Commit Graph

1726 Commits

Author SHA1 Message Date
SkyratBot
1c62195ea9 [MIRROR] Fixes curator whip disarming even after getting parried (#28030)
* Fixes curator whip disarming even after getting parried (#83543)

## About The Pull Request
what the title says
### Test:

https://github.com/tgstation/tgstation/assets/96586172/e68323e0-2f44-42db-9752-4c4b5d5c4a3c
## Changelog
🆑
fix: curator whip will no longer disarm when parried
/🆑

---------

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

* Fixes curator whip disarming even after getting parried

---------

Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
2024-06-06 18:25:42 +05:30
SkyratBot
e040886e38 [MIRROR] Make AI's jump to AI Core button work while on backup power (#27982)
* Make AI's jump to AI Core button work while on backup power (#83669)

## About The Pull Request

Allows the AI Core button which snaps their camera to their mob to work
even on backup power.

I don't consider this a balance change because there are already a
myriad of ways to get `AI.view_core()` to be called besides the button
(one of them being to simply reconnect), or other ways to bypass like
what I have taken to doing is prepare a camera hotkey at roundstart
since those do continue to work fine on backup power for some reason.

## Why It's Good For The Game

QoL good. Makes AI a little more intuitive to play especially when s*it
hits the fan.

## Changelog
🆑
qol: AI's jump to AI Core button works while on backup power (likely
when needed most).
/🆑

* Make AI's jump to AI Core button work while on backup power

---------

Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
2024-06-04 14:37:56 +02:00
SkyratBot
3d09d377e6 [MIRROR] [no gbp] Fixes hilberts hotel alt click (#27895)
* [no gbp] Fixes hilberts hotel alt click (#83431)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Base alt click would skip turfs as I did not think any had special alt
click behaviors. I was mistaken. The comment was too.

Note: Checking can_perform_action() does not work on turfs. I added some
simple checks for turfs in its absence.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Fixes #83430
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Added a screentip for hilbert's hotel door
fix: Fixed alt-click interaction with hilbert's hotel door
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

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

* [no gbp] Fixes hilberts hotel alt click

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2024-05-29 02:07:28 +02:00
SkyratBot
bbad463ac4 [MIRROR] Loot panel no longer opens on your equipment (#27888)
* Loot panel no longer opens on your equipment (#83399)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/42397676/d074a920-716a-4108-bb98-275f2c0b46fb)
## Why It's Good For The Game
More straight forward functionality
## Changelog
🆑
fix: Lootpanel no longer opens up when alt clicking objects on your
person
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Kapu1178 <75460809+Kapu1178@ users.noreply.github.com>

* Loot panel no longer opens on your equipment

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Kapu1178 <75460809+Kapu1178@ users.noreply.github.com>
2024-05-28 23:56:13 +02:00
SkyratBot
c454e1e1e1 [MIRROR] Converts parallax to pixel offsets, saves a bunch of cpu time, makes things nicer on clients too (#27866)
* Converts parallax to pixel offsets, saves a bunch of cpu time, makes things nicer on clients too (#83395)

## About The Pull Request

Right now parallax is like a quarter of SSinput, which is BAD. It's so
high mostly because of the animates we need to do, but also due to the
cost of setting screen_loc.

![image](https://github.com/tgstation/tgstation/assets/58055496/8e4ec4b7-2101-4dca-91b8-4db9e79de7c4)

This sucks. The default step is to reduce the poll rate of the effect,
but I don't want to do that because it SUCKS. Sooooo how can we
optimize.

Well, if we stop thinking in terms of screen_loc, which is a string
(tree shit) and also unanimatable, and start working in pixel offsets,
this'd be a way cheaper.

We can make that happen by sticking all our parallax layers on one rock
screen object. Then they have relative positions and can be pixel offset
(I have stolen this concept wholesale from Ter)

This works unreasonably well, roughly a 65% cost reduction. S good shit.

![image](https://github.com/tgstation/tgstation/assets/58055496/1e6c4455-a13b-44c3-bf59-71ef26cac9fd)

While I'm here...

[uses KEEP_TOGETHER to reduce clientside load, makes the flying
animation
better.](52610398e2)

We were individually rendering all like fucking 24 480x480 overlays on
all 5 parallax layers, which means we had to apply our transform to EACH
ONE. This has GOTTA suck shit for clients, so let's... not? Should help.

The existing flying animation makes me depressed. it has some very
visible stutter, and jumps around a lot.

We can deal with the starting stutter by avoiding starting a new
animation on the layer until the old one is finished. This is what was
SUPPOSED to be happening, but because we fired one timer for all the
layers, they'd desync and jump in ugly ways.

This means we need to use one timer per layer, which does induce more
cost then I'd like. IDK how I feel about this to be honest.

I try and reduce ending weirdness by unscaling time at the end, so
different aspects don't slow down at different rates.

Speed on the parallax animation was weird, it'd spike up, then dip down
in flight.
This was because the percieved rate of change from the quad easing was
closer to 2x the existing.
I've handled this by halving the animation time in the loop

Oh also there's no sense calling the update animation proc if we are
coming to a stop, and thus have no follow up animation.

## Changelog

🆑 LemonInTheDark
refactor: I have reworked how parallax and its animations (space travel)
work. Please report any bugs lads!
/🆑

---------

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

* Converts parallax to pixel offsets, saves a bunch of cpu time, makes things nicer on clients too

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2024-05-28 05:07:46 +02:00
SkyratBot
e4f338632b [MIRROR] makes food hud burger icon have a sharp outline (#27865)
* makes food hud burger icon have a sharp outline (#83380)

## About The Pull Request
instead of

![image](https://github.com/tgstation/tgstation/assets/23585223/fa013f8d-d402-4714-8f85-986273643f86)
will look more like this

![image](https://github.com/MrMelbert/tgstation/assets/23585223/8fe754c8-5242-4e8d-be6f-90897c8eae5d)
also i would like to make it not protrude from the middle of your hud it
looks ugly but idk where to put it @ Mothblocks

## Why It's Good For The Game
anti aliasing smells

## Changelog
🆑
image: makes food hud burger icon have a sharp outline
/🆑

* makes food hud burger icon have a sharp outline

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2024-05-28 05:06:50 +02:00
SkyratBot
e7c958bab9 [MIRROR] Make borg items not shift around depending on what is equipped (#27846)
* Make borg items not shift around depending on what is equipped (#83429)

## About The Pull Request

Stops items from shifting around the borg inventory depending on what is
equipped. One of the most annoying things about playing borg for me is
this.
## Why It's Good For The Game
Smoother borg inventory management

[2024-05-23
21-06-06.webm](https://github.com/tgstation/tgstation/assets/6713261/36b04fb8-47a5-4bd8-afb3-105b680805af)
## Changelog
🆑
qol: Made borg inventory not shift around depending on equipped items
/🆑

* Make borg items not shift around depending on what is equipped

---------

Co-authored-by: thegrb93 <grbrown93@sbcglobal.net>
2024-05-25 21:00:49 +02:00
SkyratBot
8e8ded47d3 [MIRROR] [no gbp] can no longer cheese blindness with lootpanel range (#27835)
* [no gbp] can no longer cheese blindness with lootpanel range (#83401)

## About The Pull Request
`in viewers` does not take into account blindness so you can open the
lootpanel at range as a blind person to see item names, icons etc

This limits their alt click range to 1 tile away and removes the
names/tooltips from the items in the ui
## Why It's Good For The Game
Realism and since this is a blindness nerf (as if they need one) I won't
be mad this gets closed
## Changelog
🆑
fix: You can no longer open the loot panel at range as a blind person
and cheese item names
/🆑

* [no gbp] can no longer cheese blindness with lootpanel range

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2024-05-25 20:52:00 +02:00
vinylspiders
ae3a8acb8e * Turns mush cap into an extorgan
* Trimming the fat

* Trimming the fat

* Update mushpeople.dm

* Adds colorblindness as a mild brain trauma (#76527)

What the title says.
The brain trauma makes the whole screen monochrome until cured.

![image](https://github.com/tgstation/tgstation/assets/82850673/442d24a8-6625-454c-bc28-64b786b03f49)

I feel like the current pool for mild brain traumas is quite lame, this
helps spice it up a bit with something that is quite annoying and
distracting but not game breaking (as mild brain traumas should
generally be).

🆑
add: Added colorblindness as a mild brain trauma.
/🆑

---------

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

* Fix species `var/hair_color` not being used for, well, hair color (#82168)

`var/hair_color` for species was intended to be used as a "this species
uses this type of hair color thing"

But at some point that got completely lost and now it's only used for
sprite accessories

This fixes that. That means Slimepeople now have properly slimey hair.
And Ethereals are less snowflake once more.

🆑 Melbert
fix: Fixed Slimepeople's hair not matching their slimey colors.
/🆑

* Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)"

This reverts commit c4cb756.

* Revert "Adds colorblindness as a mild brain trauma (#76527)"

This reverts commit eb815f5.

* Update _species.dm

* unused var

* Caps list..

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Attempts to fix CI errors

* Update cap.dm

* Update _external_organ.dm

* Update monkey.dm

* Revert "Update monkey.dm"

This reverts commit 29f54c8.

* Revert "Update _external_organ.dm"

This reverts commit 8de5ea7.

* Update _external_organ.dm

* Revert "Update _external_organ.dm"

This reverts commit 644cc56.

* Fix CI maybe?

* Update cap.dm

* Update DNA.dm

* Some cleanup/updating to upstream

* Update global_lists.dm

* Mush

* Update mushpeople.dm

* Hopefully the last fix

* Doing this differently

* Update organ.dm

* Update organ.dm

* Update organ.dm

* Update organ.dm

* Update organ.dm

* OK

* Update organ.dm

* Update podpeople.dm

* maybe

* Hm

* Hm

* Will this break things?

* Revert "Will this break things?"

This reverts commit bd288c6.

* Test

* Update organ.dm

* Update organ.dm

* Revert "Update organ.dm"

This reverts commit ca77ff9.

* Update organ.dm

* .

* .

* .

* Update snail.dm

* Monkeys now use height offset (and monkey tail works) (#81598)

This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).

This reverts a lot of changes from
tgstation/tgstation#73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.

I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).

Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):

Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)

* Removes unneeded files

* Revert "Removes unneeded files"

This reverts commit 6469d37.

* .

* ok

* Update tails.dm

* Update monkey.dm

* Fix monkey screenshot test

* Update species.dm

* Update reinf_walls.dm

* Maintenance

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com>
2024-05-23 02:37:43 +02:00
SkyratBot
2ad31c6e83 [MIRROR] malf AI fixes (#27769)
* malf AI fixes (#83268)

Fixes #83254

🆑 ShizCalev
fix: Malf AI can now properly interact with APCs under their control
fix: Malf AI & their slaved cyborgs won't be told that access is denied
when trying to right-click lock/unlock APCs.
/🆑

* malf AI fixes

---------

Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
2024-05-20 06:24:55 -04:00
SkyratBot
61c379045c [MIRROR] lavaland raptors (#27746)
lavaland raptors (#82537)

adds raptors to lavaland. these are creatures that have been created
through countless xenobiological experiments by nanotrasen to breed an
animal that can withstand the harsh conditions of lavaland and aid
miners. theres now a new ranch miners can access bottom right to the
mining base

![ranch](https://github.com/tgstation/tgstation/assets/138636438/20d9e358-15a5-48e2-aee3-9364ca139e43)
this ranch starts somewhat empty as most raptors have escaped
containment and are now scattered all across lavaland, u can find them
and return them to ur ranch.

in order to tame a raptor, u first need to prove to it that ur a capable
master. when u try to ride it, a little minigame prompt will pop up

![minigame](https://github.com/tgstation/tgstation/assets/138636438/dcc13102-7100-40c8-ae7a-089cd4daf868)
in this game, the bird's icon rapidly changes direction and u have to
quickly click the arrow thats OPPOSITE to the direction its facing
several times before the direction changes. if you fail 3 times itll
knock you off and run away, however if u win it will deem u a suitable
master and listen to your orders.

There's many different breeds of raptors you can find across lavaland,
all with different capabilities:
red raptors: these excel at combat and can be very useful for dealing
with lavaland mobs or defending the node drone
yellow raptors: are very speedy mounts, theyll get u from point A to
point B in record time
green raptors: they are the tankiest type of raptor and are very good
miners. while mounted, they will clear any rock walls in their path
purple raptors: can store items in them. they have a decent storage size
allowing players to carry more items across trips
white raptors: are able to heal other injured raptors. having one in ur
party would be very useful as they can nurse the combat raptors back to
full health when they need it
blue raptors: produce very nutritious milk with healing capabilities.
having 1 or 2 of these back at ur ranch would be very useful
black raptors: by far the rarest breed, its very unlikely that ull be
able to get one of these, but in the case u do, they have the combat
capabilities of the red raptor, speed of the yellow raptor, and
tankiness of the green raptor.

Breeding different colored raptors together can net u an entirely new
colored raptor. each breed has atleast 1 guaranteed combination of
parents that it will result out of.

you will also need to maintain a good friendship bond with ur raptors,
this is done by feeding them, grooming them, and petting them. u can see
the strength of ur bond by SHIFT clicking them. more hearts indicate a
stronger bond

![hearts](https://github.com/tgstation/tgstation/assets/138636438/5662c5a7-2df3-4f98-99f4-a11faa17b569)
having higher friendship bonds means ur raptors will perform better in
combat, and in the case of blue raptors, they will produce more milk.
Maintaining friendship bonds with baby raptors and keeping them happy
will also encourage them to grow faster

U can also analyze raptors using the new raptor-dex device available at
ur ranch

![pokedex](https://github.com/tgstation/tgstation/assets/138636438/82b92c0c-b7db-4a0d-997e-384a69c0ecbe)
the inherit modifiers indicate how strong this raptor's offspring will
be. raptors inherit attack and health stats from both their parents,
breeding raptors with higher inherit modifiers means the offspring will
be stronger.

raptors will also inherit some traits from their parents that will
change how they will act around u and around other raptors, some of them
being:
Playful: raptors will play with their masters and tease them
motherly: raptors will care for baby raptors, this will encourage baby
raptors to grow quicker
depressed: means its hard to keep this raptor happy and friendship bonds
will deteriorate faster if not given enough care.
coward: makes them flee combat if severly injured, ditching u to the
wolves
trouble maker: makes them attack other raptors at the ranch. however,
trouble maker raptors will not attack other trouble maker raptors,
instead they will form posses and bully raptors together. it might be a
good idea to isolate them from the other raptors

raptors primarily consume ores. to feed raptors, you need to place ore
into the food troughs at the ranch. they are too civilized to eat ores
off the ground or directly from ur hand, they will only eat it if its in
their trough

![trough](https://github.com/tgstation/tgstation/assets/138636438/70723cc7-5743-4ace-9955-4307879e7a83)

beautiful raptor sprites by spessmenart! (rest are codersprites)

adds a new layer to lavaland mobs, and gives miners new interesting
tools and ways to tackle the challenges of lavaland.

🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie
add: adds lavaland raptors and the raptor ranch
/🆑

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2024-05-18 11:40:59 -04:00
SkyratBot
1131ce10ba [MIRROR] Parse_zone audit + minor misc cleanup (#27735)
* Parse_zone audit + minor misc cleanup (#83154)

## About The Pull Request

Does a audit on all uses of parse_zone, replacing most instances of it
with a new living-level proc that refers to the bodypart in that zone if
it exists.

In other cases, removes parse_zone entirely because the bodypart is
already confirmed to exist, so we just use plaintext_zone.

Also cleans up some single letter vars.
## Why It's Good For The Game

In the doc of ```plaintext_zone```, its said it ```Should be used for
parsing non-instantiated bodyparts```. 99% of the code ignores the
possibility of a bodypart existing, and so uses parse_zone when
plaintext_zone could be accessed instead.
## Changelog
🆑
code: Most instances of parse_zone now refer to the limb's
plaintext_zone var
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Parse_zone audit + minor misc cleanup

---------

Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2024-05-18 01:27:23 +02:00
SkyratBot
1cff7fa960 [MIRROR] Shift-clicking an offer for an item will examine the item (#27720)
* Shift-clicking an offer for an item will examine the item (#83180)

## About The Pull Request

- When you are offered an item, you can shift-click the alert to examine
the item in the person's hands.
- Plus screen tips for offers.
- Plus examine boxing alert examine text.

![image](https://github.com/tgstation/tgstation/assets/51863163/1b67b13e-46c2-44d0-a11d-427b1fc67bfb)

## Why It's Good For The Game

Simple thing. I figure people can get use out of it by, say, presenting
their ID for inspection, holding a paper out for someone to read,
checking how much ammo is in a gun someone hands you, etc etc.

## Changelog

🆑 Melbert
qol: When you are offered something, you can shift-click the alert to
examine the item rather than take it.
qol: Examine blocks for screen alert examining.
qol: Screentips for offer alerts.
/🆑

* Shift-clicking an offer for an item will examine the item

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-05-16 06:33:37 +02:00
nikothedude
b1cba0d0eb Fixes jousting bypassing pacifism + Some signal doc (#82986)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Closes https://github.com/tgstation/tgstation/issues/82983

Title.

