Commit Graph

2125 Commits

Author SHA1 Message Date
Timberpoes
2d4d23dbf1 Replaces the poster and graffiti objectives with assault and early steal & destroy ones. (#77029)
## About The Pull Request

With the blessings of @Watermelon914 I am removing the two objectives
for placing posters and spraying graffiti.

These old objectives are not dead. Their items have moved to the
Badassery section of the uplink.

A box of 3 demotivational posters can be bought for 1TC with 0 rep.
The spraycan can be bought for 1TC with 0 rep.

In their place comes one new objective and one extended objective.

The new objective is Assault a Crewmember. This objective requires you
to attack the specified target 2-5 times (random on objective
generation). It tallies from any attack that filters through the
`/datum/element/relay_attackers` element and has an "attacker"
associated with it.

Although it asks you not to kill the other player, it doesn't fail if
you kill them.

I have expanded the low-risk theft objectives with items like a mime
mask, lawyer badge and a fake moustache (commonly on cooks).

Finally, I've added a very low level set of steal-and-destroy objectives
aimed at some items that will require a bit of basic breaking and
entering, and the destruction of which may hurt crew morale.

```
/datum/objective_item/steal/traitor/donut_box
/datum/objective_item/steal/traitor/rpd
/datum/objective_item/steal/traitor/space_law
/datum/objective_item/steal/traitor/granted_stamp
/datum/objective_item/steal/traitor/denied_stamp
/datum/objective_item/steal/traitor/lizard_plush
/datum/objective_item/steal/traitor/moth_plush
/datum/objective_item/steal/traitor/insuls
```

This PR also fixes clown shoes missing a proc override to allow them to
actually register as a theft objective.


![image](https://github.com/tgstation/tgstation/assets/24975989/775d46cf-f40a-43e5-9bf1-3aa4a31d436e)

![image](https://github.com/tgstation/tgstation/assets/24975989/66c77815-1f2b-4dfb-99c6-b8f2e0061654)

![image](https://github.com/tgstation/tgstation/assets/24975989/85d3878a-c598-4ec0-9bb1-920380a004c6)
## Why It's Good For The Game

Basically my discussion with Watermelon focused on the idea that the
graffiti and poster objectives weren't really crimes. They baited
antagonists into very passive play early-game.

These new replacements encourage a more antagonistic playstyle. Starting
fights plus B&E are two bread-and-butter play paradigms for antaggery.

Giving a few early game theft + destroy options with a mix of impactful
items (like insuls and RPDs) versus more symbolic or emotive items
(plushies, donut boxes, Cargonia stamps) gets antagonists out and about
in the station, warming themselves up.

And having an objective to assault players (even if you don't kill them)
allows cheeky antags with a penchant for shittery to start fights with
players and start genuinely impacting the shift, involving sec and
drawing players into their antaggery.

Both of these natually ease players into the more substantive theft and
murder objectives.

The existing spray and posters are actually thematically super cool.
Traitors now have even more access to them since they can be bought for
1TC per spraycan/3-pack of posters. This lets antags with TC to spare
run gimmicks around them and adds extra fun to the Badassery section.
## Changelog
🆑
del: Traitor objectives to place posters and graffiti the station have
been removed.
add: The items associated with the poster and graffiti objectives can
now be purchased from the Badassery section of the uplink. The posters
come in a box of 3 for 1TC, and the spraycans are 1TC each.
add: Adds a new Assault traitor objective, requiring you to the attack
the target a few times without needing to kill them. Earn TC and
reputation by starting barroom fights and bait players into escalation
battles for fun and profit.
add: Expands low-risk steal objectives to include the Chef's fake
moustache, Lawyer's badge, and Mime's mask.
add: Adds brand new shift start Steal & Destroy objectives for early
breaking and entering. Smash your way into a sec checkpoint to grab a
Space Law book, engineering to grab some insulated gloves or the psych
office to kidnap their moth plush.
fix: Fixes an issue where the steal clown shoes objective would never be
valid.
/🆑
2023-08-21 13:00:19 +01:00
Fikou
b77c1c85ea MODLink System (+ NWTLMM) (#77639)
## About The Pull Request
A pact made with `@Kapu1178`
Small changes you should not care about:
RD MODsuit outfit (admin only) no longer has a beret that blocks the
activation of the suit
The beret used by death squad officers no longer is blocked from being
put on a hat stabilizer module
Admins can now Shear matrices of objects in Modify Transform
Multitool buffers have been a little refactored to use a setter proc
that saves them from causing hard dels
Cooler stuff:
A revival and remake of [Nobody Wants To Learn Matrix
Math](https://github.com/tgstation/tgstation/pull/59103), this time with
additional tooling for quick matrix calculations.

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

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


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

## Changelog
🆑 Fikou, Armhulen, Sheets (+rep for Mothblocks and Potato)
fix: RD MODsuit outfit (admin only) no longer has a beret that blocks
the activation of the suit
fix: The beret used by death squad officers no longer is blocked from
being put on a hat stabilizer module
admin: Admins can now Shear matrices of objects in Modify Transform
admin: Admins now have access to Test Matrices in the VV dropdown, an
all-in-one tool for editing transforms.
add: MODLink system, available through scryers (from RnD and Charlie
Station) and through MODsuits. Lets you call people with holographs!
/🆑
2023-08-19 06:24:57 +00:00
Fikou
4c4b0e5a54 the big slappy is now immutably slow (#77655)
## About The Pull Request
the big slappy is now immutably slow, it cant be sped up by xenobio
speed potion (because of how red slime crossbreed works, you can still
avoid it with that bullshit, but at least that requires some effort for
the xenobiologist to specifically create you one)

## Why It's Good For The Game
30 force
30 block chance
double object damage
throws tha guy away
KNOCKS DOWN FOR 2 SECONDS
and then your ass can literally just walk with it for FREE if you visit
xenobio and they gloop out one potion with a slime and water (which if
xenobio is staffed at all they probably will have at the point you made
it)

![image](https://github.com/tgstation/tgstation/assets/23585223/00bba834-2944-4260-b26a-cf9608ee851d)
(also a bit sus that it was added by a xenobio powergamer but thats
beside the point)

## Changelog
🆑
balance: you cant speed up the big slappy with slime potion
/🆑
2023-08-17 03:29:19 +02:00
Andrew
2d34c7433a New Mech UI and equipment refactor (#77221)
![bWJlVIDO53](https://github.com/tgstation/tgstation/assets/3625094/d75030b5-59e9-43f6-96b4-1b7564caceef)

## About The Pull Request

Made a new UI and refactored some mech code in the process.

Fixes #66048
Fixes #77051
Fixes #65958 ??? if it was broken
Fixes #73051 - see details below
Fixes other undocumented things, see changelog.

## Why It's Good For The Game

The UI was too bulky and Mechs were too complex for no reason. 
Now they follow some general rules shared between other SS13 machinery,
and there is less magic happening under the hood.

## Detailed Changes

### New Mech UI, Air Tank and Radio as separate modules

Previous UI for comparison:

<img alt="9SScrXAOjy"
src="https://github.com/tgstation/tgstation/assets/3625094/904e3d07-e7d7-4d3a-a062-93e0e35b4b66">

Previously mechs came with radio pre-installed and air canisters
magically pre-filled with air even when you build one in fab.
Radio and Air Tanks are now both utility modules that are optional to
install. Gas RCS thrusters still require Air Tank module to operate.

This made the Mechs more barebones when built, giving you only the basic
functionality.

<img alt="5SDMlXTJxv"
src="https://github.com/tgstation/tgstation/assets/3625094/b9364230-49ac-416b-aa70-e851fbf2050e">

To compensate this change, all mechs got two extra utility module slots.

All other modules got new UI. And ore box now shows the list of ores
inside.

<img alt="SRX5FjvsHA"
src="https://github.com/tgstation/tgstation/assets/3625094/cbe2e98d-1cd4-4667-8dae-2f9227b4b265">

### Mounted Radio

Works as a normal radio, but with subspace transmission. Available from
the basic mech research node and can be printed in fab.

### Cabin Sealing

To compensate for the lack of air tank by default, mechs with enclosed
cabin (e.g. all except Ripley) got an ability to toggle cabin exposure
to the outside air. Exiting the mech makes cabin air automatically
exposed.

When you seal the cabin, it traps some of the outside air inside the
cabin and you can breathe with this air to perform a short space trips.
But the oxygen will run out quickly and CO2 will build up.

Sealing the cabin in space will make the cabin filled with vacuum, and
it will stay there until you return to air environment and unseal the
cabin, letting the breathable air to enter. There are temperature and
pressure sensors that turn yellow/red when the corresponding warning
thresholds are reached.

