Commit Graph

1643 Commits

Author SHA1 Message Date
SkyratBot
9142b62faa [MIRROR] Resolves parallax harddels [MDB IGNORE] (#23480)
* Resolves parallax harddels (#78066)

* Resolves parallax harddels

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-09-03 00:28:23 -07:00
SkyratBot
9729ee97a3 [MIRROR] Adds a syndicate AI card for nuke ops [MDB IGNORE] (#23348)
* Adds a syndicate AI card for nuke ops (#76546)

## About The Pull Request

Adds a syndicate AI card for nuke ops. Costs 12 TC, can be refunded.
Activating it in-hand opens up a ghost poll like normal reinforcements.
## Why It's Good For The Game

> Adds a syndicate AI card for nuke ops. Costs 12 TC, can be refunded.
Activating it in-hand opens up a ghost poll.

It'll be fun to have a lil modsuit pal with you who can maybe help if
you get stunned, in critical condition, or else. With an injector module
they can even save your life, if it's loaded with medicine! Unless they
can't actually inject, but oh well, out of scope.

12 TC seems fair to me, not so expensive that nobody's going to bother
with something that's not really useful in the vast majority of
circumstances, but not so cheap that everyone will get one.

There are also doubtless a huge amount of gimmicks that savvy nukies can
get up to, having a pocket AI.

**Since this needs two players to be fully tested, I wasn't able to do
so. Please testmerge this before merging so we can confirm it works
ingame!**
## Changelog
🆑
add: Adds a syndicate AI card for nuke ops. Costs 12 TC, can be
refunded. Activating it in-hand opens up a ghost poll like normal
reinforcements. Base interaction range for syndicate AIs is one, which
means they can handle electronics only in proximity.
add: Adds a syndicate AI interaction range upgrade for nuke ops, costs 4
TC and can be applied onto a syndicate AI (inside any container) to
increase its interaction range by two per. (Three purchases are
recommended for seven tiles of range!)
/🆑

* Adds a syndicate AI card for nuke ops

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-08-26 16:38:47 -04:00
SkyratBot
f8c5601160 [MIRROR] minor changes to living and mob vars [MDB IGNORE] (#23330)
* minor changes to living and mob vars

* Update mob_movement.dm

* Modular updates

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-26 04:21:42 -04:00
SkyratBot
c529b754fb [MIRROR] Fixes a bunch of callbacks that were being qdeleted, and code cleanup [MDB IGNORE] (#23319)
* Fixes a bunch of callbacks that were being qdeleted, and code cleanup (#77904)

## About The Pull Request

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

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

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

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

## Why It's Good For The Game

Fixes lots of runtimes, improves code resiliency.

## Changelog

🆑
refactor: fixed a bunch of instances of callbacks being qdeleted and
cleaned up related code
/🆑

* Fixes a bunch of callbacks that were being qdeleted, and code cleanup

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-25 19:06:07 -04:00
SkyratBot
25fb2e098b [MIRROR] Adds error on qdeling callback, fixes errors this causes [MDB IGNORE] (#23271)
* Adds error on qdeling callback, fixes errors this causes (#77850)

## About The Pull Request

You shouldn't ever qdel a callback. If you don't want to own it free
your ref (remove it from a list/set it to null). When all refs are
cleared it'll get cleaned up by byond itself

* Adds error on qdeling callback, fixes errors this causes

* Update cell_component.dm

* Update acid.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-23 04:43:34 -04:00
SkyratBot
7966f9a1ed [MIRROR] Reworks how AI tracking is handled & reorganizes it [MDB IGNORE] (#23239)
* Reworks how AI tracking is handled & reorganizes it

* Update tgstation.dme

* Update tgstation.dme

* Update tgstation.dme

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-21 14:33:09 -04:00
SkyratBot
e922ac6008 [MIRROR] Ports LETPASSCLICKS from Daedalus Dock [MDB IGNORE] (#23078)
* Ports LETPASSCLICKS from Daedalus Dock (#77568)

## About The Pull Request
A deal with @ Fikou
- https://github.com/DaedalusDock/daedalusdock/pull/106

In layman's terms, you can grab this wrench now.

![205561405-902f1795-0c63-4dab-8435-d8902f9c4499](https://github.com/tgstation/tgstation/assets/75460809/08f2e782-7532-44a5-beea-fd1278985017)

Adds a new pass_flags_self value for click transparency, allowing
objects to be dense without blocking click attempts.
## Why It's Good For The Game
## Changelog
🆑
add: Lockers, crates, and machines no longer block click attempts in
adjacency checks. Basically, you can reach tables cornered between
lockers/machines.
/🆑

* Ports LETPASSCLICKS from Daedalus Dock

---------

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
2023-08-14 16:53:51 -04:00
SkyratBot
45dd7beb08 [MIRROR] xeno rest button [MDB IGNORE] (#23065)
* xeno rest button (#77551)

## About The Pull Request
xenos now have a rest button above their combat mode toggle

## Why It's Good For The Game
xenos can rest, but for some reason it was only a verb and wasn't a hud
button like with humans

## Changelog

🆑
qol: xenos rest verb now is a hud button instead
/🆑

* xeno rest button

---------

Co-authored-by: Vincent983 <124026007+Vincent983@users.noreply.github.com>
2023-08-13 18:37:29 -04:00
SkyratBot
94c3d31fab [MIRROR] Refactors Morphs into Basic Mobs (there is now a swag action for morphification) [MDB IGNORE] (#23046)
* Refactors Morphs into Basic Mobs (there is now a swag action for morphification) (#77503)

## About The Pull Request

I was bored, so did this. Probably one of the neatest refactors I've
done, sorry if there's some oddities because I was experimenting with
some other stuff in this so just tell me to clean them up whenever I
can.