Jousting now uses a shiny new post-attack signal, only sent if the
attack is actually executed.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

bgus bad

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑 nikothedude
fix: Jousting no longer bypasses pacifism
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2024-05-01 22:27:35 +00:00
SpaceLoveSs13
55d1c715e5 Pulls2 (#27514)
* New docking port sprites (#82729)

* Adds text to lootpanel items [no gbp] (#82722)

## About The Pull Request
Just some qol, this captures a small portion of the item name and fixes
some icon clipping issues

I clipped it at 5 because monke
![Screenshot 2024-04-17
034211](https://github.com/tgstation/tgstation/assets/42397676/64d9ce18-3722-4382-a58d-f58eb6b9f26c)


![gXR2XjslzR](https://github.com/tgstation/tgstation/assets/42397676/3fc93110-e35e-434a-b63b-89aa669090e7)
## Why It's Good For The Game
Handy if youre in a rush and won't upgrade byond to fix the issue
## Changelog
🆑
fix: Lootpanel additions: Condensed item names for the quick of draw
/🆑

* Fixes tgui alert buttons (#82714)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Been on my mind for a long time
I did this while relatively inexperienced (how do I center a div etc)

Fixes an issue inherent to our stack implementation where reversing the
direction caused strange spacing issues. This effectively reverses the
extra margins in css so it looks identically spaced whether reversed/not

<details>
<summary>before/after</summary>

Before (normal buttons)

![image](https://github.com/tgstation/tgstation/assets/42397676/a91f5522-b363-4069-9e71-9852b15e9d98)

Before (large buttons)

![image](https://github.com/tgstation/tgstation/assets/42397676/1448b6db-9417-4f93-bbe3-3cb39c70d6a4)

After (normal buttons)
![Screenshot 2024-04-16
234002](https://github.com/tgstation/tgstation/assets/42397676/e19f6a71-bd11-4f21-8cfc-b29e89020f5c)

After (large buttons)
![Screenshot 2024-04-16
234015](https://github.com/tgstation/tgstation/assets/42397676/6adc55cc-42ca-4c1a-a18c-c2dadf3413ce)

Long buttons (normal)
![Screenshot 2024-04-17
174208](https://github.com/tgstation/tgstation/assets/42397676/b919c049-658c-4b9e-ab3f-6d06eb9d467e)

Long buttons (large buttons (I am 35 and yet still fight the forces of
chaos))
![Screenshot 2024-04-17
174202](https://github.com/tgstation/tgstation/assets/42397676/01fae7ff-8c51-4789-88ac-9d533e1f0eeb)
</details>

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Looks better, runs smoother, no clipping
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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## Changelog

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observed by players or admins you should add a changelog. If your change
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and it's effects on PRs in the tgstation guides for contributors. Please
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🆑
fix: TGUI Alerts shouldn't have such wonky buttons any more
/🆑

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---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>

* MetaStation: Replaces the tools in the Primary Surgery Theatre with filled surgery trays (#82730)

## About The Pull Request

Replaces the tools on the tables with 2 surgery trays.

![image](https://github.com/tgstation/tgstation/assets/139372157/91d195f0-10d4-4b73-843a-a2da88fc5d33)

## Why It's Good For The Game

Makes surgery a bit less painful in the surgery theatre, Using tools
from a tray is much nicer than having to open the context menu on the
piles of tools on the tables.

## Changelog
🆑

qol: Replaced the surgical tools in the Primary Surgery Theatre with 2
Surgery Trays.

/🆑

* Fixes smart pipe & cryo gas reallocation (#82701)

## About The Pull Request

**1. Smart Pipe Problem**
 - Fill a pipe with any gas, plasma for e.g.
 - Unwrench the pipe to deconstruct
- The pressure sends you flying but notice plasma is nowhere to be seen
from the now destroyed pipe
 
**2. Cryo pipe connector problem**
The gas gets reallocated when the object is deleted. We only want this
when its deconstructed not deleted to prevent any side effects

This PR fixes them

## Changelog
🆑
fix: smart pipes release their gases into the air when unwrenched
fix: cryo pipe connector component has no side effects of gas
reallocation when deleted
/🆑

* Fix Primal Instincts (#82741)

## About The Pull Request

#82539 randomly made these two lines switch their AI controllers to idle
rather than on, when the intent was for them to wake up immediately to
do make the mob attack or fight or do something

## Changelog

🆑 Melbert
fix: Primal Instincts and Living Flesh should be a tad more reactive
/🆑

* Fix handcuffing (#82760)

## About The Pull Request

Changed this to an early return but then didn't invert the condition


## Changelog

🆑 Melbert
fix: You can handcuff people with 2 arms and you can no longer handcuff
people with 0 arms
/🆑

* Gets rid of UNIT_TESTS compiler warning (#82695)

## About The Pull Request

Basically every single CI Run is throwing the following warning:
```txt
code/modules/unit_tests/lootpanel.dm:24:warning (unused_var): new_box: variable defined but not used
```

You may find an example here:
https://github.com/tgstation/tgstation/actions/runs/8698627681/job/23855921813#step:9:24

This is pretty silly but I don't really know why we even have this
variable (I assume there's something far more complicated underneath the
surface based on what the unit test is asserting), but assuming it is
important let's just insert a do-nothing procedure to get rid of the
compiler warning while ensuring the unit test is actually operating as
it should.

I also don't really like the fact that this is a warning instead of an
error but let's tackle this problem one step at a time by at least
getting rid of the compiler warning in a quick advance PR while I dwell
on this issue (is there a way to get the Dreamchecker linter to look at
the unit test files? it's caught perfectly fine in the langserver)

---------

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

* Makes dropdowns better (#82697)

## About The Pull Request
Kind of a pain to work with, confusing people with its prop names (many
such cases!)
After recently discovering deathmatch it's very obvious to me how broken
it is, so I made it less so
(now comes with a complete ui upgrade!)

It now scrolls with the selection and to the selection on open, which
felt like major QoL

<details>
<summary>pics/vids</summary>

In motion

![7627sWJ2nS](https://github.com/tgstation/tgstation/assets/42397676/982427b2-6dc8-4c91-90cf-6e17d211f5ae)

Deathmatch got some UI facelifts

![GAotCHxtZg](https://github.com/tgstation/tgstation/assets/42397676/769317ad-7a9f-410a-a60f-4ddfb377210c)


![Ca2UJSpxlY](https://github.com/tgstation/tgstation/assets/42397676/ea188cda-a79b-4ca0-9209-1c69f57231dc)

Fixes #75741

![image](https://github.com/tgstation/tgstation/assets/42397676/d30a1ae4-cf08-4512-9ce6-5499084647b4)

</details>

## Why It's Good For The Game
Better UX
Bug fixes
Potential exploit patched (ui validation for ai voice changer)
Fixes #81506
## Changelog
🆑
fix: Dropdowns received some much-needed QoL, like having the scrollbar
follow your selection.
fix: AI voice changer now shows its current voice selection.
fix: Deathmatch screen has been touched up.
fix: Prefs menu has their dropdowns simplified, hopefully fixing issues
/🆑

---------

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

* Fixes the NT SWAT helmet sprite (#82743)

* Mass Item Creation (#82455)

## About The Pull Request
Have you ever had to click the "Make" button a dozen times for a chef
making soup? I've also had it, so with this PR you can press the button
and everything will repeat itself as long as possible.

## Why It's Good For The Game
Makes life easier for chefs, now they can play chess on their cool
smartphone and craft food. (actually you can transfer it to other items
as well, see for yourself).

* Adds Retain volume flag on the ants reaction (#82718)

Fixes #82575

We'd expect feeding ants to always result in more ants I imagine.

* Borg movement now has sounds (#82704)

## About The Pull Request
adds sound effects to cyborgs when they move
Demo: 
https://imgur.com/a/7Mu98pQ

Open to feedback on this sound so please tell me what you think.
## Why It's Good For The Game
a hunk of metal moving at you without any sound is frightening
## Changelog
🆑 grungussuss
sound: cyborgs now have sounds to indicate they are moving
/🆑

* Use cell defined constants for various stuff (#82594)

## About The Pull Request
This re writes most cell power usage cases with 2 defines
`STANDARD_CELL_CHARGE`(Joules) & `STANDARD_CELL_RATE`(Watts) so changing
cell capacity values in the future won't cause discrepancies.

## Changelog
🆑
code: most cell power usages are scaled with defined constants to help
adapt to future changes
/🆑

* Plumbing machinery power & processing tweaks (#82702)

## About The Pull Request
- Plumbing machinery begins processing only when wrenched & ends
processing when unwrenched. The machines plumbing component
`/datum/component/plumbing/process()` already does this but the
underlying machines processing proc for e.g.
`/obj/machinery/plumbing/synthesizer/process()` is always processing
regardless of its wrenched state or not. We can optimize this & save
power when unwrenched

- Fixes #82621. This adds plumbing machines `idle_power_usage` on top of
its `active_power_usage` ensuring it only uses power when actively doing
work, So if your factory is say full of reagents & cannot do any more
work it will use less energy i.e almost enter an stand by mode,
efficiency

- Plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing most of the time

## Changelog
🆑
fix: plumbing machinery begins processing only when wrenched & ends when
unwrenched
fix: plumbing machinery uses energy only when wrenched & doing work,
will stop/use less energy when idle
fix: plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing for most stuff
/🆑

* Carps migrating through the station no longer idle so they don't get stuck after spawning until someone walks by. (#82744)

## About The Pull Request

Carps migrating through the station no longer idle so they don't get
stuck after spawning until someone walks by.

## Why It's Good For The Game

Bugfix for Carp Migrations.

## Changelog
🆑
fix: Carps migrating through the station no longer idle so they don't
get stuck after spawning until someone walks by.
/🆑

* Alt click no longer conflicts with mech suit [no gbp] (#82758)

## About The Pull Request
Get in the gundam shinji!!!

Context: Mech users hold ALT to disable strafe, which would trigger the
lootpanel to come up while committing war crimes (annoying!)

This prevents the panel from appearing and fixes the previous behavior,
meaning you can alt click your own mech to disable strafing.


![dreamseeker_mpU1ObsHNI](https://github.com/tgstation/tgstation/assets/42397676/59270585-a2c7-4fc6-a57a-aad6265d3543)

It also makes toggling strafe a balloon alert with sound. Parties for
all occupants!!
## Why It's Good For The Game
Fixes #82753
## Changelog
🆑
fix: Mecha pilots are no longer bothered by incessant loot panels while
holding ALT for strafe disable.
/🆑

---------

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

* Adds a Wizard-themed map to the deathmatch (#81640)

## About The Pull Request
Deathmatch is severely lacking in HIGH IMPACT MAGIC LARPING. So I added
a big ass wizard arena. The arena itself is based off the wizard den.

Loadouts:
**Wizard:** Standard all-rounder. Got magic missile, jaunt, and
forcewall. Regular gear.
**Pyromancer:** Fire guy. Red robes, fireball, smoke.
**Electromancer:** Zappy guy. Lightning and tesla shock.
**Necromancer:** Is a skeleton. Has Scream for Me and blink.
**LARPer:** Straight from Station & Spessmen. Fake robes and can only
throw lightning and repulse.
**Chuunibyou:** Classic animage. Got chuuni buff and magic cards.
**Battlemage:** Melee fighter. Got some armor and a big hammer with
instant summons.
**Apprentice:** Underpowered until they find a mystery box. Got charge.
**Gunmancer:** Who needs magic when you have guns? Starts with an m1911,
lesser gun summons, and knock.
**Monkeymancer:** Is a monkey. Can summon monkeys and gorillas. Has a
banana.
**Chaosmancer:** Jumbled robes. Starts with a chaos rod. Can rod form
and summon traps for high chaos.
**Funnymancer:** It's just a clown with a banana staff.

The map itself is a pretty standard arena with a long sightline in the
middle. Each participant spawns in their own room complete with a magic
item box. The very southern portion of the ship has a standard mystery
gun box. Soon after the round starts, a hostile gelatinous cube in the
center of the map will break out and attack whoever it sees. Inside its
enclosure is a free death wand. Map has been tested to make sure
deathmatch participants can't escape the deathmatch.
## Why It's Good For The Game
Deathmatch provides a unique opportunity for people to play with
mechanics they will not often get to use. Allowing people to play wizard
for a few minutes shouldn't cause too much harm aside from admin logging
from explosions, which hopefully a fix is in the pipeline for.
## Changelog
:cl:Motho
add: Added wizard-themed deathmatch map.
add: Added mystery wand box.
/🆑

* Makes viewers() defines (#82767)

* Fixes Pseudo circuit delay & some missed cell define usages (#82771)

## About The Pull Request
- Fixes #82688 
If the circuit cost is<= 1% of `STANDARD_CELL_CHARGE` then the delay is
5 seconds, if the circuit cost is >= 50% of `STANDARD_CELL_CHARGE` then
delay is 1 minute. All other delay values are interpolated in between
these 2.
- Pseudo circuits don't use power when used on cooldown
- Makes `INSPECTOR_ENERGY_USAGE_*` defines values use standard cell
values
## Changelog
🆑
fix: pseudo circuit adapter computes recharge delay durations correctly
& won't use power when on cooldown
code: uses standard cell defines for N-spect scanner
/🆑

* Lava/Plasma River tiles now immerse you in them (#82736)

## About The Pull Request

This adds the "immerse" element to lava tiles. 

![lava tests but smaller
file](https://github.com/tgstation/tgstation/assets/28870487/a03555bf-6d2a-46d9-a437-da49a636a61a)

It's a tad hard to see because you're super on-fire, but it still looks
nice.
## Why It's Good For The Game

Eye candy, pretty...
## Changelog
🆑 Rhials
qol: Lava and plasma rivers now immerse you in them.
/🆑

* Adds `ALLOW_RESTING` to a bunch of items (#82761)

## About The Pull Request

Allows you to alt-click a bunch of items while resting. 

Fixes #82788

## Why It's Good For The Game

Some of these, such as storage, are bugfixes. You shouldn't need to be
standing up to configure a spray can, or change the direction of your
bedsheet

Others are just sensible changes. 

## Changelog

🆑 Melbert
fix: You can open bags with alt click while resting again
qol: Many items which previously required you to stand to alt-click now
don't, such as bedsheets and spray cans
/🆑

* Fixes sight range on lootpanel [no gbp] (#82765)

## About The Pull Request
When asked to make lootpanel visible at range they did not just mean
_any range_
AI alt click was a little weird (still is) but now it works

(TM BUG)
Fixes #82768

* Adds Omnitools for engineer and medical cyborgs, reducing on inventory clutter. (#82425)

[This PR is a bounty requested by Ophaq and worked on by
Singul0.](https://tgstation13.org/phpBB/viewtopic.php?f=5&t=36013)

All of the following description in this PR is written by Ophaq as to
what this PR entails:
In this PR, the medical and engineering cyborg's tools are completely
reworked and condensed into an arm similar to the implant a carbon would
get. The tools are shown in a radial wheel around the character to quick
select what is needed instead of looking for it in a cluttered bag of
items. There are a few tools such as the blood filter for the medical
cyborg, as well as the welder, gas analyzer, and t-ray scanner for the
engineering cyborg excluded from the radial wheel. mostly due to their
inherent inmodularity

![image](https://github.com/tgstation/tgstation/assets/127663818/f66425b3-771a-46a0-86e5-958124a3dd6f)

![image](https://github.com/tgstation/tgstation/assets/127663818/45e75c47-8f61-42aa-9ba3-01b25f266941)

Each cyborg gets two arms in case the player wishes to have one on the
side to quick swap to, like having a scalpel in one arm and a hemostat
in the other on the hotbar for convenience or just preference. An
upgraded version of the tools has been added to each respective cyborg
upgrade node with somewhat faster action speed. The upgrade replaces the
arms and transforms them into the "advanced" version which is currently
the same sprite as the regular but just a faster and more efficient
version. The sprites for the surgical arm currently look good but may
need replacing later if someone who wishes to resprite them down the
line decides to do so.
As it currently stands, the medical cyborg's magical bag of gadgets
takes up a lot of your screen space and as a player who plays medical A
LOT, this was a MUCH NEEDED quality of life feature.

The amount of clutter in a medical cyborg's bag makes it in my opinion,
hard to see at the bottom of the screen and a nuisance to constantly
close compared to other models. My standard set up for playing medical
cyborg on the hotbar is 1=med analyzer, 2=usually a secondary surgery
tool or injector, and 3=another surgery tool. The flow of gameplay
during surgery ends up being surgery tool, hit 3 and drop it, surgery
tool, repeat or for efficiency using X to swap between the two surgery
tools I need on 2 and 3. This gets tedious especially after so many
hours of playing medical cyborg. I know some people may disagree, but I
think it would help a lot of help to speed up this flow of gameplay
during surgery and declutter.

By turning the medical cyborg's toolset into an omni-surgery tool which
functions like the surgery arm implant's radial wheel, this would
greatly declutter by like an entire row and make things easier on
medical cyborg players. Having a secondary in the bag helps with
efficiency for those players who like having an extra tool on their
hotbar and swapping back and forth would also improve efficiency and
make less swapping by hitting Z needed. Additionally with the upgraded
version as an optional upgrade in the mediborg tech, this also lets them
be on par with players who use advanced tools late game but not at the
level of alien tools where players would obviously out compete a
mediborg in terms of action speed.

