Commit Graph

16858 Commits

Author SHA1 Message Date
YesterdaysPromise
cf26dd974c Signs Font Consistency + Extra (#77134)
## About The Pull Request

Someone asked me on discord to make a couple signs, in the same style as
the current ones. Looked through them, found them bit inconsistant,
fixed that, mainly the font. Made six-latter signs a thing, also. And
also while I was at it, added the thing I got cooking for wallening
which is waysigns with stair icons, showcasing on what floor things are.
plenty useful for some multi-z maps.


![image](https://github.com/tgstation/tgstation/assets/122572637/e50375ce-8835-4d1a-bbc0-1619011eb632)

## Why It's Good For The Game
Consistent font doesn't bother the mind as much, additional signs were
requested of me, and the cross z-level waysigns are just useful for
mappers and players alike.

## Changelog

🆑
add: Added couple new signs to the game (med, medbay, morgue, chapel,
viro, gene, botany)
add: Way-signs now have additional states, showing vertical directions.
image: Made the font on the signs consistant.
/🆑
2023-07-31 20:15:37 -04:00
Watermelon914
69827604c4 Improves the RPG loot wizard event. (#77218)
## About The Pull Request
As the title says. Adds a bunch more stat changes to various different
items and a somewhat simple way of modifying them whilst minimizing
side-effects as much as possible.
Added a new negative curse of polymorph suffix that can randomly
polymorph you once you pick up the item.
Curse of hunger items won't start on items that are not on a turf.
Curse of polymorph will only activate when equipped.

Bodyparts, two-handed melees, bags, guns and grenades, to name a few,
have a bunch of type-specific stat changes depending on their quality.

Some items won't gain fantasy suffixes during the RPG loot event, like
stacks, chairs and paper, to make gamifying the stats a bit harder.
I'm sure there'll still be other ways to game the event, but it's not
that big of a deal since these are the easiest ways to game it.
High level items also have a cool unusual effect aura

## Why It's Good For The Game
Makes the RPG item event cooler. Right now, it's a bit lame since
everything only gains force value and wound bonus on attack. This makes
the statistic increases more type-based and make it interesting to use

It's okay for some items to be powerful since this is a wizard event and
a very impactful one too. By making the curse of hunger items not spawn
on people, it'll also make it a less painful event too.

## Changelog
🆑
add: Expanded the RPG loot wizard event by giving various different
items their own statistic boost.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2023-07-31 17:09:53 +00:00
MrMelbert
c92d338dad Refactors chameleon actions, Adds chameleon outfit saving, Adds chameleon scanner (#77140)
## About The Pull Request

- Refactors chameleon actions a good bit, reducing a lot of the
boilerplate copied around chameleon items.
- I noticed that the EMP comsig completely disregarded any EMP
protection the mob might have. I split the comsig into
`COMSIG_ATOM_PRE_EMP_ACT` and `COMSIG_ATOM_EMP_ACT` - the former now
used to aggregate protection flags and the latter to actually do EMP
stuff.
- As a result of above, this fixes a few oversights in which things
using `COMSIG_ATOM_EMP_ACT` disregarded EMP protection.

- Adds Chameleon Outfit saving. 
- RMB clicking the "Select Chameleon Outfit" will now save your current
chameleon setup as a custom outfit. They become selectable as any other
outfit afterwards.
- Because it might be *too* easy to bamboozle people / might make people
think you're a ling, I added a slight "animation" to swapping whole
chameleon outfits. It's less than a second long.

- Adds the Chameleon Scanner.
- The chameleon scanner is, surprise, a chameleon item that can disguise
as small gadgets or items (toys, cameras, analyzers, etc).
- On LMB, the chameleon scanner will copy the outfit of the target to a
custom outfit slot, allowing you to mimic them entirely without going
through all the menus.
- RMB does the same, but instantly equips the disguise you select in
addition to saving it to a slot.

## Why It's Good For The Game

Right now traitor stealth is very capable but cumbersome, which makes it
much less appealing than just running and gunning.

One big problem with it is that the chameleon kit is rather time
consuming to use. You have to sort through hundreds of items for each of
your chameleon items to find exactly the one you need.

These items seek to amend that time gate, allowing for much quicker
swapping between disguises or picking up the disguise of someone you
kill to replace them like a pseudo-changeling.

## Changelog

🆑 Melbert
refactor: Refactored chameleon actions a fair bit
add: Adds outfit saving to chameleon clothes. RMB the "chameleon outfit"
action to save your current chameleon setup for quick swapping.
add: Swapping between chameleon outfits now has a slight "animation"
associated, to distinguish traitors from lings slightly.
add: Adds a new chameleon item, the "Chameleon Scanner". Use it on other
crewmembers to stealthily save their current outfit as a custom outfit
to use later. And of course, it's chameleon too.
fix: Ethereals, the DNA lock mod, GPSs, and storage items now respect
EMP protection
/🆑
2023-07-29 15:39:06 -06:00
SyncIt21
920551d603 [NO GBP]Mat container Final clean-up & patches (#77092)
## About The Pull Request
1. Fixes #77177 
Some things were not connecting to the ore silo round start because the
silo was not initialized yet so it went to local storage. Now it
connects with the ore silo again
3. Removed some unused code in remote materials
4. Protolathe uses `eject_sheets()` defined in remote materials and not
it's own version because that's redundant
5. Don't put the item back in the players hand when inserting it in the
material container cause we haven't even removed it yet
6. `fast_split()` is now even faster & robust and is a global proc
7. Some code cleanup for RHD silo link

## Changelog
🆑
fix: some things not connecting to the ore silo round start
/🆑
2023-07-29 15:36:46 +02:00
Time-Green
61abab479b Planetary station traits: Forever Storm and Forested (#76957)
Adds two new station traits for Icebox:
**Forever Storm**
The storm on icebox never stops and is more intense. You can wear a coat
and drink coffee and be fine

 **Forested**
Icebox top exterior has a different terrain generator, including way
more grass and trees. AND DEER. Natural chasms are replaced with plasma
rivers

<details>
  <summary>Outside</summary>
  

![image](https://github.com/tgstation/tgstation/assets/7501474/8f5cf57f-9323-473f-9c9b-33192a8777f2)

![image](https://github.com/tgstation/tgstation/assets/7501474/9114fcc5-89b0-46e8-9912-67ad9edf96b8)

![image](https://github.com/tgstation/tgstation/assets/7501474/a5d2cf03-a9a6-4ecf-bbcf-11c39fcacc7d)
(the emissives on the trees have been fixed)
  
</details>

## Why It's Good For The Game

There are no icebox specific station traits, so I added them! The
exterior is very static, samey and could honestly be a lot more
interesting. Having the outside area be varied is something that
freshens up icebox a little! (3x3 icebox is inevitable...)

