer does more damage to people in the area and prioritizes mobs attacking them instead of random circuit bots 7 tiles away. It will also slowly heal you. Makes some abilities create more carpet fields when ascending. Increases combo times when ascending. Also makes the Star Gazer die only when the owner dies. Star Gazer will explode when it does die. Star Gazer has a damage aura that does heal the owner. ## Why It's Good For The Game I have seen a lot of people complaining that the cosmic ascension isn't good and not worth getting so I thought I would make it a little better. ## Changelog 🆑 balance: Star Gazer now explodes when it dies. balance: Star Gazer will only die when the owner dies. balance: Star Gazer will attack the most recent enemy that attacked him when on autopilot. balance: Star Gazer has an aura that slowly damages people and heals the owner. balance: Cosmic Ascension now buffs some spells. /🆑 |
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ed2f04f486 |
Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes (#74791)
## About The Pull Request Replaces weakref usage in AI blackboards with deleting signals All blackboard var setting must go through setters rather than directly ## Why It's Good For The Game This both makes it a ton easier to develop AI for, and also makes it harder for hard deletes to sneak in, as has been seen with recent 515 prs showing hard deletes in AI blackboards (To quantify "making it easier to develop AI", I found multiple bugs in existing AI code due to the usage of weakrefs.) I'm looking for `@Jacquerel` `@tralezab` 's opinions on the matter, also maybe `@LemonInTheDark` if they're interested ## Changelog 🆑 Melbert refactor: Mob ai refactored once again /🆑 |
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2536fd85ee |
Cleans up thermite component code (#74825)
## About The Pull Request Nothing too interesting to be quite honest, just cleans up the thermite component code a bit because it was a bit weird. ## Why It's Good For The Game This probably fixes a few rare bugs where the thermite overlay disappears due to an update_icon call. Slightly neater code. Also, adds an examine message to thermite walls because small QoL stuff is neat. ## Changelog 🆑 qol: Thermited walls now get an examine message telling you they are, in fact, thermited. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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b54b2f62b3 |
Turns loomable component into a bespoke element (#74685)
## About The Pull Request Thought https://github.com/tgstation/tgstation/pull/74552 was good? YOU WON'T BE READY FOR THIS ONE... ## Why It's Good For The Game free miniscule amount of performance by getting rid of some silly component datums ## Changelog player dont care --------- Co-authored-by: san7890 <the@san7890.com> |
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4c48966ff8 |
Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is not completely accurate, as subsystems can be delayed, however it's useful to have this number as a multiplier or ratio, so that if in future someone changes the subsystem wait time code correctly adjusts how fast it applies effects regexes used git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i 's/DT_PROB/SPT_PROB/g' git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i 's/delta_time/seconds_per_tick/g' |
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d7ce8761c7 |
Modifies spectral instruments to make retaliation more viable. (#74599)
## About The Pull Request
Reduces the damage dealt by the spectral trombone, saxophone and trumpet
and adds a message warning of the change they cause
## Why It's Good For The Game
In their current state the spectral instruments transform people into 4
hits, the first two hits dealing enough stam damage that it slows to
point where escape isn't possible.
Since it's also rare most people don't know of it'll transform you into
a skeleton
In order to allow for more viable retaliation against the transformation
into a skeleton this PR reduces the stamina damage dealt and prints a
message for the target that hints them towards the transformation.
## Changelog
:cl:Somepan
add: Added a message upon being hit by any spectral instruments
balance: Reduced the stamina damage dealt by spectral instruments from
25 to 18 making it transform after 6 hits instead of 4
/🆑
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73ba9046df |
[Ready] New Cosmic Heretic Path DLC (#73915)
## About The Pull Request This PR adds a new Cosmic Heretic.      Main Paths: - Eternal Gate: Opens up the Path of Cosmos to you. Allows you to transmute a sheet of plasma and a knife into an Cosmic Blade. You can only create two at a time. - Grasp of Cosmos: Your Mansus Grasp will give people a star mark (cosmic ring) and create a cosmic field where you stand. - Cosmic Runes: Grants you Cosmic Runes, a spell that creates two runes linked with eachother for easy teleportation. Only the entity activating the rune will get transported, and it can be used by anyone without a star mark. - Mark of Cosmos: Your Mansus Grasp now applies the Mark of Cosmos. The mark is triggered from an attack with your Cosmic Blade. When triggered, the victim transport back to the Cosmic Diamond, which is the location your mark was applied to them. After getting transported they will be paralyzed for 2 seconds. - Star Touch: Grants you Star Touch, a spell that will give people a star mark (cosmic ring) and create a cosmic field where you stand. People that already have a star mark will be forced to sleep for 4 seconds. When the victim is hit it also creates a beam that deals a bit of fire damage and damages the cells. The beam lasts a minute, until the beam is obstructed or until a new target has been found. Can remove Cosmig Runes and teleport you to your Star Gazer when used in hand. - Star Blast: Fires a projectile that moves very slowly and create a cosmic field on impact. Anyone hit by the projectile will recieve burn damage, a knockdown and a star mark. - Cosmic Blade: our blade now deals damage to peoples cells through cosmic radiation. - Cosmic Expansion: Grants you Cosmic Expansion, a spell that creates a 3x3 area of cosmic fields around you. Nearby beings will also receive a star mark. - Creators's Gift: The ascension ritual of the Path of Cosmos. Bring 3 corpses with bluespacedust in their body to a transmutation rune to complete the ritual. When completed, you become the owner of a Star Gazer. You will be able to command the Star Gazer with Alt+click. You can also give it commands through speech. The Star Gazer is a strong mob that can even break down reinforced walls. Star Touch can now teleport you to your Star Gazer when Star Touch is used in hand." Side Paths: - Ash-Cosmic: Fire Fish: Allows you to transmute a pool of ash, eyes, and a sheet of plasma into a Fire Shark. Fire Sharks are fast and strong in groups, but are bad at combat. - Ash-Cosmic: Curse of The Stars: Allows you to transmute a bluespace crystal, a pool of ash, and a liver to cast a Curse of The Stars on a crew member. While cursed, the victim will recieve a star mark that lasts for at least 3 minutes. This star mark makes it so that the crew member cannot enter cosmic carpet fields. The victim will also recieve a cosmic carpet trail for at least 3 minutes. - Ash-Cosmic: Eldritch Coin: Allows you to transmute a sheet of plasma, a diamond and eyes to create an Eldritch Coin. The coin will heals when landing on heads and damages when landing on tails. The coin will heal for more, but only for heretics. Extra ability information: - Star Mark: This is a status effect that prevents people from walking into cosmic fields. - Cosmig Fields: Only block entities marked with a star mark, projectiles or throwing items will still work. Lasts only 30 seconds and 5 seconds for the Cosmig Trail trait. Some things I wanted to mention: - Why the Star Gazer is balanced: It has 3000 health and can kill people pretty fast, but at the same time, anyone can space the Star Gazer and lead it away from the heretic if they do not pay attention. - The Cosmic Heretics balancing has been carefully considered. It is relatively weak in group situations but strong in one to one combat. - Balance changes can also be made after the PR gets merged need be, or it can be test merged first. ## Why It's Good For The Game New heretic path means more choice and a different play style. ## Changelog 🆑 add: Adds new Cosmic Heretic. soundadd: Adds Cosmic Heretic sounds. imageadd: Adds Cosmic Heretic sprites. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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6085e3b5ee |
Reagent soup / Soup rework / Stoves - A kitchen expansion (#74205)