Engineering models also benefit from this rework but at a slightly
different and lesser way whereas certain tools are excluded such as the
welder, due to the way they work on refill and the gas scanner and t-ray
scanner not counting as tool components are not included in the arms.

Syndicate versions of the engineering and medical cyborg also get these
arms, unupgraded.
🆑
add: Adds an omnitoolset for both engineering and medical cyborgs,
containing various basic tools
qol: Engineer and Medical module inventory space is now significantly
decluttered
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Fixes dropdown displaytext not working for numeric values (#82778)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82697 broke the prefs menu
downstream; we have a couple of dropdown choices that are numeric but
that make use of `display_names` to map those choices to appropriate
strings.

The code was assuming that `value` would always be a string when calling
`capitalizeFirst(value)`. Basically it should be doing
`display_names[value]` when `display_names` are present.

## Why It's Good For The Game

Fixes an oversight/bug.

## Changelog

🆑
fix: dropdowns that use display_names as an alias for numeric values
will no longer cause tgui bluescreens
/🆑

* [NO GBP] HPLC can purify inverted chems (#82727)

## About The Pull Request
- Fixes #82725

Inverted chems are now coloured green and classified as clean (like
before my general maintenance PR) which means they can be purified
again.

Only chems that are too impure to use & have an inverted chem value are
coloured red in the UI and not when they are just of the inverted type

## Changelog
🆑
fix: HPLC can purify inverted chems and are now coloured green(clean) in
the UI
/🆑

* Lathes compute their local storage size correctly (#82770)

## About The Pull Request
Basically we have to add the material container before we call parent
Initialize(which calls `RefreshParts()`), else the container doesn't get
initialized early and we skip over computing storage sizes

## Changelog
🆑
fix: off station & round start lathes with local storage don't have
infinite storage size.
/🆑

* Arcmining QoL: GPS component to scanned vents and vent(pin)pointer (#82724)

## About The Pull Request
Scanning ore vents will now tag them on GPS so you can find them easily
when you are prepared (and remove them when they are tapped). Also adds
special pinpointer to help with finding unscanned vents in a first
place. And adds missing uranium overlays for scanned vents. Because why
not.
<details>


![image](https://github.com/tgstation/tgstation/assets/8430839/d13df20f-79c0-46a7-a602-81c630309a2d)


![image](https://github.com/tgstation/tgstation/assets/8430839/72690bec-dffd-41a8-8a5e-1ceb7ae182d0)
</details>

## Why It's Good For The Game
While looking at mineral density to find vents is somewhat fun and
entertaining, having some sort of upgrade to make finding them easier
adds a bit of a progression. Also re-finding already scanned vents can
be a bit annoying. You need to fill your backpacks with GPSs and tag
them manually. It is also inconsistent with geysers that are added to
positioning after you scan them. And with tendrils, which are always
visible.
## Changelog
🆑
add: added ventpointer that points toward nearby ore vents and can be
bought with mining points
balance: scanned ore vents can now be found with GPS
fix: fixed ore vents missing overlay icon for uranium
/🆑

* Fix oven tray runtime (#82782)

## About The Pull Request
Fixes a lil typo from the interaction refactors that broke the ability
to load oven trays from containers
## Why It's Good For The Game
squamsh bug
## Changelog
🆑
fix: loading oven trays from serving trays and other containers works
again
/🆑

* Fix flaky test detection (#82790)

- Add missing job pagination.
- Fix multiple jobs being able to fail if they aren't in
`CONSIDERED_JOBS`

* Add utf8 support for state laws button (#82789)

## About The Pull Request
Adds UTF-8 support for state laws HTML page. Now it supports more than
just English

## Why It's Good For The Game
Support for other symbols, such as cyrillic
![Screenshot 2024-04-21
015220](https://github.com/tgstation/tgstation/assets/31931237/57ca6d56-14da-4f10-a9b6-63b541c5eb5b)

* Update highest available sound channel (#82780)

Current channels are:
```
```
So, the highest available now is 1013

Updating the thing which everyone forgot for 7 years. Not that many
special channels were added either way

* Revert "Borg movement now has sounds" (#82795)

Reverts tgstation/tgstation#82704

The sound ingame appears much louder than the original author intended.
Not to mention that the sound loops stack for every borg moving near
you.

* Use defines for "General Research" where it's not used (#82785)

## About The Pull Request
There is a define for it, so why not use it?

## Why It's Good For The Game
Defines good

* [READY] the unfuckening of clothing rendering (#79784)

refactors clothing visors to use the same system, including masks being
toggled and stuff like riot helmets toggling using the same system and
welding helmets and such
adds a handler that updates all visuals in slots that an item has
obscured, each visual proc calls that so you no longer have weird shit
happening like having to hardcode a proc for heads where you need to
also update hair, mask, glasses everytime you put on an item

one thing here i could also do is make check_obscured_slots return the
HIDEX flags instead of item slots, because in 99% of cases its hardcoded
to be ran against specific slots (like eye code running it against the
glasses slot), but maintainers didnt seem to like that :/

fuck this 2003 bullshit

theres like several bugs here i fixed but i forgot them all and they are
small

* Allows vv investigate /appearance + better checking image (#82670)

* Fixes Alien Numerical Identifier Transfer System (#82762)

## About The Pull Request

Fixes #82756

I'm not sure what the root cause of the issue is or why it broke so
recently (this has been a thing since #49150) but I went and cleaned up
the code and ensured that we always reset the `name` to the `initial()`
value we have for it if we determine that we need to transfer over the
`numba` from the old xenomorph. This is done by a new proc which is a
lot less convoluted from the old system (always respecting var-edited
names and stuff like that) that should make it flow a lot better and
make it more hardy against double-addition of the `numba` to the name.
## Why It's Good For The Game

Having two numbers in your name is weird, should only have one.

[x] I tested this PR
## Changelog
🆑
fix: Evolved aliens should no longer have two numbers in their name.
/🆑

* [NO GBP] Fixes runtime in advanced camera console (#82699)

## About The Pull Request
We only unset machine if we have a user who has logged in

## Changelog
🆑
fix: Fixes runtime in advanced camera console when power is turned off
/🆑

* Refactors how basic ais do their success/failures (#82643)

* Rocky DLXIII: Fitness to Athletics, Athletics skill influences Boxing against Boxers, Boxing overhaul, Evil Boxing (#82611)

as the only meaningful reward

Basically just a rebranding so that it is more broad in its concept. It
isn't just about peak physique. It's about how you can apply it too.

Reaching Legendary rewards you with the Golden Gloves.

I started it in this pr here
https://github.com/tgstation/tgstation/pull/80635

But this is a more significant overhaul of boxing from the ground up.
Namely, it now is majorly influenced by the Athletics skill, and also
more thoroughly aligns with conventional punching in its current state.
However, a major component of this is that boxing's breadth of mechanics
is only relevant when used against another boxer. Non-boxer targets are
only ever going to get smacked by a stamina punch, as it is currently
(and more or less the same values too). Additionally, boxers cannot
punch someone who is either unconscious or in stamina crit, so it can't
be used to maintain stamcrit.

- Boxing now has a One-Two Punch mechanic. Swapping between the left and
right mouse buttons to punch and maintaining this causes every second
punch to do more damage (to boxers). Breaking this chain by punching
with the same button twice will cause you to lose damage (against
boxers).

- Boxing now can have crits occur below 50 stamina damage (against
boxers). However, to knock someone out clean, the target must be
staggered from a previous crit first. (Or I guess be staggered at all,
maybe their shoelaces were tied or something). Crit probabilities are
determined by adding your Athletics probability skill bonuses to your
unarmed effectiveness, and then reduced by the targets own Athletics
skill bonuses. It is hard for two athletes to knock each other out in
one blow. It is trivial for a legendary boxer to knock out a novice in a
single punch. Cybernetically enhanced boxers are dangerously effective
at boxing.

- Boxers can block other boxers by using throw mode, but the chances of
doing so is based on Athletics skill bonuses. A successful block causes
the attacker to take stamina damage (as does the blocker, but less so).

- Participating in boxing increases the Athletics skill. Your gains are
probably slower than normal training, but you at least get some reward
for doing so. Only relevant if your opponent is a boxer. Get a sparring
partner!

So this is all well and good, but what if you're a scoundrel with no
care for the other person in this equation? Well, that's where Evil
Boxing comes in. Evil Boxing has absolutely no restrictions at all, and
can freely use its boxing abilities against anyone. Even non-boxers. You
can even grab people! Wow, what a scumbag. I bet you even king hit
people. Thankfully, only an admin can make you into an Evil Boxer.

(against boxers)

Both mutations have a flimsy increase to instability of 5 because of how
incredibly particular the bonus is.

Strength now reduces the amount of stamina damage inflicted via
exercising by half. Strength also adds a +2 damage bonus on boxing
punches while boxing against boxers (this doesn't influence normal
unarmed attacks whatsoever, or boxing against nonboxers). Obviously,
evil boxers just get this benefit against everyone because they're
knaves.

Stimmed increases the duration of the exercised status effect by one
factor. (That is, if you have no other modifiers, it will double the
duration on its own)

@Jacquerel was racking their brain trying to come up with an alternative
to the skill rewards of Fitness. At the moment, sprite growth is not
only a really bad bonus (it does literally nothing but make you big, and
thus is actually a detriment due to how intrusive sprite size is with
interaction, and plays weird with other sprite changing effects), but
isn't really all that interesting for all the effort put in.

Problem is, how do you make Fitness meaningful without making it a
powergame mechanic? Simple! You make it applicable to a really niche,
self-contained but still utilized game mechanic that is engaging to
participate in and makes you meaningfully very good in it. AND scratches
that power scaling itch that many players have.

Boxing is reasonably self-contained as is, but pretty bland due to how
old it is. While maintaining that self-contained nature, I hoped to
expand the interactivity of boxing a little bit by giving it a small
mini-game in of itself. And also introduce ways to simulate the idea of
boxing a bit better.

The idea of being an Evil Boxer is funny. For every Rocky, there is a
[Insert Rocky Villain Here that isn't Creed]. But in this case, it's
probably some Syndicate douchebag looking to punch clowns into a coma
and inspire the mime to take up shadowboxing in revenge.

🆑
add: Replaces Fitness with Athletics; same skill, but now more
specifically applicable to boxing.
add: Athletics does not increase sprite size.
balance: Overhauls Boxing to add a lot more depth to the interactions.
Only applicable to other boxers, however. You can still punch the snot
out of non-boxers though. But only up to stamcrit or unconsciousness. No
hitting someone who can't fight back!
balance: Adds Evil Boxing, which is the evil and fucked up version of
boxing that you kill people with and are allowed to flout the sacred
rules of boxing as you please. Everyone is a victim!
/🆑

* Cargo ui refactor -> TS (#82745)

Refactors cargo ui, fixing some visual bugs, just making it look better
in general

Should be no gameplay effect other than it looking better

<details>
<summary>pics</summary>

![Il0e6EWjUa](https://github.com/tgstation/tgstation/assets/42397676/d16e83a5-ee36-4346-9411-7ea76907994d)

![Screenshot 2024-04-17
230621](https://github.com/tgstation/tgstation/assets/42397676/f5e15b04-c148-4be4-8f7e-7a195ac8e815)

![Screenshot 2024-04-17
235319](https://github.com/tgstation/tgstation/assets/42397676/d3085f70-74ca-41fb-bbcd-e3bd6c990cee)

![Screenshot 2024-04-17
234758](https://github.com/tgstation/tgstation/assets/42397676/95df59ae-e7e3-4349-a63c-7bfbe6777561)

Fixes #81442
![Screenshot 2024-04-18
000750](https://github.com/tgstation/tgstation/assets/42397676/2d97ba9c-68d7-4ac3-9ff8-3bc5cfecf0f6)

Made a type grabber for backend data in case you want to make your own
typescript uis
`logger.log(getShallowTypes(data))`

![image](https://github.com/tgstation/tgstation/assets/42397676/ff914895-3302-4aca-982c-46af3299a4af)
Otherwise cargo's data is unreadable

</details>

Any UI over 500 lines should get broken up to reduce cognitive load
~~Any ui in javascript shouldn't exist~~
Cargo UI is better
Typescript
🆑
fix: Cargo's supply console has been upgraded visually.
/🆑

---------

Co-authored-by: EricZilla <81941674+EricZilla@users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>

* Makes lavaland stone tiles prevent immersion (#82807)

## About The Pull Request
Adds the same trait that lavaproof rods have to the stone tiles, so
things can continue being visually outside of the lava
## Why It's Good For The Game
this shit looks goofy

![324271923-9c1e353d-70ff-4321-839c-8bac2fd03c01](https://github.com/tgstation/tgstation/assets/25628932/d120458d-8f65-418c-a0c8-7d1f939a472b)
## Changelog
🆑 FlufflesTheDog
fix: Stone tiles (and things on them) no longer get immersed in lava
/🆑

* Getting up from prone, z movement, and mod de/activation don't do cogwheels (#82794)

Adds `hidden` to getting up (from prone), moving up (z-movement), moving
down (z-movement), and de/activating MODsuits

- Getting up from prone happens very often, makes it a bit hard to
differentiate when people are doing actions or just crawling around.
    - If we want feedback for getting up, should just be a chat message.
- Moving up and down is just movement. Only affects using the verbs.
- Same as before: If we want feedback, it should just be a chat message.
- Other methods of moving up/down (IE, ladders) are untouched / retain
their cogwheel.
- De/activating modsuits have their own visual feedback and sound
effects associated. Both feels unnecessary.

🆑 Melbert
qol: Getting up from prone, moving up or down a z-level (not via
ladders, naturally. Like flight), and de/activating your modsuit no
longer shows cogwheel effect
/🆑

* [NO GBP]Inversely scale mechanical favor with STANDARD_CELL_CHARGE. (#82801)

## About The Pull Request
Makes the mechanical sect cell sacrifice favor adjustment inversely
scale with STANDARD_CELL_CHARGE. This reduces it by a factor of 1,000.
## Why It's Good For The Game
So they don't get 1,000 times the favor as intended from a cell.
## Changelog
🆑
fix: Fixes mechanical sect gaining 1,000 times the favor from a cell
sacrifice.
/🆑

* Fix all types of damage to the head causing brain damage (#82763)

## About The Pull Request

5 months ago when I separated this stuff out to its own proc I forgot a
damagetype check.

## Changelog

🆑 Melbert
fix: Only brute damage causes brain damage when applied to the forehead,
rather than all damage types
/🆑

* Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it (#82792)

## About The Pull Request

If we say something is a Modal it should actually be a Modal

## Why It's Good For The Game

You can now use this system in other windows if you want.
Fixed the misnomer.

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)

## About The Pull Request

Creates a higher capacity version of the SMES unit that spawns in with
super capacity cells, as well as a full version. Places the full version
into all the AI sats (which all have independent grids for the most
part), some remote space ruins and the mining base. These SMES units are
intended for areas where players aren't expected or cannot reasonably be
expected to constantly monitor power usage within the length of a
standard round.

Miners can access their power stations, telecommunications box and
atmospheric station on the mining base. They're really the only people
who care, after all.

The gulag's SMES (also now upgraded) no longer saps power from the main
base due to having its input terminal rigged to the main base power
grid, and thus demanding all power from the grid greedily. To revert
this in-game is a single power cable placed back east of the SMES unit.

## Why It's Good For The Game

The power changes made some of the once largely low-maintenance areas
much more likely to run out of power more quickly than you would expect.
These aren't areas expected to be maintained or monitored by engineering
(probably because they're not easily accessed), and they're just kind of
troublesome to deal with on a round-to-round basis.

Mining had this problem triple-fold. It had significant drain with no
convenient method of installing power generation at all, miners couldn't
access what power generation there was without using their 'skeleton
key' to open the way (only engineers could, and they aren't expected to
come down to mining at all), and even then, there was the gulag SMES
just eating all the power anyway. I'm pretty sure that SMES unit was the
biggest culprit of them all, but I think this conveniently future proofs
these issues for the time being.

## Changelog
🆑
add: Adds a higher capacity SMES unit to lower maintenance areas and
maps.
fix: Miners can actually access and fix their engineering issues on the
lavaland base via the engineering section of the base.
fix: The gulag SMES unit is no longer needlessly draining the entire
power grid of the main mining base.
/🆑

* Revert "Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)"

This reverts commit af8d69f889.