Forever Storm: I think storms are pretty spooky and cool, and having a
permanent storm can change the ambience a bit and make everyone feel
more isolated. Exploration is not recommended, but you can totally still
go outside at increased risk. Pretty rare and can only happen on icebox

Forested: Forests are dope. It's pretty common for a station trait, but
factoring in that this only happens on icebox, I think it's fair

I've also had to split apart turf and object generation so stuff doesn't
spawn above rivers/chasms anymore. I tested it and I didn't seem to have
broken anything, so that's pretty cool

closes #75154

🆑
add: Adds a Forested planetary station trait! Icebox exterior is now a
forest!
add: Adds a Forever Storm planetary station trait! Sometimes, the storm
never stops. Stay inside or get some coffee and warm clothes
fix: fixes stuff spawning in rivers and above chasms
fix: emissive blockers on random flora not updating
code: Splits terrain generation and terrain population in SSmapping
/🆑
2023-07-29 07:59:34 +00:00
Ben10Omintrix
cc64ed0ca4 convert the bear to a basic mobster (#77143)
## About The Pull Request
the bear now a basic and he have a new behaviers. the bear now can go to
climbed the trees! he will looked for a tree to climbing and if he
founded a tree he will go climb him. also the bear now love honey he
will look for a bee hives to stole the honey from it so botanists must
be care. the bear will drag the honey behind him so u must chased him to
get the honey back again

## Why It's Good For The Game
the bear is a basic now so he and have more behavier for more depth
mechanis

## Changelog
🆑
refactor: the bear is a basic now. please report any bugs
add: the bear will climb trees and search honey
/🆑
2023-07-28 19:34:39 -06:00
Time-Green
ec9434ea6b Adds cliffs to icebox (#77062)
## About The Pull Request

Adds cliffs to the game! They're tiles usable for mapping to make
mountainy area's and cliffs! I don't have any sprites for them yet, so
just imagine it's a cliff really hard


![image](https://github.com/tgstation/tgstation/assets/7501474/ab0f31b6-93d7-4964-8b9c-4fb3c774647a)

THESE DO NOT REPLACE MULTI-Z AND NEVER WILL! They're just a neat way to
add more depth to the game. You can’t really add 10 different z’s for
one mountain, so this can be used to help map area’s with depth without
overusing z-levels

They've been mapped into the top part of the icebox outside. There's not
a good way to do sides of cliffs yet (will need some thinking), so
they're mapped in such a fashion where it doesn't matter much. Later,
this area above icebox can be expanded with properly done side-cliffs,
something like in stardew-valley would work for our grid-system:


![image](https://github.com/tgstation/tgstation/assets/7501474/007964cc-49d5-489c-9a43-2140f29239ce)

Longer demonstration: https://www.youtube.com/watch?v=Eig4jXNZZRQ

Eventually, I'll redo mapgen and add 3x3 icebox (definitely not coping)

## Why It's Good For The Game

The incredible flatness of icebox drives me insane. While multi-z is
great at giving it more depth, the actual terrain itself is still
completely flat. Adding cliffs let's us add 'soft-mountains', which does
wonders for making an area feel more alive

(And I absolutely adore snowy mountains)

## Changelog
🆑
add: Adds cliffs to the north of icebox. Try not to fall of of them!
/🆑
<details>
  <summary>Additional images (now outdated)</summary>


https://github.com/tgstation/tgstation/assets/7501474/572dc749-596c-4cab-9693-43c2270aca96
 

![image](https://github.com/tgstation/tgstation/assets/7501474/e12236d1-fda8-406a-858b-84a9fe5b4dc7)

![image](https://github.com/tgstation/tgstation/assets/7501474/264ae9d8-2f84-4133-8eb3-29e8df6c976e)

![image](https://github.com/tgstation/tgstation/assets/7501474/15a7f378-b595-4d7b-b948-d405916cb431)

![image](https://github.com/tgstation/tgstation/assets/7501474/b058a184-9fd5-4fa9-b0de-9f687bdf4e43)
  
</details>

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-28 14:13:43 +00:00
Ghom
5d5492e111 Implements usage of the REVERSE_DIR macro throughout the code. (#77122)
## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.

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

## Changelog

N/A
2023-07-28 15:16:09 +02:00
Bloop
a46a8d499e Makes transparent curtains not block emissives (#77151)
## About The Pull Request

What is says on the tin. The base curtain type is partially transparent
and should let light through. It's a small detail but I think it makes a
difference.

## Why It's Good For The Game

What it looks like (seen with a character wearing a safety vest behind
the curtains):


![dreamseeker_5j2folwK0s](https://github.com/tgstation/tgstation/assets/13398309/53c07344-ef35-4d56-acac-c4371ebd0888)

## Changelog

🆑
fix: non-opaque curtains will no longer block emissives
/🆑
2023-07-28 15:05:51 +02:00
jimmyl
3643060531 makes puzzle doors not open if you just walk into them while fireman carrying someone (#77131)
## About The Pull Request

i dont know how this happens but this fixes it so

## Why It's Good For The Game

fixes #77112

## Changelog
🆑
fix: you can no longer fireman carry to bypass puzzle doors
/🆑
2023-07-27 18:27:23 -06:00
Ghom
6f862d107f Adds a unit test to stop elements from using identical lists for their arguments. (#76322)
## About The Pull Request
Ok, so a few days ago I made an issue report about multiple instances of
identical elements being generated because of uncached lists.
ninjanomnom (the mind being the element datums) cleared it up and said
an implementation of GetIdFromArguments() that also checks the list
contents wouldn't be worth the performance cost, while adding that a
unit test should be written to check that it doesn't happen at least
during init, which should catch a good chunk of cases.

Also, i'm stopping RemoveElement() from initializing new elements
whenever a cached element is not found. Ideally, there should be a focus
only unit test for that too, but that's something we should tackle on a
different PR.

Some of the code comments may be a tad inaccurate, as much as I'd like
to blame drowsiness for it. Regardless, the unit test takes less than
0.2 seconds to complete on my potato so it's fairly lite.

## Why It's Good For The Game
This will close #76279.

## Changelog
No player-facing change to be logged.
2023-07-27 16:04:16 -07:00
Ghom
d9c8bd9bae [READY] Fishing and aquarium expansion. (#76531)
Listing the changes, off the top of my head:
- Resprited fishing rods, hooks, and the worm bait!
- Added a new, telescopic fishing rod, that can be bought as a goodie.
The master rod is also telescopic now.
- Added a couple hooks. One that lets you move the bait up and down,
otherwise keeping it in place, and another that stops the fish from
escaping, but slowly kills it. The former from the bepis fishing tech
node, the latter frm the black market.
- Added a fishing skill and relative legendary reward: A fishing hat,
like the one that recites "women fear me, fish fear me"
- You can now stop fishing by activating the fishing rod in your hand,
and stops it from stealing all clicks on other things if it isn't in
your active hand.
- Reworked fishing traits into fish traits, which can apply to fish
after it has been caught.
- Expanded the fish breeding system. Traits may be passed down to
offsprings, and offsprings may evolve (mutate?) into different kind of
fishes if conditions when conditions are met.
- Added half a dozen new fishes, each with its own traits: lubefish,
sludgefish (and its purple variant), slimefish, unmarine bonemass and
unmarine mastodon. Also, holodeck fish, as a joke.
- New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin
immunity, predator, necrophage, no mating, crossbreeder, aggressive and
revival. Converted Emulsijack's ability and Donkfish's yuckiness into
traits as well.
- Added a fish analyzer that you can scan aquariums and fishes with.
- Fish can now be blended if you really want to. The number of reagents
from blending, w_class, and the number of fillets you get from cutting
fish now scale with size and weight.
- fish feed is no longer infinite (but it should still be plenty).
- Implemented temperature requirements for aquarium fish.
- You can now buy (dead) fish from the black market for dirt cheap.
- Last but now least, toilets are now valid fishing spots.
2023-07-27 22:50:36 +02:00
Sealed101
cc57581b73 Dog wit the butter (feat. a bunch of dog-related code improvements) (#77039)
## About The Pull Request
Adds a `dog_fashion` for the stick of butter.(screenshot is outdated as
Lisa won't have butter no more)
![butter
dawgs](https://github.com/tgstation/tgstation/assets/75863639/a22e702c-98a8-4283-abd9-28d4a9fb3bd0)

Also cleans up dog.dm because it was SHIT and FUCK and MY FUCKING GOD
TWO INITIALIZE()s TWO TIMES IN A SINGLE FILE WHAT IN THE GODDAMN

Most noticeably, Lisa properly won't wear any hats, and puppies properly
can't wear head/back items (by just removing those item slots from the
strip/equip menu. if some admeme wants to fumble around they may still
equip shit there. but otherwise for a normal player those slots are
inaccessible).
Basic mobs now also send signals when they run
`appear_dead`/`appear_alive` procs, which corgis hook into to update
their dead fashion overlays.
The side-effect of getting that to work is that dogs (and any basic mob
that uses `play_dead` ai behavior) are so good at feigning death, that
they fool medical HUDs and other related things. They're just that good.
There's a bunch of other things involved and I was mostly just being
angry at the state of the file so I'll check back when I gather all
things changed.