Anyways, morphs are basic mobs now. We are able to easily refactor the
whole "eat items and corpses" stuff in the basic mob framework, but the
whole "morph into objects and people" turned out to be a bit trickier.
That was easily rectified with a datum mob cooldown action and
copy-pasting the old code into that code, as well as doing some nice
stuff with traits and signals to ensure the one-way communication from
the action to the mob.

Old Morph AI didn't seem to be existant whatsoever, they inappropriately
leveraged some old procs and I have no idea how to make it work with new
AI. They DEFINITELY don't spawn outside of admin interference/ the event
anymore, and will always be controlled by a player, so this shouldn't be
too bad of an issue. I gave them something to seem alive just in case
though, but I think adding legitimate prop-hunt AI would be such a
laborious task that I am unwilling to do it in this PR.
## Why It's Good For The Game

If admins want to add the ability for Ian to assume the form of the HoP,
they can do that now! The datum action cooldown is quite nice for simple
and basic mobs... but it is currently not compatible with carbons. That
is not within scope for this PR, but I am dwelling on ways to extend it
to carbon but they all sound really awfully bad.

Also morphs are smarter, and we tick another simple animal in need of
refactoring off the list.
## Changelog
🆑
refactor: Morphs are now basic mobs with a nice new ability to help you
change forms rather than the old shift-click method, much more
intuitive.
admin: With the morph rework comes a new ability you can add to mobs,
"Assume Form". Feel free to add that to any simple or basic mob for le
funnies as Runtime turns into a pen or something.
/🆑

~~Does anyone know if there's a (sane) way to alias a cooldown action as
a keypress? I can't think of a good way to retain the old shift-click
functionality, because that does feel _kinda_ nice, but I think it can
be lived without.~~ I added it. Kinda fugly but whatever.

* Refactors Morphs into Basic Mobs (there is now a swag action for morphification)

---------

Co-authored-by: san7890 <the@san7890.com>
2023-08-12 17:58:09 -04:00
SkyratBot
fc4b15b830 [MIRROR] removes dextrous_hud_type and healable var [MDB IGNORE] (#22992)
* removes dextrous_hud_type and healable var (#77244)

## About The Pull Request

I was working on some basic mob stuff and noticed this is a little
messy, so I made these changes separately.
I removed ``dextrous_hud_type`` because ``hud_type`` exists and can just
be used instead.
I also removed the ``healable`` var, because it was incorrectly used
(with the expectation that basic mobs had it too). Instead it will rely
on the mob being Organic, the check right under it, and I gave mob
biotypes to mobs that were not healable and had no biotype already.
I made a new biotype for slimes because I didn't find any other ones
that fit it (and gave it to slimepeople), but it is not used anywhere
other than to prevent them from healing from sutures, as I didn't want
to just set it to NONE. Thought this may be useful for the future.

## Why It's Good For The Game

``healable`` is checked on simple animals and basic mobs, despite basic
mobs not having this var. I do not want to add this var to basic mobs
either, I think checking for them being organic makes much more sense
and avoids having to make basic mobs less basic.

## Changelog

Nothing player-facing.

* removes dextrous_hud_type and healable var

* Modular

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-10 13:19:53 -04:00
SkyratBot
6fb6f553bb [MIRROR] Screentip images [MDB IGNORE] (#22899)
* Screentip images (#76889)

## About The Pull Request
Adds some nice little mouse button indicators (optional), this is a port
of my version at
[Citadel-Station-13/15973](https://github.com/Citadel-Station-13/Citadel-Station-13/pull/15973).

**There is no more intent coloring**

## Why It's Good For The Game
Quick identification of what to do. Eh, i dunno if it's getting
accepted, mothblocks asked me to port it over.
## Changelog
🆑
image: Changed screentips icons to something a lot fancier unified with
the LMB / RMB text.
qol: There are accessibility preferences to disable this! Look for
"Screentip context with images" beside the other screentip preferences.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>

* Screentip images

---------

Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
2023-08-06 02:58:10 -04:00
SkyratBot
8d1a72db7f [MIRROR] [NO GBP] Removes new player's status tab readiness; replaces it with a blip on Collapse Button [MDB IGNORE] (#22873)
* [NO GBP] Removes new player's status tab readiness; replaces it with a blip on Collapse Button (#77209)

## About The Pull Request
On the tin.
Ready blip will update with the new player's ready state, and upon game
start(or when a player joins an in-progress round) the blip is disabled.

<details><summary>Blip showcase (GACHI BGM WARNING)</summary>

https://github.com/tgstation/tgstation/assets/75863639/c3168e5d-f4de-4bec-bcea-bbdd150879aa

</details>

## Why It's Good For The Game

![moth](https://github.com/tgstation/tgstation/assets/75863639/e6423c53-ff93-4e74-a152-24a8aaf7d6a0)

![moth2](https://github.com/tgstation/tgstation/assets/75863639/24a3336e-966d-43dd-a490-ba6c0d5dcff4)

## Changelog
🆑
del: removed new player status tab Readiness Status
add: added a Ready Status Blip on the Collapse Menu button
/🆑

* [NO GBP] Removes new player's status tab readiness; replaces it with a blip on Collapse Button

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
2023-08-04 15:11:31 -04:00
SkyratBot
1c221203c3 [MIRROR] Slows down parallax space gas / asteroid layer [MDB IGNORE] (#22841)
* Slows down parallax space gas / asteroid layer (#77271)

Makes the random parallax layer appear more distant, instead of merged
with the planet

In the old behaviour, parallax is merged with the planet, making it one
static image. I changed it to have a slowed speed, so it looks deeper
now:

https://github.com/tgstation/tgstation/assets/7501474/9ea9821d-e06d-4bae-9c35-f2db37a442d6