* New views for mc controller ui (#82769)

## About The Pull Request
Lots of qol improvements for controller tgui

- Auto sort order based on type
- Bar view for items in deciseconds

<details>
<summary>vids</summary>

in a live round

![image](https://github.com/tgstation/tgstation/assets/42397676/52fd4677-763a-4ea9-965a-386ab59cd353)

modals

![Tzp0i9yfwP](https://github.com/tgstation/tgstation/assets/42397676/06ca6d9e-c528-4f02-8dbb-d302d2380396)

bar view with defaults for decisecond sorts

![2X6IqQIE7c](https://github.com/tgstation/tgstation/assets/42397676/88b80fd4-1116-4ba1-aa0b-6bac56827e6b)

</details>

## Why It's Good For The Game
Better admin tools
## Changelog
🆑
add: Admin tools buffed, check the Controller Overview
add: Controller Overview moved to debug tab
/🆑

* Revert "Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it" (#82841)

Reverts tgstation/tgstation#82792

* [no gbp] Fixes cargo express console (#82843)

## About The Pull Request
Cargo express console does not send amounts by name

Fixed and touched up the express console a bit
![Screenshot 2024-04-22
195254](https://github.com/tgstation/tgstation/assets/42397676/c099cdc0-6b4d-4348-9b5b-f9d4cc325d0b)
## Why It's Good For The Game
Bug fix (no issue yet)
## Changelog
🆑
fix: Cargo express console fixed: No more bluescreen
/🆑

* Plumbing & chem reaction chamber patches (#82781)

## About The Pull Request
1. Both Plumbing & Chem reaction chamber will use the beakers
`heat_capacity()` proc instead of the formulae `SPECIFIC_HEAT_DEFAULT *
reagents.total_volume`. This yields the exact same results as before but
will mean in the future if individual reagents heat capacities are
changed then the heating effects will be accurately reflected here. It
also uses that amount of power for heating
2. Plumbing rection chamber will not use energy when its either
'emptying' or when no reagents are present in its internal buffer
3. You can hit the chem reaction chamber with items like beakers,
screwdrivers, crowbars and what not

## Changelog
🆑
fix: plumbing & chem reaction chamber heating effects accurately reflect
the beakers heat capacity & power usage
fix: plumbing reaction will not use power when emptying or when there
are no reagents to heat
fix: you can hit the chem reaction chamber with items like beakers,
screwdrivers, crowbars and what not
/🆑

* fixes brimdemon AI (and some other mobs) (#82831)

## About The Pull Request
i noticed brimdemons werent attacking when i tried investigating the
problem i saw it extends to other mobs

## Why It's Good For The Game
brimdemons, as well as other mobs, will behave normally

## Changelog
🆑
fix: brimdemons (and other mobs) will act normally
/🆑

* Implements data systems (#82816)

## About The Pull Request
Subsystems currently come in two different flavors:
1. Systems that process at intervals with the master controller
2. Global data containers that do not fire

And I think they should be split up...


This moves 4 non firing, non init subsytems -> datasystem

## Why It's Good For The Game
Clarity in code

* fixes ammo_bench data system

* [no gbp] express console: Bluescreen on cart (#82844)

## About The Pull Request
Truly,
## Why It's Good For The Game
Bug fix before you even issue report it

* Adds Medieval Pirates (and small assault_pod change) (#82392)

## About The Pull Request

(short, slightly outdated video compilation of the pirates)
https://youtu.be/j9BNFzcUSjc

Adds the **MEDIEVAL WARMONGERS** pirate gang, these pirates are focused
on causing chaos directly on the station with the use of melee weaponry
and swarming tactics.
they are not very smart when it comes to using technology, so they crash
in the station in an attempt to dock.

the pirates spawn with the NOGUN trait as they have never used guns
before but have access to dashing and the unbreakable component(small
heal burst upon reaching crit).
Warlord spawns with a better version of hulk(isnt removed upon crit and
can still do stuff while critted) and gigantism mutation by default
because ~~Chad Maximus~~ the other pirates require someone to run to
when stuff like flashbangs, batons or lasers are present. The warlord
spawns with a boarding axe which is a better axe that is good at
destroying things and a meat hook. **there's a total of 5 pirates.**

the pirate shuttle has:
- thermite barrel and 3 large beakers
- single weak claymore
- 3 extra military spears
- 3 kite shields
- 3 heavy bolas
- 4 regular bolas
- a stack of wood
- 2 stacks of mourning poultice (15 uses each)
- one burn medkit

**shuttle was made by striders18, big thanks to him**

![image](https://github.com/tgstation/tgstation/assets/114047053/766d0b96-4487-47d3-b524-70d811ce4d73)


things added:

- the new pirate gang
- a gamberson jumpsuit
- crude armor (good melee and wound protection but lacks on the rest)
- warlord armor (extreme protection at the cost of slowdown)
- a shortsword(bootleg claymore with 30 block chance and goes on belt
instead of back)
- military spear (better at throwing, better wounding, deals blunt
wounds instead of sharp)
- axe with better damage and demolition mod for the warlord
- a var to specify the name of the landing zone destination for the
assaultpod
- an assault pod targeting device item for the medieval shuttle
- a thermite barrel
- kite shields
- new hulk variant that doesnt go away when crit and has tenacity
## Why It's Good For The Game
I always liked the chaotic nature of the russian bounty hunters that
would come from their extra numbers and lack of tools. i thought
something of a similar idea on pirates would be good, a very direct and
scary militia rushing in with sword and faith would create some awesome
scenarios

## Changelog
🆑
add: New heavy weight pirates, medieval warmongers
add: Adds military spear, shortsword, boarding axe, kite shields
add: Adds warlord and crude armor
add: Adds medieval shuttle (made by striders18)
/🆑

---------

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

* fix for pirate suit

* Adds sorting options and a search bar to the crew monitor (#82732)

## About The Pull Request
This PR adds buttons in the crew monitor UI to sort by name, position,
or vitals, as well as a search bar for searching for specific people.
For vitals, people are sorted first by life status (living, crit, dead,
etc), then by damage. Also TS-ifies the UI.



https://github.com/tgstation/tgstation/assets/42454181/a7c0c262-8ea7-4e9f-8de6-6b9cf7481b23


## Why It's Good For The Game
Currently, finding a specific person, or a person in a specific place,
is a pain in the butt with the crew monitor. You have to go through an
unsorted list of people grouped only by department. Don't know the
person's job? Tough luck, you're going down the list one by one. It is
not at all a friendly user experience. With this PR, it becomes a
breeze, and makes the crew monitor much easier to use.
## Changelog
🆑
add: The crew monitor now has sorting options and a search bar.
/🆑

* Accessing Datasystem Manager from MC controller panel (#82848)

* [NO GBP] fixes issues with human rendering fixes (#82852)

## About The Pull Request
fixes #82838, forgot to add the attack_self there
fixes #82869
fixes the atmos hardhat not using flags_inv and transparent_protection
correctly (you could pull off someones glasses through it for example
makes modsuits use the new rendering stuff
fixes rendering stuff not working correctly with adjustable clothing
fixes quick equip dropping the item if you cant equip it

## Why It's Good For The Game
waow its awesome

## Changelog
🆑
fix: you can no longer take off someones glasses or mask through atmos
hardhat
fix: once you adjust a welding helmet or something it no longer makes
your cigarette or sunglasses invisible
fix: welding gas mask works once again
fix: quick equips dont drop the item if you cant equip it
/🆑

* fixes erp slots

* Redoes how appearance VV works because it scares me (#82851)

* [NO GBP] Critical fixes for cyborg omnitools (#82825)

## About The Pull Request
Fixes several critical fixes for cyborg omnitools, surgical omnitools in
peculiar. Which is:
1. bonesetter omnitool can do compound fracture surgery now
2. omnitool butchering not properly disabled works (why didn't that
runtime. fucking dreammaker)
3. omnitool surgery_initiator not properly disabled
4. cautery in offhand not working

Fixes #82805
Fixes #82868

Honestly I have now regretted for doing this kind of implementation at
the start. with how shoddily coded it is.
Planning to refactor cyborg omnitools, admin omnitool and ayys omnitool
(all have the same base of implementation) to be less snowflakey. but
that's for the future. and will take some time. This is a bandaid fix
for now
## Why It's Good For The Game
this is cbt
## Changelog
🆑
fix: fixed cyborg bonesetter not working for compound fractures
fix: butchering not disabling in cyborg omnitool
fix: fixes a bug where if you select the omnitool it would be stuck in
surgery initiator mode
fix: cautery in off hand for cyborg omnitools not working
/🆑

* fixes ai controllers hard deletes (#82861)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/138636438/47010ad2-64ef-40dd-94d3-b928e4216d1b)
i noticed almost all ai controllers were being hard deleted, its because
the controller itself was being addedto the behavior_cooldowns list
rather than the behavior itself

## Why It's Good For The Game
fixes hard deletes

## Changelog
🆑
/🆑

* [no gbp] actually fixes bot access (#82809)

## About The Pull Request
real fix to bots having AA. also i forgot to address simple bots in my
previous attempt so this fixes them too

## Why It's Good For The Game
fixes bots having AA 

## Changelog
🆑
fix: all bots have their normal accesses restored
/🆑

* [no gbp] Adds silicon interaction flags (#82822)

## About The Pull Request
A few items with special silicon interactions did not have the proper
flags to permit their use at distance (airlocks for instance)
## Why It's Good For The Game
Fixes #82800
## Changelog
🆑
fix: Restored silicon alt-clicking capability
/🆑

* Monkey eyes fix and noticable organ display refactor; AI monkeys no longer catatonic (#82669)

## About The Pull Request

It turns out monkeys being catatonic got broken 2 years ago in a PR that
was meant to fix something else; also, it turns out monkeys are supposed
to have primal eyes when turned into humans, and that got broken too. I
fixed both of those things, and while I was at it I did a refactor to
make it easier to give noticable organs (or anything else that you'd
want correct pronoun and verb tenses) easier to implement.

1) AI controlled mobs now properly display their noticable organs when
appropriate
2) Added some macros and a helper proc for replacing appropriate
pronouns and verb tenses in text
3) The noticable organ HTML is no longer broken, so you can pass text
with spans into it, if you want the text to be pretty or big or whatever
4) Monkeys are no longer catatonic if they have an active AI controller;
this goes for any carbon actually but I think monkeys are the only one
with AI controllers at the moment
## Why It's Good For The Game

Fixes the logic for displaying organs on AI controller mobs (currently
monkeys)
Makes it easier to add these kind of organs for carbons, AI controlled
or not, in the future

Look! An actual use-case for split editor:

![image](https://github.com/tgstation/tgstation/assets/49173900/8cd0d69e-8091-4431-9418-6bd29e1713b5)
## Changelog

Humanized monkeys now have their primal eyes again; monkeys with active
AI are no longer catatonic.
🆑 Bisar
fix: AI controlled monkeys are no longer catatonic, and they have primal
eyes again when turned into humans.
spellcheck: Noticable organs now have more modular grammar, and their
current grammar is fixed.
refactor: Refactored the code for displaying the messages for noticable
organs.
config: Added a documented define of all our pronouns
/🆑

---------

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

* DNA Infusion Refactor: Separates DNA Infusion Behavior from DNA Infuser (#82829)

## About The Pull Request

- infuser entries global is now an assoc list type -> singleton. makes
it easier to pick specific entries as needed
- separated infusion behavior onto both movable level (for machine
occupants and things that can potentially be infused) and human level
(for the actual infusion into a human)

- [x] tested

## Why It's Good For The Game

Upcoming plans is to fix up maintenance sect's organ replacement system
that just so happens to work a lot like how infusions do with actual
infusion mechanics, and that requires this prerequisite. In general
outside of that vision I see a lot of potential in alternate infusion
sources, from wherever they may be.

## Changelog
no player side changes, this is a refactor

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
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2024-04-29 21:15:33 +02:00
SpaceLoveSs13
ba5c112a86 Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570)

## About The Pull Request

I completely screwed up and told the original PR author of #82415
(9922d2f237) to use the `XOR` operator
instead of the `OR` operator (I wasn't thinking right for some reason
when I was reading the ref), anyways this PR just fixes that because I
misled the contributor into doing something that wasn't correct and
actually would BREAK functionality instead.

* Fixes TGUI debugging tools (#82569)

This project doesn't interfere with the game logic and aims to fix
multiple debugging features that are currently broken. Unfortunately,
kitchen sink and debug layout became broken after migration to Redux.
This PR aims to fix those features.

* Removes unused code for HTML UIs (#82589)

## About The Pull Request

This is the final PR for https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA that
I've been slowly inching towards the past few months.

This removes ``updateDialog``, ``updateUsrDialog``, ``IN_USE``,
``INTERACT_MACHINE_SET_MACHINE``, and everything surrounding it. Also
fixes advanced camera consoles not booting you off when you're moved out
of reach.

We called ``check_eye`` on mob life whenever they had their machine var
set, but their machine var would never be set to anything that actually
used it, which I found to be a little funny but was also probably my
fault.

## Why It's Good For The Game

This is poor and unmaintained code used for HTML UIs that we no longer
need thanks to TGUI, we should get rid of it to encourage the use of
TGUI in the future instead.

## Changelog


🆑
fix: Advanced camera consoles now boots you off when you're moved out of
reach.
/🆑

* Fixes a variety of input stalling exploits (#82577)

## About The Pull Request

Fixes the following input stalling exploits (maybe missed some): 

- Changing GPS tag 
- Setting teleporter destination
- Request Console Reply
- Various AI law board interactions
- Note, I used `is_holding` but technically this means these fail with
telekinesis. I can swap them to `can_perform_action(...)`, which allows
TK, but I noticed some places explicitly deny TK interactions with Ai
law boards. Not sure which is preferred.
- Borg Rename Board
- Plumbing Machines and Ducts
- APCs and SMES terminal placements
- Stargazers Telepathy
- Go Go Gadget Hat

## Changelog

🆑 Melbert
fix: You can't change the GPS tag of something unless you can actually
use the GPS
fix: You can't set the teleporter to a location unless you can actually
use the teleporter
fix: You can't reply to request console requests unless you can actually
use the console
fix: You can't update AI lawboards unless you're actually holding them 
fix: You can't update a borg rename board unless you're actually holding
it
fix: You can't mess with plumbing machines unless you can actually use
them
fix: You can't recolor / relayer ducts unless you're actually holding
them
fix: You can't magically wire APCs and SMESs unless you're right by them
fix: You can't use Stargazer Telepathy on people who you can't see
fix: You can't configure the Inspector Hat unless you can actually use
it
/🆑

* [NO GBP] Power outage operation fixes for chem master (#82591)

## About The Pull Request
- If the chem master runs out of power mid printing, it will properly
stop the printing process and its animation
- When transferring reagents it correctly checks if we have enough power
without forcing it

## Changelog
🆑
fix: chem master properly shuts down if it loses power mid printing and
won't transfer reagents for the same
/🆑

* Refactor renaming UNIQUE_RENAME items from the pen to an element (#82491)

## About The Pull Request

So a bit ago someone in code_general wanted to make plushies renamable,
but learnt that just adding the `UNIQUE_RENAME` flag wouldn't work as
pens would murder the plushie and only THEN let you rename it. I noted
refactoring both pens and plushies to use the new
`item_interaction(...)` procs would Just Solve This, but, well, they
didn't really have any coding experience.

But, hey, renaming being hardcoded to the pens has annoyed me ever since
I laid my eyes upon the hot mess that is paperwork code.
So here we are!

### We're making it an element.

There's not really much to this, this is mostly the same code but moved
to an element and with some minor cleanups.

First, we move it all from `/obj/item/pen` to a new element we called
`/datum/element/tool_renaming`. With this, instead of having it proc on
`/obj/item/pen/afterattack(...)`, we register it to proc on the
`COMSIG_ITEM_INTERACTING_WITH_ATOM` signal.

6e36ed9840/code/__DEFINES/dcs/signals/signals_atom/signals_atom_x_act.dm (L59-L62)
Secondly, we realize the code is just going through each if statement
regardless of whether the previous was correct.

6e36ed9840/code/modules/paperwork/pen.dm (L225-L258)
And, as we're dealing with text, just make it a switch statement
instead.
```dm
switch(pen_choice)
		if("Rename")
			(...)

		if("Description")
			(...)

		if("Reset")
			(...)
```
Then, we replace all single letter variables with descriptive ones,
replace the if-elses with early returns, and make it actually return
item interaction flags.

Finally, we slap this onto the pen, and we're done.
Now we can slap it onto other fitting renaming tools, and it uses the
proper item interaction system.
## Why It's Good For The Game

I feel it's generally better to not hardcode this to just pens, we have
plenty other writing utensils and possible renaming tools.
It's also a bit cleaner than before.
Apart from that, moves it from using `afterattack(...)` to the proper
item interaction chain by using `COMSIG_ITEM_INTERACTING_WITH_ATOM`,
which should reduce janky interactions.
## Changelog
🆑
refactor: Instead of being hardcoded to the pen, renaming items is now
an element. Currently only pens have this, and functionality should be
the same, but please report it if you find any items that were renamable
but now aren't.
/🆑

* Adds various quality of life changes for cooking to make it less click intensive. (#82566)

## About The Pull Request

- Increases tray item size by 1 item.

- Ranges and griddles can now be fed from trays.

Click when closed => fill soup pot.
Click when open => fill associated oven tray.
Right click when open => fill tray from oven tray
Click griddle => fill griddle surface.
Right click => fill tray from griddle surface

- Martian batter is now 5u of each ingredient into 10u of batter.

Hopefully will make it bug out less where it makes far fewer reagents
than it is supposed to, fixing reagents, or well soups specifically...
is out of scope for this PR.