You could also use personal internals in combination with cabin sealing
for long space travels, so Air Tank is completely optional now and
mostly needed when you need RCS thruster.

### RCS thrusters

They are now available earlier in tech tree and consume reasonable
amount of air (5 times more than human jetpacks), and they don't work
without Mounted Air Tank, unless it's an Ion thruster variant.

### Mounted Air Tank

Available from the basic mech research node and can be printed in fab.
Built model comes empty, and syndicate mechs come with one full of
oxygen.

<img alt="GrFDrH5Hwe"
src="https://github.com/tgstation/tgstation/assets/3625094/b677b705-bda0-4c8c-96c7-d32bf7bf9f28">

Can be switched to pressurize or not pressurize the cabin. Releases gas
only when the cabin is sealed shut. Starts releasing automatically, but
can be toggled to not release if you want to use it just as a portable
canister.

Cabin pressure can now be configured in the module UI instead of
Maintenance UI.

Can be attached to a pipe network when the mech is parked above a
connection port.

Comes with a pump that works similarly to the portable pump. It lets you
vent the air tank contents outside, or suck air from the room to fill
the air tank. Intended to provide an ability to fill the air tank
without the need to bother with pipes.

Also has gas sensors that display gas mix data of the tank and the cabin
(when sealed).

### Stock part changes

All mechs now require a servo motor and they reduce mech movement power
consumption instead of scanning module.

Scanning modules are optional for mech operation (still required to
build) and the lack of one disables the following UI elements:

- Display of mech integrity (you can still see the alerts or examine the
mech to get rough idea)
- Display of mech status on internal damage (and you can't repair what
you can't diagnose)

The rating of scanning module doesn't have any effect as of now.

Cargo mech comes without it roundstart.

<img alt="2vDtt99oqb"
src="https://github.com/tgstation/tgstation/assets/3625094/147144ca-824e-4501-acf5-6ee104f309e7">

Capacitors now also reduce light power usage and raise the overclocking
temperature thresholds (see below).

### Maintenance

Maintenance UI removed, and its logic migrated to other places.

Access modification now managed inside the mech, and anyone who can
control the mech, can adjust the access in the same way as they can set
DNA key.

To open the maintenance panel you just need a screwdriver. It is instant
when the mech is empty and it has a 5 second delay when there is an
occupant to avoid in-combat hacking and part removal. It will alert the
occupant that someone is trying to tinker with their mech.


![image](https://github.com/tgstation/tgstation/assets/3625094/1abfca3c-8ba9-44b0-913c-c209564b91fd)

Once the panel is open, you can see the part ratings:


![image](https://github.com/tgstation/tgstation/assets/3625094/404f95bb-9f74-4e5b-a975-5ab6f74bdfa9)

With open panel you can hack the mech wires (roboticists can now see
them):

<img alt="mj205G2qDa"
src="https://github.com/tgstation/tgstation/assets/3625094/44cea0d1-44b4-4b50-b1d3-a97c0056bab3">

There are wires for:
- Enabling/Disabling ID and DNA locks
- Toggling mech lights
- Toggling mech circuits malfunction (battery drain, sparks) 
- Toggling mech equipment malfunction (to repair after EMP or cause
EMP-like effect, disarming mech)
- 3 dud wires that do nothing

The hacker may be shocked if the mech power cell allows.

When the panel is open and the user has access to the mech, they can
remove parts with a crowbar:

<img alt="jR40gyTWtJ"
src="https://github.com/tgstation/tgstation/assets/3625094/b573f5b9-b8ea-412e-b3e0-c872e01e0c23">

Hitting the mech with an ID from outside now toggles the ID Lock on/off
if the ID has sufficient access.

### Power consumption and overclocking

Rebalanced mech power consumption. T4 parts were not working in
Syndicate Mechs, as their effect was not calculated until you manipulate
parts manually. Constructed mechs with t1 parts even had their energy
drain reduced with upgrade to t1.

Now all mechs apply their base step power usage correctly don't ignore
the stock parts.

Servo tier now reduces base power consumption by 0% at t1, 50% at t2,
33% at t3 and 25% at t4
Capacitor tier now reduces base power consumption of mele attacks,
phasing and light by the same amounts.

Gygax leg actuators overload replaced with mech overclocking. Any mech
can be overclocked by hacking wires, but only Gygax has a button for
toggling it from the Cabin.

Now there is an overclock coefficient. 1.5 for Gygax and other mechs, 2
for Dark Gygax.

When overclocked, mechs moves N times faster, but consumes N times more
power.


![image](https://github.com/tgstation/tgstation/assets/3625094/01e285fd-6fd6-4558-8277-2ed3abf474d8)

While overclocked, mech heats up every second, regardless of movement,
and starts receiving internal and integrity damage after a certain
temperature threshold. The chance is 0% at the threshold, and 100% at
thresholds * 2. The roll happens every tick. Capacitor upgrades this
threshold, letting you overclock safely for longer periods.


![image](https://github.com/tgstation/tgstation/assets/3625094/80d90cea-0d20-4054-9369-a47deb6f52f2)

When you stop overclock, the temperature goes back down.

### Other changes and fixes

Concealed weapon bay now doesn't show up when you examine the mech, so
it's actually concealed now.

New radio module can properly change its frequency, as it didn't work
for previous radio.

Launcher type weapons were ignoring cooldowns and power usage, so you
could spam explosive banana peals, while they should have a 2 second
cooldown:
<img alt="q5GjUsHwGr"
src="https://github.com/tgstation/tgstation/assets/3625094/d102725d-e9e1-4588-9d6c-b9e38b7a6535">

Now this is fixed and all launcher type weapons properly use power and
have their cooldowns working.
And now they have the kickback effect working (when it pushes you in the
opposite direction in zero gravity on throw).

Thermoregulator now heats/cools considering heat capacity instead of
adding/reducing flat 10 degrees. So you can heat up cabin air quicker if
the pressure is low.

There were some other sloppy mistakes in mech code, like some functions
returning too early, blocking other functionality unintentionally. Fixed
these and made some other minor changes and improvements.

## Changelog

🆑
refactor: Refactored Mech UI
refactor: Refactored mech radio into a utility module, adding extra slot
to all mechs
refactor: Refactored mech air tank into a utility module with an air
pump, adding extra slot to all mechs
refactor: Refactored mech cabin air - there is now a button to seal or
unseal cabin to make it airtight or exchanging gases with the
environment
refactor: Removed mech maintenance UI Access is set in mech UI, and
parts are ejected with a crowbar
add: Mech now has wires and can be hacked
qol: Roboticists now can see MOD suit and mech wires
add: Mechs now require servo motor stock part and it affects movement
power usage instead of scanning module
add: Scanning module absence doesnt block mech movement and hides some
UI data instead. Big Bess starts without one.
qol: Hitting mech with ID card now toggles ID lock on/off if the card
has required access
fix: Fixed concealed weapon bay not being concealed on mech examine
fix: Fixed mech radio not changing frequency
fix: Fixed mech launcher type weapons ignoring specified cooldown
fix: Fixed mech launcher type weapons not using specified power amount
fix: Fixed mech temperature regulator ignoring gas heat capacity
fix: Fixed mech stopping processing other things while not heating
internal air
fix: Fixed mech being able to leave transit tube in transit
fix: Fixed mech internal damage flags working incorrectly
fix: Fixed Gygax leg overloading being useless
fix: Fixed mechs ignoring their stock parts on creation. Syndicate mechs
now stronger against lasers and consume less energy on move. Upgrading
from tier 1 to tier 2 doesn't make mech consume MORE energy than before
the upgrade.
balance: Rebalanced mech energy drain with part upgrades. Base energy
drain reduced by 50%, 33%, 25% with upgrades and applies to movement
(Servo rating), phasing, punching, light (Capacitor rating).
balance: Hydraulic clamp now can force open airlocks
balance: Made mech RCS pack consume reasonable amount of gas
code: Fixed some other minor bugs and made some minor changes in the
mech code
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-15 18:02:28 +01:00
Comxy
63a56b087a Big Slappy | Giant Weapon DLC [MERGE READY!!!] (#77273)
## About The Pull Request
Big Slappy is a new illegal shovel/wrench which can be obtained through
illegals means. Parts you need to craft it can be found on the black
market uplink for a low price, but if it is not there you can find it on
the imports page on your hacked cargo console for 4400 credits usually.
Big Slappy makes you slow and you will get 10 recoil damage everytime
you hit someone and you will knock down your opponent for two seconds
while throwing people back like a baseball bat. It deals 30 damage and
is the fastest shovel/wrench out there. It can be folded into its wrench
form which will change its typing and makes it look like a wrench. It
also deals more damage in the wrench state, but also deals more recoil
damage and your target will not get knocked down. This weapon will
probably only appear in a few rounds since it has recoil damage, is slow
and costs a lot to obtain. It also has a longer meele attack cooldown.