### Why
The random parallax and planer layers have the same speed, making them
appear as one image. We're already rendering them as seperate parallaxes
with individual speeds, they're just the same. This costs nothing, but
gives the parallax more depth

🆑
qol: The random parallax layer moves more slowly, giving a more deep
feel
/🆑

* Slows down parallax space gas / asteroid layer

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-08-02 13:24:43 -07:00
SkyratBot
b234fb6396 [MIRROR] [no gbp] Fixes runtime in SSstation [MDB IGNORE] (#22791)
* [no gbp] Fixes runtime in SSstation (#77231)

No excuse, just dumb. Random layer is the randomly generated parallax
layer, which is null 30% of the time, so this would runtime in SSstation
setup in 30% of rounds

Also another thing where I added extra params and didn't add them to the
proc, fucking parallax for some roundstart clients and latejoins

🆑
fix: fixes a runtime in SSstation setup
fix: fixes parallax not rendering correctly for latejoins
/🆑

![image](https://github.com/tgstation/tgstation/assets/7501474/650242f7-bc33-49eb-98d9-d8e3619ab808)

* [no gbp] Fixes runtime in SSstation

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-07-31 20:05:46 -04:00
SkyratBot
0532392092 [MIRROR] Starlight colors with parallax, small parallax code clean-up [MDB IGNORE] (#22764)
* Starlight colors with parallax, small parallax code clean-up (#77020)

The space gas parallax now colors starlight in the color of the gas:

![image](https://github.com/tgstation/tgstation/assets/7501474/18b5554f-6357-473e-8f43-64aad1517be0)

<details>
  <summary>Others</summary>

![image](https://github.com/tgstation/tgstation/assets/7501474/1599795f-f76d-479d-a1c3-aa19390ad403)

![image](https://github.com/tgstation/tgstation/assets/7501474/fb992df0-ee85-4afc-a546-f28e739ea923)

![image](https://github.com/tgstation/tgstation/assets/7501474/ed64a01c-c104-4177-bf63-b82288251aa9)

</details>

I also cleaned up parallax random code a bit, making it easier to add
new parallaxes and add minor effects to them

The radioactive nebula parallax thing has also been moved to SSparallax
to make it easier and a bit more sane to change

🆑
add: Starlight will color with space gas parallax
code: Cleans up random parallax code / radioactive nebula parallax code
/🆑

## Why it's good for the game

We can change the starlight color now (mostly thanks to @ LemonInTheDark
making light code easier to work with), so I thought it'd be fun to
actually do! If people hate it, I'll turn it off and we can just call
this a code clean-up PR

* Starlight colors with parallax, small parallax code clean-up

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-07-29 15:58:27 -04:00
SkyratBot
60df7291ce [MIRROR] [READY] Fishing and aquarium expansion. [MDB IGNORE] (#22731)
* [READY] Fishing and aquarium expansion.

* Update general.dm

* Update production_skill.dm

* Merge conflict

* Merge branch 'upstream-merge-76531' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-76531

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-27 18:41:43 -04:00
SkyratBot
4d1023de59 [MIRROR] Check for surgery before wounds [MDB IGNORE] (#22689)
* Check for surgery before wounds (#77090)

## About The Pull Request

When trying to use an item on a mob, check for surgery before wounds.

This fixes surgeries (such as compound fracture) that use consumables
such as bone gel being impossible to complete because it tries to use
the item on the wound as the 'quick' treatment instead of the surgery.

Moved the surgery check to its own mob/living proc because it's now used
in two places.

Closes https://github.com/tgstation/tgstation/issues/76832
Closes https://github.com/tgstation/tgstation/issues/76711

## Why It's Good For The Game

Compound fracture surgery completes successfully instead of making the
patient scream in pain and take brute damage.

## Changelog

🆑 LT3
fix: Consumables like bone gel will first be used for surgery before
wounds
/🆑

* Check for surgery before wounds

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-07-26 04:15:49 -04:00
SkyratBot
da60487ea7 [MIRROR] Fixes hud screens on multi z maps [MDB IGNORE] (#22527)
* Fixes hud screens on multi z maps (#76917)

## About The Pull Request

I forgot to add ``hud_owner`` arg to screens in plane_master.dm, so they
were not sending the right args on Initialize.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/76892
Closes https://github.com/tgstation/tgstation/pull/76893

## Changelog

🆑
fix: Multi-z maps should now work again.
/🆑

* Fixes hud screens on multi z maps

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-18 16:41:25 -04:00
SkyratBot
daba1d93ae [MIRROR] Hud screens now set hud owner in Initialize. [MDB IGNORE] (#22501)
* Hud screens now set hud owner in Initialize.

* Merge conflicts

* modular adjustments

* Missed one

* Make this easier to spot

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-18 16:41:01 -04:00
SkyratBot
b8a9e30304 [MIRROR] Adds support for it/its pronouns [MDB IGNORE] (#22422)
* Adds support for it/its pronouns

* Conflicts

* Update new_player.dm

---------

Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-14 22:56:30 -04:00
SkyratBot
2f2afc8847 [MIRROR] Collapsible lobby buttons [MDB IGNORE] (#22414)
* Collapsible lobby buttons

* Update new_player.dm

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-07-13 23:24:43 -04:00
SkyratBot
02648adcd6 [MIRROR] Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests [MDB IGNORE] (#22348)
* Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests

* Fixing merge conflicts

* don't forget to ctrl+s!

* Another forgotten file

* urgh

* gets rid of vestiges of update_atom_languages()

and mind language holders

* No longer needed

* Fixes some modular grant_language calls

* Deprecated code

* This was up here before..