## About The Pull Request  **This PR:** - Reworks most* existing soup into reagents. - Adds Stoves and Ranges. Ranges replace most* existing ovens. - Adds soup pots, to cook soup **How does it work?** In the kitchen you will find a stove now. Stoves act as a "reagent container heater", essentially a chem heater. You can set a pot onto the stove. To make soup, visit the cooking recipe book for a guide. Most recipes are the same as before, just tweaked slightly - Add water to the pot (50 units for 1 batch generally), then add all the corresponding ingredients to the pot. Set the pot out on the stove and right click it to turn it on. If the recipe's correct, shortly it will start to mix and give you soup! One soup recipe will give you roughly 3 servings of soup. You can pour our the soup into a bowl using a ladle or just by pouring it manually. Of note: **All of the reagent contents of the ingredient are transferred into the soup.** Better, more nutrient rich ingredients produces more soup, and poisoned produce will pass it on. If you place the soup into a chem master, you will notice it's roughly half "soup reagent" and half a variety of reagents, including nutriments / proteins. This is your soup! It is recommended you serve your soup with the reagents included, as they make up more nutrition for the customer, however you can separate it out if you're picky. **Todo:** - [x] Fill out the PR body a bit more - [x] Mapping (wait for big merge conflict pr to go past) - [x] Soup colors - [x] Balance pass over for soup recipes - [x] TODOs - [ ] Unit tests - [x] Cullen Skink's recipe is invalid - [x] Try to see if there's an easy way to prevent soup from fattening you up too easy. ## Why it's good for the game Adds some more depth to the kitchen and moves chef away from the click-button-get-food style that exists. Allows for inherently custom soups by the way of making it reagents, so no need to support custom soup food items. ## Changelog 🆑 Melbert, stove and pot sprites by Kryson, ladle sprite by Kinneb add: Kitchens are now stocked with Ranges. add: You can now print (and create) Stoves. add: The dinnerware vendor now dispenses ladles. add: Spoons can now actually spoon... things. add: Soup has been reworked entirely. Soups are now reagents, cooked via a soup pot on a Stove or Range. Simply add water and your required items, then apply heat. Be careful not to boil over! add: Stoves, Ranges, and Griddles will now heat up their surroundings - don't turn them on around plasma! fix: Fixes being able to cook in an Oven while the room is depowered qol: Hitting a customer bot with an incorrect recipe no longer counts as a hostile attack leading to your demise shortly after refactor: Customer bots that request a reagent now use custom orders code: Cut down a lot of code in the crafting menu code, and removes some ugly ispaths del: Soup is no longer food items, so can't appear in random food pools (at least not yet). balance: Virus Food recipe now requires you cool it to 200k. /🆑 |
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4397d63a55 |
Split weapons_and_items.dmi icons into their own categories (#74363)
## About The Pull Request This sprite file had been a dumping ground for miscellaneous sprites for the past decade. It's bloated and full of random kinds of icons and even has a few unused ones. It's time to reorganize them into their own separate dmi's based on theme. ## Why It's Good For The Game Better organization and easier access when looking for stuff. ## Changelog 🆑 imageadd: Split all icons in weapons_and_items.dmi to their own categories imagedel: Removed some unused icons /🆑 |
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21ef45fa6d |
OOC-ifies the Bluespace Tag (#74203)
## About The Pull Request De-ICs the bluespace tag, instead presenting the same information in an OOC format.  This does not alter the actual information shown (besides a slight change to wording for the armor-piercing/block values, though the thresholds are the same). P.S. I don't know if this is tagged correctly- it doesn't seem to neatly fit any category. (When are we getting the Tweak tag back?) ## Why It's Good For The Game The bluespace tag has sorta been an oddity since it was introduced. While the rationale behind its addition was sound- we want players to have information without code-diving, but not necessarily anything too concrete- the actual stuff surrounding that information has always felt off. Why exactly are we finding items that have lain undisturbed on lavaland for centuries that have a bluespace tag? What magical source of information are they drawing from? Basically, in its attempt to make OOC information IC-relevant, it creates more plot holes than it solves, and ultimately it does so to no real benefit. Hence, I feel it's best that we just stop trying to present this in an IC format. ## Changelog 🆑 qol: Bluespace tags are gone. The information contained within is still available in the same way, just in a more out-of-character format. /🆑 |
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966b8e5fd8 | March into Mapness: Meateor (#74070) | ||
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52736afe8f |
Makes eyestabbing and neck slicing a little easier to use. Also add's screams to kneecapping. (#74307)
## About The Pull Request Neck slicing warning is completely useless and annoying, so i deleted it. Everytime i sliced someone's neck i needed to turn off combat mode just to continue killing them which is annoying as hell. Eye stabs warnings are too completely useless and annoying. If you're in the fight you definitely don't want to read warnings about them being alien or their eyes being covered. Also made it's code a little bit prettier? Made the victim's of kneecapping scream on act. Everything for the sadistic pleasurement! ## Why It's Good For The Game Easier to fight with those things. More fun. ## Changelog 🆑 add: the victims of kneecapping will now scream. qol: you will no longer gain useless message, when you're harming someone in agro-grab in the head with their neck already slicen, instead of continuing killing them. qol: you will no longer gain irritating messages, when trying to stab someone in the eye, instead of just stabbing them with screwdriver. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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ccef887efe |
Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW RATHER THAN AFTER THE FACT. ## About The Pull Request Hey there, This took a while to do, but here's the gist: Python file now regexes every file in `/code` except for those that have some valid reason to be tacking on more global defines. Some of those reasons are simply just that I don't have the time right now (doing what you see in this PR took a few hours) to refactor and parse what should belong and what should be thrown out. For the time being though, this PR will at least _halt_ people making the mistake of not `#undef`ing any files they `#define` "locally", or within the scope of a file. Most people forget to do this and this leads to a lot of mess later on due to how many variables can be unmanaged on the global level. I've made this mistake, you've made this mistake, it's a common thing. Let's automatically check for it so it can be fixed no-stress. Scenarios this PR corrects: * Forgetting to undef a define but undeffing others. * Not undeffing any defines in your file. * Earmarking a define as a "file local" define, but not defining it. * Having a define be a "file local" define, but having it be used elsewhere. * Having a "local" define not even be in the file that it only shows up in. * Having a completely unused define* (* I kept some of these because they seemed important... Others were junked.) ## Why It's Good For The Game If you wanna use it across multiple files, no reason to not make it a global define (maybe there's a few reasons but let's assume that this is the 95% case). Let me know if you don't like how I re-arranged some of the defines and how you'd rather see it be implemented, and I'd be happy to do that. This was mostly just "eh does it need it or not" sorta stuff. I used a pretty cool way to detect if we should use the standardized GitHub "error" output, you can see the results of that here https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792 ## Changelog Nothing that really concerns players. (I fixed up all this stuff using vscode, no regexes beyond what you see in the python script. sorry downstreams) |
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6ee43f9fb1 |
Minor Gravity Fixes (#74285)
## About The Pull Request Fixes forced gravity not updating a mob (trait was added too early, before hook signals are registered) Fixes spawning a mob in space not causing floats (default grav was 0, so == null was wrong) Runs shake_everyone() (Our gravity gen reaction hook) AFTER gravity changes, ensuring mobs hook into it ## Why It's Good For The Game Closes #74271 Closes #74272 (Caused by being in nograv but not floating) Closes #74274 ## Changelog 🆑 fix: Fixes a bunch of minor gravity bugs, report em if you see more yeah? /🆑 |
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ecbcef778d |
Refactors Regenerate Organs, and a few organ helpers (#74219)