To craft it you need 4 wrenches, 1 drill, 5 plasteel, 10 rods and 1 big
slappy parts using tools.

![promo](https://github.com/tgstation/tgstation/assets/25363960/4d619283-832c-4ce0-b3b2-e6ddb3dbd988)
## Why It's Good For The Game
Cool new weapon.
## Changelog
🆑
add: Added big slappy
image: Added big slappy parts and big slappy sprites
/🆑
2023-08-14 22:33:34 +02:00
Lamb
36274f2b62 Adds Mining Weather Radios (#76961)
## About The Pull Request
Adds a new item, the mining weather radio, to the mining points vendor,
QM locker, public mining docks, and lavaland.
This item can be used as a radio to communicate over supply channel with
other miners, cargo techs, or the QM. In addition to this, it has a
screen that displays warnings depending on the time left until an ash
storm or snow storm.
there is a separate wallmount version that does not have supply channel
access, but still displays updates on the weather.
you can examine either device to get an accurate readout of the
remaining time till the next storm.

![image](https://github.com/tgstation/tgstation/assets/110322848/d410a62c-72f3-46ed-929b-d73a93cb1cae)
## Why It's Good For The Game
letting miners know when a storm is coming allows them greater
flexibility when interacting with the station, and advance warning if
they are planning to head back to lavaland in the event of an ash storm.
It also strengthens the link between miners and the rest of the cargo
department by emphasizing use of the supply channel, and incentivizes
using it with the radio's built in microphone.
## Changelog
🆑 CoiledLamb, Jacquerel
add: Adds mining weather radio
/🆑
2023-08-13 03:20:25 +02:00
John Willard
2e122f6207 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.
2023-08-10 14:03:01 +02:00
Sealed101
07d34fedde Fixes gibtonite explosions producing flames and flashes (#77344) 2023-08-09 12:27:29 -05:00
Rhials
1328e7130a Portals now have a colorful glow (#77298)
## About The Pull Request

Most instances of /obj/effect/portal now faintly glow their respective
color.


![image](https://github.com/tgstation/tgstation/assets/28870487/3044b435-d4e7-4ba5-86f9-ca6f9e4415c1)

This was taken in the dark, the glow isn't as noticeable in the light.

Anomaly/jaunter/mech wormholes do not glow, since they use the
black-and-grey swirly sprite and don't look like they'd emit any kind of
light.

Also autodocs some portal related vars and changes one proc to not use
single char vars.

I also tried adding a soundloop but it sounded kind of crappy so I
decided against it.
## Why It's Good For The Game

Makes the portals a little bit prettier :)
## Changelog
🆑 Rhials
qol: Most of the colored oval-shaped portals faintly glow now. Cool!
/🆑
2023-08-05 10:02:00 -07:00
Jacquerel
ddfdc70d73 Basic Lobstrosity (#77253)
## About The Pull Request

I'm slowly chipping away at mining mobs. These ones also got some new
sprites because the old ones were a bit weird except when facing South.

![image](https://github.com/tgstation/tgstation/assets/7483112/015b8819-bab8-471a-86ae-70b1597ae327)
Arctic Lobstrosities are now hairy to give them a little more visual
distinction from Lavaland ones.

In terms of behaviour, they're now a little faster and can charge you
from further away.
They will _only_ attack players who are incapacitated in some way
(primarily from being hit by their charge, but could be from a Goliath
or something too) and will otherwise keep their distance until they can
charge again. They move slower for a short duration after charging
though, so you have time to slap them a bit.

If a Lobstrosity downs you then it will try to snip off one of your
arms, then retreat in order to eat it.
Obviously nobody likes losing an arm, but this does give you an
opportunity to get away while it is distracted? Funnily enough the way
our health system works means that sometimes losing that arm actually
takes you out of soft crit so you can stumble back to the station for a
replacement (or try to wrestle yours back?)

All of these things are achievable also by a player if you make one
sapient, they will pull arms off mobs they attack which are in crit and
can eat arms if they see them lying around if they want.
I added an element to let you dismember people with your bare hands,
maybe someone evil can use it to add a beheading attack some day.

Here's a video of their new behaviours:
https://www.youtube.com/watch?v=9eKxsH7hD7Q

## Why It's Good For The Game

Gives mobs more character.
Reduces our list of frozen simple mobs.
Replaces some ugly side sprites.
Medbay enrichment?

## Changelog

🆑
refactor: Lobstrosities are now basic mobs and have different AI
behaviour. Please report anything which seems like it shouldn't be
happening.
add: Lobstrosities will now only opportunistically attack things they
have knocked over with their charge, and are otherwise timid.
add: Lobstrosities are hungry for fingers and will steal one of your
arms if they defeat you in combat, although this gives you time to crawl
away.
sprite: New sprites for Lobstrosities.
/🆑
2023-08-01 17:26:32 -06:00
Time-Green
e50a01bf8e Fixes staff of lava working on space tiles (#77161)
This makes no sense

🆑
fix: Staff of laval no longer works on space
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-07-28 21:04:43 -06:00
Ghom
5d5492e111 Implements usage of the REVERSE_DIR macro throughout the code. (#77122)
## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.

## Why It's Good For The Game
Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir,
180)` call, being a simple set of binary operations. To sum it up, micro
optimization.

## Changelog

N/A
2023-07-28 15:16:09 +02:00
Jacquerel
e1762455f0 [no gbp] Goliaths make less mess (#77141)
## About The Pull Request

In an earlier PR I made Goliaths dig when they are bored. I still like
this behaviour as an ambient thing for them to do, but the consequence
is that after 30 minutes there were huge piles of sand all over
lavaland.
While convenient for actually having miners bring glass back to the
station, it was an eyesore and too much.

To resolve this I have made two changes:
- Goliaths dig 1/3 as often as they did before.
- Sand (and snow) which are left outside during a storm gets blown away
if it's not inside someone's inventory.

Together these prevent the accumulation of hundreds of piles of sand.

## Why It's Good For The Game

Fixes an unintended consequence of my actions.

## Changelog

🆑
add: Uncollected sand and snow will be blown away by the wind when
storms happen (but don't worry, storms also allow those turfs to be
freshly dug up again).
/🆑
2023-07-27 12:35:32 -06:00
Ghom
57a923130e [NO GBP] Fixes active conveyor belts not moving movables spawned on top of them. (#77104)
There's one instance of the old signal I've missed from #76376, all
because lists treat undefined keys like text strings.
2023-07-26 15:56:42 -05:00
SyncIt21
e92ae5b75b Material container & related stuff ui refactors & clean-up (#76220)
## About The Pull Request

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


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

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

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

## Changelog
🆑
fix: items can be printed from autolathe & protolathe when the exact
material amounts are present in them after upgrading
fix: max printable amount now shows the correct value & updates when
items are printed, materials are removed in the autolathe & protolathe
fix: component printer material bar is not greyed out when there are
sufficient materials to eject
fix: rcd and other devices that uses the silo link upgrade now have the
correct material usages
fix: silo hold actually works
fix: machines using local storage to hold materials will eject it's
materials as sheets when deconstructed/destroyed
refactor: Autolathe Material bars now display number of sheets available
refactor: printing an item that does not have enough materials will fail
silently with no error messages
refactor: Drone dispenser will eject sheets upon deconstruction
refactor: all things that store materials will auto ejects its sheets(if
there is sufficient material) when destroyed
refactor: inserting an item into the material container will display the
units consumed as sheets not absolute units
refactor: removed x25 & x50 print buttons from the autolathe
2023-07-24 19:47:14 -04:00
Ben10Omintrix
43737e0b4b made the bee a basic insect (#76971)
## About The Pull Request
the bee now a baisc insect he will now go to find his home and he will
go and pollinated the plants and helped the queen make children by
polliniting the plants and he will. the queen will leve the hive more
rarely than the normal bees so she can stay in the hive to make kids

## Why It's Good For The Game
the bee now is a basic insect so it means he have a better ai

## Changelog
🆑
balance: the bee now can fly over the machines so its easy for him to go
to the hydroponics machine
fix: player bees now will not be stuck inside the hive if he entered it,
they can now leave it
fix: fixed a har deleted when the hive is deleted all the bees still
have a refence to the hive now its fixed
fix: now when a player interacted with the bee hive the bees will now
leave the hive to defend the hive (it was glitched)
refactor: the bees now are a basic insect.
/🆑
2023-07-23 22:22:14 -06:00
LemonInTheDark
41f20bc3ce [MDB IGNORE] Angled Lights & Lighting Prototyping Tool (#74365)
## About The Pull Request

Hello friends, I've been on a bit of a lighting kick recently, and I
decided I clearly do not have enough things to work on as it is.
This pr adds angle support to static lights, and a concepting/debug tool
for playing with lights on a map.