* Fixes failing unit tests, refactors silverscale lizards language a bit removing the need for skyrat edits

Removes some no longer needed code

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-13 22:38:45 -04:00
SkyratBot
2f5c7f8389 [MIRROR] Icon folder cleaning wave one [MDB IGNORE] (#22374)
* Icon folder cleaning wave one

* Fixe a merge conflict

* Fixes some more merge conflicts

* Fixes some modular icon paths

* Fixes even more modular icon paths...

Hopefully that's the last of them

* Fixes some merge discrepencies

* More merge issues

* ok

* not ok

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-13 16:24:33 -04:00
SkyratBot
87e52d5e4b [MIRROR] Clarifies some silicon interactions via screentips, also converts some stuff to balloon alerts [MDB IGNORE] (#22417)
* Clarifies some silicon interactions via screentips, also converts some stuff to balloon alerts (#76690)

## About The Pull Request

APCs, fire alarms, and holopads now communicate a few more hotkeys for
interaction with silicons via examine. Ex. APCs now tell silicons they
can disable lighting with shift-click.
## Why It's Good For The Game

1. Balloon alerts are cool.
2. UX is also cool.
## Changelog
🆑
qol: APCs, fire alarms, and holopads now communicate some more of their
silicon interactions via screentips.
qol: APCs, fire alarms, holopads and turret control panels now use
balloon alerts for more of their notifications.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Clarifies some silicon interactions via screentips, also converts some stuff to balloon alerts

---------

Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2023-07-12 21:55:58 -04:00
SkyratBot
27952f3232 [MIRROR] Fix Too Slowing people with high fives [MDB IGNORE] (#22086)
* Fix Too Slowing people with high fives  (#76277)

## About The Pull Request

At some point with the refactors to offering it was made so that
dropping the item stops the offer, unfortunately too slowing people with
high fives relied on this behavior (dropping not stopping the offer).

Restores that behavior with a bit more code tweaking.

## Why It's Good For The Game

How can I be too slow?

## Changelog

🆑 Melbert
fix: You can once again "too slow" someone with a high five
/🆑

* Fix Too Slowing people with high fives

* d'oh!

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-07-12 15:22:07 -04:00
SkyratBot
2a7b436ab1 [MIRROR] Tend Wounds works on non-human mobs [MDB IGNORE] (#22198)
* Tend Wounds works on non-human mobs

* stabby stabby

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-07-11 16:29:34 -07:00
SkyratBot
381549f2f7 [MIRROR] service borg cookin fixin update [MDB IGNORE] (#22325)
* service borg cookin fixin update (#76590)

## About The Pull Request
PR done for bounty:
https://tgstation13.org/phpBB/viewtopic.php?f=5&t=33988
borgs can now turn on stoves and griddles
borg click code has been reworked a bit to be closer to base mob, you
are now able to click on stuff within reach rather than just Adjacent
(might be buggy to introduce this? hopefully not. if anything we can
testmerge this), which lets us make the apparatus work to pick up stoves
on the range and such
Adds the Codex Cibus Mechanicus as an upgrade you can research in RnD
with the other service borg ones. When you use it it shows you the
cooking menu!

![image](https://github.com/tgstation/tgstation/assets/23585223/5f881387-e0ba-4bb8-a9d6-ddc9d8fa9272)

## Why It's Good For The Game
The service borg has the tools to prepare ingredients, but it can't
actually do anything with them, which severely limits it, only being
able to do slapcrafted foods.
The apparatus not working on items that are on top of stoves/griddles
seems to be just a bug with how cyborg click code is handled.

## Changelog
🆑 Fikou
fix: service borg apparatus now works on stoves and griddles and ovens
qol: borgs can now activate stoves and griddles
add: rnd can research a cookbook for service borgs
/🆑

* service borg cookin fixin update

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-07-09 11:16:10 -07:00
Zergspower
a40df919ec [Missed Mirror] Maptext 2023 tweaks 3 (#76552) (#22275)
Maptext 2023 tweaks 3 (#76552)

Hopefully the last set of changes in this demonstration of the
[Goldilocks
principle](https://en.wikipedia.org/wiki/Goldilocks_principle).

Some more font changes, the big (hah) one being the context tooltips
again.

- Context tooltips smaller main line, more compact sublines.
- Improves documentation on the usage of the macros.
- Removes incorrect comment I added earlier in tgstation.dme
- Adds black outlines as default in the macros.
- Icon sized letters (Dwarf Fortress, credits).
- Deathrattle and other actions reduced spacing.
- Aligned cooldowns/countdowns.

<details>
<summary>Screenshots</summary>

![image](https://github.com/tgstation/tgstation/assets/83487515/9d704e77-619e-45d1-961e-48f48bec4577)

![image](https://github.com/tgstation/tgstation/assets/83487515/e6d07bc1-1c8f-41e1-bdb5-1241a04873c4)

![image](https://github.com/tgstation/tgstation/assets/83487515/cb3f3def-74b9-4872-be9b-76c4b412b2e2)

![image](https://github.com/tgstation/tgstation/assets/83487515/daab8376-edb6-4866-875b-28c7fb3b0a8a)

![image](https://github.com/tgstation/tgstation/assets/83487515/2242dab4-affe-4e9c-a10a-c668fa2555a5)

![image](https://github.com/tgstation/tgstation/assets/83487515/735280b2-4054-4588-bb59-b1d35e56b989)

![image](https://github.com/tgstation/tgstation/assets/83487515/ee44b961-452f-4407-9fdf-337a6e20ad37)

</details>

🆑 LT3
image: More maptext and font tweaks
spellcheck: Context tooltips too small, too big... just right?
/🆑