- Adds the ability to print soup pots and large trays from the service
lathe

Soup pot: 5 Iron sheets, 0.4 bluespace crystal (given their size of
200U)
Large serving tray: 2 iron sheets

## Why It's Good For The Game

Makes cooking a lot less tedious. Especially for people with low
precision when it comes to filling oven trays. This also bring the
behavior up to parity with how you can click microwaves with trays to
fill them, ditto for the food processor. It also allows chef to use the
whole capacity of an oven, as previously you couldn't easily click 6
cake batters or other giant sprites onto the tiny tray.

The tray is now sized to be able to easily feed a griddle 8 items.

## Changelog

🆑
qol: chef equipment can now deposit and withdraw to/from trays!
qol: chef now has access to griddle and oven sized trays!
qol: service can now print soup pots
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Removes grid usage + heavy refactors (#82571)

## About The Pull Request
Grid has been deprecated for quite some time and we still use it. I
won't completely remove the component, this way downstreams won't
immediately suffer, but I can remove it from usage.

Some of these UIs had issues with them and as a hobby project I've
refactored them into typescript / rebuilt them. Airlock electronics, for
instance, looks substantially better.

<details>
<summary>before/after as requested</summary>

current airlock electronics scrolls into oblivion

![6RJ29HCPob](https://github.com/tgstation/tgstation/assets/42397676/ba82bc20-40fa-4af0-b709-7c8846c25652)

updated
![Screenshot 2024-04-11
164321](https://github.com/tgstation/tgstation/assets/42397676/05507e06-6305-4175-8476-778c345f02c8)

</details>

## Why It's Good For The Game
Code improvement + probably UI bug fixes
## Changelog
🆑
fix: Airlock electronics and other access-config type UIs should look
much better.
/🆑

* modular fixes

* [No GBP] Removes cogbar from some stealthy actions (#82593)

Issue brought some missed hidden actions to my attention.

I left cogbars in for _breaking_ handcuffs because resisting is sort of
a gray area. On one hand, you don't want someone to see you doing it; on
the other, there is a visible warning that you started doing it. So,
meet in the the middle, breaking handcuffs is still visible while
resisting isn't.
Closes #82583
Cogbars are not intended to ruin stealth
🆑
fix: Deviants buffed: Rogue shoelacing, pickpocketing and restraint
resisting no longer give cogbar icons.
/🆑

* [NO GBP] ...Remember to add SIGNAL_HANDLER (#82630)

## About The Pull Request

Just realized I forgot to add `SIGNAL_HANDLER` to the all-nighter
`on_removed_limb(...)` proc, even though it handles signals.
## Why It's Good For The Game


fe26373572/code/__DEFINES/dcs/helpers.dm (L9-L11)

* React cleanup (#82607)

## About The Pull Request
- No defaultHooks in react. Might fix issues where pages were not
scrollable on hover.
- createRef in a functional component. should be useref

## Why It's Good For The Game
Code improvement

* Security photobooths have their own ID (#82628)

## About The Pull Request

Prevents the HoP's photobooth button from connecting to the security
photobooth via having the same ID.

## Why It's Good For The Game

I forgot to add this when I made the security photobooth but it's
important that by default without any varedits, the HoP and security
photobooths stay separate.

## Changelog

🆑
fix: The HoP's photobooth button is now consistently connected to the
HoP's photobooth.
/🆑

* Fix buckled alert unbuckling not working properly (#82627)

## About The Pull Request

So funny thing, while trying to reproduce a different issue on the
current master, I coincidentally let my local instance start without
reading, latejoined on the shuttle, and I noticed it wasn't letting me
unbuckle as easily.

Looking into this a bit later, it seems as if it's a line #82593
accidentally changed while moving around the
`/mob/living/carbon/resist_buckle()` proc's flow.

fe26373572/code/modules/mob/living/carbon/carbon.dm (L238-L241)
While before it was
```dm
/mob/living/carbon/resist_buckle()
	if(HAS_TRAIT(src, TRAIT_RESTRAINED))
		(...)
	else
		buckled.user_unbuckle_mob(src,src)
```
Just changing this to `buckled.user_unbuckle_mob(src, src)` fixes this.
## Why It's Good For The Game

Fixes buckled alert unbuckling not working properly.
Fixes #82627.

## Changelog
🆑
fix: Clicking the buckled alert unbuckles you again.
/🆑

* Advanced camera consoles correctly deactivates when something happens to it or the user (#82619)

## About The Pull Request
- Fixes #82520

1. The eye deactivates when the machine is destroyed/deleted
2. The eye deactivates when the machine loses power
3. The computer constantly moniters the users status inside `process()`
and will deactivate when anything happens to them. Its not enough to
just hook onto to the mobs `COMSIG_MOVABLE_MOVED` signal. Literarly
anything can happen to them so we have to check constantly for any
changes

## Changelog
🆑
fix: advanced camera consoles correctly deactivate when something
happens(no proximity, no power etc) to its user
/🆑

* Oven tray checks for ovens (#82615)

## About The Pull Request
- Fixes #82610

Only oven trays have this proc not serving trays or other stuff
![Screenshot
(408)](https://github.com/tgstation/tgstation/assets/110812394/4867cc14-9df3-4398-9d2d-f8e38b5f0da9)

Also oven trays have a null atom storage which prevents it from being
put back in the oven after taking it out. So we remove that check

## Changelog
🆑
fix: you can put back the oven tray after you take it out
fix: only oven trays are allowed in ovens preventing baked food runtimes
/🆑

* Living Limb fixes (feat: Basic mobs attack random body zones again) (#82556)

## About The Pull Request

Reworks Living Limb code to fix a bunch of runtimes and issues I saw
while testing Bioscrambler.
Specifically, the contained mobs are now initialised via element
following attachment so that signal registration can occur at the
correct time. This allows limbs to function correctly when added from
nullspace via admin panel or bioscrambler.

Secondarily (and more wide-ranging) at some point (probably #79563) we
inadvertently made basic mobs only attack the target's chest instead of
spreading damage.
This is problematic for Living Flesh which can only attach itself to
damaged limbs but was left unable to attack damaged limbs.

I've fixed this in a way which is maybe stupid: adding an element which
randomises attack zone pre-attack.
Living limbs also limit this to _only_ limbs (although it will fall back
to chest if you have no limbs at all).
This is _technically_ still different, the previous behaviour used
`adjustBruteLoss` and `adjustFireLoss` and would spread the damage
across your entire body, but there isn't a route to that via the new
interface and this seems close enough.

## Changelog

🆑
fix: Living Limbs created by Bioscrambler will be alive.
fix: Living Limbs can once more attach themselves to your body.
balance: Living Limbs will prioritise attacking your limbs.
fix: Basic Mobs will once again spread their damage across body zones
instead of only attacking your chest.
/🆑

* RPG Loot: Revisited & READY (#82533)

Revival of #72881

A new alt click window with a tarkov-y loading spinner. Replaces the
object item window in stat panel.

<details>
<summary>vids</summary>

toggleable grouping:

![syAA5zf6RK](https://github.com/tgstation/tgstation/assets/42397676/c89b372d-29f6-4ebe-895d-f73bbdc41c19)

now lists the floor as first obj:

![abc](https://github.com/tgstation/tgstation/assets/42397676/cd8dc962-2ac7-41bf-a5d3-b9e926116b06)

in action:

![dreamseeker_IkrPKt2QZt](https://github.com/tgstation/tgstation/assets/42397676/1f990aa0-60f0-47e7-9d93-b63e35d05273)

</details>

- search by name
- 515 image generator is much faster than alt click menu
- opening a gargantuan amount of items shouldnt freeze your screen
- groups similar items together in stacks by default, toggleable
- shows tile as first item
- <kbd>Shift</kbd> and <kbd>Ctrl</kbd> compatible with LMB
🖱️
- RMB points points at items (sry i could not get MMB working)
- key <kbd>Esc</kbd> to exit the window.

For devs:
- A new image generation tech.
- An error refetch mechanic to the Image component
- It does not "smart track" the items being added to the pile, just
reopen or refresh. This was a design decision.

Honestly I just dislike the stat panel

Fixes #53824

Fixes

![image](https://github.com/tgstation/tgstation/assets/42397676/0e50faab-7d4d-4bf7-8c5b-4ac28547bfbd)

🆑
add: Added a loot window for alt-clicking tiles.
del: Removed the item browser from the stat panel.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

* Reverts parts of #82602 (nodeath checks) (#82637)

## About The Pull Request

Reverts the nodeath checks of #82602

I opened a review thinking these checks were sus and the PR author said
they would remove them, but it was merged before that happened.

TL;DR 

1. I just noticed this now but it only affects carbons / humans it
doesn't even cover living or any other subtypes
2. Kinda sus. Some code intentionally skips checking nodeath (I guess?
Like removing the brain for example) so we would need a larger audit of
this rather than haphazardly throwing it in.

* Fixes to battle arcade (#82620)

## About The Pull Request

Added gear for world nine, removed the "Gear" gear that did nothing.
Made counterattacks to kill an enemy properly kill the enemy.
I renamed some gear items to fit the theme of the area they are unlocked
in just as a small thing.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/82613

## Changelog

🆑
fix: Battle arcade's higher levels no longer gives you a "Gear" gear,
and counterattacks can now properly kill enemies.
/🆑

* Fixes SMES terminal placing under the SMES and not under the player (#82665)

## About The Pull Request

Changes `src` to`user` to get intended behavior.

* Birdshot: Toy crate (#82633)

## About The Pull Request
Gives the clown+mime their toy crate.
## Why It's Good For The Game
*honk*

* tram ai sat starts with a full smes (#82646)

## About The Pull Request

consistency and also this is fixes a bug introduced by that one power
refactor

## Why It's Good For The Game

bug bad

## Changelog
🆑
fix: tramstation AI sat starts full
/🆑

* [no gbp] Space Ruin bioscramblers shouldn't chase people around (#82649)

## About The Pull Request

See title
They wouldn't lock on to people on the station from a space ruin, but
would to whoever entered their z level the second it was entered.
Also fixes bug where I changed `status_flags` to `status_effects` for
some reason which isn't where you look for godmode

## Why It's Good For The Game

We have a space ruin whcih several (coreless) anomalies spawn on, the
bioscrambler was put as an option because it was already immortal. It's
weird though to zone into the ruin and immediately have every anomaly in
there lock onto you, the best intended effect is probably for these ones
specifically not to be bloodthirsty.
We kind of only care about that behaviour on the station.

## Changelog

🆑
fix: Anomalous Research ruin Bioscrambler anomalies won't home in on
targets
fix: Bioscrambler won't randomly drop its target for no reason
/🆑

* Sunders the many unused sprites and organizes what's left in structures.dmi (#82658)

## About The Pull Request
Hello again, I noticed the /obj/structures.dmi file had a lot of unused
stuff like tables from two generations ago, so I changed some stuff
around:
- Many unused, old icons deleted, mostly window variants used in old
smoothing systems I imagine
- Reorganized many sprites in the file so they're more grouped together
- Tweaked some barricade sprite naming to be consistent/standardized,
and to let others know they're not _too_ old...
- Fixed a misnomer that I believe was making directional tinted windows
look like frosted windows

## Why It's Good For The Game
Saves on file space, and satisfies your brain's pattern recognition bits

### Spriting
Old: 

![image](https://github.com/tgstation/tgstation/assets/143908044/0717940e-787e-40ee-85e2-0a0c5ebc0837)

New:

![image](https://github.com/tgstation/tgstation/assets/143908044/3954ba3b-b261-4700-986a-d30f3aa0e2a6)
also good lord those linen bin sprites are a crime

## Changelog
🆑
fix: Probably fixed directional tinted windows looking like directional
frosted windows
image: Deleted a bunch of unused structure sprites
/🆑

* Birdshot Wall Sanity Pass (#82598)

## About The Pull Request

Cleans up minor artifacting in the Birdshot Sec-Tram Closed Turfs

## Why It's Good For The Game

Someone definitely didn't mean to place some machines under Closed
Turfs. This barely qualifies as player facing.

## Changelog

🆑
fix: Cleans up some rocks on Birdshot
/🆑

* [NO GBP] Fixes deconstruction of closets & crates under a special case (#82612)

## About The Pull Request
So if a closet/crate has the `NO_DEBRIS_AFTER_DECONSTRUCTION` set on it
and if someone/something is still inside, then after deconstruction they
get deleted rather than getting dumped out first.

Could cause potential hard delete of mobs & stuff. We don't want to deal
with that

## Changelog
🆑
fix: closets & crates will dump all contents out first before deleting
itself regardless of `NO_DEBRIS_AFTER_DECONSTRUCTION` thus not for e.g.
hard deleting mobs inside it
/🆑

* Fixes ordinance lab igniter in IceBox (#82595)

## About The Pull Request
- Fixes #82294

Basically the same idea of merging ordanance lab with the burn chamber
so they share the same apc as already implemented in #82322

## Changelog
🆑
fix: Ordinance lab igniter in Icebox works again 
/🆑

* Birdshot: engi wardrope. (#82639)

## About The Pull Request

Add engi wardrope on Birdshot.

## Why It's Good For The Game

Birdshot doesn't have engi wardrope.

🆑
fix: Birdshot now have engi wardrope
/🆑

* Gives shadow walk a new, spookier, and shorter sound effect that no longer ignores walls (#82689)

## About The Pull Request

This gives shadow walk a snazzy new sound effect for entering/exiting
jaunt.


https://github.com/tgstation/tgstation/assets/28870487/c25f720f-5bad-4063-8d6e-140fd41bd740

This also has the sounds it plays no longer passes through walls.
## Why It's Good For The Game

The ethereal_entrance/exit sound effects are drawn out, and pretty
grating. They work for the other jaunts they're used for because a jaunt
typically lasts longer than the sound itself. Nightmares are frequently
dancing in and out of jaunt, and the sound effects for entering/exiting
tend to overlap. It gets loud and annoying really fast.

This sound effect is quicker, spookier, and more distinct.

As for making the sound not ignore walls, I think it's pretty dumb how
easy it is to detect the spooky scary shadow antag just by sitting in
your department. It takes a lot of the initial fear and paranoia they
have the potential for is wasted when Joe Geneticist can hear them
messing around in their territory without having to leave their chair.
## Changelog
🆑 Rhials
sound: Nightmare has a new sound effect for entering/exiting shadow
jaunt. It also no longer can be heard through walls.
/🆑

* [MIRROR] Alt click refactor (#2029)

* Alt click refactor

* Some early conflict removal

* Big modular refactor

* Update console.dm

* Update paper.dm

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>

* Yeets `ATTACK_QDELETED`, fixes welding torches not using fuel on attacking non-mobs (2 year old bug)  (#82694)

## About The Pull Request

- Deletes `ATTACK_QDELETED`
- May have been necessary in the past but it's pointless now. All it
does is clutter the attack chain. Perish.

- Fixes welders not using fuel on attacking non-mobs
- #65762 "fixed" welders consuming fuel on clicking turfs by adding an
`isliving` check and not an `ismovable` check?


## Changelog

🆑 Melbert
fix: Blobs may rejoice, welding torches now consume fuel when attacking
objects again after two years.
/🆑

* electric_welder fire

* Quirks, which give items, now have quirk_item arg specified as obj/item, instead of being just a var (#82650)

## About The Pull Request
quirk_item is now /obj/item, since it will allow for calling procs or
getting variables from this item

It's required for non-modular translation to call for item's name to
remove articles

## Why It's Good For The Game
It's always an item, and if it's a path, it's already checked for it.
Better usage in the future.

* turns martial arts gloves into a component (#82599)

sleeping carp gloves also work on mind init

this means for the sake of deathmatch you dont have to put them off and
on

fixes #82321

🆑
fix: you no longer need to put your sleeping carp gloves off and on in
Deathmatch to get the martial art
/🆑

---------

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

* Regal Rats can now tear down posters (#82673)

## About The Pull Request

i was fixing something on bagil and someone who was playing a regal rat
(after the round ended) said they wanted to be able to tear down posters
as a regal rat so i decided to code it because it made sense.

it's an element so literally any mob can tear down posters but i can't
think of any other mobs that would make sense to let it tear down
posters so we'll leave it just for _The Champion of All Mislaid
Creatures_ for now
## Why It's Good For The Game

Regal Rats should be all about sludgemaxxing and fucking up maintenance
to make it look even more grody than it should be. Being able to tear up
those disgusting and well-drawn posters to leave behind nothing but
scraps fits that motif. The element has a `do_after()` just to make sure
His Holiness doesn't accidentally tear down his posters while clicking
(i think all mobs should have this but that's a different issue man)

also includes some code improvement and user feedback in some failure
cases that already existed in the code.
## Changelog
🆑
add: Regal Rats are now able to tear down those colorful posters those
weird grey creatures keep spackling up on the walls of their rightful
domain.
/🆑

* Adds "Strong Stomach" quirk, a core CDDA/PZ quirk we've sorely been missing. Also Deviant Tastes dirty food re-nerf. (#82562)

## About The Pull Request

- Adds Strong Stomach quirk. 
   - 4 points
   - You can eat dirty food without risk of getting disease. 
- You suffer less negative effects from vomiting. Vomit stuns you for
half the duration, and you lose half as much nutrition.

- Reverts https://github.com/tgstation/tgstation/pull/76864 , integrates
its effects into Strong Stomach instead.