Let's start from first principles yeah?

### Why Angled Lights?

Mappers, since they can't actually see a light's effect in editor, tend
to go off gut.
That gut is based more off what "makes sense" then how things actually
work
This means they'll overplace light sources, and also they tend to treat
lights, particularly light "bars" (the bigger ones) as directional.
So you'll have two lights on either sides of a pillar, lights inside a
room with lights outside pointing out, etc.


![image](https://user-images.githubusercontent.com/58055496/228785032-63b86120-ea4c-4e52-b4e8-40a4b61e5bbc.png)

This has annoying side effects. A lot of our map is overlit, to the
point that knocking out a light does.... pretty much nothing.
I find this sad, and would like to work to prevent it. I think dark and
dim, while it does not suit the normal game, is amazing for vibes, and I
want it to be easier to see that.

Angled lights bring how lights work more in line with how mappers expect
lights work, and avoids bleedover into rooms that shouldn't be bled
into, working towards that goal of mine.

### How Angled Lights?

This is more complex then you'd first think so we'll go step by step


![image](https://user-images.githubusercontent.com/58055496/228786117-d937b408-9bc2-4066-9aee-aae21b047151.png)

Oh before we start, some catchup from the last time I touched lighting
code.
Instead of doing a lighting falloff calculation for each lighting corner
(a block that represents the resolution of our lights) in view we
instead generate cached lightsheets. These precalculate and store all
possible falloffs for x and y distances from a source.

This is very useful for angle work, since it makes it almost totally
free.
 
Atoms get 2 new values. light_angle and light_dir
Light angle is the angle the light uses, and light_dir is a cardinal
direction it displays in

We take these values, and inside sheetbuilding do some optional angle
work. getting the center angle, the angle of a pair of coords, and then
the delta between them.
This is then multiplied against the standard falloff formula, and job
done.

We do need some extra fenangling to make this all work nicely tho.

We currently use a pixel turf var stored on the light source to do
distance calculations.
This is the turf we pretend the light source is on for visuals, most
often used to make wall lights work nice.
The trouble is it's not very granular, and doesn't always have the
effect you might want.

So, instead of generating and storing a pixel turf to do our distance
calculations against, we store x and y offset variables.
We use them to expand our working range and sheet size to ensure things
visually make sense, and then offset any positions by them.

I've added a way for sources to have opinions on their offsets too, and
am using them for wall lights.
This ensures the angle calculations don't make the wall behind a light
fulldark, which would be silly.

### Debug Tool?

In the interest of helping with that core problem, lights being complex
to display, I've added a prototyping tool to the game.
It's locked behind mapping verbs, and works about like this.

Once the verb is activated, it iterates over all the sources in the
world (except turfs because those are kinda silly), outlining and
"freezing" them, preventing any future changes.
Then, it adds 3 buttons to the owners of a light source.

![image](https://user-images.githubusercontent.com/58055496/228776539-4b1d82af-1244-4ed6-8754-7f07e3e47cda.png)
The first button toggles the light on and off, as desired.
The third allows you to move the source around, with a little targeting
icon replacing your mouse
The second tho, that's more interesting.

The second button opens a debug menu for that light

![image](https://user-images.githubusercontent.com/58055496/228777811-ae620588-f08a-4b50-93a0-beea593aea77.png)
There's a lot here, let's go through it.

Bit on the left is a list of templates, which allow you to sample
existing light types (No I have no idea why the background is fullwhite,
need to work on that pre merge)
You can choose one by clicking it, and hitting the upload button.

This replaces your existing lighting values with the template's,
alongside replacing its icon and icon state so it looks right.
There are three types as of now, mostly for categorization. Bar, which
are the larger typically stronger lights, Bulb, which are well, bulbs,
and Misc which could be expanded, but currently just contains floor
lights.

Alongside that you can manually edit the power, range, color and angle
of the focused light.
I also have support for changing the direction of the light source,
since anything that uses directional lighting would also tie light dir
to it.
This isn't *always* done tho, so I should maybe find a way to edit light
dir too.

My hope is this tool will allow for better concepting of a room's
lights, and easier changing of individual object's light values to suit
the right visuals.

### Lemon No Why What

Ok so I applied angle lights to bars and bulbs, which means I am
changing the lighting of pretty much every map in the codebase.
I'm gonna uh, go check my work.

Alongside this I intend to give lighting some depth. So if there's room
to make a space warmer, or highlight light colors from other sources, I
will do that.

(Images as examples)

![image](https://user-images.githubusercontent.com/58055496/228786801-111b6493-c040-4199-ab99-ac1c914d034c.png)

I also want to work on that other goal of mine, making breaking lights
matter. So I'll be doing what I can to ensure you only need to break one
light to make a meaningful change in the scene.

This is semi complicated by one light source not ever actually reaching
fullbright on its own, but we do what we must because we can.


![image](https://user-images.githubusercontent.com/58055496/228786483-b7ad6ecd-874f-4d90-b5ca-6ef78cb70d2b.png)

I'm as I hope you know biased towards darker spaces, I think contrast
has vibes.
In particular I do not think strong lights really suit maintenance. 

Most of what is used there are bulbs, so I'm planning on replacing most
uses with low power bulbs, to keep light impacts to rooms, alongside
reducing the amount of lights placed in the main tunnels


![image](https://user-images.githubusercontent.com/58055496/228786594-c6d7610c-611e-478b-bcba-173ebf4c4b12.png)

**If you take issue with this methodology please do so NOW**, I don't
want to have to do another pass over things.
Oh also I'm saving station maps for last since ruins are less likely to
get touched in mapping march and all.

### Misc + Finishing Thoughts

Light templates support mirroring vars off typepaths using a subtype,
which means all the templates added here do not require updating if the
source type changes somehow. I'd like to expand the template list at
some point, perhaps in future.

I've opened this as a draft to make my intentions to make my changes to
lights known, and to serve as motivation for all the map changes I need
to do.

### Farish Future

I'm unhappy with how we currently configure lights. I would like a
system that more directly matches the idea of drawing falloff curves,
along with allowing for different falloffs for different colors,
alongside extending the idea to angle falloff.
This would make out of engine lighting easier, allow for nicer looking
lights (red to pink, blue to purple, etc), and improve accessibility by
artists.

This is slightly far off, because I have other obligations and it's
kinda complicated, but I'd like to mention it cause it's one of my many
pipedreams.

## Changelog
🆑
add: Added angle lighting, applies it to most wall lights!
add: Adds a lighting prototyping tool, mappers go try it out (it's
locked behind the mapping verb)
/🆑

---------

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2023-07-19 04:39:55 +00:00
tattle
dfd4801122 Adds p_They (and friends) for capitalized pronoun helpers (#76910)
## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/66640614/f8afe149-85cf-40d2-a5c1-4c96a3ccdfe4)

Basically replaces p_they(TRUE) with p_They

## Why It's Good For The Game
Fewer ambiguous parameters (what does TRUE mean when passed to p_they?)
More comprehensive helper functions.

## Changelog
🆑 Tattle
spellcheck: Fixed the grammar on a few revenant messages
/🆑

---------

Co-authored-by: tattle <article.disaster@gmail.com>
2023-07-17 22:55:58 -07:00
Zephyr
f71ea26f72 Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types (#76822)
## About The Pull Request

Removes all of the duplicate global lists for specific machine types
where the only thing they do is store all machines of that type.
Adds machine tracking to SSmachines in the form of a list for all
machines, and then an associative list for machines by their type.
Previously we have machines in multiple global lists, such as airlocks
being in GLOB.doors, GLOB.airlocks, GLOB.machines.
This makes that not a thing, and also means that iterating through
GLOB.machines looking for a specific type is no longer as expensive.
2023-07-15 16:17:46 -04:00
nikothedude
ccf547c142 Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts (#76669)
## About The Pull Request

New malf AI upgrade

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

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

It just makes sense that the AI, the most electronically-sensitive
entity in the game, would be able to emag things. Plus, more options
given to malf that aren't strictly MURDER KILL MURDER are always a plus,
especially if they allow for fancier plays.
## Changelog
🆑
add: New malf ability: Remote safety overrides. Allows the AI to
remotely emag things it has access to.
code: emag_act() now returns a boolean designating it's success in
emagging
code: All instances of emag_act() now have the proper arguments
qol: Most usecases of emagging now have some kind of feedback, and
existing feedback has been sanity checked and converted to balloon
alerts.
/🆑
2023-07-15 15:35:14 +01:00
YesterdaysPromise
fb10121022 Icons folder cleaning wave two (#76788)
## About The Pull Request

Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.