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2023-07-06 18:17:35 -07:00
SkyratBot
1fb0bb541d [MIRROR] Add hotkeys to APC settings [MDB IGNORE] (#22148)
* Add hotkeys to APC settings

* skyrat comment

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-07-01 01:30:49 -07:00
SkyratBot
57ee4fc57d [MIRROR] Fixes some hud related hard deletes [MDB IGNORE] (#22164)
* Fixes some hud related hard deletes (#76416)

## About The Pull Request

Fixes these, which hard delete consitently

![image](https://github.com/tgstation/tgstation/assets/51863163/de962f65-3231-45a6-a532-70e123141429)

* Fixes some hud related hard deletes

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-06-30 23:19:53 -07:00
SkyratBot
7bac58e2fc [MIRROR] Renames COMSIG_ITEM_ATTACK_OBJ to COMSIG_ITEM_ATTACK_ATOM [MDB IGNORE] (#21916)
* Renames COMSIG_ITEM_ATTACK_OBJ to COMSIG_ITEM_ATTACK_ATOM

* conflicts

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 14:51:14 +00:00
SkyratBot
6dfe17306c [MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals

* update modular

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 13:18:23 +00:00
SkyratBot
00b1632113 [MIRROR] Fixes ghosts being unable to click gateways to teleport through [MDB IGNORE] (#21877)
* Fixes ghosts being unable to click gateways to teleport through (#76070)

## About The Pull Request

Ghosts can click gateways to teleport again

## Why It's Good For The Game

I *believe* the "gateway visual" update made it so the bumper was
unclickable, not sure why

Seemed easier to move it to the gateway itself rather than be on the
bumper

Also made it so you cant teleport into secret gateways

## Changelog

🆑 Melbert
fix: Ghosts can click on active gateways to teleport to the destination
set. Doesn't work for secret gateways.
/🆑

* Fixes ghosts being unable to click gateways to teleport through

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-06-16 17:23:12 +01:00
SkyratBot
5530e003a7 [MIRROR] Double clicking on your corpse (or something containing it) no longer makes you automatically re-enter it [MDB IGNORE] (#21285)
* Double clicking on your corpse (or something containing it) no longer makes you automatically re-enter it (#75505)

## About The Pull Request

Removes the check for reentering your body when double clicking on
things as a ghost.

## Why It's Good For The Game

Perhaps my experience is not universal, but I have never found an
occasion where I did this and wanted to re-enter my corpse, and
conversely many occasions where I want to orbit my corpse and find
myself re-entering it instead.

Any form of revival will pull you back into your body automatically
these days and there's no real benefit to being in your corpse, and in
the rare circumstance someone wants to do this the verb is still
available.

## Changelog
🆑
qol: Double clicking your corpse or something containing it as a ghost
will now orbit as in other cases instead of re-entering your corpse.
/🆑

* Double clicking on your corpse (or something containing it) no longer makes you automatically re-enter it

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
2023-05-20 22:30:36 +01:00
SkyratBot
31e7e5fb0a [MIRROR] Fix SHOULD_NOT_SLEEP hit in simple_animal/hostile's resolve_unarmed_attack [MDB IGNORE] (#21164)
* Fix SHOULD_NOT_SLEEP hit in simple_animal/hostile's resolve_unarmed_attack (#75416)

Multiple paths fixed. See #75232

![image](https://github.com/tgstation/tgstation/assets/8171642/cd7b2b16-b462-442c-a6af-91c53c69fef4)

* Fix SHOULD_NOT_SLEEP hit in simple_animal/hostile's resolve_unarmed_attack

---------

Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
2023-05-14 22:17:29 -07:00
SkyratBot
88e4c08a98 [MIRROR] New Medical job: The Coroner [MDB IGNORE] (#20963)
* New Medical job: The Coroner

* Fixes coroner (code-side) (#21005)

* Fixes coroner

* Update jobs.dm

* trailing newline

* wew

* VR Replacements

* w

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-08 03:44:11 +01:00
SkyratBot
9c2e07ee7c [MIRROR] Miner Style Points 2: Style on Everyone [MDB IGNORE] (#20826)
* Miner Style Points 2: Style on Everyone (#74690)

## About The Pull Request
A re-open of https://github.com/tgstation/tgstation/pull/66326 with
Fikou's permission

Adds the style meter, it can be bought from the mining vendor for 1500
points, it is an attachment to your glasses.
The style meter creates a display on your hud, with your recent actions,
like attacking enemies, killing them, mining ore etc. Actions like
spinning or flipping increase your score multiplier, making you get more
points.
Your style meter affects how much ore you get from mining rocks. By
default with the meter, you get 20% less ore, but at the highest, you
can get 1.2x the ore from mining. In addition, on B-tier or above, you
can "hotswap" items, by attacking an item in your backpack with one in
your hand (should it fit and all that). Also features a leaderboard for
highest style point count!

New streamable: https://streamable.com/eewi6l

The following are sources of points:

- Killing things
- Killing big things
- Killing small things
- Punching things
- Melee'ing things
- Mining rocks and ores
- Having matrix traps detonate
- Hit, defuse, and detonate gibtonite
- Detonate crusher marks
- Scan geysers
- Parry projectiles (others or your own)

Oh, right. While wearing the style meter, you're able to parry any
lavaland-based projectile by clicking on it or the tile it is on, which
reflects it back in a 7 degree arc, making it 20% faster and 15% more
damaging. Usually not very easy.

Maybe-plan in the future for some syndicate variant of this (with bullet
parrying and appropriate style sources, etc.), but not for this PR

Thanks to Arcane, multitooling the style meter will make it play some
sounds on rank-up.