## Why It's Good For The Game

- Lotta people (namely Lizards and sometimes Felines with Deviant
Tastes) run gimmicks involving them being a gremlin person and eating
trash off the ground, and it's rather hard to accomplish this now since
it makes you a public medbay enemy # 1. This quirk should give them an
option to avoid that.
- Also (as mentioned in the title) both CDDA and PZ have this trait and
I can't believe we're missing it! This is something in
modifiable-character-traits/quirks-101.

- I moved the effects from #76864 to this quirk because 1. I thought it
was more fitting and 2. I thought the original PR was kinda wack for
what is (generally) a neutral quirk.

## Changelog

🆑 Melbert
add: Adds the Strong Stomach quirk, which allows you to eat grimy food
without worry about disease, and makes you a bit more resilient to the
effects of vomiting.
del: Deviant Tastes no longer prevents you from getting a negative
moodlet from eating dirty food. Strong Stomach does that now.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>

* Remove several functions from collections.js which have ES5 equivalents (#82417)

* Makes it EVEN EASIER to work with atom item interactions ft. "Leaf and Branch" & "Death to Chains" (#82625)

* apc fix

* Gulag Adjustments Two (#82561)

## About The Pull Request

I have received feedback that after the prior changes in #81971, the
gulag is still a little bit too subject to RNG.
The main culprit (as in my previous PR) is Iron being kind of cheap and
the fact that unlike the old Gulag you no longer have any way of
headhunting more valuable materials (everything appears as boulders on
your ore scanner).

My solution to this is wider than the last one of tweaking point values,
but also much simpler:
Just make every boulder you mine be worth the same amount of points
regardless of what is inside of it.

On the average test I made I could comfortably mine about 40-45 boulders
in ten minutes.
We'll make some adjustments to that rather than leaving 40 as the target
number;
Most players upon being teleported to the gulag are going to spend a few
minutes whining and bemoaning their fate instead of getting straight to
work. I had the benefit of being able to make sure my run started as
soon as a storm ended so I wouldn't need any kind of midpoint break. I
was also always the only person playing on my local instance, there
hadn't been any other pesky prisoners before me who had already mined
out all the nearest available deposits. And of course, let us not
forget, I am an MLG master league ss13 player who was surely performing
well above average.

So we'll round that down to: Each boulder is worth 33 points, meaning
you need to collect 31 boulders to complete a 1000 point (roughly ten
minute) sentence.

How do I ensure that every boulder is worth the same amount of points?
Well it's pretty easy.
One boulder = one material sheet. One material sheet = 33 points.
Simple.

"Now Jacquerel", I hear you not saying because you don't want me to know
about this thing you would prefer to do instead of hitting rocks
outside; "if I simply smash all of the tables and microwaves and botany
trays and bed in the gulag I can easily get like 65 sheets of Iron,
which is almost enough to buy the freedom for two entire people!"
Unfortunately I knew you were going to try and do that and the prisoner
point machine will only give you points for material sheets which have
been printed from the material smelter (well, any material smelter
actually but you should probably use the one in the gulag). You'll be
able to tell because if you examine a valid material sheet it will
mention a little maker's mark on it, which is absent in the beat-up iron
that you get from smashing furniture to bits.

Also glass is worth 0 points. Don't waste time digging up that shit. 

As glass has had all of its point value removed, I have added a "work
pit" to the gulag to compensate. You can pull boulders out of this
indefinitely via effort, however it also stamcrits you every time.
It's not very fun to do this, but that's because I would prefer you to
go find the rocks out in the field instead. This is a last resort.
You can do this if there's no boulders left to mine or if you really
really really hate mining and would rather very slowly click on one tile
repeatedly to get your boulders instead.
As a tiny bonus doing this gives workout experience.

This isn't a totally ideal solution but I think it'll do for now.

## Why It's Good For The Game

What we want out of the gulag is:
- Something where officers can vaguely approximate an expected sentence
duration.
- A task that requires players to actually be spending that time doing
something to get out of here.
- Produces at least some amount of useful materials.

In I think roughly that order.
I hope this change accomplishes all three of these in a way that is
somewhat predictable rather than throwing darts at a board.

## Changelog

🆑
balance: Gulag mining has been rebalanced so that every boulder is worth
the same amount of points to mine for a prisoner regardless of what it
contains, and should be more consistent.
add: A vent which boulders can be hauled out of by hand has been added
to the gulag which you can use if there's nothing left to mine. It is
very slow, but at least it gives you a workout...
/🆑

* stone

* Makes test merge bot continue with other PRs if updating one fails. (#82717)

Right now updating
https://github.com/tgstation/tgstation/pull/81089#issuecomment-1907296233
fails because it exceeds github character limit for comments.

This will make it work until backed is updated.

* Fixes the RnD console by adding a removed import (#82750)

## About The Pull Request
The 'map' import was removed from this file by #82417 but it's still
used in place in code. This re-adds the import

## Why It's Good For The Game
Fixes RnD consoles

## Changelog
🆑
fix: Fixed RnD consoles not being able to be opened.
/🆑

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>

* Fixes cargo import (#82755)

## About The Pull Request
One of the imports got removed and there were no warnings... Man if only
there were a technology that could warn us in advance
## Why It's Good For The Game
UI fixes
## Changelog
🆑
fix: Fixed a bluescreen in cargo console
/🆑

* fixes

* Fixes, fixes.

* Pre-emptive mirror of https://github.com/tgstation/tgstation/pull/82892

* Turf weakref persists in changeturf / Fix plasma cutters  (#82906)

## About The Pull Request

Turf references don't change so logically, turf weakrefs wouldn't change
if the turf changes.

By not doing this this can cause bugs: See #82886 . (This Fixes #82886) 

(Projectiles hold a list of weakrefs to atoms hit to determine what they
have already hit.

Because turf weakrefs reset, we could "hit" the same turf twice if it
destroyed the turf.

Old behavior - this was fine but now that they're weakrefs, we get two
weakref datums in the list that point to the same ref.)

Less hacky alternative to #82901 . (Closes #82901) 

## Changelog

🆑 Melbert
fix: Plasma cutters work again
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Interception&? <137328283+intercepti0n@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Ketrai <zottielolly@gmail.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Iajret <8430839+Iajret@users.noreply.github.com>
Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: AMyriad <143908044+AMyriad@users.noreply.github.com>
Co-authored-by: Zytolg <33048583+Zytolg@users.noreply.github.com>
Co-authored-by: Xackii <120736708+Xackii@users.noreply.github.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com>
Co-authored-by: Arthri <41360489+Arthri@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-28 22:24:01 +02:00
SpaceLoveSs13
a9ff046352 Administrator Cherrypick (#27405)
* Admin Verb Datums MkIII | Now with functional command bar (#82511)

* Modular stuffs

* Put some admin jump verbs back into the context menu | sorts area jump list again (#82647)

## About The Pull Request

See title.

## Why It's Good For The Game

Some admins wanted all the jump verbs back, aswell as making them not
AGhost you.
Also make the Jump To Area verb use a sorted list again

* Hey what if admins were allowed to use the player panel (#82682)

Re-adds the player panel verb to the verb panel.

* Controller Overview UI (#82739)

* Fixes a minor spelling mistake on the admin panel/verb list (#82747)

## About The Pull Request

Corrects `inisimin` to `invisimin`. This addresses #82728, but only
fixes one of the two issues mentioned

## Why It's Good For The Game

-1 spelling mistake

## Changelog
🆑
spellcheck: 'inisimin' verb corrected to 'invisimin'
/🆑

* Player Panel-age (#82757)

* Admin Forced Mob Rename and Preference Update (#82715)

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: chel <64568243+iliyaxox@users.noreply.github.com>
2024-04-23 20:43:45 +02:00
SkyratBot
f9947d8c29 [MIRROR] Adds Healthdoll to Basic Dexterous Mobs (#27232)
* Adds Healthdoll to Basic Dexterous Mobs (#82541)

## About The Pull Request

This PR adds a health doll to the hud used by basic and simple mobs to
the dexterous basic mob HUD. I'd reckon the only reason it wasn't
initially there in the first place is by mistake.

This also apparently adds the damage borders around the screen as the
mob takes damage, which is a useful gauge for knowing when you're about
to die.

![image](https://github.com/tgstation/tgstation/assets/47086570/d5c45f32-2326-4c65-bf67-77b10c0c153e)

## Why It's Good For The Game

Basic QoL change to provide basic dexterous mobs with the same level of
health info that we provide everything else.

## Changelog
🆑
qol: Basic dexterous mobs now have a health doll and screen damage
indication like other basic mobs.
/🆑

* Adds Healthdoll to Basic Dexterous Mobs

---------

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
2024-04-18 03:01:35 +02:00
SkyratBot
3f547aad56 [MIRROR] Removes redundant update_parallax_contents calls (#27323)
* Removes redundant update_parallax_contents calls (#82644)

## About The Pull Request

Off shuttle move doesn't need to happen because shuttles use abstract
move which calls it anyway
Similar story for the ghost stuff, this was actually causing pretty
common double calls so we may actually get somethin out of this Oh and
something in air which is past me knifing me in the back

* Removes redundant update_parallax_contents calls

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-04-15 22:04:02 -04:00
SkyratBot
ee39ac6630 [MIRROR] ai z level indicator (#27149)
* ai z level indicator (#82376)

## About The Pull Request
https://tgstation13.org/phpBB/viewtopic.php?f=5&t=35669

https://github.com/tgstation/tgstation/assets/70376633/77e1548a-46be-4da9-a6cd-a7f5b2fdf21b

## Why It's Good For The Game

its convenient and especially more convenient on northstar for
orientation

## Changelog
🆑
qol: AIs now get a z level indicator
/🆑

---------

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

* ai z level indicator

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2024-04-04 21:56:32 +02:00
SkyratBot
e021ec7176 [MIRROR] Blocks (most instances of) screen elements from entering base atom /Click (#27049)
* Blocks (most instances of) screen elements from entering base atom `/Click` (#82236)

## About The Pull Request

Fixes #76495

This PR prevents (most) screen elements from running base
`/atom/proc/Click` and `/mob/proc/ClickOn()` when clickend.

(The only exception I found to it was the cursor catcher for scopes.)

Why?
Most, if not everything in `ClickOn` is considered "in world"
interacting. It abides by `incapacitated`, runs `faceAtom`, etc.
This means, currently, you can "interact" with screen elements using in
world elements. For example, TK-ing / pointing a gun at your mood face.

Right now this affects very little, but there is a large potential for
errors. All you have to do is forget a sanity check in `afterattack` and
suddenly you have an item that can affect your screen objects.
The only example I found was the `/item/godstaff`, which can color some
of your screen elements. But there may be more. Like guns.

Note:
Many, many screen elements ALREADY do not fall down into atom click.
They simply don't call parent. Which is totally fine.
I am just ensuring ALL* screen elements do not fall down into atom
click.

## Changelog

🆑 Melbert
fix: Blocks mobs from trying to "physically" interact with some of their
hud elements, such as using Telekinesis or point a gun at your mood
meter.
/🆑

* Blocks (most instances of) screen elements from entering base atom `/Click`

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-04-04 13:38:44 -04:00
Useroth
56452102a7 [MIRROR] Fix 100k toggle move intent comsig runtimes (#82239) (#27066)
Fix 100k toggle move intent comsig runtimes (#82239)

## About The Pull Request

`user` isn't passed in many situations in which `toggle_move_intent` is
called and also it's useless to pass `user` because it should just be
The Mob

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-04-04 01:46:27 -04:00
SkyratBot
37bc259bb0 [MIRROR] Refactor removing unused defines. (#26998)
* Refactor removing unused defines. (#82115)

Refactors a lot of the unused defines.

Refactors a lot of the unused defines.

Nothing player facing

---------

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

* Oh well. I hope this works fine.

---------

Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-03 03:39:46 +02:00
SkyratBot
e550d50a42 [MIRROR] Allows borgs to use ranged rightclicks (#27096)
* Allows borgs to use ranged rightclicks (#82265)

## About The Pull Request

No idea why this is all copypaste snowflake code but here we are. Borgs
can now use ranged rightlicks just like anyone else.

I honestly have barely any idea as to what I am doing, does anyone have
a diagram of the attack chain? But I can assure you, it does work.

## Why It's Good For The Game

Future borg parity with EVERYTHING ELSE. Will make crushers and other
weapons with rightclick functionality work if one decides to add them to
borgos. Even if not, it's good to keep the parity.

## Changelog
🆑
code: Borgo rightclick ranged code
/🆑

---------

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

* Allows borgs to use ranged rightclicks

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2024-03-29 14:29:06 -04:00
SkyratBot
45343bb159 [MIRROR] Food Bar Updates, moves it out of the alert "stack" and to the left of mood, makes it more snappy (#26774)
* Food Bar Updates, moves it out of the alert "stack" and to the left of mood, makes it more snappy (#81834)

* Food Bar Updates, moves it out of the alert "stack" and to the left of mood, makes it more snappy

* Update hemophage_species.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2024-03-26 12:14:55 -04:00
SkyratBot
227264f146 [MIRROR] Removes Orbit Polling Component, SSpolling improvement (#26769)
* Removes Orbit Polling Component, SSpolling improvement

* a

* Update effects.dmi

* Update tgstation.dme

* Revert "Update tgstation.dme"

This reverts commit d4fdaf0abbfaacddb0cc0d175dad4e410fe57e44.

---------

Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2024-03-26 11:20:47 -04:00
SkyratBot
19d6466f3a [MIRROR] Abilities with no owner control isnt given to ghosts (#26926)
* Abilities with no owner control isnt given to ghosts (#82037)

## About The Pull Request

Actions that don't give the user control (so don't give them an action
button) will now no longer give them to ghosts either. Ghosts should see
the same information as the player when observing them. They don't need
to see guardian's protection mode and bileworm's spitting, for example.

## Why It's Good For The Game

Explained in the about the pull request already, ghosts should have the
same information as the player they are orbiting, not see the hidden
actions. It makes it annoying for contributors to have to manually set
every ability meant to not be seen by players to also not be seen by
ghosts.

## Changelog

🆑
fix: Action abilities hidden from players are now not shown to observers
either.
/🆑

* Abilities with no owner control isnt given to ghosts

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2024-03-17 19:22:25 -04:00
SkyratBot
7c88e6cba1 [MIRROR] Adds an HUD button to change your z-level (#26694)
* Adds an HUD button to change your z-level (#81680)

## About The Pull Request

Adds a quick shortcut to the "Move up" and "Move down" verbs via a
button on the HUD!

Gnarly as hell features include:
- Implemented on humans, ghosts, cyborgs, AIs and Xenomorphs!
- One button, two actions! Left click goes up, right click goes down.
- Each UI style has its own themed sprite! (I made them myself and I'm
not good spriting but I like how they ended up)
- Has a tooltip! (Wow!)

Demo video (has old button placement, look below to see the new
placement):

https://youtu.be/Mlw6C_ta50g

<details>
<summary>Mobs screenshots</summary>

AI:

![image](https://github.com/tgstation/tgstation/assets/24967815/c34f1dd9-4efc-4170-a811-ebe3c96ef362)

Ghost:

![image](https://github.com/tgstation/tgstation/assets/24967815/9b6adadf-9dec-4f7a-b230-227b9f2232d3)

Larva/Xenomorph:

![image](https://github.com/tgstation/tgstation/assets/24967815/7bb60037-149a-446e-909b-9424e7fc0726)

Cyborg:

![image](https://github.com/tgstation/tgstation/assets/24967815/f3426cb8-763d-4dec-9921-48267a039ed5)

</details>

<details>
<summary>UI styles screenshots (old placement)</summary>

Midnight:

![image](https://github.com/tgstation/tgstation/assets/24967815/232bde6d-fdb9-4b0e-a900-04522c3e5695)

Clockwork:

![image](https://github.com/tgstation/tgstation/assets/24967815/67b8e777-4177-435a-9ac4-18a617cd7fb7)

Detective:

![image](https://github.com/tgstation/tgstation/assets/24967815/ce3cff5a-e0be-4d5f-ab2a-3c740fc68841)

Glass:

![image](https://github.com/tgstation/tgstation/assets/24967815/8934da4d-a3c6-4c06-be5b-b1b457603b09)

Operative:

![image](https://github.com/tgstation/tgstation/assets/24967815/3ebe1242-fc78-4de3-bb92-e1ced3e3cfb6)

Plasmafire:

![image](https://github.com/tgstation/tgstation/assets/24967815/b3667443-cd35-42e2-a287-56522f589f5e)

Retro:

![image](https://github.com/tgstation/tgstation/assets/24967815/89e82b1b-9cda-4d0d-bdad-cd7bdbc27fea)

Slimecore:

![image](https://github.com/tgstation/tgstation/assets/24967815/8e5fe17f-e118-4c13-b99d-9a9d444f0e9a)

Trasen-knox:

![image](https://github.com/tgstation/tgstation/assets/24967815/dddf6ef5-633d-4bbe-9f02-725affaa66dd)

</details>

**New placement:**

<details>

![image](https://github.com/tgstation/tgstation/assets/24967815/edfa4ee3-a642-4b85-b8e6-5064cee91c3d)

</details>

## Why It's Good For The Game

We already have a bunch of maps with multiple Z-levels (Northstar,
Tramstation, Icebox) and I'm sure there will be more to come.
As these maps become more common, the ability to move up/down z-levels
is bound to become important, if not essential. So I thought that,
instead of hiding this ability behind a tab or a hotkeys menu, why not
have it front and center?