## Why It's Good For The Game

Saner spriters = better sprites
2023-07-14 18:36:41 +00:00
BlueMemesauce
468f63f2b8 Remove initial 500 balance on mining point cards to fix infinite mining points exploit (#76769)
## About The Pull Request

Fixes #76768
## Why It's Good For The Game

The idea is you put the amount of points of cards you want on the card
after buying it. This has the added benefit of making it easier to
transfer smaller amounts of points, since you don't need 500 points to
buy the card.

## Changelog
🆑
fix: Removed initial 500 point balance on mining point transfer cards.
Load them up with points instead.
add: Added mining point transfer cards to mining lockers.
del: Removed mining point transfer cards from mining equipment vendor.
/🆑
2023-07-12 18:53:52 -06:00
Jacquerel
16cecf864d Goliath basic mob (#76754)
## About The Pull Request

Converts Goliaths to the basic mob framework and gives them some new
moves because I can't leave things well enough alone.
I am planning on touching all the lavaland fauna and then maybe even the
icebox ones if I haven't got bored. The Golaith is the first because it
is iconic.

https://www.youtube.com/watch?v=JNcKvMwT4-Q
Here's me getting killed by one as a demonstration. Despite my poor
performance I would contend that they aren't a _lot_ more dangerous, but
they are a little more dangerous.

The chief difference here is that they have two new attacks which they
will only use in response to being attacked.
If fired at from range, they will target the attacker with a line of
tentacles (it doesn't track you, so is easily sidestepped).
If attacked in melee, they will surround _themselves_ with tentacles, on
a longer cooldown.

Something else you may notice in this video: I discovered that basic
mobs are actually _too smart_ to be Lavaland fauna.
Typically (unlike their old form) a mob on our new AI system is smart
enough to attack someone _the moment they come into range_ rather than
only checking on predictable ticks, which would make using the Crusher
an essentially unviable prospect.
To counteract this, Goliaths now have a delayed attack component which
gives you a visual warning and short duration to get out of range before
they swing at you. I will probably put this on all mining fauna that get
reworked, it wouldn't be a terrible thing to put on other mobs to be
honest.

Other changes: The goliath stun is now a status effect with _buckles_
you to the tentacle as if grabbed, as well as its previous effects.
While this seems purely worse, any nearby helpers can now help-click on
you to instantly remove the debuff.
Experiencing the effect of a Lobstrosity Rush Gland makes you immune to
being grabbed by tentacles and an implanted one will automatically
trigger and free you if you are hit, and the explosive effect of
Brimdust also causes the tentacle to retract (although you'd need to
take damage for this to happen). Using the tools of the land, you can
make these creatures less threatening.

The ability for a Goliath to chain-apply the ability has now also been
reduced, it won't refresh its duration if you are hit when already
buckled.

When not occupied hounding miners, Goliaths will intermittently dig up
the asteroid sand and eat any worms that this produces.
I also made some new sprites for riding a Goliath because they've been
broken since the Lavaland mob update and also kind of were ugly before
then anyway:

![image](https://github.com/tgstation/tgstation/assets/7483112/90580403-d82f-4c29-b3e1-6c462e01edda)

Other code changes:
- I made an element which only lets an attached object move every x
seconds. This is because Goliaths are far too slow to use the speed
system (the glide just looks bugged as hell) but one thing I am invested
in when converting these is to make sure that they share the same
behaviour when player or AI controlled. This is disabled while you're
riding them because it was interminably slow.
- The Goliath tentacle trail uses a supertype object now shared with the
Meteor Heart which did something kind of similar.

## Why It's Good For The Game

It begins the process of moving one of our larger subsets of NPCs onto
the newer framework for NPC behaviour.
It adds a little bit more life to an iconic but slightly uninteresting
foe which mostly just walked at you slowly.
This PR contains a few components I expect to apply more widely to other
mobs in the future.

## Changelog

🆑
refactor: Goliaths now use the Basic Mob framework, please report any
unusual behaviour.
add: Goliaths learned a couple of new attacks which they will use in
self-defence.
balance: Help-clicking a miner grabbed by Goliath tentacles will
immediately free them, as will the effect of several items you can
scavenge from around Lavaland.
image: New sprites for the Goliath saddle.
/🆑
2023-07-12 18:52:02 -06:00
YesterdaysPromise
a373b4cb08 Icon folder cleaning wave one (#76703)
## About The Pull Request

Due to a mental breakdown caused by unfathomable abomination that is
icons folder, I swore to myself to one day clean it. Today is kind of
that day. Been at it for around 6, you gotta understand I need a rest. I
tracked most changes in descriptions of commits if you are looking for
details.

## Why It's Good For The Game

Saner spriters make better sprites. And also, just helps keep track of
things.

## Changelog

🆑
image: added sprites for different variants of scrolls.
image: modified couple posters with ghost pixels.
/🆑

---------

Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
2023-07-11 10:50:10 -07:00
MrMelbert
8c1e35e1c0 Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests (#76612)
## About The Pull Request

This PR refactors mind language holders into non-existence

As a result, `update_atom_languages` is no longer necessary

Mind-bound languages are transferred via `/mind/proc/transfer_to`

Species changing no longer deletes and re-creates the mob's language
holder, allowing them to keep any languages they have.

Species languages are sourced from `LANGUAGE_SPECIES` now, meaning they
are removed when they change species. If the mob is not a human with a
species datum, these are effectively just atom level languages.

Makes a bunch of unit tests to ensure language transfer over certain
events works as intended

## Why It's Good For The Game

Mobs with minds having two independent language holders results in a
good few bugs, and simply doesn't make sense when we have sources
(`LANGUAGE_MIND`).

Instead of tracking two language holders, we can simply use sources
better and only track one.

This means that the language holder you start with is your language
holder, period. It doesn't get deleted or re-instantiated or whatever.

## Changelog

🆑 Melbert
refactor: Refactored language holders, making species changes not delete
all of your known languages
/🆑
2023-07-10 18:34:57 +00:00
carlarctg
4c99fb2ebb Coroner additions and tweaks (#76534)
## About The Pull Request

Serrated bone shovels can be created with any kind of shovel now, not
just a spade (???)

Serrated bone shovels can be used in place of circular saw in most
surgeries.

Added a duller (still deadly) variant of the serrated bone shovel as
coroner mail.

Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.

Increased the force, throwforce, and wound bonus of inert ritual knives
and scythes.

Coroner gloves can quickly apply medicine like nitrile gloves.
## Why It's Good For The Game

> Serrated bone shovels can be created with any kind of shovel now, not
just a spade (???)

Weird ass bug.

> Serrated bone shovels can be used in place of circular saw in most
surgeries.

It's serrated, it's cool, it's rare, it has a fast toolspeed.

> Added a duller (still deadly) variant of the serrated bone shovel as
coroner mail.

Very thematic for the coroner, should probably also be a heirloom item
but whatevs. Weaker so there's still a reason to seek out the OG.

> Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.

Scanning corpses is pretty important during surgery - it tells you how
much blood they have, organ damage, diseases... these things don't
appear in the surgical computer readout, which means the coroner has to
go out of his cave to pick up a boring light blue meatbag wound scanner.
This also incentivizes coroners to do their job by giving them something
cool that only works on dead bodies.

> Increased the force, throwforce, and wound bonus of inert ritual
knives and scythes.

These two options in the MortiDrobe are pretty frickin' badass,
especially with how SICK the Coroner looks with them, double especially
in combat.


![image](https://github.com/tgstation/tgstation/assets/53100513/98c6f8a5-3e5a-41a9-8a9c-cb6b82ecc0b8)

However, there's the large issue that as actual weapons they're really,
really weak. Not enough damage, when I use them in combat I both feel
badass but also get a nagging feeling in the back of my mind that I'm
intentionally gimping myself, and with only 10 damage I can *really*
feel it. I find it unfair that these are objectively worse than a
welding tool or even a Butcher's Cleaver when they're a lot more
involved to find, and scarce besides. These arguments apply equally to
the Wizard's ritual knife, and the scythe.

Additionally on the scythe, the crew really needs more good ghetto
weaponry that isn't the boring same ol' of baseball bats, spears,
cleavers... and making scythes useful is a great way to help bridge that
gap. They deal a satisfying amount of damage now, with the clear
downside, of course, being that they're bulky and hard to lug around.

> Coroner gloves can quickly apply medicine like nitrile gloves.