![image](https://user-images.githubusercontent.com/41448081/231605640-a01c2b60-1ba1-4390-8bea-0aa804ea1973.png)

https://streamable.com/nheaky

Parrying in action

## Why It's Good For The Game
Makes miners bring more ore in a fun way.

## Changelog
🆑 Fikou, Zonespace, Arcane for voicing
add: The mining vendor now has a style meter. This meter gauges your
style points and uses them to improve your ore yield.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>

* Miner Style Points 2: Style on Everyone

---------

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
2023-04-28 19:54:39 -07:00
Tom
6435018ba7 Add logging for manually changing your targeted zone (#72814) (#20787)
* Add logging for manually changing your targeted zone (#72814)

See title.
Surgery hud is exempt from this.

Requested by @Mothblocks

Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>

* Delete 

---------

Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
2023-04-26 10:44:01 -07:00
SkyratBot
1a0cdfac66 [MIRROR] Hologram Touchup (Init savings edition) [MDB IGNORE] (#20638)
* Hologram Touchup (Init savings edition)

* Update hologram.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 03:53:09 +01:00
SkyratBot
4085ed014c [MIRROR] Expands conversion unit test coverage [MDB IGNORE] (#20516)
* Expands conversion unit test coverage (#74563)

## About The Pull Request

Requires #74562 and #74556 be merged first.

Unit tests cult conversion and throws in a case for rev AOE flashes

## Changelog

Not necessary

---------

Co-authored-by: san7890 <the@ san7890.com>

* Expands conversion unit test coverage

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-04-14 14:37:53 +01:00
SkyratBot
3c90e6faec [MIRROR] Adds a new HUD: The Detective UI! [MDB IGNORE] (#20359)
* Adds a new HUD: The Detective UI! (#74459)

## About The Pull Request
This PR adds the new HUD; The Detective UI
Originally made for fun, it was recieved well enough to make me publish
it. Its designed to have a fun gimmick (That Being Noir Detectives), but
still be easily readable at a glance!

![image](https://user-images.githubusercontent.com/75904284/229353228-cd391f36-e968-4e66-9b3b-4e34a7b00535.png)

![image](https://user-images.githubusercontent.com/75904284/229353287-c20b1812-6846-4af1-a598-7a357f861d8e.png)
## Why It's Good For The Game
New HUDs mean more customization options for players, and as far as I'm
aware I think thats a pretty good thing!
## Changelog
🆑
add: A new HUD, The 'Detective' UI
imageadd: All the spritework for said HUD.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Adds a new HUD: The Detective UI!

---------

Co-authored-by: kinnebian <75904284+kinneb@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2023-04-06 02:07:55 +01:00
SkyratBot
24f300b304 [MIRROR] Removes emergency meetings [MDB IGNORE] (#20253)
* Removes emergency meetings

* 0

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-01 21:32:34 +01:00
Gandalf
e4b4d4d3c0 MISSED MIRROR [Lints Against Unmanaged Local Defines] (#20204)
* https://github.com/tgstation/tgstation/pull/74333

https: //github.com/tgstation/tgstation/pull/74333
Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* var stuff

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* vars

* Update sol_fed.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-04-01 01:15:22 +01:00
SkyratBot
f3155d0f63 [MIRROR] Clicking on the >> WALL << of a fire alarm/light switch with your hand will activate it [MDB IGNORE] (#19876)
* Clicking on the >> WALL << of a fire alarm/light switch with your hand will activate it (#73920)

## About The Pull Request

Clicking on the turf of a fire alarm/light switch with your hand will
activate it, similar to how you can click the turf a door is on to close
it and not pixel hunt. Refers to the turf it *looks* like it's on, not
the one it actually is on, since fire alarms and light switches are
actually on the turf near the wall, pixel shifted up.

False walls are ignored.

## Why It's Good For The Game

Lets our artists do whatever they want to these sprites, or those of
future consumers, without worrying about niche balance stuff. I really
like people using fire alarms for environmental combat and don't want
that to get in the way of spriting.

## Changelog
🆑
qol: Clicking on the turf of a fire alarm/light switch with your hand
will activate it.
/🆑

* Clicking on the >> WALL << of a fire alarm/light switch with your hand will activate it

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-03-14 23:17:05 -07:00
SkyratBot
f36d71d0c4 [MIRROR] The CE blueprints can no longer be used to obfuscate cultist summon locations [MDB IGNORE] (#19772)
* The CE blueprints can no longer be used to obfuscate cultist summon locations (#73853)

## About The Pull Request

The Nar'Sie summon message will now only use the original name of the
ritual site area. You can no longer fake out the ritual announcement by
renaming the area with the CE blueprints.

The ritual site locator HUD popup now also uses the original area names,
to prevent the same issue from occurring.
## Why It's Good For The Game

Closes #73036.
## Changelog
🆑
fix: The cultist ritual site locator and Nar'Sie summon message will no
longer use area names modified by the CE's blueprints.
/🆑

* The CE blueprints can no longer be used to obfuscate cultist summon locations

---------

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-03-11 02:39:27 -08:00
SkyratBot
fa7538b5dc [MIRROR] Adds the "Law panel", a control center for admins interacting with silicon laws [MDB IGNORE] (#19655)
* Adds the "Law panel", a control center for admins interacting with silicon laws

* Update admin_verbs.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 06:10:46 +00:00
SkyratBot
53db0f7784 [MIRROR] Visual fixes (lighting, weird shit, old bugs from a parallax thing) [MDB IGNORE] (#19482)
Visual fixes (lighting, weird shit, old bugs from a parallax thing)

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 06:07:58 +00:00
lessthanthree
7305d12d29 [MANUAL MIRROR] Nightvision Rework (In the name of color) (#19608)
* Nightvision Rework (In the name of color) (#73094)

Relies on #72886 for some render relay expansion I use for light_mask
stuff.