## About The Pull Request Refactors regenerate organs to be slightly more intelligent in handling organ changes and replacements. Noteably: - We don't remove organs that were modified by the owner; such as changing out your heart for a cybernetic - We early break out of the for loop if they aren't supposed to have an organ there and remove it - We check for the organ already being correct, and just healing it and continuing if it is Also changes the names of some of the organ helpers into snake_case ### Mapping March Ckey to receive rewards: N/A ## Why It's Good For The Game ## Changelog --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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5aab9dd88a |
Saves roughly 20% off living/Life(), makes gravity event based (#74084)
## About The Pull Request Right now, each time life processes we need to run has_gravity, and check its output against a bunch of thresholds. We could save off that second bit by caching the previous value, but we'd still be only updating this every 2 seconds. This potentially delayed updating leads to really janky feeling behavior around transition points too (like when moving on/off the sand on tram station) So instead of doing this updating off life(), let's make it event based. We'll decompose has_gravity, and take all the values it relies on, and check for them changing ourselves. That way we get instant response, and can save all the wasted has_gravity calls. This constant checking on movement adds a few signal registrations, a connect_loc, and some logic on living/Moved The Moved logic increases Moved's self by 50%, roughly 1 second a round at worst. Don't have concrete numbers for the connect_loc (new self / old self)  In constrast, handle_gravity is currently on average maybe 15 seconds.  I could JUST save maybe 13 seconds and not spend the 1 by storing the previous gravity value, but I think this is worth the ux changes. It does add some extra resistance to change, but s much nice. Moved some functions around too, and removed now redundant update_gravity calls ## Why It's Good For The Game Snappier gravity, faster Life() ## Changelog 🆑 qol: Human gravity will react to changes instantly, instead of waiting for the next process tick. Hopefully this feels better and not worse /🆑 |
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2b9bd4acad |
Turns stickers into a component and an element (#74091)
## About The Pull Request Adds /datum/element/sticker, and /datum/component/attached_sticker Sticker items now mostly operate off /datum/element/sticker The sticker element, hooks the whole "attach to stuff" and adds the attached_sticker component to its target The attached_sticker component, adds the overlay, hooks the clean and on-fire signals. ## Why It's Good For The Game Allows to check if a sticker is present on an object (which I will use later) Code is probably cleaner??? ## Changelog 🆑 refactor: Stickers use a component and an element now to do their sticking /🆑 |
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21ba2c10a8 |
Correct grammar, tags, procs involving food processing (#74097)
The wording of microwable/grillable/processable outputs now takes into accounts plurals. For example, the examine text for an onion slice is now: "The onion slices can be baked into _some_ onion rings", rather than "an onion rings". - Examining microwavable things now uses "can be", rather than "could be"; the same verb as bakeable and griddlable. - Processing atoms now uses `plural_s()` rather than just a flat `/s`, which is unreliable. - The use of `<b>` tags has been changed to `span_bold()`. |
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5d19cb4569 |
Fix inconsistency in FREEZE_PROOF flag (#74102)
Although all objects that _have_ the flag attach it to `resistance_flags` (which is what the define location implies it's supposed to be set on), all the code that checked it for the purposes of applying the freezing element used `obj_flags`. As far as I can tell, that meant the only things immune to freezing were things that "blocked z falling from above". Also, freezing only happens with some obscure weapons and low temperature water vapour, but hey 🤷. 🆑 coiax fix: Coffee cups are now correctly immune to becoming frozen by low temperature water vapour. /🆑 --- Shout out to RaveRadbury who helped me with debugging this. |
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bf6f81a9b5 |
Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test (#74037)
On the tin, doing it like this means we can reduce our overall line fingerprint whenever we have to add two or more traits from the same source on the same target. Especially helps when we get to the 4+ range of traits, a breath of fresh air even. Doesn't mean we have to do for loops, as that's already handled within the define as well. I replaced some of the checks with `length()` checks, let me know if I should switch it over to something else (maybe `islist()`)? We stack_trace whenever we're not passed a list reference on purpose, and sometimes var/lists are null by default (or just empty, making this redundant). ## Why It's Good For The Game I commonly feel the urge to write "use `AddTraits()`" or something in reviews, then am sad when I remember it doesn't exist. I will no longer be sad. Can ensure a lot more trait safety as well by using static lists- when both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are confident (from a static point of view) that everything that you want to be adding/removing works. I may have missed a few things where this could be used, but both macros implemented in this PR still use the same framework that was being used in the last four years- so stuff won't break if left untouched. Just a nifty new tool for developers. also fixed up some code in the area, numerous bugs were found and exploded |
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f8c6f01507 |
Adds non-clothing item equipping others feedback messages (#73982)
## About The Pull Request Things like pens weren't giving any feedback messages when you put them on someone else, and I ran into this while working on another PR so I've dealt with that Renames `worn_dangerous` to `show_visible_message` as it was only used to confirm if there would be visible messages or not The `DANGEROUS_OBJECT` clothing flag is a trait now, so it can be put on non-clothing items too Removing non-clothing items from someone has been unchanged. ## Why It's Good For The Game People should be able to identify that someone is putting something on them, and recognize what that is if they pay attention. This means that a player cannot reverse pickpocket a grenade onto someone else without giving any indication of doing so ## Changelog 🆑 balance: Putting a non-clothing item onto someone else creates a visible message the same way a clothing item would. /🆑 |
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b5c67d1fbf |
Paradox clones spawns with "copies" of their target's memories (#73988)
## About The Pull Request Paradox clones spawn with a "quick copy" of their target's memories. These are notably limited in that they can't be used for stories (engraving or tattoos), but if people metagame Paradox clones by saying "engrave something for me" there's no hope for this community Closes #73931 ## Why It's Good For The Game Stops a meta-y exploit ## Changelog 🆑 Melbert fix: Paradox Clones now know that their target knows. /🆑 |
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dd419e77be |
Converts the crackable element to mutable appearances, saves 0.15 seconds of init (#73941)
## About The Pull Request Instead of passing in an icon as a source to the alpha mask filter, we can stick a mutable appearance in our overlays list with a render target set, and use that render target to do our masking. Remember to use "*" to avoid rendering the crack twice ## Why It's Good For The Game CPU time |
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1cdc327a8f |
Station Trait: Spider Infestation (#73893)
## About The Pull Request Hate having your cables eaten by mice? Nanotrasen have heard your complaints and settled on a natural, _organic_, and eco-friendly solution. When this station trait is active, roundstart and event mouse spawns have a chance to instead be replaced with duct spiders (both will exist, it doesn't remove mice). Duct spiders are largely harmless to humans, actively hunt other maintenance creatures (such as mice), and have only one _tiny_ downside.  These mobs can also sometimes be spawned by a minor scrubber clog event. As a side note, all spider basic mobs with AI (except Araneus) will now try to automatically fill a small area around them with webs. Also I made it so that mobs will ignore their random_walking behaviour if they're engaged in a `do_after`, just in case. ## Why It's Good For The Game Adds a little bit of variety to things which can slightly annoy you in maintenance. Spiders will automatically make places they live in look like spiders live there. ## Changelog 🆑 add: A station trait which sometimes populates maintenance with small spiders. You can wear them as a hat if you wanted to have a spider on your head for some reason. add: Spider mobs will automatically start webbing up their environment. /🆑 |
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d755b70d76 |
Removes bad nodamage var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage (#73806)
## About The Pull Request
- Juggernaut and Rust Walker projectiles were subtyped off of magic,
which is `nodamage`.