'Fast medicine' doesn't just cover sutures, it also covers medical gel.
Specifically, sterilizer gel. I find it annoying that the Coroner is
encouraged to give up his drip for the boring life-saver nitrile gloves,
because the difference in applying time really does make a difference -
it makes gel applying go from annoying to smooth, which is important
considering the whole purpose of sterilizer gel is to make surgeries go
faster. The Coroner has surgery and thus medical locker access to begin
with, so this isn't a balance problem, (and nitrile gloves are found by
the dozen anyways) especially with how rare the coroner gloves are.
## Changelog
🆑
fix: Serrated bone shovels can be created with any kind of shovel now,
not just a spade (???)
add: Serrated bone shovels can be used in place of circular saw in most
surgeries.
add: Added a duller (still deadly) variant of the serrated bone shovel
as coroner mail.
add: Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
add: Increased the force, throwforce, and wound bonus of inert ritual
knives and scythes.
add: Coroner gloves can quickly apply medicine like nitrile gloves.
/🆑
2023-07-08 00:14:30 +01:00
1393F
fba8beec1d cursed katana shard no longer called "dark spoon shard" (#76605)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/75948 changed the name of
the cursed shard and made the katana version a subtype...without
changing the name or desc of the shard
## Why It's Good For The Game
the dark shard from tendril loot will no longer have a stupid name and
tell you you're not supposed to have it
## Changelog
🆑
fix: The cursed katana shard you can get from tendril loot no longer
falsely tells you you're not supposed to have it
/🆑
2023-07-07 18:29:48 +08:00
Ghom
d4cdd6b63e Replaces lava and chasm's "safeties" and ignoring turf slowdown on catwalks with traits and a new element. (#76376)
## About The Pull Request
This adds a new element for movables that grants turfs they're in
traits, changes lava and the chasm component to check for traits
instead, ditto for turf slowdown. It also implements another trait that
prevents wet floor from slipping people, as well as some other changes
(feel free to opine on them really):
- Tables and conveyor belts now stop turf slowdown, much like catwalks,
as I imagine people walking on them are not really touching the floor.
(I'd include protection against lava too... until they melt, but that'd
mean finding a way to have these objects burn in the first place, and
lava code is still stupid despite a years old refactor I did)
- Tables also stop slippery turfs from slipping (bananas, soaps etc.
still apply). I wish there were a way to make some objects slippery by
coating them in water vapor or splashing water/lube, but that's outside
the scope of this PR.
- Fixed an edge case in which a mob standing on a lava turf would be
left permanently visually on fire if the lava is changed to another kind
of turf.
- Removed unused code from stone tiles.

I'm going to include these traits in that global list for admin-added
traits... tomorrow perhaps. 💤

## Why It's Good For The Game
Replacing some hard-coded mechanics with easier to use traits and an
element, which I also need for the submerge element PR.

## Changelog

🆑
refactor: Replaced hardcoded "safeties" for lava, chasms and ignoring
turf slowdowns on catwalks with traits.
balance: much like catwalks, tables and conveyors also disable turf
slowdowns.
balance: slippery turfs won't slip you when walking on a table.
fix: Fixed an edge case in which a mob standing on a lava turf would be
left visually but permanently on fire if the lava is changed to another
kind of turf.
/🆑
2023-07-07 10:04:33 +01:00
Jacquerel
eac3c9d91c Emergency Relief Capsule (#76457)
## About The Pull Request

Getting back into coding by making some soul PRs.
Adds a new kind of bluespace capsule which replaces the default one when
the "budget pods" station trait runs, and is available from the vendor
for a (marginal) discount.


![image](https://github.com/tgstation/tgstation/assets/7483112/3fdf30e4-56c3-4181-9f8f-d11b6ec7a5e5)

![image](https://github.com/tgstation/tgstation/assets/7483112/a47581aa-ee2b-47c4-bd91-5a71391c2dd9)

The Nanotrasen Emergency Relief Capsule provides a port in the storm for
people with an urgent need, and very little else.

## Why It's Good For The Game

This one is mostly just kind of funny I'll be honest.
I guess it uuuuuuuh provides a kind of pod with no GPS signal if you
really want to go off the grid? But anything I write here is secondary
to the point of "someone suggested it on the forums and I liked it".

## Changelog

🆑
add: Budget cuts can sometimes effect the station's supply of Emergency
Bluespace Shelters.
/🆑
2023-07-02 20:25:48 +02:00
LemonInTheDark
8c2c72b0ed Duiffel Spotfix (#76442)
## About The Pull Request

Gives duffelbags their proper slot count
They inherited this from backpacks, but I sorta just forgot about that

[Creates "levels" of locked objects, uses that to make locked duffels
work](c613c00f62)

[c613c00](c613c00f62)

Turns locked into something that holds defines, this makes life a lot
easier.
Requires a lot of boilerplate because of how many uses of these procs
there are and all the passthrough and shit.

Adds a few outfit subtypes to avoid this class of failure in future.

Renames the args in a few but not all touched procs, one thing at a time

Closes #76407
Closes #76430 Had the lock check in the wrong place
Closes #76441 GOD I HATE TK SO MUCH

Wrote half the pr without glasses so if it's weird gimme some grace
yeah?

## Changelog
🆑
fix: Fixes some fuck with duffelbags, them not holding enough + issues
with spawning gear in them (job shit and all)
/🆑
2023-07-01 15:36:26 +01:00
Vekter
d27203f2f9 Fixes the ORM not correcty granting mining points if adding ore by hand (#76447)
## About The Pull Request
This was an oversight from back when material datums were redone.
Ideally you should still be dumping your ore on the floor so the ORM can
slurp it up, but if for some reason you just want to add it by hand,
this works fine.

## Why It's Good For The Game
Consistency good.

Fixes #76409

## Changelog
🆑 Vekter
fix: Fixed the ORM not granting mining points if you added ore by hand
instead of dumping it on the floor.
/🆑
2023-07-01 15:30:59 +01:00
necromanceranne
2600f23ebb Coroner Update: Pickle-Eating Morbid Weirdo Obsessed with Death and Perfectionism (#76318)
This PR introduces a whole bunch of Coroner and Morbid related content.

Firstly, Morbid is now a mind trait, and specifically, coroners start
with it.

Coroners also have a liver trait that allows them to heal toxins (very
slowly) from eating pickles and drinking pickle juice. They also
can...drink formaldehyde. I guess. Dissections is thirsty work.

Coroners gain a whole set of special tools specifically for use in any
surgeries marked as interests of the Morbid. This is determined by the
``surgery_flag`` called ``SURGERY_MORBID_CURIOSITY``. Currently, these
surgeries are included;

dissections, autospies, revival surgery, plastic surgery, organ/feature
manipulations, amputations

To fit the theme, TRAIT_MORBID also applies the reduction to eye
snatchers.

While using their special tools, and the surgery is a morbid curiosity,
the coroner/anyone who is morbid gains a 30% speed boost! This stacks
with the dissection speed boost. Otherwise, the tools are just regular
tools with a special name (though the scalpel is better at killing
undead, because, you know, you're watching over the dead).

The coroner's special medkit, which is the only one you can get in a
round, can fit their autopsy scanners and tools. Anything that comes
standard with their kit can go back into it.

Anyone who is morbid can safely retrieve the secrets of the elephant
graveyard. The serrated shovel, notably, is a much better tool and
notably better at killing organics, but not inorganics (like the dead).

(Gives roboticists secure morgue access during skeleton crew pop totals)
2023-06-30 12:55:14 +00:00
ChungusGamer666
82cf9ea499 Removes shitty "status" variable on organs, makes them use organ_flags instead (#76350)
## About The Pull Request

Title.

## Why It's Good For The Game

Seriously this shit pisses me off, why are ORGAN_SYNTHETIC and
ORGAN_ROBOTIC two different things?

## Changelog

not applicable unless i fucked up

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-06-29 21:09:55 +00:00
Ghom
68a5a6f46c You can now revive dead fishes, bees and mice with a lazarus injector (#76252)
## About The Pull Request
This PR introduces a signal sent to the target when a lazarus injector
is being used on them, hence read the title.
EDIT: I've forgotten to add that Tom no longer counts toward the mice
population cap now, being unique.

## Why It's Good For The Game
Being items rather than simple/basic mobs, dead mice (without a mind
datum), bees and fishes cannot be revived by the lazarus injector. While
I agree that spending one for this may be an egregious waste of mining
points, it's still fleshing out the feature a bit.

## Changelog

🆑
add: You can now revive dead fishes, bees and (mindless) mice with a
lazarus injector.
balance: Tom, the mouse, no longer counts toward the mice population
cap.
/🆑
2023-06-26 22:17:01 -06:00
SyncIt21
32f7f1d26d Bubble gum crate looks correct (#76222)
## About The Pull Request
Fixes #76216

Bubble gum crate now refers to the correct icon via `base_icon_state` so
the crate actually looks correct

## Changelog

🆑
fix: bubble gum crate actually looks correct
/🆑
2023-06-24 11:48:17 +02:00
necromanceranne
64eae49042 Replaces the Reaper Scythe with the Vorpal Scythe (also the Morbid trait) (#75948)
adds the Vorpal Scythe, a special chaplain null rod variant, replacing
the Reaper Scythe, a not so special null rod variant.