![strippy](https://github.com/tgstation/tgstation/assets/75863639/ec4d17a2-d4df-401c-bd1f-7c4ee1b95671)


## Why It's Good For The Game


https://github.com/tgstation/tgstation/assets/75863639/b34589cb-94d6-4b80-bf0f-1814c08da100



## Changelog
🆑
add: dog with a butter on 'em
add: dead dog with da butter on 'em (dogs feigning death are so good at
it, they appear dead to medical HUDs and other things)
add: Nars-Ian now can revive from the dead if he consumes a pet
fix: fixes dog fashion items with no speech modifiers set making dressed
up corgis unable to perform their speech or emote behaviors
fix: fixes old Ian losing his mobility ride when shaved with a razor
fix: fixes pets not dropping their collar when gibbed
fix: butter don't go on Lisa and corgi puppies (Lisa won't wear hats and
corgi puppies can't wear hats and back slot items)
/🆑
2023-07-27 12:54:07 -06:00
nikothedude
f44adfde1e Refactors vendor tipping and adds 2 new malf modules: Remote vendor tipping, and the ability to roll around and crush anything in your path. (#76635)
## About The Pull Request

Title.

Vendor tipping code is now on /atom/movable, and any movable can fall
over like a vendor does. Things like crits have been moved to
type-specific availability tables, their effects are now held in their
own proc, are now random per crushed item, have probability weights,
etc.

In the process of making this PR I also had to fix another issue, where
a bunch of take_damage() overrides had incorrect args, so that explains
the take_damage changes I made.

Tipping now also attacks any atoms on the target, given they use
integrity.

Adds 2 new malf modules.

1. REMOTE VENDOR TIPPING: A mid-cost and mid-supply module allows malf
AIs to remotely tip a vendor in any of the 8 directions. After 0.5
seconds of delay and a visual indicator (along with other warnings), the
vendor falls over.
1.1. In the process of making this I had to expand a arrow sprite to
have orthogonal directions, which is why you may see the testing dmi
being changed.
2. CORE ROLLING: A mid-cost but low-supply ability that allows the AI to
roll around and crush anything it falls on, including mobs. This has a
5% chance to have a critical hit so it isnt THAT terrible - plus it's
guaranteed to never stunlock. It's real utility lies in the fact the AI
now has limited movement without borgs. Also, the psychological factor.

As a bonus, vendor tipping now uses animate and transforms instead of
replacing matrices.
## Why It's Good For The Game

1. Generifying vendor tipping code is just good, period. It's a very
wacky and silly little piece of code that really doesn't need to be
isolated to vendors exclusively. ANY big and heavy object can fall over
and do a ton of damage.
1.1. Also, adding weights to critical hits is really good, because it
lets things like the headgib finally be a lot less terrifying, as
they're a lot less likely to happen.

2. Remote vendor tipping is a bit of a goofy ability that isn't really
THAT practical but has a chance of catching someone unaware and doing
some serious damage to that person alone.
2.1. Atop of this, vendor tipping isn't that loud of an action as say,
blowing things up, or doing a plasma flood. Even overrides aren't this
silent or a non-giveaway. A vendor falling on someone, though, is a
mundane thing that happens a lot. This is a decent way to assassinate
people before going loud (or at least, damage people) that isn't offered
yet.

4.
3.1. For real though, AIs rolling around is just fucking hilarious. The
ability to move isn't offered right now (which isn't that much of a bad
things), but with sufficiently limited charges (or limits to how many
times you can buy the ability), this can be a funny little t hing that
lets the AI potentially hide somewhere on the sat (or just relatively
close to the sat, such as engineering [it can't go through the
teleporter with this but it can go through transit tubes]) without the
need for borgs.
3.2. Also, it lets the AI sacrifically execute people by blowing up
their brains.
2023-07-27 18:41:10 +00:00
jimmyl
e835965c35 fixes a guillotine logging runtime (#77130)
## About The Pull Request

passes user

## Why It's Good For The Game

fixes #77082

## Changelog
🆑
fix: guillotines no longer runtime when logging after decapping someone
if they buckle AFTER the blade starts to drop
/🆑
2023-07-27 12:35:51 -06:00
Jacquerel
e1762455f0 [no gbp] Goliaths make less mess (#77141)
## About The Pull Request

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

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

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

## Why It's Good For The Game

Fixes an unintended consequence of my actions.

## Changelog

🆑
add: Uncollected sand and snow will be blown away by the wind when
storms happen (but don't worry, storms also allow those turfs to be
freshly dug up again).
/🆑
2023-07-27 12:35:32 -06:00
Ghom
5ff475afbc Sets a saner length limit to ID assignments and paintings' titles. (#76723) 2023-07-27 05:31:53 -04:00
Kubisopplay
b3ac4e1c7d A small pile of borg combat changes (#75819)
## About The Pull Request
This PR rebalances borg combat. It is first part of broader set of
changes that I talked about with armhullen, which was then discussed in
discord player project channel. Ultimately arm decided to rewrite the
complete rebalance and grab combat, but to help with testing, and to
measure reaction to that changes, I wrote this much smaller change, that
should be usable as a TMd test.
Main points that changed:

- Flashing cyborgs for the first time blinds them, and scrambles their
movement. Flashing them while they are blinded immobilizes them as it
used to, but still allows them to talk, and use radio.
- Emping cyborgs still turns them completely off, but the code behind is
_slightly_ changed, because of how utterly incomprehensible cyborg code
is
- Borg stunarm deals 60 stamina damage, costs 200 energy (SUBJECT TO
CHANGE AS SOON AS I DECIDE ON HOW TO), and applies confusion,
stuttering, and jittering.
- Robot consoles used by humans can now lock down only one borg at a
time, they exhibit increased power draw while doing so. The borg is also
informed of the location of the console. If left alone, the borg will
unlock itself in 10 minutes, to avoid leaving it permanently locked down
in some faraway place. If the console gets destroyed (or depowered), the
borg will get unlocked
- laser pointer only blinds borgs, without the paralyze component. If
you flash a borg blinded this way it will paralyze it, so comboing it is
possible.
- Throwing things at borgs slows them down 


Not planned, but possible if testing shows its required:
- Changing borg health to malfunctions
- Whatever people convince me to add
- Portable lockdown solution for sec, or a way for them to do basic
check on borg.
- Usage of bucket/something else to restrict radio usage of cyborg

If you have ideas what would make this change better please use [discord
channel](https://discord.com/channels/326822144233439242/1113145741788065924),
or comments. Almost everything that I wrote here is subject to change,
as requested or suggested.

### DISCLAIMER
I had to change few functions in background of how borgs work. This WILL
have changes I couldn't predict, since some of them aren't linked in any
obvious way in code. I am aware of that, and will try fixing what needs
fixing when pointed out.
PS: Borg code is a nightmare

## Why It's Good For The Game
Borg combat sucks. It is absolutely binary, there is 0 capacity for
talking, because both sides fear losing in one click. Sec can't really
feasibly ask the borg to state laws while flashed, so their only
solution is to kill it and revive it.