- The juggernaut actually had a copy+paste error with their type
`on_hit` which caused none of their special effects on hit ("relative
patching catches this")
- Then I realized projectiles have this var `nodamage` which is, for all
intents and purposes, just `damage > 0`. it's not checked for pacifism,
it's just that. This is dumb. So very dumb, so I removed it.
- There are, however, a few situations which used it in a unique way,
such as the blast wave cannon. This is why I replaced it with a proc,
`is_hostile_projectile`, for certain situations to actually find out if
the projectile is damaging. Projectiles can override this on a per type
basis by default, damaging projectiles = hostile.
- This has a chance to break some things, but I ... kinda doubt it will.
Fixes #73756
## Why It's Good For The Game
Projectiles that act as they should, less dumb vars
## Changelog
🆑 Melbert
fix: Fixes Juggernaut / Rust Walker projectiles doing zero damage
fix: Fixes Juggernaut projectiles not doing bonus damage to nearby
structures
code: Removed projectile nodamage var, replaces it with just checking
for damage
/🆑
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4ffd487520 |
Forcing an embed means that it will always happen (Effects trapped posters, accidental consumption, and bullet shrapnel) (#73729)
## About The Pull Request Addresses #73105 I confidently asserted in the issue that the current behaviour was not a bug, but lo and behold when I went to investigate this on March 1st what did I find... a bug! Force embed actually never worked in the first place because the passed arguments were in the wrong order. Now they are named, so the order doesn't matter any more. Also there was an argument called "silent" which did literally nothing, I just deleted it. Sending the force flag will now mean that the forced embed _always_ embeds unless it is literally impossible. The only other place this effects is when you accidentally eat glass, so a similar case to this one. While I was in there, I made posters _very slightly_ more discerning about what gloves block glass. Unfortunately there's no widely applied and useful trait like `THICK_MATERIAL` for gloves so I mostly just exluded latex and fingerless gloves... but that's better than nothing. Anyway now if you bother to place a glass shard inside a poster and someone tries to pull it down and they're not wearing thin or fingerless gloves it will _always_ embed in their hand. Oh and I put some balloon alerts in there. **Unrelatedly to this change** fixing this seems to also fix an ancient bug where bullet shrapnel would roll its embed chance twice in a row, meaning that it had an (x/100)^2% chance of applying rather than an (x/100)% chance, significantly less than written. It is weird for that to go in this PR, but seems to be an effect of fixing this bug? Not sure there's a way of not fixing both at the same time. ## Why It's Good For The Game You go to the effort of putting a glass shard behind a poster (the only way to associate your own fingerprints with the deed) and are lucky enough that the person who pulls it down isn't wearing gloves (almost everyone does) and it _still_ only has a 50% chance to embed the glass? The trap should work at least _some_ of the time. ## Changelog 🆑 fix: Something which is "forced" to embed will now always actually embed. Resultingly, accidentally swallowing glass or encountering it behind a poster without adequate protection will now always cause it to embed into your body. balance: Thin and fingerless gloves may no longer protect you from having glass in your hand after pulling down a poster fix: Bullets containing shrapnel now use their correct chance to embed, which may cause bullet wounds to contain shrapnel more frequently. /🆑 |
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2e240d0e9d |
Fixes an issue with multiz visholders duplicating (#73835)
## About The Pull Request I think the inherent issue here has to do with turf refs or something, but the big problem was I assumed if there was only once source, then the turf must be new. This was an invalid assumption, since we can add sources more then once, and | is used Because of this, each time a shuttle moved, we'd add an extra source for no reason, and stack extra vis holders. This lead to really bad clientside lag on some out of repo maps, which is how this issue came to my attention. Instead checking if the sources list exists or not solves the problem pretty handily, so let's do that. ## Why It's Good For The Game Closes #73834, prevents a potential future OOM |
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69ccb96522 |
Makes the food trash element detach on trash making (#73748)
This PR makes the trash maker element detach on trash creation. Most of the times, the food is deleted soon after this element is activated. However, there has been one exception: when you place it in a custom, sliceable item, it will generate the trash, and then store the item in a list. When you slice the custom item, the saved item will be added to every slice, producing a trash for each. And this is how you get seven banana peels out of one banana, or seven revolvers out of one gatfruit using nothing but a humble knife and a plain pizza bread. By detaching the trash creation element, we will prevent this behaviour, and further future proof this element, in case someone adds another behaviour that creates trash without destroying the food. This PR also makes the element unregister all signals it has registered on. |
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92fe2245df |
Frozen tanks now release the gasses inside them when shattered (#73475)
## About The Pull Request Instead of simply being qdel'ed, shattered items have their deconstruct proc called (with flags set to prevent items from being dropped in the process). This means that if an object has code that should run before it's destroyed in order to maintain in-game consistency, that will be called instead of ignored. As a result: - Internals tanks release gasses inside of them (what I wanted to fix) - Frozen containers only destroy themselves, not everything inside of them (unintended side effect -- I think it's good but others might disagree) - Grenades detonate (unintended side effect -- can be disabled by changing the disassembled flag to true instead of false) - Gas crystals release their contents (because theyre grenades) - Hot Ice does NOT release anything, since it's a datum and not an object Also, fixes a potential bug where holodeck canisters wouldn't be destroyed when their deconstruct was called, making them (possibly?) indestructible. I doubt this would ever have shown up, but... it's fixed now! ## Why It's Good For The Game Fixes https://github.com/tgstation/tgstation/issues/71121, adds potential support for similar future cases. Fixes an issue where holodeck canisters (should those ever exist) would be indestructible. ## Changelog 🆑 fix: frozen gas tanks now release their contents upon shattering fix: holodeck gas tanks can now be deconstructed /🆑 |
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c98136fc4f |
Fix chef food ownership to follow mind (#73600)
🆑 coiax fix: A chef who is beheaded, and the head stitched on another body will still see their food as their own. /🆑 ## Why It's Good For The Game Having food ownership be based on the mind, rather than the mob, makes it resilient to body-swap, mind-swap, podcloning (cloning!?), situations. Because even though you may have been reduced to just a head, that stew is still yours, you still made it. |
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23b8a474e0 |
Corrects a grammatical error in strip text (#73444)
## About The Pull Request Changes this:  into this:  I might be missing something with how I've made this change, if theres a reason it just used item and not item.name do point it out to me. ## Why It's Good For The Game Grammatically corrects something that was not. ## Changelog 🆑 spellcheck: A grammatical error in strip text has been removed. /🆑 |
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20a1e1e913 |