When you choose the vorpal scythe, it comes as a shard that you implant
into your arm, similar to a cursed katana.

Once implanted, you can draw it at any time like an arm implant.
However, sheathing it again presents some problems. (Also, implanting
the organ gives you ``TRAIT_MORBID``, which I'll explain in a bit)

The Vorpal Scythe has 10 force, one of the weakest null rod variants for
force that isn't a joke null rod. However, it has exceptional armor pen
and also has 2 tiles of reach. So quite unique.

It also has a special beheading ability when you right-click someone.
This borrows some code from amputation shears, functioning pretty
similarly, except with a few additional ways to speed up the action and
restrictions. (It takes 15 seconds baseline to behead someone standing
and conscious, and speeds up or slows down based on factors such as
incapacitation and whether or not our scythe is already empowered)

When you successfully behead someone with a mind, the vorpal scythe
gains 20 force and can be safely stowed and drawn for 2 minutes.
Performing more death knells like this will reset the timer.

If it has not performed its 'death knell', or you haven't hit a living
mob, then it will cause severe damage to you if you ever try and stow it
(or its forced back into your arm). Just hitting a mob with the scythe
will sate it for 4 minutes. Unless it is a non-player monkey. Horrible
things. Just hitting mobs does not reset the timer on empowerment.

What this means is that the chaplain may be more hesitant to simply draw
their weapon on people. It also means that potentially, the chaplain
will not always have magic immunity, since they may end up stowing the
weapon away and be reluctant to draw it on a whim without either taking
damage for sheathing it without hitting something, or dealing with
having one less hand up until they can.

While empowerment only happens when you behead mobs with a mind,
beheading monkeyhumans and other mindless humans subtypes causes their
heads to become haunted! It's mostly harmless and largely just SpOoKy.
We don't want heads with actual players in them to go floating off to
space. (Does not work on monkey heads for sanity reasons)

When you have the Morbid trait, you think creepy stuff is cool and hate
saving peoples lives. You get a mood boost from graverobbing, autopsies,
dissections, amputations (including beheadings with the scythe and
amputations with the shears) and revival surgery. However, you get a
mood penalty when you tend wounds on the living, as well as a hefty
penalty when you perform CPR or defibrillate someone. I was thinking
Victor Frankenstein when I was choosing which actions had an associated
moodlet, so anything that I might have missed would be appreciated.

You also count as potentially cool with regards to haunted objects.
Ghosts think you're neat. (Revenants probably will still kill you if
they had the chance)
2023-06-21 04:37:18 +00:00
Helg2
8a2e6f0eb8 Autolathe, protolathe, mech fab and comp printer now use defines for matter bins values. Also some production ui do. (#76020)
Changed hardcoded matter bins values to use defined
`SHEET_MATERIAL_AMOUNT` for following stuff: autolathe, protolathe, mech
fabricator and component printer.

`Material Access Bar` and `MaterialIcon` used for protolathes, circuit
printers and etc. now also use defined `SHEET_MATERIAL_AMOUNT`, via
static ui data, to prevent same issues in future.

Also changed some notes in /// parts just because why not.
2023-06-21 01:08:51 +00:00
Couls
c0e46fabf7 Standardize Welder Fuel Usage (#76021)
Remove welder fuel usage from all actions except attacking and leaving
it on
most welder tasks require a minimum of 1u of fuel, some longer tasks
require a minimum of 2 or 3u welders now drain 1u every 5 seconds
they're active
## About The Pull Request
Prior to this PR welder fuel usage was random, a lot of tasks didn't use
any welder fuel and welders were basically near infinite so long as you
didn't use them for combat, it took 26 seconds of activity to drain 1u
of fuel, that means an emergency welder alone could run for 5 minutes
straight before needing a refuel

After this PR all welders will drain 1u every 5 seconds instead of every
26 seconds, but welding objects won't require extra fuel anymore, making
the fuel usage much more consistent.

resolves #55018
## Why It's Good For The Game
Actually makes fuel tanks useful and relevant without making it
obnoxious to do repetitive quick tasks like turn rods into plates,
there's actually a reason to upgrade off the emergency welder now since
it lasts 50 seconds rather than 5 minutes
## Changelog
🆑
qol: Welders now have a more consistent fuel usage
/🆑
2023-06-19 23:01:10 -07:00
LemonInTheDark
830d2e50b4 Fixes some stupid airlock sleeps (#75961)
## About The Pull Request

[A common problem with explosions is an overabundance of
sleeping](6499077a09)

In an attempt to solve this issue, let's not continue to sleep and do
work in door closing if the door is already deleted

(This is caused by firelocks activating due to other adjacent objects
deleting, triggering an atmos update, and closing the firelocks before
they get bombed. I don't have a elegant way of resolving that core
problem, so let's just minimize the impact)

[Nukes a stupid sleep loop in airlock
code](5b16360520)

When an airlock was depowered, it would enter a sleep loop, decrementing
its delay by 1 second every well, one second, so long as it had the
right wires flipped
This is very stupid

Instead, let's use signals off wire changes and a combo of timer and
remaining time var to do this with JUST a timer

Most of the changes here are just swapping over wires to a setter to
make signal registration work\

## Why It's Good For The Game

Less sleeping around explosions means less dropped ticks after a bomb
goes off. Good just in general
Also this excises dumb boomer code and adds some hooks for other devs to
use (we should use wires more man)
2023-06-19 02:18:48 +00:00
MrMelbert
d48f8c53f7 Fix crusher harddel (#76096)
## About The Pull Request

Fixes #60047

## Why It's Good For The Game

Hard del and bricking things are bad. 

Guess it's still an issue that burning tropheys are a thing but Shrug

## Changelog

🆑 Melbert
fix: Fixed hard delete with Kinetic Crusher causing the projectile
function to brick
/🆑
2023-06-18 16:14:32 +08:00
Nick
142164187d Fixes coin values (#76066)
## About The Pull Request

This brings coins values back from being severely undervalued after
#75437. Coins are supposed to be made of and worth 400 units of mats,
but the numbers weren't updated and so they were made of significantly
less than that.

## Why It's Good For The Game

Brings coins back to what they're supposed to be worth.
## Changelog
🆑
fix: After destroying unfathomable quantities of excess coins, their
value is back to what it's supposed to be!
/🆑
2023-06-16 20:13:30 -04:00
MrMelbert
43f1a52223 Removes some boilerplate from transforming component (#75998)
## About The Pull Request

Removes some boilerplate from transforming component, uses traits in a
similar way to the two-handed component

Also fixes #74955 (If it's still broken?)

## Why It's Good For The Game

Makes it a bit cleaner to work with. Cause I wanna do something with
this in the future maybe.

## Changelog

🆑 Melbert
fix: Fixed e-cutlasses and bananium swords having invisible inhands
code: Removed boilerplate from transforming component
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-06-16 14:47:50 -06:00
John Willard
b5975bd915 Unit tests now catch decals in walls/space (#75189)
## About The Pull Request

Unit tests will now fail if there's a decal in a wall or open space
turf. Open space turf could be limiting to mappers but I don't think it
makes sense for decals (like dirt, glass shards, etc) to be floating
around in space in the exact same spot.

If there's a decal you want to put in space, decals have a
``turf_loc_check`` var that will bypass this.

**Important note: This is not changing existing behavior. Decals already
delete themselves when they spawn in these incorrect locations, we're
just avoiding them from spawning in the first place.**

### Changes I made

- Ash flora are now lava immune, rivers spawn after flora does, so I
decided that it would be easiest (and more flavorful) to have them be
lava-immune rather than to not have them spawn at all.
- Decals can now be spawned in non-turf locations. This is currently
done by mail, which can give you bones as part of the mail. Currently it
will just delete itself instead.
- Trading Card button is now on the same tile as their display, which
now uses an offset. Before it would spawn it on the tile next to it,
which could be a wall in some instances.
- Mirrors now have floating movement type. They ARE floating since
they're attached to the wall, and it prevents them from burning up due
to lava in the Pride ruin.
- I also added a broken mirror subtype because I thought the icon_state
check was terrible.
- Bubblegum called ``DestroySurroundings`` several times on the same
thing, I hopefully fixed some of that. Their charge ability also
registered ``COMSIG_MOB_STATCHANGE`` despite ``/datum/action`` doing it
by default, so I fixed that too.

## Why It's Good For The Game

Decals in walls is already a bad idea, but currently all it does is
delete it on Initialize. It would be better if we ensured they wouldn't
spawn in the first place.