- Turning most instastun solutions into less lethal versions should
lessen the pressure, since it reduces the chance that person that reacts
first survives.
- It causes minor reduction in traitor's capacity to emag borgs with
only a flash, but EMPs still hardstun, and they are plentiful both in
uplink, and in ghetto form, so that shouldn't be a problem.
- Since it allows borgs to scream for help while being flashed, it also
increases the potential of AI helping it, or at least noticing its
death.
- Lockdown console changes reduce its capability in completely turning
off malf ai, and leave it still highly capable of being an useful tool
in stopping emagged cyborgs.


## Changelog
🆑
balance: Flashing borgs requires two consecutive flashes to fully
immobilize
balance: Flashed borgs can speak
balance: Remote lockdown on cyborgs lasts 180 seconds
balance: Cyborg stun arm works like normal baton, and costs less energy
/🆑

---------

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-26 22:09:19 +01:00
carlarctg
1e27ce031b Syndicate Duffelbag Rerework (#77060)
## About The Pull Request

Syndicate duffelbags can fit 2 extra bulky items, down from three.

Reduced syndicate duffelbag's unzipped slowdown from '1' to '0.3', and
set its zipping-up sped to 0.5, same as unzipping.

Added the following items to the Syndicate Duffelbag bulky exception
list: Greentext, mech removal tool, gibtonite, skub, golem shells, mech
ammo. Roughly sorted the list by item category.

Fixed the syndie surgery duffelbag having more items than it can hold by
removing the redundant surgical drill (Upgraded cauteries can turn into
one anyways)

Any storage item with a can_hold description can be examined twice to
see what it can hold now.

## Why It's Good For The Game

> Syndicate duffelbags can fit 2 extra bulky items, down from three.

> Reduced syndicate duffelbag's unzipped slowdown from '1' to '0.3', and
set its zipping-up sped to 0.5, same as unzipping.

For most intents and purposes, it seems the syndicate duffelbag has gone
from 'bland upgrade to backpack', to 'useless'. This is especially made
apparent because it isn't exactly shown to the player that these
duffelbags can carry bulky items (I didn't even know about it until I
was making this PR!)

The extra bulky item hold concept is great, but I have my issues with
the item as-is that I seek to fix with this PR. There are TONS of issues
with being unable to access your bag quickly, which is twice as relevant
when your bag is an incredibly conspicious traitor item. Sure, you can
have it in your hand, but then why even have it in the first place?

That's why I want to reduce the slowdown significantly. '1' slowdowns
are thrown around the whole game like they're reasonable (galoshes,
water back-tanks, biosuits) - they aren't. '1' slowdown is CRIPPLING. It
makes you frustratingly slow and effectively destroys any combat
maneuvering you can do. This is very relevant for a traitorious item.

The zip speed helps one use the duffelbag as a storage item dynamically,
letting the item be an actual trade-off rather than mostly a downside.
Gives you a reason to use it rather than just buying a smuggler satchel
for more storage.

Of course these are some hefty buffs, so I lowered the bulky storage to
make up for it. I can bring it back up to 3 if wanted.

> Added the following items to the Syndicate Duffelbag bulky exception
list: Greentext, mech removal tool, gibtonite, skub, golem shells, mech
ammo. Roughly sorted the list by item category.

Some traitorious items that felt like they should be allowed in.
Honestly, I think this shouldn't even be an exception hold except for
blacklisting clearly bonkers things like backpacks, but whatevs.

> Any storage item with a can_hold description can be examined twice to
see what it can hold now.

Generalization is awesome. Hardcoding is cringe!

## Changelog

🆑
balance: Syndicate duffelbags can fit 2 extra bulky items, down from
three.
balance: Reduced syndicate duffelbag's unzipped slowdown from '1' to
'0.3', and set its zipping-up sped to 0.5, same as unzipping.
add: Added the following items to the Syndicate Duffelbag bulky
exception list: Greentext, mech removal tool, gibtonite, skub, golem
shells, mech ammo. Roughly sorted the list by item category.
fix: Fixed the syndie surgery duffelbag having more items than it can
hold by removing the redundant surgical drill (Upgraded cauteries can
turn into one anyways)
qol: Any storage item with a can_hold description can be examined twice
to see what it can hold now.
fix: The parent crayon's name is 'crayon' to prevent any weirdness with
things that show the parent type's name.
/🆑
2023-07-26 17:43:22 +01:00
Helg2
5f53e14271 Expands storage of tactical medkits. Also puts premium medkit in nukie med bundle as should. (#77018)
## About The Pull Request
Premium medkits weren't able to hold stuff they were spawning with so i
expanded it.
Also @necromanceranne seemed to forgot to put premium medkit to surgical
bundle, so i fixed it.
## Why It's Good For The Game
Less bluespace magic.
## Changelog
🆑
qol: Tactical medkits now can hold stuff it spawns with.
fix: Nukie Medical Bundle now spawns with premium tactical medkit as it
should.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-07-26 09:15:49 +00:00
distributivgesetz
c58da0f87f Fixes bluespace bodybag duping (#77067)
## About The Pull Request

Folded bluespace bodybags had no prior checks to see if the person
picking the item up was the one inside of the bag. This naturally broke
things, because BYOND doesn't like it when you have an infinite cycle of
locs, so it refuses to move the folded bluespace item onto your mob.
This then leads to the bluespace bodybag duping bug, as the item is
still in your hand even though it really isn't.
## Why It's Good For The Game

Fixes #44902 
## Changelog
🆑
fix: Fixed a rare bug that let you spam bluespace bodybags everywhere.
/🆑
2023-07-26 10:00:41 +02:00
oranges
a2c909e49e Hologram banners no longer give inspiration effects (#77079)
## About The Pull Request

Banners spawned via the holodeck are no longer eligible to give healing
effects

## Why It's Good For The Game
This makes it too easy to source the banners and gives you another
healing option that isn't technically supposed to be possible.

## Changelog

🆑 oranges
balance: holodeck spawned banners no longer give the inspiration effects
/🆑
2023-07-25 15:07:07 -06:00
Paxilmaniac
69a7f56cbc Splits ballistic firearms "mag_type" into "accepted_magazine_type" and "spawn_magazine_type", fixing a few funny magazine bugs (#76973)
## About The Pull Request

As the title says, mag type has been split into two variable that do
different things:

Accepted magazine type handles what magazines that gun will accept, type
and any subtypes. If spawn magazine type isnt defined, then it will be
made equal to accepted magazine type to prevent having to double define
magazines on every gun ever.

Spawn magazine type is separate from accepted magazine type, spawn
magazine type is what magazine the gun will actually spawn with. This
exists because there are a few weapons which are made to spawn with
special magazines, that can't use normal magazines anymore. For example,
the riot dart pre-loaded donk soft pistol can only ever be reloaded with
the riot subtype of donk soft magazines at the moment. This isn't
typically something people notice because new magazines are usually not
a thing people come by with these specific weapons, but its a problem I
noticed while coding some weapons.
## Why It's Good For The Game

In short, certain weapons (mostly donksoft weapons, but there's a single
traitor pistol subtype that spawns with fire ammo) will no longer be
limited to the exact subtype of magazine they spawned with, allowing
them to use the normal versions of those magazines as well.
## Changelog
🆑
refactor: The mag_type variable on guns has been split between
accepted_magazine_type and spawn_magazine_type, allowing weapons to
safely spawn with subtypes of their normal magazines without breaking
the weapon
fix: Several weapons that spawned with special magazines, the riot dart
pre-loaded donk pistol for example, will now be able to accept normal
donksoft magazines that don't spawn loaded with riot darts.
/🆑
2023-07-25 14:42:40 -06:00
carshalash
3b57152a97 American touristbots will now order butter on a stick. (#77036)
## About The Pull Request

My good friendmin mrr.fiish was so delighted about me making his
favourite country faire staplein game, that I decided to make it fairly
commonly ordered by the American Touristbots.