Hello bestie! Night vision pissed me off, so I've come to burn this
place to the ground.
Two sections to discuss here. First we'll talk about see_in_dark and why
I hate it, second we'll discuss the lighting plane and how we brighten
it, plus introducing color to the party.

https://www.byond.com/docs/ref/#/mob/var/see_in_dark

See in dark lets us control how far away from us a turf can be before we
hide it/its contents if it's dark (not got luminosity set)
We currently set it semi inconsistently to provide nightvision to mobs.

The trouble is stuff that produces light != stuff that sets luminosity.
The worst case of this can be seen by walking out of escape on icebox,
where you'll see this

![image](https://user-images.githubusercontent.com/58055496/215683654-587fb00f-ebb8-4c83-962d-a1b2bf429c4a.png)

Snow draws above the lighting plane, so the snow will intermittently
draw, depending on see_in_dark and the luminosity from tracking lights.
This would in theory be solvable by modifying the area, but the same
problem applies across many things in the codebase.
As things currently stand, to be emissive you NEED to have a light on
your tile. People are bad at this, and honestly it's a bit much to
expect of them. An emissive overlay on a canister shouldn't need an
element or something and a list on turfs to manage it.
This gets worse when you factor in the patterns I'm using to avoid
drawing lights above nothing, which leads to lights that should show,
but are misoffset because their parent pixel offsets.

It's silly. We do it so we can have things like mesons without just
handing out night vision, but even there the effect of just hiding
objects and mobs looks baddddddd when moving. It's always bothered me.
I'll complain about mesons more later, but really just like, they're too
bright as it is.

I'm proposing here that rather then manually hiding stuff based off
distance from the player, we can instead show/hide using just the
lighting plane. This means things like mesons are gonna get dimmer, but
that's fine because they suck.

It does have some side effects, things like view() on mobs won't hide
stuff in darkness, but that's fine because none actually thinks about
view like that, I think.

Oh and I added a case to prevent examining stuff that's in darkness, and
not right next to you when you don't have enough nightvision, to match
the old behavior `see_in_dark` gave us.

Now I'd like to go on a mild tangent about color, please bare with me

You ever walk around with mesons on when there's a fire going, or an
ethereal or firelocks down.
You notice how there isn't really much color to our lights? Doesn't that
suck?

It's because the way we go about brighting lighting is by making
everything on the lighting plane transparent.
This is fine for brightening things, but it ends up looking kinda crummy
in the end and leads to really washed out colors that should be bright.
Playing engineer or miner gets fucking depressing.

The central idea of this pr, that everything else falls out of, is
instead of making the plane more transparent, we can use color matrixes
to make things AT LEAST x bright.

https://www.byond.com/docs/ref/#/{notes}/color-matrix

Brief recap for color matrixes, fully expanded they're a set of 20
different values in a list
Units generally scale 0-1 as multipliers, though since it's
multiplication in order to make an rgb(1,1,1) pixel fullbright you would
need to use 255s.

A "unit matrix" for color looks like this:
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0, 0, 0, 0
)
```

The first four rows are how much each r, g, b and a impact r, g, b and
well a.
So a first row of `(1, 0, 0, 0)` means 1 unit of r results in 1 unit of
r. and 0 units of green, blue and alpha, and so on.
A first row of `(0, 1, 0, 0)` would make 1 red component into 1 green
component, and leave red, blue and alpha alone, shifting any red of
whatever it's applied to a green.

Using these we can essentially color transform our world. It's a fun
tool. But there's more.

That last row there doesn't take a variable input like the others.
Instead, it ADDS some fraction of 255 to red, green, blue and alpha.

So a fifth row of `(1, 0, 0, 0)` would make every pixel as red as it
could possibly be.

This is what we're going to exploit here. You see all these values
accept negative multipliers, so we can lower colors down instead of
raising them up!
The key idea is using color matrix filters
https://www.byond.com/docs/ref/#/{notes}/filters/color to chain these
operations together.

Pulling alllll the way back, we want to brighten darkness without
affecting brighter colors.
Lower rgb values are darker, higher ones are brighter. This relationship
isn't really linear because of suffering reasons, but it's good enough
for this.
Let's try chaining some matrixes on the lighting plane, which is bright
where fullbright, and dark where dark.

Take a list like this

```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     -0.2, -0.2, -0.2, 0
)
```
That would darken the lighting a bit, but negative values will get
rounded to 0
A subsequent raising by the same amount
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0.2, 0.2, 0.2, 0
)
```
Will essentially threshold our brightness at that value.
This ensures we aren't washing out colors when we make things brighter,
while leaving higher values unaffected since they basically just had a
constant subtracted and then readded.