## Changelog

🆑
fix: Lava will no longer burn 6 of the mirrors in pride ruin
fix: Lava will no longer burn plants that spawn in them.
/🆑
2023-06-15 16:39:22 -07:00
Singul0
dd02a05453 Fixes a 6 years old typo in the H.E.C.K helmet (#75939)
## About The Pull Request
muh desoulfication
## Why It's Good For The Game
## Changelog
🆑
spellcheck: the H.E.C.K helmet is now typo-free
/🆑
2023-06-10 11:18:32 -07:00
TheVekter
c88d6b2666 Replaces antag softsuits with alternatives and balances some gun loot in space ruins (#75762)
Next part of my pass on space loot. This touches a few of the higher
powered ones I found with the help of Donglesplonge. The main goal here
was to replace a few significantly powerful items with less powerful or
harder to carry variants while retaining most of their value as well as
removing a few blatant antag-only items. The affected ruins and what was
changed:

Caravan Ambush - Replaced a mini energy gun with a survival knife.
There's apparently a chameleon kit here but I'm actually okay with these
staying - their relative impact on the round is low and they can be used
for creative drip reasons by crewmembers.

Old Infiltrator - Replaced the black-and-red softsuit with the
Contractor suit. It's in one of the suit storage units, which you'll
need a crowbar to open up.

Waystation - Removed a magazine from the WT-550 Autorifle crate. There's
still a Syndicate combat medkit and a set of night-vision goggles here
but they're behind multiple pod turrets. I want to get input on how hard
these are to get, but it seems relatively difficult, and I'm okay with
"a better medkit and night visions" as space loot. You outright can't
get the M1911 in antag stuff (as far as I can tell) so it stays.

The Faceoff - Replacing the syndie spacesuit/gear in the mining lockers
up north with unique Syndicate variants of the mining gear. Thanks to
necromanceranne for the sprites.
2023-06-04 14:02:02 -04:00
Ghom
88b898dffd Stops shields getting broken by pillows and disablers. (#75759)
## About The Pull Request
See the title. Doing so by adding a new arg for damage type to
`check_shields()` and `hit_reaction()`. The other way would had involved
a couple istype checks for item or projectile damage type, but this is a
longer term solution and can tackle more than just that.

## Why It's Good For The Game
Fixes #74876.

## Changelog

🆑
fix: Stops shields getting broken by pillows and disablers.
/🆑
2023-06-01 16:26:10 -04:00
Hatterhat
099c804c52 Self-used fulton extraction packs autostoring in any back storage (#75763)
## About The Pull Request

when fultoning yourself, adjusts the fulton autobag check from "is there
a backpack on this guy" to "can we try shoving stuff into their
back-slot item's atom storage"

not sure if this is qol, fix, or god forbid balance but let's go with
the maybe least offensive option first

...if it was an oversight can i legally flag this as a fix?
closes #75327
## Why It's Good For The Game
makes the autobagging feature work for other back-mounted storage
options. like MODs.

![image](https://github.com/tgstation/tgstation/assets/31829017/47b3d7f7-d042-465a-b3e0-11c8e7c3cb0b)
## Changelog

🆑
qol: Fulton extraction packs (when used on yourself) now automatically
shove themselves into any back-mounted storage, like MODsuit storage
modules.
/🆑

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2023-06-01 16:23:50 -04:00
SyncIt21
2922d36500 Refactors for material container, ammo box & recycler (#75422)
**1. Material Container Refactors**

   a. `/datum/component/material_container/proc/insert_item()`

- Will now do stack spliting i.e. it will consume as many sheets from a
stack as possible and leave out the rest, It was moved from a player
interaction feature in `user_insert()` to this low level allowing many
things to take advantage of it
- Will now delete the item for you if it could salvage any materials
from it, you don't have to do it explicitly anymore if insertion was
successfull (i.e. this proc returns an non zero value) If you inserted a
stack and not all of it's sheets were inserted from the above point then
you still have to check it explicitly
  - Will now invoke `after_insert` if any materials were salvaged

   b. `datum/component/material_container/proc/user_insert() `

- Will now split the stack by the requested amount making precise
insertion work again & Fixes #72288
- will now consume all contents inside of the object reccursively, this
means items like ammo boxes will no longer have to adjust their custom
materials based on how much ammo they contain because `user_insert()`
will loop through all its contents and salvage the metal of every bullet
inside the box contents so this means

9686971c76/code/modules/projectiles/boxes_magazines/_box_magazine.dm (L206)
has been removed.

    **The Problem with this proc**
take `/obj/item/ammo_box/foambox/riot` for example. it has 40 darts each
having 1125 worth of iron, this proc will add the total iron of all the
bullets to the box custom material so the box custom materials would
become
`5000(base iron of box. see the definition of
/obj/item/ammo_box/foambox/riot) + 45000(40 bullets each having 1125
worth of iron) = 50000 iron`

What happens when you throw this ammo box in an recycler? The recycler
will recycle this box(Now 50000 worth of iron) AND the iron of each of
it's 40 bullets thus yielding

`50000(iron from box because of update_custom_materials()) + 45000(40
bullets each having 1125 worth of iron) = 95000 iron` `

because of this single proc we got `95000 - 50000 = 45000 extra iron`
from thin air

     **The Solution?**

Remove this proc and set a constant custom material value for the ammo
box(it's now 5000 computed see code) AND allow the material container to
loop through every bullet in the box and salvage iron from them. This
would yield

`5000(base iron of box. see the definition of
/obj/item/ammo_box/foambox/riot) + 45000(40 bullets each having 1125
worth of iron) = 50000 iron`

    From both box & bullets combined and not just from the box alone
    
    Fixes #43570
    Fixes #57548

This also allows you to do cool stuff like fill your bag with iron,
glass, whatever and dump them in the autolathe/ore silo by attacking the
machine with your bag rather than pulling out & inserting each item
individually so hey convinience

**2. Recycler patches**
- Recycler will stop consuming items when it runs out of power mid
recycling(which can happen if it recycles a large amount of items). It
used to previously run through the list of items without breaking so
even when power was lost, it still did it's job
   - Recycler will now Properly recycle all the contents inside an atom.
  
     **The Problem**
        Say we have 2 Items
          - Backpack
          - Glass sheet inside Backpack
If we process the items in the following order while deleting each item
that is processed first "Backpack" then "Glass Sheet" then when
"Backpack" is fully recycled and "Deleted" since the "Glass Sheet" is
inside the "Backpack" it get's deleted as well, so when we actually try
to recycle the "Glass Sheet" next, nothing happens because it was
deleted when we deleted the "Backpack".

      **The Solution**
Recycle the items in the reverse order first recycle the "Glass Sheet"
delete it & then the "Back Pack" so we don't deal with deleted items. So
you should see more materials come out when you put stuff inside storage
mediums & throw them in the recycler

- Recycler will consume only half the power when it's deleting items
that can't be recycled(no material was salvaged). just for convinience
2023-05-29 20:30:16 +00:00
John Willard
e38882179f Fixes mind traits (Curator, Miner, Clown) (#75593)
## About The Pull Request

Tower of Babel (Curator), Naive (Clown), and Storm detector (Shaft
Miner), are all traits that are given to your mind upon taking these
jobs.
However, we have been checking the body for these traits, not the mind.
This meant that Shaft miners werent alerted of ice storms, Clowns didnt
have their unique examine text, and Curators were affected by Tower of
Babel.
This fixes all those issues.

Naive and Tower of Babel realistically should only be on the mind, so I
changed all instances to check the mind. Storm detection is something
you can get through analyzers, so I left it as a check for both your
body and mind traits.

Clown's Naive:

![image](https://github.com/tgstation/tgstation/assets/53777086/30e92026-5d1d-44a5-9969-206df99c5e8f)

Tower of Babel:

![image](https://github.com/tgstation/tgstation/assets/53777086/b1d41f9d-e020-495c-89de-0d4e2c953442)

## Why It's Good For The Game

Fixes several bugs for 3 jobs all at once. I don't see any issue reports
on any of these, but they existed.

## Changelog

🆑
fix: Shaft Miners are now alerted of Icemoon storms, Clowns are naive,
and Curators are immune to the Tower of Babel again.
/🆑
2023-05-23 16:53:51 -06:00
Ghom
6e5ae1cc24 Fixing a few minor maintenance hindrances. (#75594)
## About The Pull Request
See the title and relative issue reports mentioned in the section below.

## Why It's Good For The Game
Closes #75461, closes  #75462, closes #75467.

## Changelog

🆑
fix: Capturing CTF control points no longer requires the active hand to
be empty.
/🆑
2023-05-23 16:51:36 -06:00