Fixes seeing monkey ai examine text if the monkey doesn't have eyes to look primal with. (#73166)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Refactors ai datum examines to use noticable organ elements. ## Why It's Good For The Game This preserves the original examine on monkeys and allows future examines to be dependent on the state of the species, so the examines are less generic. But if you want generic, it's supported! ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 refactor: Monkey AI descriptions of "primal eyes" no longer show if the monkey is missing eyes. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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7c30d9d746 |
Basic Wumborian Fugu & Fugu Gland (#73415)
## About The Pull Request Fixes #72677 and also converted the "Wumborian Fugu" mob to a basic mob rather than a simple one. I will be totally honest: I didn't need to do that in order to fix the bug. I just didn't like looking at the rest of the code in that file. Also I have some kind of sickness which makes me do this. This ended up being one of those "see something related and fix it as well" ones so there's a couple of only tangentially related changes in here. If you want me to split it up I will but I think this one is _probably_ fine because the wide-ranging changes are pretty simple ones? So what this PR does is: - Refactors simple mob into basic mob. - Cleans up its really ugly ability to work in a hopefully nicer way. - A one line fix to the linked issue above. - Modifies the default cooldown on `basic_melee_attack` and `attack_obstructions` to be a widely used cooldown rather than a random value used by no mob that we have. - Renamed behaviour "try_mob_ability" to "targeted_mob_ability" and added a new AI behaviour called "use_mob_ability", the difference between the two being that the former requires a target and the latter does not. I... don't actually use this because I realised after adding it that I still want a target for this mob, but someone will need it eventually. - Change everywhere that is passing references to abilities to actions to pass weak references instead. - Adds an element to handle "spawn this stuff when a related mob dies". - Found a few places where people were setting `environment_smash ` as if it did anything (including me) and replaced them with the proper ai_controller implementation instead, updated the comment to make it clearer although that won't prevent copy/paste errors. - Registered to the "movement speed updated" signal to ensure that basic mobs actually notice that you have applied a movement speed modifier. ## Why It's Good For The Game Fixes a linked issue. Refactors some code which made me sad whenever I saw it. Restores some mob behaviour which nobody noticed was missing, but was. Fixes some apparently unreliable code I added in a recent PR reliant on basic mobs using movespeed modifiers. Adds element we will definitely need again in the future. ## Changelog 🆑 fix: The Fugu Gland can once more be used on Ian, Carp, Giant Spiders, or other basic mobs. fix: Syndicate mobs will once again attack windows to try to reach you, and space ruin spiders won't. fix: Netherworld-themed mobs will correctly adjust their speed as they take damage. refactor: Made the Wumborian Fugu into a basic mob, which should act largely the same way but may have slightly different speed and reaction times. /🆑 |
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cbbf7b3613 |
Basic Mob Spiders III: Sgt. Araneus is no longer a bat (#73350)
## About The Pull Request This PR converts giant spiders into basic mobs and resultingly fixes #37793 They _should_ have the same behaviour as their simple mob versions although I can't verify that their movement speeds are _exactly_ the same. It should at least be pretty close. A quirk of spiders is that they had a pretty large `move_to_delay` which made them slow in the hands of AI (because it would just pause for ages between taking steps) and faster in the hands of players, and they often appear in both forms so I had to implement this as a speed modifier based on player control. Additionally this is the first basic mob which can be set on fire. This is currently implemented as a var on `mob/living/basic` but I know there was some annoyance at adding the environment tolerances as vars on there so if desired I can try and extract it out, I'm just not sure how easy it will be. Something else I noticed is that spiders seem to take stamina damage from bug spray... but stamina damage does nothing to either simple _or_ basic mobs. I have left it in for now in case I am missing something, and rebalancing it to do something else would be more like a balance change. Oh also I killed the `mob/basic/retaliate` folder because that isn't a classification that needs to exist or makes sense. ## Why It's Good For The Game We don't want to use simple mobs any more. Sergeant Araneus can finally actually be a spider, instead of being a bat. ## Changelog 🆑 refactor: Spider code has been refactored and AI-controlled spiders may have slightly different movement or reaction times. fix: Basic mobs can now be slowed when they take stamina damage, however currently only spiders actually _can_ take stamina damage. fix: Spiders should now more reliably disable their AI when controlled by a player. fix: Araneus is no longer considered to be a bat and so cannot fly. fix: Araneus is no longer considered to be a bat and so is no longer frightening to people who are scared of the supernatural. /🆑 |
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3335b5e59f |
Basic Mob Spiders II: Elements (#73202)
## About The Pull Request This PR elementises two kinds of spider behaviour in preparation for making them into Basic Mobs, which in turn will solve a bug with Araneus. This will probably conflict with my other PR but I'll deal with it. The Nurse Spider and Flesh Spider healing abilities which were similar but not _quite_ the same now share the same component. Also Lightgeists because they also did this. I'll be honest I think Flesh Spider would be better off with the "Regenerator" component instead but that would be a balance change so I can't do that right now. The Tarantula "slower when not on webs" passive is also now an element. This will make my third PR (to be opened when these two are merged) easier. Also I noticed we were using the same colour for spawning a particle in a few places so I moved that hash into the colours define file. ALSO while making this the linter identified that a shitload of procs were passing `required_bodytype` to `heal_overall_damage` as if it was `stamina` which probably caused some bugs. Don't know which though! https://user-images.githubusercontent.com/7483112/217679050-b728ee98-3ba1-4663-bb6b-75295d5f9a6a.mp4 ## Why It's Good For The Game Reduces amount of duplicated code, making it easier to maintain. Elements can be reused for other things later, like the infuser? ## Changelog 🆑 refactor: Spider healing abilities have been refactored to reuse the same code rather than reimplement it across two different mobs, it should work the same as it used to. This is also used by Lightgeists. fix: Mob biotype on `heal_overall_damage` should be applied more consistently. This might mean that some things which were previously healing prosthetic limbs have stopped doing that. /🆑 |
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c097f167b1 |
Completely removes do_mob and do_after_mob (#73117)
## About The Pull Request This is a remake of #70242 Replaces all instances of ``do_mob`` and ``do_after_mob`` with ``do_after``. ## Why It's Good For The Game All 3 of these are just copy pastes of eachother but some miss some features (like do_after not checking for target loc change, which helps towards fixing https://github.com/tgstation/tgstation/issues/66874 though it doesn't because mechs are setting ``do_after`` on the mob in the mech) and signals only being used on ``do_after``. ## Changelog 🆑 fix: Mechs should now cancel out of drilling when they move. /🆑 |
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5704127347 |
Merge skew Compile Error fixes (#73098)