## Why It's Good For The Game

It makes my good friend mrr.fiish happy, and hopefully other Americans
too.

## Changelog

🆑
balance: Mmmh, butter on a stick. Now for americanbots.
/🆑
2023-07-25 12:05:04 +02:00
Alexis
6ce068543e Fixes typo with cardboard ID examine text (#77054)
## About The Pull Request
I replaced a c with a d.
## Why It's Good For The Game
Typos bad, fixes typo.
## Changelog
🆑
grammar: Fixed a minor typo with cardboard IDs
/🆑
2023-07-25 11:49:19 +02:00
SyncIt21
e92ae5b75b Material container & related stuff ui refactors & clean-up (#76220)
## About The Pull Request

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


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

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

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

## Changelog
🆑
fix: items can be printed from autolathe & protolathe when the exact
material amounts are present in them after upgrading
fix: max printable amount now shows the correct value & updates when
items are printed, materials are removed in the autolathe & protolathe
fix: component printer material bar is not greyed out when there are
sufficient materials to eject
fix: rcd and other devices that uses the silo link upgrade now have the
correct material usages
fix: silo hold actually works
fix: machines using local storage to hold materials will eject it's
materials as sheets when deconstructed/destroyed
refactor: Autolathe Material bars now display number of sheets available
refactor: printing an item that does not have enough materials will fail
silently with no error messages
refactor: Drone dispenser will eject sheets upon deconstruction
refactor: all things that store materials will auto ejects its sheets(if
there is sufficient material) when destroyed
refactor: inserting an item into the material container will display the
units consumed as sheets not absolute units
refactor: removed x25 & x50 print buttons from the autolathe
2023-07-24 19:47:14 -04:00
Cheshify
993470b101 Mappers Can Now Stop Railings (#77009)
## About The Pull Request
I MADE RAILING ENDINGS, before, railings could only have straight lines
and curves, meaning that if you wanted to have a seamless rail line, it
had to loop into itself. Now you can just end them.

Look at how ugly this is, they just turn and stop!

![image](https://github.com/tgstation/tgstation/assets/73589390/7e8c645b-9189-4fcc-b760-67fb45b572de)
Look at that pleasant termination of the line of railing

![image](https://github.com/tgstation/tgstation/assets/73589390/53c88022-6664-47a9-96e4-cc19aa788113)

Amazing!

![image](https://github.com/tgstation/tgstation/assets/73589390/afe9d6cd-e053-4032-90c6-ca4b2653a7e3)

I put a few on the North Star as a tech demo (I also removed a single
errant openspace that wasn't supposed to be there)
## Why It's Good For The Game
This PR does nothing but enhance aesthetics for mappers.
## Changelog
🆑
image: Railing ends now exist.
/🆑
2023-07-24 10:09:16 -07:00
Profakos
c8e0bd96e1 A collection of food tweaks (#77037)
## About The Pull Request

- Chicken nuggets had no description in the recipe book, due to gaining
their real description on initialize. I have placed a default
description for them, so they will not appear as "You eat this".
- Fiesta Skewer lacked description, so I have added one for the same
reason.
- Yaki Imo had an incorrect duplicate recipe, asking you to process
sweet potatoes to make them.
- The onion order in the produce console was called beet in its
typepath, now its properly onion
- Ælosterrmæsch now requires dough slices. This prevents dough from
popping out of the pot if you add these ingredients while its not on the
oven, and also prevents most of the soup's ingredients turning into
gravy, when the nutriment is released from the ingredients. Amount of
water unchanged, as there is plenty of it.

## Why It's Good For The Game
- It's good for items to have descriptions in recipe books
- It's good for items to have descriptions in general!
- It's good to not have incorrect recipes
- The produce order thing is just a minor nitpick I finally got around
to do. Not player facing.
- Adding dough slices instead of pouring flour into soup (as one would
normally do to make it thicker) might break immersion, but I think, if
you want to make a delicious cheese soup, it shouldn't transform into
90% gravy, and this is a small sacrifice i am willing to make.

## Changelog

🆑
fix: Removed duplicate and incorrect Yaki Imo recipe 
qol: Swapped out the flour in Ælosterrmæsch with two dough slices, to
avoid competing reactions while preparing or cooking
spellcheck: Chicken nugget will have a description in the craft menu,
and fiesta skewers will have a description in general
/🆑
2023-07-24 10:07:40 -07:00
ArcaneMusic
6f8068dd28 ID card screentips now show you how to assign an account to an ID. (#76998)
## About The Pull Request

Based on discussion regarding player bank accounts and prisoners, I was
sure that Id cards had screentips, and it turns out I was right.
However, the screentips are inaccurate. Alt Click serves a dual purpose.
In an ID card with only a default storage account, alt-click will ask
you to assign a new account to it. After, you can remove credits from it
after it's been assigned. Apparently players have been confused about
assigning their account to an ID card, due to not having a proper
screentip telling them how.

This updates the screentip to show both functions.

## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/41715314/346269d2-0224-4bf6-8d6a-fef7e52e1926)

Improves visual clarity and better teaches the mechanics related to
economy.

## Changelog

🆑
qol: ID cards tooltips now show how to assign a new account.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-24 05:02:41 +00:00
thebleh
ae8061e13d Fixes the South Bronx Paradise bar (#77027)
## About The Pull Request
Makes the South Bronx Paradise bar actually give you your special
present.
## Why It's Good For The Game
Bug fix
## Changelog
:cl:Thebleh
fix: South Bronx Paradise Bars are once again the best weight loss aid
on station
/🆑
2023-07-23 22:24:57 -06:00
Ben10Omintrix
43737e0b4b made the bee a basic insect (#76971)
## About The Pull Request
the bee now a baisc insect he will now go to find his home and he will
go and pollinated the plants and helped the queen make children by
polliniting the plants and he will. the queen will leve the hive more
rarely than the normal bees so she can stay in the hive to make kids

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

## Changelog
🆑
balance: the bee now can fly over the machines so its easy for him to go
to the hydroponics machine
fix: player bees now will not be stuck inside the hive if he entered it,
they can now leave it
fix: fixed a har deleted when the hive is deleted all the bees still
have a refence to the hive now its fixed
fix: now when a player interacted with the bee hive the bees will now
leave the hive to defend the hive (it was glitched)
refactor: the bees now are a basic insect.
/🆑
2023-07-23 22:22:14 -06:00
Singul0
e1721df3e9 Genetic Sequencers now can scan genetic makeup, not just mutations (#76567)
## About The Pull Request
Adds a feature to the genetic sequencer geneticists has, you can now
right click someone to copy their genetic makeup and export it to the
DNA scanner console.
## Why It's Good For The Game
QOL but mostly more ammo for antagonist geneticists, the enzyme feature
of genetics is seldom used since you need someone to willingly (if they
are alive) step inside the machine which is close to impossible. Not to
mention the esoteric way you can change them.

I feel like the art disguising and deception has been dying and tried to
make it easier in #76508 which got closed for stealing genetics neesh.
this fixes that problem while still serving the same end goal in an
albeit less soulful way
## Changelog
🆑
add: You can now use the genetic sequencer secondary click (RMB) to scan
someone
/🆑
2023-07-23 11:03:02 +02:00
MrMelbert
4e91d057d7 Adds a wizard Right and Wrong that lets the caster give one spell (or relic) to everyone on the station (#76974)
## About The Pull Request

This PR adds a new wizard ritual (the kind that require 100 threat on
dynamic)

This ritual allows the wizard to select one spellbook entry (item or
spell), to which everyone on the station will be given or taught said
spell or item. If the spell requires a robe, the spell becomes robeless,
and if the item requires wizard to use, it makes it usable. Mostly.