Also, I remember a long time ago there was a push to make the verbs menu
on the top right obsolete, this helps to get us to that goal if we're
still doing it.

(This whole thing was inspired by me seeing what I assume to be a
not-so-new but not-so-experienced player being confused as to how to go
down those exact stairs on Tramstation's science when the gravgen was
broken, and my inability to be able to explain it to them, partly
because i couldnt remember what the key was called, and partly because i
was a mime.)
## Changelog
🆑
qol: added an HUD button to go up and down floors
/🆑

* Adds an HUD button to change your z-level

---------

Co-authored-by: Ilán Mori <ilanmori@hotmail.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2024-03-11 22:54:28 -04:00
SkyratBot
2eac95b7a1 [MIRROR] Adds a small cafeteria behind the right wing shutters of the museum. (#26766)
* Adds a small cafeteria behind the right wing shutters of the museum. (#81465)

## About The Pull Request
I was thinking to contribute something to the new away mission map to
make it better. Mapping and all takes too much time for me, so I could
do little. Though it comes with its own unique gimmicks.

To reach the cafeteria, one has to complete a couple puzzles.
The first set is opened by inputing the correct PIN on the password
panel beside it. There're several clues to help you guess this fairly
easy puzzle, in the form of several number graffitis, a scrapped piece
of paper full of numbers, and a board filled with colored dots also
found just beside the panel.
The second one is opened by a keycard, and is generally lazier. To find
it, you'll need to do a bit of (toilet) searching.

As for the unique things this PR adds:
- A fire extinguisher... that actually contains welding fuel
- A (dirt-cheap) hotdog vending machine*
- A completely ornamental maneki-neko (that's the name of the
luck-bringing, paw-waving cat figurine)
- A piggy bank that carries money between rounds. It has a cap of 10k
credits worth of holochips, cash and coins, which is pretty high, but
I'm confident people will just destroy it for its contents the moment
they find it. His name is Pigston Swinelord VI.
- More, totally legit and not actually fake bombable walls :^)

*By the by, you can also find it during the national hotdog day.

Screenshots of the new location:
![museum
cafe](https://github.com/tgstation/tgstation/assets/42542238/1c0d93b7-90d5-4459-a48d-81430f0d3613)
![museum
restrooms](https://github.com/tgstation/tgstation/assets/42542238/5a9e049d-6acc-464b-998d-901e43154bae)

## Why It's Good For The Game
You know how most away missions are not that special at all? Yeah,
@ mc-oofert set an example of a pretty decent one actually, if not a tad
small. I thought it could use a touch of another mind actually
contributing to it too, because it deserves it.

Also, this sets the basis for other persistent piggy banks. I don't
think they should all have that 10k cap like this one, perhaps 1k is
enough. Beside, the code that mothblocks did for json database datum is
pretty good, so there is not a whole lot of shitcode here.

## Changelog

🆑
add: Added a cafeteria to the museum away mission, with a few special
things to it. To reach it, you'll have to complete a couple puzzles
however.
map: The museum away mission now has a couple restrooms.
add: Hotdog vending machines may spawn during the National Hot Dog Day.
/🆑

* Adds a small cafeteria behind the right wing shutters of the museum.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-07 08:53:28 -06:00
SkyratBot
1d0f129500 [MIRROR] Changes animation of status alerts (makes it bounce slightly like Project Zomboid) (#26759)
* Changes animation of status alerts (makes it bounce slightly like Project Zomboid)  (#81833)

## About The Pull Request

Changes the easing and slows down status alert animations.

https://github.com/tgstation/tgstation/assets/51863163/3e5a7789-5c38-446d-9c9c-197fe1a320d2

## Why It's Good For The Game

I was playing Project Zomboid a while back, a game which has a similar
alert system that we have (in that they stack up on the right side of
the screen), and I wondered "why don't our screen alerts animate, why do
they just pop up?"

And the answer to that is they do animate. But their animation is...
0.25 seconds long. Which is at worst, not noticeable, and at best,
glitchy looking.

So I just... changed the easing and slowed it down a bit.

Now, when an alert enters the screen, it does a little bounce.

I believe this will make screen alerts a bit less unpleasant to look at
and a bit more noticeable for newer players. This also has a neat effect
(as demonstrated in the video) of making "updating" alerts stand out a
bit more. Before when something like "wounded" would update, it would
just appear to be glitching out of the right side of the screen. Now it
wiggles to show you it's updated.

And of course, this can be played with in the future. If we wanted to go
full Zomboid style we can scale the power of the bounce down for less
important alerts / scale it up for more pertinent alerts. Or bounce
things which are actively a hazard like pressure or fire or temperature.

Also, we can give alerts a bit more of a static order. In the demo video
it swaps around which is kinda ugly, but we can fix that.

## Changelog

🆑 Melbert
add: The animation that plays when an alert pops up on your screen is
different.
/🆑

* Changes animation of status alerts (makes it bounce slightly like Project Zomboid)

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-03-06 22:13:10 -05:00
SkyratBot
a0d0f8a7cd [MIRROR] Riot armor and helmets (and similar gear) protect against more melee-based attacks (like RNG punches), bottles aren't near guaranteed knockdowns (#26633)
* Riot armor and helmets (and similar gear) protect against more melee-based attacks (like RNG punches), bottles aren't near guaranteed knockdowns (#81365)

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partially includes Syndicate modsuits and other suits with a module)

TRAIT_SHOVE_KNOCKDOWN_BLOCKED is now called
TRAIT_BRAWLING_KNOCKDOWN_BLOCKED. This is possessed by riot suits, SWAT
suits and now **plate armor**. Not the chaplain variety, because fuck
them I guess. (this was apparently deliberate so don't complain to me,
okay?)

Anyone with this trait is now unable to be knocked down by;

- Pure RNG on blunt objects attacks to the chest (Probability is
otherwise altered by melee armor already)
- Unarmed punches, both RNG and deterministic
- Bodies thrown at them. Instead, dealing stamina damage and causing
them to become staggered.

A new trait called TRAIT_HEAD_INJURY_BLOCKED, which protects from
various head injury related effects. This is possessed by riot helmets,
SWAT helmets, plate helmets, hardhats and applied to MODsuits with armor
boosters activated/the infiltrator suit while active.

The trait is also granted to anyone wearing a modsuit with the Head
Protection module installed. This can be printed from round start, and
comes pre-installed into all the engineering modsuits, security moduits,
research modsuit and magnate modsuit. (I had to bump up the security
modsuit complexity a bit to put it in iunno if we have a policy about
that)

Anyone with this trait is protected against:

- Bottle smashes to the head.
- RNG Blunt force trauma to the head by blunt objects (Probability is
otherwise altered by melee armor already)
- Partially protects against getting your spine snapped during a bad
tackle (this used to be a check ONLY for the riot helmet or hardhat)

The bottle smash's chance of a knockdown is based on the force and
knockdown duration of the bottle, altered by relevant head melee armor.
It's no longer basically guaranteed due to weird math that would
determine whether or not you were knocked down only if your armor
exceeded certain values or not.

Any instance that would check either for riot armor or riot helmets
instead checks for the new traits.

People weren't particularly happy with the possibility of getting
ownzoned by a naked assistant or random toolbox-wielding tider while in
dedicated melee protection armor as a result of pure RNG jank. [There
was a whole thread here about
it](https://tgstation13.org/phpBB/viewtopic.php?f=83&t=35645) with
regards to unarmed combat.

If you're in riot gear, you should feel like you can confidently combat
improvised/blunt weapons at a cost of general protection from the more
serious dangers to your wellbeing (AKA lead poisoning or heatstroke. Get
it....it's bullets and lasers...)

For some reason, bottle smash knockdowns, despite using the values
just...conveniently don't get blocked by armor except for extreme
values? If at all? I felt like this was really weird for something with
such a hefty and fairly powerful knockdown effect, particularly one you
can lob at someones head at range. I remember, way back when I first
started playing, that this was a feature that used to stun, and one I
used a lot to get cheap kills. The amount of bullshit stuns I got on
people with it still haunt me to this day. It hasn't improved in the
current era, despite being a knockdown, simply because any knockdown
still takes several seconds to exit. An arbitrarily low knockdown is
still a several second one. It's time to bring this in line with similar
equipment.

Rather than using flat values that are _clearly_ meant to be only
applicable to riot armor the decade ago that the code was written, let's
use traits instead. That's way better than relying on magic numbers that
may become irrelevant when the code around it changes, which anyone
touching that code may not even be aware existed.

Since we're using a trait, we can actually allow modsuits to
occasionally fill defensive niches that aren't strictly armor values.
Handy.

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🆑
balance: Nanotrasen, in direct response to the increasing danger posed
by wannabe martial artists and rioters in the fringes of the Spinward
Sector, have upgraded the impact dampeners found in their riot armor.
Staff have also started to rediscover the value of medieval armor; it
isn't particularly easy to topple a knight in a suit of plate with just
your fists.
balance: Melee-focused armor is now more able to protect you from
various RNG-based knockdowns, such as critical hits from punches (as
well as the ones applied through the staggered status), shoves, critical
hits with a blunt weapon to the chest, and body throws.
balance: Melee-focused helmets also protect you from head injuries, such
as bottle smashes, accidentally hitting something dense during a tackle,
and critical hits from a blunt weapon to the head.
balance: Bottlesmash knockdowns are less reliable in general.
add: A new module, the Safety-First Head Protection module, protects you
from head trauma! Available in most modsuits expected to take hits to
the head often. And from roundstart exofabricators.
/🆑

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* oh well

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-02-27 01:59:40 +01:00
SkyratBot
290a97d05e [MIRROR] You can do more things while floored (#26643)
* You can do more things while floored (#81641)

## About The Pull Request

While on the floor, you can:
- Use the UIs of Atmos machinery (except thermomachine and bluespace gas
vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins
- Close extinguisher cabinets with Right-Click
- Click and drag yourself onto a photocopier to climb onto it.

I also changed all instances of ``ui_status`` to have all the args it's
being passed, I was messing with it a bit but it's gonna be for a later
PR.

## Why It's Good For The Game

It's an extra layer of harmless realism, also nice QoL for people who do
not have functional legs and do not have a wheelchair.

## Changelog

🆑
qol: You can use atmos machines, holopads, crayons, spray cans, and
disposal bins while floored.
fix: You can close extinguisher cabinets while floored.
fix: You can climb onto a photocopier from the floor.
/🆑

* You can do more things while floored

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2024-02-26 21:32:59 +01:00
SkyratBot
4c0fd903f3 [MIRROR] bindable action buttons (#26536)
* bindable action buttons (#81371)

## About The Pull Request
### work started 12/12/2023

you may alt-click action buttons to bind them to a key
these are subject to click cooldown and if an action successfully
triggers click cooldown is triggered so you cant instantly do multiple
alt-click again to unbind
## Why It's Good For The Game

moving your mouse to the top left corner to do combat is not good
gameplay

## Changelog
🆑
qol: you may altclick action buttons to bind them to a key
/🆑

---------

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

* bindable action buttons

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2024-02-17 08:24:48 -05:00
SkyratBot
9a7e74d699 [MIRROR] Makes AI tracking more snappy, improves API (AI movement change) (#26508)
* Makes AI tracking more snappy, improves API (AI movement change) (#81401)

## About The Pull Request

Ok so tracking (from the datum) worked, but when used to follow someone
it had a noticable delay from the datum needing to wait for process to
fire to do its work

This would be an expensive proc to run constantly, but we don't really
have to (there are not that many ai eyes in the world). So rather then
only processing to keep step, let's track the target mob by its
movement, and then fall back on a process loop to handle rechecking in
case of camera memes.

This does technically mean you won't "break" the track if the cameras go
out until the tracked mob moves, but I think that's a reasonable price
to pay for more responsive movement. I think I could make our current
system work with it too, though it would be a bit more wasteful. John if
you have opinions just lay into me.

I've also renamed/pulled apart the helper procs for the trackable datum,
with the hope of making how they are used more understandable at a
glance

Oh and rather then holding a weakref since I needed MOVED anyway I just
use QDELETING to free the ref if the mob goes away

### Edit:

#### Glide size touchups
Implements glide size mirroring so we move at the same speed as our
target

Also moves the existing signal to send to the trackable datum itself, as
appears intended from the doc comment

#### AI behavior changes

Rewrites ai movement to be less dumb

OK so 2 things here. One is a behavior change, the other is a visual QOL
thing.

The way ai movement works is we move graduated "steps". Either moving 1,
2, or 3 steps per tick.
We do this by, so long as input is held down, incrementing a number
called "sprint"
Currently it'll go from 10 to 50 (formula effectively looks like steps =
(sprint / 20) + 1))

Anyway, this is... not fine but ok, but the way we handle deceleration
is ass IMO. It's literally just wait 0.5 seconds and sprint resets.
I think this feels crummy, so instead I've made it decay depending on
how long you go between inputs, at 7x greater rate then it increases.

That's the behavior change. Visual change is a lot easier.
Ais were not gliding properly. They assumed they had 4 ticks to move a
tile, rather then 1. This meant they'd jump around constantly, to catch
up to where we expect them to be.
I've fixed this by giving them 1 tick instead. Should feel a lot better

## Why It's Good For The Game

Snappier response times, cleaner code

## Changelog
🆑
add: AI's acceleration now smoothly decays, instead of just falling back
down to 0 after 0.5 seconds
fix: AI's standard movement (non accelerated) is smooth now, instead of
constantly jumping around
fix: AIs will now follow their targets more closely, shouldn't have any
issues with them lagging behind anymore
/🆑

* Makes AI tracking more snappy, improves API (AI movement change)

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-02-15 17:19:30 -05:00
SkyratBot
4f53ec2660 [MIRROR] Fixes complex lights not handling moving well, renames lighting defines (#26484)
* Fixes complex lights not handling moving well, renames lighting defines (#81423)

## About The Pull Request

[Fixes static lights not
moving](ffef43c05a)

Worked fine when the owner moved, but if the owner was inside something
else, it would try and trigger an update on the PARENT's lights, which
are obviously not us.

[Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they
do](de73a63bd4)

People keep trying to change the lighting system of lamps and it makes
me mad.
I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a
better name for turf matrix lighting. Suggestions welcome

## Why It's Good For The Game

Closes #80005
Hopefully improves understanding of lighting at a glance
## Changelog
🆑
fix: Fixes fancy lights not updating their source location when picked
up and moved
/🆑

* Oh well

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-02-12 22:25:22 +00:00
SkyratBot
ecdb01a9cc [MIRROR] Fixes xeno larva click interaction (#26475)
* Fixes xeno larva click interaction (#81415)

## About The Pull Request

Xeno larva can now bite people, or nudge them with their heads, once
again.

At some point, they stopped being able to do their usual bite. Their
lack of active hands would lead to the "you look at your arm and sigh"
message but like. You don't have arms you are a worm.

I don't think this changes any other larva click interactions.
## Why It's Good For The Game

You can bite people to grow faster as xeno again.

You can bonk stuff with your head as xeno again.
## Changelog
🆑
fix: You can now click things as an alien larva again.
/🆑

* Fixes xeno larva click interaction

---------

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
2024-02-11 18:03:52 -05:00
SkyratBot
40906ad100 [MIRROR] Client colo(u)r no longer uses Client.color, now coloring the render game plane instead (#26470)
* Client colo(u)r no longer uses Client.color, now coloring the render game plane instead (#81328)

## About The Pull Request

Rather than utilizing `client.color`, client color datums now apply
their colors to the render game plane.

This means
1. The player's HUD is no longer affected by client colors. Being
colorblind (in game) no longer makes all hud elements grey as well, only
the world.
2. Overall, less harsh colors.

## Why It's Good For The Game

1. The player's HUD, being an OOC concept, should remain unaffected by
stuff like glasses and blindness. This is how it worked in the past,
before plane cube (IIRC), but it was lost in the transition.
2. Overall just looks a lot better, IMO.

Here's what meson goggles with glasses colors active looks like:

Before:

![image](https://github.com/tgstation/tgstation/assets/51863163/081b69b2-e545-48f8-9016-071107b2c4c1)

After:

![image](https://github.com/tgstation/tgstation/assets/51863163/8a823a82-3953-4889-9594-ccae87843c00)

## Changelog

🆑 Melbert
qol: Glasses colors should be a lot less harsh, and being blind no
longer also blinds your hud.
/🆑

* Client colo(u)r no longer uses Client.color, now coloring the render game plane instead

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-02-11 10:58:41 -05:00
SkyratBot
d30deafe8b [MIRROR] Fix last words being double-encoded when done from the alert popup (#26452)
* Fix last words being double-encoded when done from the alert popup (#81386)

## About The Pull Request

Fixes succumb last words, when typed in the tgui input popup, being
double-encoded/sanitized, resulting in things like this:

Upstream port of
https://github.com/Monkestation/Monkestation2.0/pull/1182

## Why It's Good For The Game

This bug is annoying and makes text uglier and less readable. Also, bugs
are bad. Do I even need to fill this part out for a blatant bugfix?