## About The Pull Request Fixes a bunch of merge skews ## Changelog 🆑 fix: merge skew helll /🆑 --------- Co-authored-by: Time-Green <timkoster1@hotmail.com> |
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e9c87c0acb |
Starlight Polish (Space is blue!) (#72886)
<!-- 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 Adds support to underlays to realize_overlays Ensures decals properly handle plane offsets Fixes space lighting double applying if it's changeturf'd into. this will be important later Makes solar vis_contents block emissives as expected Moves transit tube overlays to update_overlays, adds emissive blockers to them #### Adds render steps An expansion on render_target based emissive blockers. They allow us to hijack an object's appearance and draw it somewhere else, or even modify it, THEN draw it somewhere else. They chain quite nicely Fixes shuttles deleting z holder objects #### Makes space emissive, makes walls and floors block emissives The core idea here goes like this: We make space glow, and give its overlays some color This way, the tile and space parallax remain fullbright, along with anything that doesn't block emissives, but anything that does block emissives will instead get shaded the color of starlight This requires a bit of extra work, see later This is done automatically with render relays, which now support specifiying layer and color (Need to make an editor for these one of these days) The emissive blocking floor stuff requires making a second render plate to prevent double scaling Also adds some new layering defines for lighting, and ensures all turf lights have a layer. We'll get to this soon #### Makes things in space blue We color them the same as starlight, by taking advantage of space being emissive This means that things in space that block emissive will block it correctly and be colored blue by the light overlay, but space itself will remain fullbright This does require redefining what always_lit means, but nothing but cordons use that so it's fineee #### Makes glass above space glow, and some other stuff Glass tiles that sit above space will now shine light with matching color to the glasses color. This includes mat tiles. Glass tiles (not mat because they have no alpha) also only partially block emissives. Adds a new proc that uses render steps to acomplish this, essentially we're cutting out bits below X alpha and drawing what remains as an emissive. #### Modifies partial space showing to support glow Essentially, alongside displaying space as an underlay, we also display a light overlay colored like starlight. That starlight overlay gets masked to only be visible in bits that do not contain any alpha. We also mask the turf lighting to not go into bits that have no alpha, to ensure we get the effect we want. This is done with that lighting layer thing I mentioned earlier. #### Makes appearance realization's list output ordered I want it output in order of overlay, sub overlay suboverlay, next overlay Need to use insert for that ## Why It's Good For The Game Pretty! Also having space be emissive is a very very good way to test for fucked emissive blockers (If it's broken why are we even drawing the overlay) I know for a fact mob blockers on lizards and socks are kinda yorked, I think there's more <details> <summary> Old </summary>    </details> <details> <summary> New </summary>    </details> ## 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: Space now makes things in it starlight faintly blue fix: Glass floors that display space now properly let space shine through them, rather then hiding it in the dark add: Glass floors above space now glow faintly depending on their glass type /🆑 <!-- 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: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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5cf5037a97 |
Fix: DNA Infuser & Unit Tests, Organs Bugfixes (#73003)
## About The Pull Request >_"I don't remember buying tickets to Mutants on Ice."_ >-Duke Nukem This PR is (hopefully the final) part of a series of my continuing refactors of the DNA Infuser. This PR represents a "quality pass" which should also iron-out the rest of the most impactful bugs. Granular list of changes: - This PR adds unit tests for the DNA Infuser organs and `/datum/status_effect/organ_set_bonus` as recommended by @AnturK - I noticed that the base `/datum/infuser_entry` was being used in the machine for the Fly and "rejected" infusions, whereas usually we would expect it to be a base type used only as a development template. I corrected this issue and created `/datum/infuser_entry/fly` to be used for that use-case instead. - Added `/mob/proc/can_mutate()` and `/mob/living/carbon/can_mutate()` to replace a few copied lines across several files. The proc is normally used in the context of mutating a Human via their DNA. - I fixed a ton of typos in organ-related code, specifically where "receiver" was typo'd as "reciever". There are far more of those typos, but I limited the scope of my changes to organs. - I noticed a bug in `/datum/species/proc/regenerate_organs` wherein a race condition caused an organ to remove itself before it's done inserting itself. This happens because the Fly organ set bonus runs `regenerate_organs` which calls `Remove` on the organ while `Insert` is still in the call-stack. I added `INVOKE_ASYNC` as a workaround, and also changed the order the signals are emitted to prevent future bugs. This bug primarily only impacted the flyperson species transformation, which was part of the DNA Infuser's flyperson infusion organ set bonus. - In my last refactor PR #72745 I also introduced a bug in `/obj/machinery/dna_infuser/proc/infuse_organ` wherein I forgot to add the usage of `new` when attempting to implant new organs, and this PR fixes the erroneous code. - Fxed a bug which causes the organ set bonus to activate when mixing organs from different sources, which is caused by a developer oversight wherein all `/datum/status_effect/organ_set_bonus` had identical IDs. - Added a cleaner `replacetext`-based way of handling pronouns in `/datum/element/noticable_organ/proc/on_receiver_examine`, using custom macros `%PRONOUN_S` and `%PRONOUN_ES` as advised by @MrMelbert - This PR also fixes #72767 ## Why It's Good For The Game With the changes in this PR the machine will finally work as we expect it to. By adding unit tests we will also be able to ensure that it works as expected from now on. I feel confident saying that the completeness, algorithmic correctness, and code health of the DNA Infuser is much better than it was before. ## Changelog 🆑 A.C.M.O. fix: Fully fixed the DNA Infuser, which will now infuse organs as expected. fix: Fixed flyperson species transformation and organ set bonus, which was throwing a runtime. fix: Fixed many typos in organ-related source code. /🆑 --------- Co-authored-by: Time-Green <timkoster1@hotmail.com> |
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fd85f5c67f |
Buff scythes, goats, and plantbgone vs PLANT biotypes (#72889)