- Want an epic sword fight? Give everyone a high-frequency blade

- One mindswap not enough shenanigans for you? Give out mindswap

- Fourth of July? Fireball would be pretty hilarious...

The wizard ritual costs 3 points plus the cost of whatever entry you are
giving out. So giving everyone fireball is 5 points.

It can only be cast once by a wizard, because I didn't want to go
through the effort to allow multiple in existence


## Why It's Good For The Game

Someone gave me the idea and I thought it sounded pretty funny as an
alternative to Summon Magic

Maybe I make this a Grand Finale ritual instead / in tandem? That's also
an idea.

## Changelog

🆑 Melbert
add: Wizards have a new Right and Wrong: Mass Teaching, allowing them to
grant everyone on the station one spell or relic of their choice!
/🆑
2023-07-22 18:05:21 +00:00
Ghom
c1122a0ae9 Adds an element to water turfs that makes things... look like they're actually immersed in water. (#76208)
## About The Pull Request
This PR adds an element, for now added to water turfs, that gives
passing movables an overlay to make them look immersed in that turf.

You can definitely see in the code what sort of stupid stuff I've had to
do to work around some of the flaws with the inbuilt features. Why?
Because I needed a (vis_contents) overlay that:
- can cover the entire width of the movable it's added to, whether it
has a 32 px icon, 64, 96 etc, plus some to be safe.
- doesn't look misplaced around movables with an icon larger than 32 px.
- can be animated, so it doesn't rotate or scale (or rather, do so but
in the opposite direction) with living mobs when resized, spinning or
lying down or standing up, despite the KEEP_TOGETHER appearance flag,
which ignores whether the overlay has the RESET_TRANSFORM flag.
- looks inset in the movable and doesn't spill into other movables of
the same plane (that's what happened with normal inset overlays without
the KEEP_TOGETHER flag)
- doesn't render above other movables covering the owner of the overlay.

If someone comes with a better and tested solution, go and tell I guess.
How visuals are handled by this engine still eludes me at times, but I
doubt planes would be a better solution to this.

The rest of the PR includes checks to make sure the overlay isn't added
to movables with planes lower/higher than
FLOOR_PLANE/ABOVE_ALL_MOB_PLANE, that are flying or being thrown, as
well as certain types such as effects.

## Why It's Good For The Game
Adding some literal immersion to the game, since movables and mobs look
like they're treading on water like Jesus right now. You can see a
couple screenshots by scrolling down a little.

## Changelog

🆑
image: walking on water will now immerse you in it... visually, at
least.
/🆑
2023-07-21 22:00:09 +02:00
John Willard
094e297b13 Weight Machines - Silicon messages and removes screentips (#76993)
## About The Pull Request

Removes the hand screentips for weight machines, as it requires you to
buckle yourself now, making it misinformation. There's no click+drag
tooltip and I dunno if I should add one to something that is obviously a
chair.

Adds messages for Silicons using the weight machine, because I
accidentally added this and thought it was funny enough to keep around.

## Why It's Good For The Game

Less misinformation to players.
Closes https://github.com/tgstation/tgstation/issues/76980

## Changelog

🆑
spellcheck: Silicons using weight machines are now told how pointless
the task was.
spellcheck: Weight machine tooltips no longer lie about using LMB to use
the machine.
/🆑

---------

Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com>
2023-07-21 15:53:20 -04:00
Ghom
24dc48ef63 Deletes a rogue dmi file from the scanners code folder (#77000)
## About The Pull Request
It's self explainatory. We've an unused dmi file which wasn't properly
cleaned out during the first aid analyzer rework.

## Why It's Good For The Game
Cleaning out.

## Changelog
Nothing changes for players.
2023-07-21 15:50:15 -04:00
Time-Green
42543ac141 NEW STATION TRAIT: Radioactive Nebula (#76825)
## About The Pull Request

Adds a new station trait: Radioactive Nebula!

The station is located inside a radioactive nebula. Space background and
lighting is different shades of green. Objects in space will also glow
green. (This is kinda lying, since the glowing stuff isn't radioactive,
you just get an element that slowly irradiates you, though people and
certain objects that get the 'IRRADIATED' status may still double-whammy
you)

Do not go into space without rad-protected gear, or you will get very
sick very fast. RAD-protection MODsuit modules spawn in robotics and are
also immediately researched.

The nebula does protect against external threats, like pirates, ninja's
and nukies. They can still get to the station pretty well, but they
can't stay in space for extended periods of time

To make it more livable, public rad protection gear will spawn in
lockers around the station. Everyone will also spawn with potassium
iodide pills in their emergency box. Dynamics threat is also reduced by
30, so there's a proclivity towards more lower threat rounds when the
radioactive nebula is present. Radioactive resonance virus cannot be
generated though, since it kinda obliterates any and all challenge and
threat


![image](https://github.com/tgstation/tgstation/assets/7501474/8eedcb85-1bb8-4e87-a794-d6781fee680d)

**Shielding**


![image](https://github.com/tgstation/tgstation/assets/7501474/ae1b25d7-6fbd-4a86-8c95-5947b1122632)

In order to protect the station from radiation, nebula shielding units
need to be constructed. Five spawn ready-to-built in engineering, and
more can be bought pretty cheap from cargo. (Normal radstorms are
disabled)

The gravity generator has 20 minutes of innate shielding, where every
nebula shielding unit adds another 20 minutes. 5 are needed to
completely block all radiation even when the gravity gen is down, but
constructing more is recommended in-case of sabotage/destructions/power
outtages.

Active nebula shielding will passively generate tritium. You can either
vent/ignore this, or use it for something. I'm not an atmos tech but I'm
sure you can do something with it

_What happens when no shielding units are constructed/they all fail?_
The station will suffer a 5 minute long radiation storm, with only
shuttles being excempt. The storm is nerfed strongly, and you can tank
the 5 minutes, but you'll be pretty sick. After the 5 minutes are over,
central command will send an emergency shielding unit which will block
the radiation for 10 minutes and warn the station to set up nebula
shielding.


## Why It's Good For The Game
The station being inside a radioactive nebula shakes up a pretty major
aspect of the game (that being the 'space' in space station 13). Hallway
decals are colored green, display screens will display radiation
markings, carps blend with the nebula, etc. Putting the station inside a
radioactive nebula shakes up the rules of the game and what people can
expect. Suddenly, you can no longer just go outside without taking meds
or getting proper radiation protection, encouraging people to stay cozy
and inside.


![image](https://github.com/tgstation/tgstation/assets/7501474/40112936-8514-47f7-b3e0-b1c782b6a0a6)

Inside, the crew gets the goal to set-up radiation shielding to defend
themselves against the nebula, rewarding a creative engineering
department with passive resource income and protecting the station
against massive radiation storms. I think it's nice to give engineering
something to set up. Even if they don't care, they can just plop it down
somewhere in a closed room and be done with it.

The radiation storm is pretty aggressive, but very survivable if you use
your potassium iodide pills, the extra radiation suits or whatever
chemistry has whipped up.

Most importantly, it gives the entire station a common enemy: the
nebula. Everyone is encouraged to prepare against the mechanics.
Chemistry can make meds, viro can make protective virusses, robotics
gets encouraged to make radprotected MODsuits, engineering gets to
set-up radiation shielding, assistants can look at space or whatever
assistants do.