You may have noticed, we gain access to individual color components
here.
This means not only can we darken and lighten by thresholds, we can
COLOR those thresholds.
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0.1, 0.2, 0.1, 0
)
```
Something like the above, if applied with its inverse, would tint the
darkness green.
The delta between the different scalars will determine how vivid the
color is, and the actual value will impact the brightness.

Something that's always bothered me about nightvision is it's just
greyscale for the most part, there isn't any color to it.
There was an old idea of coloring the game plane to match their lenses,
but if you've ever played with the colorblind quirk you know that gets
headachey really fast.
So instead of that, lets color just the darkness that these glasses
produce.
It provides some reminder that you're wearing them, instead of just
being something you forget about while playing, and provides a reason to
use flashlights and such since they can give you a clearer, less tinted
view of things while retaining the ability to look around things.

I've so far applied this pattern to JUST headwear for humans (also those
mining wisps)
I'm planning on furthering it to mobs that use nightvision, but I wanted
to get this up cause I don't wanna pr it the day before the freeze.

Mesons are green, sec night vision is red, thermals orange, etc.

I think the effect this gives is really really nice.
I've tuned most things to work for the station, though mesons works for
lavaland for obvious reasons.

I've tuned things significantly darker then we have them set currently,
since I really hate flat lighting and this system suffers when
interacting with it.

My goal with these is to give you a rough idea of what's around you,
without a good eye for detail.
That's the difference between say, mesons, and night vision. One helps
you see outlines, the other gives you detail and prevents missing
someone in the darkness.

It's hard to balance this precisely because of different colored
backgrounds (looking at you icebox)
More can be done on this front in future but I'm quite happy with things
as of now

I have since expanded to all uses of nightvision, coloring most all of
them.

Along the way I turned some toggleable nightvision into just one level.
Fullbright sucks, and I'd rather just have one "good" value.

I've kept it for a few cases, mostly eyes you rip out of mobs.
Impacted mobs are nightmares, aliens, zombies, revenants, states and
sort of stands.

I've done a pass on all mobs and items that impact nightvision and added
what I thought was the right level of color to them. This includes stuff
like blobs and shuttle control consoles
As with glasses much of this was around reducing vision, though I kept
it stronger here, since many of these mobs rely on it for engaging with
the game

<details>
<summary>
Technical Changes
</summary>

filter transitions.
Found this when testing this pr, seemed silly.

This avoids dumbass overlay lighting lighting up wallmounts.
We switch modes if some turfflags are set, to accomplish the same thing
with more overhead, and support showing things through the darkness.

Also fixes a bug where you'd only get one fullscreen object per mob, so
opening and closing a submap would take it away

Also also fixes the lighting backdrop not actually spanning the screen.
It doesn't actually do anything anymore because of the fullscreen light
we have, but just in case that's unsued.
Needs cleanup in future.

color with a sprite

This is to support the above
We relay this plane to lighting mask so openspace can like, have
lighting

vision goggles and such
Side affect of removing see_in_dark. This logic is a bit weak atm, needs
some work.

It's a dupe of the nightvision action button, and newly redundant since
I've removed all uses of it

trasnparent won't render

These sucked
Also transparent stuff should never render, if it does you'll get white
blobs which suck

</details>

Videos! (Github doesn't like using a summary here I'm sorry)
<details>

Demonstration of ghost lighting, and color

https://user-images.githubusercontent.com/58055496/215693983-99e00f9e-7214-4cf4-a76a-6e669a8a1103.mp4

Engi-glass mesons and walking in maint (Potentially overtuned, yellow is
hard)

https://user-images.githubusercontent.com/58055496/215695978-26e7dc45-28aa-4285-ae95-62ea3d79860f.mp4

Diagnostic nightvision goggles and see_in_dark not hiding emissives

https://user-images.githubusercontent.com/58055496/215692233-115b4094-1099-4393-9e94-db2088d834f3.mp4

Sec nightvision (I just think it looks neat)

https://user-images.githubusercontent.com/58055496/215692269-bc08335e-0223-49c3-9faf-d2d7b22fe2d2.mp4

Medical nightvision goggles and other colors

https://user-images.githubusercontent.com/58055496/215692286-0ba3de6a-b1d5-4aed-a6eb-c32794ea45da.mp4

Miner mesons and mobs hiding in lavaland (This is basically the darkest
possible environment)

https://user-images.githubusercontent.com/58055496/215696327-26958b69-0e1c-4412-9298-4e9e68b3df68.mp4

Thermal goggles and coloring displayed mobs

https://user-images.githubusercontent.com/58055496/215692710-d2b101f3-7922-498c-918c-9b528d181430.mp4

</details>

I think it's pretty, and see_in_dark sucks butt.

<!-- 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: The darkness that glasses and hud goggles that impact your
nightvision (think mesons, nightvision goggles, etc) lighten is now
tinted to match the glasses. S pretty IMO, and hopefully it helps with
forgetting you're wearing X.
balance: Nightvision is darker. I think bright looks bad, and things
like mesons do way too much
balance: Mesons (and mobs in general) no longer have a static distance
you can see stuff in the dark. If a tile is lit, you can now see it.
fix: Nightvision no longer dims colored lights, instead simply
thresholding off bits of darkness that are dimmer then some level.
/🆑

* modular edits

* see_in_dark

* [MIRROR] Adds a unit test to detect double stacked lights [MDB IGNORE] (#19564)

* Adds a unit test to detect double stacked lights

* we really need to get that night vision pr done

* lints fixes

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>

* Update augments_eyes.dm

* Update augments_eyes.dm

* eeee

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:17:22 +00:00
SkyratBot
9325ea1758 [MIRROR] Refactor Statue & Creature unobserved behaviour [MDB IGNORE] (#19565)
* Refactor Statue & Creature unobserved behaviour

* Update statue.dm

* Update ProduceConsole.js

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:05:25 +00:00
OrionTheFox
d097050d1d [Manual Mirror] Adds checkgrep for improper or missing atom Initialize args (mapload) (#19539)
* Adds checkgrep for improper or missing atom Initialize args (`mapload`) (#72846)

## About The Pull Request

Adds a grep for atom initialize overrides which does not include mapload

Regex used
`^/(obj|mob|turf|area|atom)/.+/Initialize\((?!mapload).*\)`

Also replaced some space indentation with some tab indentation in some
other greps


![image](https://user-images.githubusercontent.com/51863163/213883049-ef6d953a-e11f-4876-9852-c09633ddc289.png)

## Why It's Good For The Game

See #69107, #61759, #61623

## Changelog

No player facing changes

* Missed by #8374

* Add (mapload) to a //Skyrat Edit so that it passes

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-02-26 15:20:38 -05:00