* Fix last words being double-encoded when done from the alert popup

---------

Co-authored-by: Lucy <lucy@absolucy.moe>
2024-02-10 23:19:31 -05:00
SkyratBot
44242a4103 [MIRROR] Removes Halloween Screen Tint (#26430)
* Removes Halloween Screen Tint (#81355)

## What

Reverts tgstation/tgstation#79062

## Why

It was a good idea (I swear) but as an everpresent effect it is far too
oppressive and opinionated. It causes issues for people with less then
perfect vision, fucked monitor setups (many people it seems) or those
who play in the day (can you tell when I do most of my development?)

I plan on reusing the concept of bracketing to implement conditional
nightvision that makes bright things blow out your screen and such, but
that's not happening for a while. I still think it was pretty but it's
not worth it

## Changelog
🆑
del: Removes halloween screen tint, we're taking him to retire by the
seaside (he was alone and unloved)
/🆑

* Removes Halloween Screen Tint

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-02-09 23:00:28 -05:00
SkyratBot
8e7ec57fd2 [MIRROR] Kicks Martial Arts out of the attack chain (yippee), makes it use signals, plus a large clean up of existing martial arts (#26328)
Kicks Martial Arts out of the attack chain (yippee), makes it use signals, plus a large clean up of existing martial arts (#81097)

- Kicks Martial Arts out of the attack chain.
- All Martial Arts attacks are now handled via unarmed attack or grab
signals
- This means all martial arts are now technically on the living level,
allowing any mob that can unarmed attack to martial arts. Sort of. YMMV.

- All martial arts block checking is now handled by the arts themselves,
meaning you can selectively decide for a martial arts strike to not be
blocked. Maybe good for the future.

- A comprehensive cleanup of all existing martial arts. Improving var
names, code, adding some missing animation calls, etc.

Fixes #74829

Untangles the mess that is martial arts, making it a lot easier to work
with the attack chain and making it overall a ton more consistent.

🆑 Melbert
refactor: Big martial arts refactor, they should now overall act a ton
more consistent. Also technically any mob can do martial arts. Let me
know if something is funky.
/🆑

---------

Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-02 21:28:23 +01:00
SkyratBot
5340aed919 [MIRROR] Adds Combat Button to Living HUD (Simple + Basic Mob HUD) [MDB IGNORE] (#26110)
* Adds Combat Button to Living HUD (Simple + Basic Mob HUD) (#80919)

## About The Pull Request

This PR adds the combat mode toggle to the HUD of simple and basic mobs
that don't have hands (the ones with hands already had it). It looks
like this:

![image](https://github.com/tgstation/tgstation/assets/47086570/f4649693-25c6-4ebc-ad6e-bcabe9939019)

## Why It's Good For The Game

Simple and basic mobs can currently toggle combat mode by using the
keybind for it, however, they can't see whether or not they have it on
currently because the button for it is not on their HUD. Some basic
mobs, like regal rats, have different interactions when clicking on
objects depending on whether or not they have combat mode on, so this is
sort of important information to display to the player.

Which this is technically QOL, Jacquerel gave me permission to PR this
during the feature freeze.

## Changelog
🆑
qol: The combat mode toggle button is now present on the HUD for simple
and basic mobs.
/🆑

* Adds Combat Button to Living HUD (Simple + Basic Mob HUD)

---------

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
2024-01-14 06:37:37 +01:00
SkyratBot
c3f8985044 [MIRROR] Fixes Cameras views on clients 515.1615 or greater [MDB IGNORE] (#26043)
* Fixes Cameras views on clients 515.1615 or greater (#80818)

## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/79954

Turns out the cause of cameras breaking was something weird with how
Byond determined the CENTER location for screen_locs on secondary popup
maps like cameras and the spyglass. This can be remedied by manually
using the LEFT,TOP position for the plane relays. However LEFT,TOP
breaks the views for clients 1614 and below so I included a jank
solution that should allow any client up to this point have the screen
displayed correctly

### 515.1609 views working

![dreamseeker_nolb8BLgRb](https://github.com/tgstation/tgstation/assets/46236974/e155c9c3-12c0-4eb5-a4a6-4e3f09dc456d)

### 515.1623 views working

![dreamseeker_I37Z4X04Hf](https://github.com/tgstation/tgstation/assets/46236974/e91b3bd8-ea05-40e7-ab20-6c48810f9879)
## Why It's Good For The Game

Cameras working passed 1614 means you can update the server. At some
point I suspect Lummox will fix the CENTER position on secondary maps
and when that happens it will likely break the current fix.

## Changelog
🆑
fix: popup screen locs will work on clients >1614. Security cameras and
Spyglass will work
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>

* Fixes Cameras views on clients 515.1615 or greater

---------

Co-authored-by: Chubbygummibear <46236974+Chubbygummibear@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
2024-01-09 19:51:17 +01:00
SkyratBot
c8c07e5097 [MIRROR] Fixes COMSIG_LIVING_EARLY_UNARMED_ATTACK arguments [MDB IGNORE] (#26014)
* Fixes `COMSIG_LIVING_EARLY_UNARMED_ATTACK` arguments (#80783)

## About The Pull Request

Fixes #80566

Fixes the wrong arguments being passed to
`COMSIG_LIVING_EARLY_UNARMED_ATTACK`.
It now properly receives the proximity flag.

Changes clicking with handcuffs to no longer always assume no proximity.

Replaces some checks for hands blocked to some checks for
`can_unarmed_attack` (which, currently, JUST checks for hands blocked,
but this is good for future reasons, just in case)

## Changelog

🆑 Melbert
fix: Strong arm implant users can shove more correctly.
/🆑

* Fixes `COMSIG_LIVING_EARLY_UNARMED_ATTACK` arguments

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-01-05 20:18:29 +00:00
SkyratBot
8cf3407f94 [MIRROR] Removes the attack_slime proc, and other slime refactors [MDB IGNORE] (#25963)
* Removes the attack_slime proc, and other slime refactors (#80487)

## About The Pull Request

- **Removed attack_slime**. Most of the attack_slime content has been
moved to a proc that signs up for COMSIG_LIVING_UNARMED_ATTACK. Its
ugly, but will make converting slimes to a basic mob easier. They now
use attack_animal for now, which might cause some unexpected
interactions. Hopefully when they are converted to basic mobs, these can
be cleared up properly.

- This caused some issues with cyborgs, who used to get only half damage
dealt to them. As refactoring this would have been too much of a
difficult task without much real gain, after much pondering, I have
decided that since slimes can always flash cyborgs with each of their
strikes, maybe cyborgs should only fear slimes that have electric
charges in them. In addition, slimes electric charges decrease now after
they successfully zap an cyborg, making them more consistent with the
zaps that affect carbons. AIs are still fully immune to slimes.

- The slime.dm and slime.life files were extremely bloated, and
unorganized. I have created two new files, defense.dm and ai.dm. I have
moved the various attack_by/attack_hand/etc procs to defense.dm. Ai.dm
now contains every single proc the slime's "AI" uses; this should help
getting a clearer picture of the current functionality, which should aid
with basic mob conversion and decision tree creation. The remaining
files have been slightly organized, with overrides in front, and new
procs at the back.

- Created a proc for swapping out Adult and Baby states of a slime.
Previously, attack_slime was in many cases ignoring fields like
melee_damage_lower and melee_damage_upper, replacing it with magic
numbers based on the slime's lifestate. Now these values are hard set by
these procs. This has caused slimes to be more consistent, though baby
slimes might do a bit less damage on the low end. I am tempted to turn
these in datums in the future, or as part of this PR.

- Removed baby slime's chance to accidentally attack a window/grille by
bumping into it, they had 0 object damage anyways, unlike adult slimes,
so there was no reason not to early return.

- The proc of `handle_feeding` assumed adjustBruteLoss and adjustToxLoss
return positive values when damage has been done, when in reality, it
returns the total health change along with its direction. This meant
slimes would fell off simple or basic mobs after a single bite. This has
been fixed.

- Also updated the warning before the slime type defines, as they were
out of date.

- I have removed the bespoke spacewalk override for slimes, which should
allow them to drift, should gravity go out.

- The nutrition stats are assigned only once, when the slime grows up,
instead of compared to being an adult every life tick

## Why It's Good For The Game

Less duplicated code.
This refactor should help in the basic mob conversion process.
Cyborgs have an easier time wrangling slimes, who could previously kill
them in three hits, if charged. They are mostly encased in metal, they
should feel fine when not hit with electric attacks.
Lets slimes feast on delicious corgis.

* Removes the attack_slime proc, and other slime refactors

---------

Co-authored-by: Profakos <profakos@gmail.com>
2024-01-02 20:30:11 +00:00
SkyratBot
c3bb222d26 [MIRROR] Some Processing improvements [MDB IGNORE] (#25944)
* Some Processing improvements (#80693)

## About The Pull Request
Got the idea from #80682. A lot of parent procs don't do anything, some
are just formatted in a bad way, and others early return and do no ops,
it's bad in general but this should give us a head start.

Some good overhead saved here

* Some Processing improvements

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2024-01-01 23:42:38 +00:00
SkyratBot
328096d192 [MIRROR] Heretic DLC: Path of Moon [MDB IGNORE] (#25938)
* Heretic DLC: Path of Moon (#79536)

## About The Pull Request
This pull request adds a new path.
The cross path is between ash and lock.

Credit to Fury McFlurry for the following sprites:
 ring_leader_effect

The path goes as follows:
 Moonlight Troupe
 Grasp of Lunacy
 Smile of the moon
 > Sidepaths:
    Mind Gate
    Ashen Eyes

 Mark of Moon
 Ritual of Knowledge
 Lunar Parade
 Moonlight Amulette
 > Sidepaths:
   Curse of Paralasys
   Unfathomable Curio
   Unsealed Arts

Moonlight blade
Ringleaders Rise
> Sidepaths:
   Ashen Ritual

 Last Act

Moonlight Troupe:
The first knowledge of path of moon, lets you make Lunar Blades with 2
iron and a knife

Grasp of Lunacy:
The grasp of this path hides your name for 15 seconds after use, but
more importantly it causes the person hit with the grasp
 to hallucinate everyone as indistinct human like figures.

Smile of the Moon:
A pointed spell that causes temporary blinding, muting, deafening and
confusing on the person its targeted at, these effects
 last longer the less sanity your victim has.

https://github.com/tgstation/tgstation/assets/120136161/db7cfaaa-8fe2-4f20-aa78-c17c17be4d63

Mindgate:
Lock-Moon. This spell causes you and your victim brain damage, the
victim also suffers a short amount of hallucinations
 and also 20 oxyloss.

https://github.com/tgstation/tgstation/assets/120136161/11d15acd-11d0-4e7d-a180-6481b18e9fd9

Mark of Moon:
When applied this paths mark pacifies the victim and they remain
pacifist until attacked or until the mark is detonated, when
 detonated the victim is left confused.

https://github.com/tgstation/tgstation/assets/120136161/41e601b5-76d4-4765-8b49-ada7de09feb7

Lunar Parade:
A spell that sends out a projectile that causes people hit by it to
follow the projectile whilst being unable to move. The
projectile also bounces around and is really useful to get people off
your back during chases.

https://github.com/tgstation/tgstation/assets/120136161/cddc8390-e8aa-4d68-b1a5-ab181e941a9b

Unfathomable Curio:
Transmute 3 rods, a brain and a belt into an Unfathomable Curio a belt
that can hold blades and items for rituals. Whilst worn
will also veil the heretic, allowing them to take 1 hit without
suffering damage, this veil will recharge quickly outside of
combat. If examined the examiner suffers brain damage and temporary
brain damage, and if a non-heretic uses it once the shield is damaged
the non-heretic user suffers massive brain damage and a permanent
uncurbable brain trauma. Lock-moon

Unsealed Arts:
Allows you to transmute a canvas and an additional item to create a
piece of art, these paintings have different effects depending on the
additional item added. Lock-moon
Possible paintings:
    The sister and He Who Wept:
    Additional atoms: Eyes.
When a non-heretic looks at the painting they will begin to hallucinate
everyone as heretics.

   The First Desire:
   Additional atoms: Any bodypart.
Increases the hunger of non-heretics, when examined drops an organ or
body part at the painting.

   Great chaparral over rolling hills:
   Additional atoms: Any grown food.
Spreads kudzu when placed, when examined grants a flower to the heretic.

   Lady out of gates:
   Additional atoms: Gloves.
Causes non-heretics to scratch themselves until they remove their
jumpsuit, when examined removes all your mutations.

    Climb over the rusted mountain:
    Additional atoms: Trash.
Causes non-heretics to rust the floor they walk on and when examined
gives you a cool moodlet

These effects are mitigated for a few minutes when a non-heretic
suffering an effect examines the painting that caused the
effect. Except for great chapparal which spawns kudzu at their feet, and
Lady out of gates which gives them a random negative mutation.

https://github.com/tgstation/tgstation/assets/120136161/1d1bdd2f-cda5-4430-b3af-4742f98a59a8

https://github.com/tgstation/tgstation/assets/120136161/4e843ae4-9786-4e9b-8681-582713f4c789

Moonlight Amulette:
Allows the heretic to transmute 2 sheets of glass, a pair of eyes, a
brain and a tie. If the amulette is used on someone with low
sanity they go berserk attacking everyone if their sanity isnt low
enough it decreases their mood. Optionally you can add a
 poppy in the ritual to further decrease their mood on hit.

https://github.com/tgstation/tgstation/assets/120136161/ab820b3f-e7e6-407a-9a1a-93d49c0d7387

Moonlight Blade:
Causes the heretics blades to do brain and sanity damage whilst causing
hallucinations. The blades also cause giggling and
 laughter on hit.

Ringleaders Rise:
An AoE spell that deals more brain damage the lower the sanity of the
victim, also causes hallucinations that last longer the
lower the sanity of the victim. If the victims sanity is low enoughit
causes them to go insane, the spell then halves their sanity.
This spell is on a longer cooldown and is more meant to be used as a
payoff or an instigator for a fight. The AoE area is 7 tiles

https://github.com/tgstation/tgstation/assets/120136161/4de85ba2-448a-485c-b739-77fcce86c0cb

Last Act:
The ascension lowers the cooldown of all the heretics spells by 33% and
increases the AoE range of Ringleaders Rise. The main
effect of this ascension is a passive sanity drain and hallucination
aura, if you have low sanity in the aura you will start to suffer
brain damage and if you reach the bottom you gain an aura of
hallucinations thus spreading the moon heretics influence
further. Not only that but roughly 1/5th of the crew will rise in
support of you becoming mini-heretics called acolytes that will attempt
to obey your commands!

I had videos showing off everything but they were too big for github
sadly so I will have to think of some other way to showcase all this
stuff.

This pr also adds a new optional atoms system which means that you can
have rituals that can be improved by adding additional atoms, like for
example moonlight amulette.

Feel free to give some suggestions for further ascension effects.
## Why It's Good For The Game

I feel like heretic is really missing a playstyle around insanity and
this slots neatly in to feel that gap. For being an eldritch antag of
horrors there is surprisingly little interaction with the sanity system
and I feel like this makes up for it, heretic is also missing some
distractions which is where the paintings can really shine and the
hallucinations which breed paranoia.

## Changelog
🆑
add: A new heretic path opens up! Gaze up at the great sky for the path
of the moon opens and the lie shall be slain in pursuit of ultimate
truth!
fix: Fixes the syndicate delusion not working
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Heretic DLC: Path of Moon

---------

Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2024-01-01 15:27:44 +00:00
SkyratBot
8eeca186df [MIRROR] Cleans up some extra args in Destroy() [MDB IGNORE] (#25907)
* Cleans up some extra args in Destroy() (#80642)

## About The Pull Request

After https://github.com/tgstation/tgstation/pull/80628, these shouldn't
be needed anymore right?

## Why It's Good For The Game

Cleans up some vestigial code

## Changelog
EDIT: Not player-facing.

* Cleans up some extra args in Destroy()

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Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-12-30 01:21:26 -05:00
SkyratBot
994355eb89 [MIRROR] [NO GBP] Poll Alerts cleanup [MDB IGNORE] (#25899)
* [NO GBP] Poll Alerts cleanup (#80572)

~Hopefully the candidates number and signed up overlay should show up
for everyone now and be more responsive~

Ghommie tackled most of it in
https://github.com/tgstation/tgstation/pull/80610

I think the candidate number overlay updating is done incorrectly in his
PR though.
Candidate number overlay should be updated for ALL candidates' poll
alert buttons, whenever ANY candidate enters/leaves the poll

* [NO GBP] Poll Alerts cleanup

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Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
2023-12-29 22:11:30 +01:00
SkyratBot
b4d3b18bae [MIRROR] Fixing the constant poll alert runtimes, and the selector outline not being updated. [MDB IGNORE] (#25891)
* Fixing the constant poll alert runtimes, and the selector outline not being updated. (#80610)

* Fixing the constant poll alert runtimes, and the selector outline not being updated.

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Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-12-29 18:14:38 +00:00
SkyratBot
922ec66ee7 [MIRROR] Better Ghost Selection [MDB IGNORE] (#25789)
* Better Ghost Selection

* yes

* oldcode updates and compat

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Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-25 00:11:10 +00:00