<details>
  <summary>Cool images</summary>


![image](https://github.com/tgstation/tgstation/assets/7501474/387f2d75-8ba6-425b-8f0f-9423cf7aab19)


![image](https://github.com/tgstation/tgstation/assets/7501474/eb65de97-13ce-4ce9-8902-4144994d217f)


![image](https://github.com/tgstation/tgstation/assets/7501474/60b915a5-8549-4a3b-afe6-f0e823207883)


![image](https://github.com/tgstation/tgstation/assets/7501474/239ae614-8d26-4b77-936f-1d2baa38d32c)

  
</details>

## Changelog

🆑
add: Adds a new rare radioactive nebula station trait! Get ready and
PREPARE, before it gets in...
tweak: Nearstation space area lighting may look slightly different
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-21 16:51:15 +01:00
Jacquerel
0d769e0ffa Removes two redundant components (#76866)
## About The Pull Request

We're starting to get to have enough components that people don't
realise that what they want already exists but doesn't have the name
they expect 🙃

I recently added `track_hierarchical_movement` which is similar enough
to `connect_containers` that it shouldn't independently exist, even if I
like sending a new signal more than the ugly setup pattern for
`connect_loc`.

`trait_loc` is actually older than `give_turf_traits` but
`give_turf_traits` covers more edge cases than `turf_loc` so seems like
the better one to maintain.
HOWEVER `give_turf_traits` held a list of references to atoms in it,
which isn't great in an element. I couldn't think of a way to completely
eliminate the list, but it isn't a list of references any more so it
shouldn't cause any hard deletions.

## Why It's Good For The Game

Having two components which do the same thing but marginally differently
is confusing and going to cause us trouble down the line.

## Changelog

Not player facing
2023-07-21 14:51:56 +02:00
itseasytosee
88f259980b The Leaning Update (and Density Refractor) (#76704)
## About The Pull Request
WHAT HAS CHANGED MECHANICALLY
You can now lean up against walls.


https://github.com/tgstation/tgstation/assets/55666666/bf81b7b5-6cab-4fc3-9887-075351511505

To lean against a wall, simply face opposite to it and drag your sprite
onto it.
Doing so makes you non-dense, just like if you were laying down. This
means people can walk through you, but you are still susceptible to
melee and ranged attacks. Leaning up against a wall also mitigates your
FOV loss by 30 degrees, as you can have a better look at your
surrounding when you put more of your surroundings infront of you.
Because it seemed thematic to lean up against the wall while smoking and
then flick a cigarette away, cigarettes will now say they where
"flicked" instead of thrown when you toss them, I also took the time to
add a bit of variation into the throw text.

A few bugs where you could become non dense and then run straight
through people has been patched.

NOT PLAYER FACING
So basically I've implemented a system that keeps effects that manage a
mob's density consistent with eachother.
An example of some of the situations that could occur
Effect A would render a spaceman undense and turn the player dense again
once it was concluded
Effect B would render a spaceman undense and then after a timer revert
the spaceman to whatever state the spaceman was in before effect B
started.
Thus if you enabled effect A and then Effect B, setting your previous
state of denseness to undense, and then concluded effect A, when Effect
B would finish it would put you back into the state of density you were
in when you started. This would render the spaceman permanently undense.

To solve this, the system has been updated so that all instances of
density adjustment to mobs are handled by traits from unique sources
(with the exception undensity gained by laying down due to its
prevalence.) All effects that handle density will no longer step on each
others toes and can now be rain simultaneously without fear.
## Why It's Good For The Game
Leaning is cool. Bugs are bad.
## Changelog
🆑 itseasytosee
add: You can now lean against walls! Simply turn your back to the wall
and clickdrag yourself onto it.
fix: There should no longer be any instances of spacemen being able to
run straight through eachother as if they weren't even there.
spellcheck: Added more variance to item throwing text.
refactor: Mob density has been refactored
/🆑
2023-07-21 07:58:05 +02:00
LemonInTheDark
68184a2e50 Stabilizes code that flicks overlays to view/all clients (#76937)
## About The Pull Request

Rather then using images and displaying them with client.images, we can
instead simply make an object, give it the passed in image/MA's
appearance, and then vis_contents it where we want.

If you want to animate things, you can just use the atom we return from
the proc call.

This ends up costing about 25% of the best case scenario (one guy
online)
It will save more time with more users, but it also allows us to avoid
the hypersuffering that is passing GLOB.clients into the flick proc. So
I think I'm happy enough with this.

For context, here's average per call cost for flick_overlay_view() right
now.
It winds between 5e-5 and 1e-4. With these changes we should pretty
consistently hit the low end of this, because none of our work really
varies all that much.


![flick_avg](https://github.com/tgstation/tgstation/assets/58055496/3483e022-9cc5-490a-be5e-eb79f4e2110b)

(I was using sswardrobe for this, but it ends up being a lot slower so
like, why yaknow)
```
/atom/movable/flick_visual
        New: 3.65625ms
        Provide: 7.4375ms
        Qdel: 9.4375ms
        Stash: 9.46875ms
```

## Why It's Good For The Game

Using our tools should not make your code eat cpu time for no reason.
Hearers is expensive, iterating clients is expensive, let's not be
expensive.
2023-07-20 13:00:52 -06:00
Lufferly
2eb0c65743 balloon alerts for storage failures (#76779)
## About The Pull Request

Adds some balloon alerts for when you fail to put something in storage
items (when there is not enough room, item is too big, etc.)
Also adds some balloon alerts for when you fail with a duffelbag (if
it's zipped it will say "closed!", and failure alerts if you move when
zipping/unzipping)

## Why It's Good For The Game

Balloon alerts are immediately obvious and leave no residue, which is
good for failing to put something into a bag, as you probably don't
really care to look back on it in the future, and want to immediately
know why you cant put it in. I chose not to add balloon alerts for
putting things in storage successfully for a couple reasons. For balloon
alerts, they would be too long, but they hold fairly useful information
so I don't want to cut down the messages. Also just having something
like "placed" looked really bad in my opinion. I also can see what you
or others put in their bag theoretically being useful to look back on. I
think the compromise of storage failures and successes being held in
different places (balloon alerts vs in chat) is fine, but if others
disagree I can change it or just close this.

## Changelog

🆑 Seven
qol: Added some balloon alerts for failing to place items in storage
containers
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-07-19 10:09:17 +02:00
Helg2
1108af52c3 Adds circuit for bank machine. (#76861)
## About The Pull Request
Bank machine now has a circuit so you can repair it.
You can steal it from the secure tech storage.
You can research it and print in the same node as comms console.
Also i messed around with start_siphon proc by making check for
unauthorized before siphoning sets to TRUE so supposedly that should
prevent incorrect messages when someone starts to siphon.
Added gps signal to it because of possibility of creating custom area
and building machine there.
## Why It's Good For The Game
You can distract people with it, you can rob cargo with it, you can
repair it when someone breaks it.
## Changelog
🆑
add: Bank machine now has a circuit for it. Spawns in secure tech
storage and researchable in the same nod as comms console.
balance: Due to possibility of creating area and making there bank
machines that aren't roundstart will have gps signals.
fix: Bank machine now doesn't yell about unauthorized credit withdrawal
when its authorized.
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-07-19 09:50:30 +02:00
LemonInTheDark
41f20bc3ce [MDB IGNORE] Angled Lights & Lighting Prototyping Tool (#74365)
## About The Pull Request

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

Let's start from first principles yeah?

### Why Angled Lights?

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


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

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

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

### How Angled Lights?

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


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

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

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

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

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

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

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

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

### Debug Tool?

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

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

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

The second button opens a debug menu for that light

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

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

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

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

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

### Lemon No Why What

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

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

(Images as examples)

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

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

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


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

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

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


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

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

### Misc + Finishing Thoughts

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

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

### Farish Future

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

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

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

---------

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2023-07-19 04:39:55 +00:00
MrMelbert
f08a235038 Removes side effects in Destroy from cyborgs, misc related code cleanup (#76867)
## About The Pull Request

- Removes side effects from cyborg `Destroy`
- Right result in more cyborgs getting dusted... Will have to check this
out.