## About The Pull Request This buffs scythes, goats, and plantbgone vs PLANT biotypes: - Scythes now deal x1.5 damage to venus flytraps (3 hits to kill) - Scythes now target the flower bud vines - Goats now target flower bud vines and deal 15 damage to PLANT biotypes - Goats have a eating sound whenever they bite PLANT biotypes - Plantbgone now does 2 dmg per unit to PLANT biotypes (10 dmg per spray) - Plantbgone now has a 75% chance to remove weeds and deals large damage to flower buds - Weed control crates now come with a pair of leather gloves - Golems are immune to thorn effects - Any kind of thick glove material will prevent thorn effects when attacking - Flower buds will now take x4 damage from fire and sharp weapons (unless they have fire trait) - Regular scythes are now a sharp object Also this fixes a few runtimes with spacevines and nulls. The bane element now accepts `mob_biotypes` bitflags as an argument. ## Why It's Good For The Game Before my changes: - Plant-b-gone was doing 0.4 dmg per unit to PLANT biotypes (2 dmg per spray) - Scythes took 5 hits to kill venus flytraps - Goats only affected podpeople - Flower bud vines were being ignored by weed killing code - Plantbgone only had a 50% chance to remove weeds (and this was very inconsistent due to RNG) - Botanical gloves and thick gloves didn't protect from thorns - Golems were getting pierced by thorns despite having pierce immunity - Flower buds were not taking the x4 damage like they should have been - Regular scythes were not a sharp object, but other scythes (chaplain's, megafauna loot) were sharp This makes the weed killer crate more effective since people were complaining about it being worthless vs vines and flower buds. These changes give people more options to respond to threats vs plants. ## Changelog 🆑 add: Add a pair of leather gloves to weed control crate balance: Mobs with the PLANT biotypes (venus flytraps, pod people, killer tomatoes) are now much weaker vs scythes, goats, and plantbgone. balance: Plantbgone is now more effective at destroying weeds. balance: Regular scythes are now a sharp object fix: Fixed scythes, goats, and plantbgone not affecting flower bud vines. fix: Thick and botanical gloves not protecting from thorns fix: Golems not having pierce immunity from thorns fix: Runtime where vines tried to spread into null turf fix: Runtime where null vines that were destroyed were trying to spread to nearby turfs soundadd: Add eat food sound when goats eat plants code: Improved goat targeting code code: The bane element now accepts `mob_biotypes` bitflags as an argument. /🆑 |
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577c39cfaf |
Changes signals In item_scaling to fix inventory scaling (#72696)
## About The Pull Request Fixes #72601 which finally allows item scalable objects to properly scale to large again when inside an inventory. Replaces and removes signals that don't seem to effect the item itself. ## Why It's Good For The Game Can finally see cards in ones binder easily, and allows future items with item_scaling to properly work. ## Changelog 🆑 fix: fixed Item scaling objects not properly scaling in inventory slots. /🆑 |
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c3a1f21c1a |
Converts blindness and nearsightedness to status effects, scratches some VERY dumb blindness handling that resulted in mobs becoming "incurably" blind (#72267)
## About The Pull Request - Nearsighted is now a grouped status effect. - Blindness is now a grouped status effect. - Eye handling of blindness has improved. - When eyes are removed, they now cause you to become blind, rather than handling it in `update_tint`. - Being ahealed no longer blinds you for one tick, meaning that black overlay on aheal is gone. - Temporary Blindness is now a status effect. - Both Nearsightedness and Blindness have been exorcised from mob vars and life chains. This means that we've finally cut 2 procs from life, `handle_status_effect` and `handle_traits`, and moved both to event based processing. Wooo optimizations. - Swapped pacifism status effect to use apply and set helpers. - Removed an unused admin toggle that disabled welding helmet tint but also tint from every clothing item and also blindness from losing your eyes. - Clothes now generally all blind their mob more consistently. - Oculine, eye surgery, and sensory restoration are now no longer the only way to fix blindness from eye damage. If your eyes are healed through any other means, it will also heal your blindness. - Some things that made you blind, such as ling blind sting, no longer just flat made you blind from eye damage forever. They now cause eye damage directly, which in turn makes you blind from eye damage, as expected. - Pacifists can't eyestab anymore. Eyestabs now have a limit on the amount of blur applied. - Refactored some `is_x_covered` procs to accept flags rather than have a lot of arguments for some silly reason. - Unit tests for blindness. ## Why It's Good For The Game Blindness was exceptionally poorly handled prior, primarily due to the fact that it was tied to the mob instead of separated out On top of that the system put a LOT of faith in proper handling of blindness on the coder's end which was misplaced evidently. Many places didn't update or handle blindness correctly, or just let people perma-blind. Deferring it to a status effect improves this a lot ## Changelog 🆑 Melbert refactor: Refactored blindness and nearsightedness. Important to note is that all mobs are naturally blind until their eyes are actually created. refactor: Refactored "is covered" procs fix: Less sources of blindness now cause permanent blindness. Includes the "Blind" Spell and "Blind Sting" from changelings. admin: Ahealing someone no longer flashes the blind overlay for 1 tick. admin: I removed an unused (sort of) inaccessible admin verb that allowed you to toggle the tint from all welding helmets (and clothing) (and lack of eyes) in existence, let me know if you want similar back balance: Changeling "Blind Sting" now causes eye damage (enough to blind) rather than arbitrarily forcing blindness. balance: Visionloss virus symptom now causes eye damage (enough to blind) rather than arbitrarily forcing blindness. balance: Oculine has been reworked slightly. Prior, Oculine arbitrarily healed blindness and nearsightedness from eye damage reagrdless of how damaged the eyes were, and applied blur on success. Now, Oculine just heals eye damage, and blindness / nearsightedness is restored in the process. There is now a probability every tick that eye blur is applied based on how pure the oculine is while healing very damaged eyes. balance: Pacifists can no longer eyestab. balance: Any clothing item that covers your eyes contributes to getting the bonus while sleeping, and to removing temporary blindness faster /🆑 |
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35651ab791 |
Fix: DNA Infuser & Infusions (#72688)
## About The Pull Request This PR bug-fixes the DNA Infuser, the Goliath infusion, and fixes examine-text grammar for the infusion organs. Fixes #72350 Fixes #72738 Granular list of bugs and fixes: - Fixed a bug which was causing the Goliath Infusion's "hammer" attack bonus to stop working, which was caused by a minor developer oversight in `/obj/item/goliath_infuser_hammer/attack` in which it sets the bonus to 0. I also micro-optimized some of the bonus damage procs. - Fixed incorrect grammar/pronoun usage in `/datum/element/noticable_organ` and when adding the Element, as seen in the Carp, Rat, and Goliath infusion organs. - Fixed the DNA Infuser infusing into non-organic/DNA-less species by adding conditionals to check for the mob biotype and validity of its DNA. - Fixed the DNA Infuser infusing into non-existent organs/brains. With the changes, you must have lungs in order to get the carp-lungs, etc... - Fixed the DNA Infuser not allowing dead creatures to be added. This was due to a minor developer oversight inside `/obj/machinery/dna_infuser/MouseDrop_T` wherein an extra conditional was added. ## Why It's Good For The Game There are some bugs in the Goliath infusion code which caused it to deactivate its bonus attack damage, and this PR introduces a fix for that. This PR also makes some grammar corrections to the rest of the infusions, and adds an organic/DNA requirement to the DNA Infuser machine. ## Changelog 🆑 A.C.M.O. fix: Fixed the DNA Infuser's Goliath Infusion and its organ set bonus. The Goliath hammer will now apply bonus attack damage as expected. fix: Fixed incorrect grammar and pronoun usage in the DNA Infuser's noticeable organs examine-text. fix: Fixed the DNA Infuser giving mutated organs to androids and other non-organic/DNA-less species. fix: Fixed the DNA Infuser mutating organs which the occupant doesn't have. fix: Fixed the DNA Infuser not allowing addition of dead creatures. /🆑 |
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4fe99fbf1e |
Basic mobs won't shoot walls / Basic mobs won't leave permanent bullet casings (#72494)
## About The Pull Request Basic mobs using the generic ranged attack behaviour will now not attempt to shoot a target which they can no longer see. If they can still see you through a window that's fine because shooting in your direction will probably break the window eventually, but a mob knowing you're on the other side of a wall and pointlessly firing at it isn't useful. Additionally, adds a component to bullet casings fired by basic mobs which deletes them after 30 seconds. https://user-images.githubusercontent.com/7483112/211012442-027455c7-2846-426e-89fb-c8c89d891e4f.mp4 Here's a demonstration but sped up so they vanish after 5 seconds instead. ## Why It's Good For The Game  We're not actually sure that's where these 75,000 bullet casings came from (it's probably related to that pAI down there) but it's one way it could happen. Players with limited ammo leaving persistent bullet casings should rarely be a problem, mobs have infinite ammo and so should not be able to generate infinite debris. Having them just sort of disappear after 30 seconds is... less than immersive, but I feel like it's better than the alternative. You can attach the element to other things to thanos snap them if you want. ## Changelog 🆑 fix: Syndicate mobs will no longer attempt to shoot you through walls, building up massive piles of empty bullet casings in the process. qol: Bullet casings from "weapons" fired by certain mobs will clean themselves up after 30 seconds. /🆑 |
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858da9f19a |
Optimizes explosions (very slightly) (#71763)
## About The Pull Request We do two major things here. First, instead of having every turf need to ask all the turfs in "front" of it for its blast resistance, we have blast resistance carry back in a cache, so they only need to ask the one directly in front of them. Much faster, such wow The other thing we do is totally remove the idea of "building" a turf's explosion resistance. Instead, a turf's full resistance is stored on it at all times. We use an element to manage objects that want to block explosives, and that's it simple as. As an optimization, turfs handle block differently, using a system where we imply that a turf's own block is just the initial of their explosive_resistance, unless proven otherwise This also saves a significant amount of time To be honest with you, I did this mostly cause I wanted to well make explosions faster This doesn't really fufil that. They are faster, but not by much The bulk of explosion cost comes from actually exploding things, rather then figuring out what/how to delete. This code is much faster for larger blastwave sizes, because calculating protection is constant. We save maybe 60% of propogate_blastwave, but unfortunately propogate_blastwave for one maxcap on the top left of icebox's chapel is only 28ms, so while 11ms is good, it's not everything I could want when the cost of explosion/fire is 555ms. I'm happy about it still tho, because doing things like this means I can expand on how explosive blocking works without needing to make things seriously expensive in here. Also it's faster for meme admin explosions and mega burgers ## Why It's Good For The Game Speeds up explosives slightly, opens the door to better blast resistance projection |
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583f65f28b |
Dogs become tamed when given bones (#72363)
## About The Pull Request Previous to this PR Ian (and any other dog) would swear allegiance and kill (or at least growl aggressively) in the name of anyone who clicked on them sufficiently with combat mode disabled, which is boring. Now instead Ian wants Jumbo Dog Bones. The HoP and Warden (as dog owners) both start with one of these mythical items which otherwise can be ordered from cargo if you want to get into a dog's heart, but they're not cheap. You can also use regular bones of the kind you may harvest from Lavaland animals or Skeleton crew members but these dogs are picky and so you have significantly less chance of success than if you buy the premium package. Jumbo Dog Bones also fully heal dogs, as a bonus. Additionally to this, I added functionality to the `tameable` component to allow it to not delete itself upon successful taming, to preserve Ian's ability to have more than one friend. Additionally to that, I split the "stop being friends if you attack me" behaviour into its own element rather than being part of the "start being friends if you pet me a lot" one, so he could also keep doing that. And finally I added a new signal `COMSIG_ATOM_AFTER_ATTACKEDBY` which is sent by an atom after an item attacks it (so if it manages to get through the attack chain and is probably actually being used for an attack) and registered to this in the `relay_attackers` element in place of `COMSIG_PARENT_ATTACKBY`. This means that dogs can now recognise that when you use a bone on them you are trying to feed them, not attack them. ## Why It's Good For The Game The loyalty of Ian and McGriff will now be most easily available to their owners rather than anyone with access to their office. ... which doesn't really effect very much, I just think spam-clicking Ian was boring as a solution and spending money is at least marginally better. Gives you something to spend money on if you want to befriend a dog, for instance if you're a mailperson or felinid who is tired of getting growled at by one. Or if you bought a dog from cargo. Removes some unintuitive edge cases where a mob might get mad at you doing something helpful to them. ## Changelog 🆑 balance: While Ian still enjoys being petted, his heart will now most closely belong to anyone who gives him an expensive luxury dog bone. code: Using an item which _can_ deal damage on a mob tracking hostile actions (such as a dog) won't automatically be considered to be a hostile action if you aren't actually hitting it with the item. /🆑 |
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f54dcda1c0 |
afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item (#72320)
Necessary for #72292 to work effectively, and probably not very useful out of that context. Split out of its own PR because this is long and boring. I want to make sure that we're catching actual mistakes there, and not just experiencing side effects of how shitty the attack chain is. |
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acb96fee1d |
Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. (#72110)
## About The Pull Request So, a huge issue with memories and - what I personally believe is the reason why not many have been added since their inception is - they're very annoying to add! Normally, adding subtypes of stuff like traumas or hallucinations are as easy as doing just that, adding a subtype. But memories used this factory argument passing method combined with holding all their strings in a JSON file which made it just frustrating to add, debug, or just mess with. It also made it much harder to organize new memories keep it clean for stuff like downstreams. So I refactored it. Memories are now handled on a subtype by subtype basis, instead of all memories being a `/datum/memory`. Any variety of arguments can be passed into memories like addcomponent (KWARGS) so each subtype can have their own `new` parameters. This makes it much much easier to add a new memory. All you need to do is make your subtype and add it somewhere. Don't need to mess with jsons or defines or anything. To demonstrate this, I added a few memories. Some existing memories had their story values tweak to compensate. ## Why It's Good For The Game Makes it way simpler to add new memories. Maybe we'll get some more fun ones now? ## Changelog 🆑 Melbert add: Roundstart captains will now memorize the code to the spare ID safe. add: Traitors will now memorize the location and code to their uplink. add: Heads of staff winning a revolution will now get a memory of their success. add: Heads of staff and head revolutionaries who lose their respective sides of the revolution also get a memory of their failure. add: Completing a ritual of knowledge as a heretic grants you a quality memory. add: Successfully defusing a bomb now grants you a cool memory. Failing it will also grant you a memory, though you will likely not be alive to see it. add: Planting bombs now increase their memory quality depending on how cool the bomb is. refactor: Memories have been refactored to be much easier to add. /🆑 |