- General AI / cyborg code cleanup

Fixes #76855

## Why It's Good For The Game

Some more consistent, clean code

## Changelog

🆑 Melbert
fix: Cyborgs no longer drop their radio key when deleted, only when
deconstructed first
fix: Cyborgs no longer drop their MMI on deletion, only prior to
deletion. This may result in bad code rearing its ugly head, open an
issue report on the github if you're a cyborg and get ghosted when you
feel like you shouldn't
fix: Runtime from syndie cyborgs spawning
fix: AI deaths are reported to black box
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-18 16:07:17 -06:00
DaydreamIQ
223e47b4ca Fixes mini-fridge name (#76927)
## About The Pull Request
mini_fridge becomes mini-fridge. Shrimple as that
Closes: #76890
## Why It's Good For The Game
Minor grammatical mistake 💀 
## Changelog
🆑
spellcheck: Maints fridge doesn't have _ in its name anymore
/🆑

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-07-18 13:54:15 -07:00
Ben10Omintrix
b06e940341 makes the pinguin a basic animal (#76790)
## About The Pull Request
the penguin now is a basic animal and also now he can go and layed
penguin eggs to make penguin babys also the baby have a new behavier he
will now go and looked for his mom and when he found his mom he will
went to her and be happy when he close to his mom or if he mom is died
he will went to her body and he will be sad and also i putted this
behavier in the baby chicken. also now the pinguen mom will go and
looked for her eggs and when she find a egg she will putted it in the
middile of her legs and walked with it
![penguin with a
eggs](https://github.com/tgstation/tgstation/assets/138636438/e5f3d741-edc0-438f-b1b3-9e4ed2280532)


## Why It's Good For The Game
the pinguen now is a advance ai
## Changelog
the pinguen now have a more advance    

🆑
refactor: the penguin is a basic animal
add: the penguin now layed eggs
add: the penguin and the chicken babys will go look for adult penguin or
chicken and be happy when he is near the adult
/🆑
2023-07-18 13:03:00 -06:00
tattle
dfd4801122 Adds p_They (and friends) for capitalized pronoun helpers (#76910)
## About The Pull Request

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

Basically replaces p_they(TRUE) with p_They

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

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

---------

Co-authored-by: tattle <article.disaster@gmail.com>
2023-07-17 22:55:58 -07:00
Donglesplonge
c571335c33 Fixes birdshots cannonballs not spawning by replacing the cannonballs with a stack (#76839)
## About The Pull Request

pretty much just as the Title says, birdshot used the
obj/projectile/bullet/cannonball path instead of having its own stack of
4 cannonballs, this made it so that it couldn't load the cannonballs as
bullet types don't load as actual items to use.

i have added a 4 stack of cannonballs to the obj/item/stack/cannonball
tree so that way they can get slotted in birdshot to replace 'em, also
for use later by whomever else wants a smaller amount of cannonballs as
the only other amount for regular cannonballs is 14 as used by the
skeletal pirate ship.

## Why It's Good For The Game

with birdshots intention to have originally been overrun by pirates i
assume it was meant to actually spawn because the cannon and gunpowder
barrels also spawn for usage, but the cannonballs themselves didn't.
allows players to find 'em in the area in maints they're supposed to be
found in so you can get up to some hijinks as i assume the creator
intended for all you maint dwellers.

## Changelog

🆑

fix: replaces the unspawnable cannonballs in birdshot maintenance with a
stack so that the 4 cannonballs properly spawn, make sure to point them
away from medical!

/🆑
2023-07-17 17:50:30 -07:00
BlueMemesauce
4cd4216ddc Blacklist abductor posters from spawning (#76876) 2023-07-17 12:31:00 -05:00
LemonInTheDark
74892ae7ec Optimization pass focused on foam code (saves about 30% of cpu usage I think) (#76104)
## About The Pull Request

Foam is crummy at high load rn, both because it runs on a low priority
background subsystem, and because it wastes a bit of time.
Let's reduce usage (while speeding up a bunch of other stuff too), and
give it more cpu generally.

[Optimizes reagent processing
somewhat](d409bd4afc)

Turns out most of the cost of foam is the reagents it carries, and the
varying effects they have
I'm doing my best here to optimize them without touching "user space"
too much

That means doing things like prechecking if we're gonna spawn on top of
an existing decal (from glitter, flour, etc), and using that same proc
to also avoid spawning on unacceptable turfs (I had to convert
inheritance to a bitflag system to make this work, but I think that's ok
since we want it imparative anyhow)

It's actually nice for code quality too, since it lets me clean up code
that was using raw locates and weird var pong.
god I wish I had implied types man

[Optimizes foam spreading in its most accursed aspect, reagent
copying](5cc56a64ad)

Holy shit reagent code is a lot.

I'm doing a bunch of small things here. istype in init -> typecache,
removing procs that are called once and loop over a list we JUST looped
over (ph and the caching for reactions in particular)

I am mainly trying to optimize copy_to here, since that's what foam
spams
As a part of this, I removed a pair of update_total and handle_reactions
calls that were done on the reagents we are copying FROM

I have no god damn idea why you would want to do that, but if anything
is relying on the copy proc modifying the source, then that code
deserves to break

Speaking of, I cleaned up handle_reaction's main filter loop a lot,
removed a lot of redundant vars and changed it from a full loop w
tracker vars to an early exit pattern

This meant using a loop label, which is unfortunate, but this is the
fastest method, and it does end up cleaning up the code significantly,
Which is nice

Oh also I made the required_other var function even if there is no atom
attached to the reaction, since I don't see why it wouldn't

This last bit is gonna get a bit esoteric so bear with me

Failing calls (which are most of them) to handle_reactions are going to
be fastest if they need to check as few reactions as possible

One reagent in a reaction's required list is marked as the "primary",
and thus gets to trigger checking it.
We need all the reagents to react anyhow, so we might as well only check
if we have one particular one to avoid double checking

Anyhow, in order to make most calls the fastest, we want these reactions
distributed as evenly as possible across all our reagents.
The current way of doing this is just taking the first reagent in the
requirements list and using it, which is not ideal

Instead of that, lets figure out how many reactions each reagent is in,
then divy reactions up based off that and the currently divvied
reactions

This doubles the reagent index count, and takes the most common reagent,
water, from 67 reactions to I think like 22

Does some other general cleaning in reagent code too, etc etc etc

[Fixes runtimes from the forced gravity element being applied more then
once](941d067611)

I feel like this element should take a trait source or something to make
them potentially unique, it's too easy to accidentally override one with
another

[Removes connect_loc usage in atmos_sensitive, replaces it with direct
reg/unreg](de1c76029d)

I only really used it because I liked the componentization, but it costs
like 0.2 seconds off init alone which is really stupid, so let's just do
this the very slightly harder way

[Micros foam code slightly by inlining a LinkBlockedWithAccess
call](744da3694c)

This is in the space of like 0.05 seconds kinda save so I can put it
back if you'd like, the double loop just felt silly

[Changes how foam processes
slightly](ee5e633e32)

Rather then treating spreading and processing as separate actions, we do
both in sync.
This makes foam fade faster when spreading, which is good cause the
whole spread but unclearing foam thing looks silly.
It also avoids the potential bad ending of foam spreading into itself,
backwards and forwards. This is better I promise.

[Bumps fluid priority closer to heavy eaters, moves it off
background](811797f09d)

Also fixes a bug where foam would travel under public access airlocks.

## Why It's Good For The Game

Saves a lot of cpu just in general, from both init and live.
In theory makes foam faster, tho I'd have to test that on live at
highpop to see if I've actually succeeded or not. Guess we'll see.
2023-07-17 08:56:24 -07:00