Commit Graph

68509 Commits

Author SHA1 Message Date
Rhials
59f3c331ab The "mopper" gimmick assistant outfit no longer spawns janicarts on every surrounding tiles (#83883)
## About The Pull Request

Gimmick assistants who get the fake janitor outfit no longer spawn
surrounded by janitor carts.


![image](https://github.com/tgstation/tgstation/assets/28870487/d77186d7-e68d-4d23-aca9-6cedee1ff3ea)

Now:


![image](https://github.com/tgstation/tgstation/assets/28870487/4717a89b-d76c-4685-87cb-8bd45a5b8b09)
## Why It's Good For The Game

The janitor cart economy is in shambles and this is the first step
towards fixing it.
## Changelog
🆑 Rhials
fix: The "mopper" gimmick assistant outfit spawns with one cart instead
of nine.
/🆑
2024-06-12 12:30:46 -06:00
Kocma-san
0d50c2f9e8 new keywords for paperwork (#83737)
## About The Pull Request

Adds new keywords for fields on paper:
%d or %date to set the current in-game date
%t or %time to set the current server time (because no one uses station
time)


![изображение_2024-06-05_193346902](https://github.com/tgstation/tgstation/assets/112967882/f7e12e6a-f4ac-4f14-a018-c966195ab3bf)

![изображение_2024-06-05_193428394](https://github.com/tgstation/tgstation/assets/112967882/9ccb6e4f-d130-434e-b02a-03cc3221a825)


## Why It's Good For The Game

Entering dates and times into documents is very frustrating. This makes
it faster and easier

## Changelog
🆑
add: Added new keywords (%d, %date, %t, %time) for fields
/🆑
2024-06-12 05:27:19 +00:00
lessthanthree
29c7d633a6 Tram crash sound (#83873)
## About The Pull Request

The tram makes a crash sound when it crashes


https://github.com/tgstation/tgstation/assets/83487515/ff688c83-b5fa-482d-bf25-8c1eca35e0cd

## Why It's Good For The Game

Ambience, no longer be silently flung into a wall

## Changelog

🆑 LT3
sound: You can now experience tram crashes in higher fidelity than ever!
/🆑
2024-06-11 22:17:22 -07:00
SyncIt21
b9d846b957 RHD's cancel build when blueprint is changed (#83878)
## About The Pull Request
- Fixes #83679

RHD(Rapid handheld device) refers to the RCD, RPLD & RTD. During the
`do_after()` when building the design if the blueprint is changed then
the build process is cancelled. This way we don't use the wrong amount
of resource when the design changes mid build

## Changelog
🆑
fix: RCD, RPLD & RTD cancels their build process if their design is
changed during build.
/🆑
2024-06-11 22:12:20 -07:00
Goat
76100ef1e7 Fix Enviro suit lights staying on when welder visor is put down (#83858)
## About The Pull Request
Adds a missing `set_light_on(FALSE)` to `adjust_visor`

## Why It's Good For The Game
The head light is not supposed to be able to be on when the visor is
down. The helmet model would show an off light but still continue to
produce light if the welding visor was put on when the light was on.
fix #45882 

## Changelog
🆑 Goat
fix: Enviro suit lights no longer stay on when the welding visor is
activated.
/🆑
2024-06-11 22:10:37 -07:00
Waterpig
5574262fb5 Changes up carbon EMP handling (#83857)
## About The Pull Request

The organ refactor 6 months ago changed up organs, making them be
actually inside bodyparts and the mob. This introduced the bug of all
emp effects being called twice on everything thanks to how /mob/living
handles it (Fixed in this PR), but also some new stuff:

Made bodyparts handle organ EMPs. This also means we can now have
support for bodyparts with EMP_PROTECT_CONTENTS protecting the organs
inside.
Made a new proc for bodyparts once they are successfully hit by an emp.
Makes it much easier to add overrides for the behaviour.
Fixed emps hitting bodyparts twice

## Why It's Good For The Game

It lays a groundwork for some interesting limb concepts, and makes organ
emps make a bit more sense.

Fixes a bug that laid unnoticed for 6 months.

## Changelog

🆑
fix: EMPs on carbons no longer happen twice
code: Moves organ emps under bodyparts, changes how bodyparts handle emp
effects
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2024-06-11 22:10:24 -07:00
Joshua Kidder
df0e0811c2 Significantly increases stamina recovery on most effects that provide it (#83556)
## About The Pull Request

Currently, stamina healing is a niche side effect on many drugs, besides
a few effects (mostly heretic powers, an obscure side effect of some
drinks) that actually contribute to a significant shift in gameplay
style when you use them. In this PR I significantly increased the
stamina recovery on almost every drug and some effects that provide it.

Points of interest (not completely inclusive):
Syndicate stimulants heal 12 instead of 5 stamina damage. This will
bring you out of stam crit in two cycles, and let you heal out of the
slowdown from the stamina damage from a baton strike. The current rate
of 5 takes 5 seconds to heal out of stam crit, and the stamina reset
takes place before you heal out of stamina damage slowdown.
Bath salts heal stamina at the rate stimulants used to. Meth heals
stamina slightly slower.
Changeling adrenaline will instantly bring you out of stam crit if
you're in it; otherwise, it will heal 10 stamina damage.
Ephedrine heals 4 stamina per life, instead of 1.
Being so drunk that you black out and give up your body to ghost control
will make you heal stamina more quickly than an ascended rust heretic.
You will also likely be dying of liver damage.
## Why It's Good For The Game

At the levels they are set, most of these stamina healing effects have
almost no effect on gameplay whatsoever except in the case of tanking a
couple of extra disabler shots (only in the case of the high end drugs),
or being able to do stamina consuming tasks slightly longer (breaking
boulders, grinding with pestle and mortar, working out, ???).

Adjusting these numbers would make these drugs an actual factor in
combat situations that rely on stamina crit (stun batons, ebows, stamina
damaging poisons and diseases). Most of the drugs already have side
effects such as brain and organ damage, which in the current state
hugely outweighs any reason to use most of them besides a few that give
a movespeed buff or prevent baton knockdown (ephedrine, stimulants).

This only affects stamina healing. There has been no change to any other
interactions with things that knock down or cause any other kind of
stun.

These changes are in consideration of the fact that taking stamina
damage puts you in a cooldown before you can recover your stamina
naturally. Effects that cause steady stamina damage will bottom out your
stamina the way they do now, unless you use something to heal it.
## Changelog
🆑
balance: Stamina healing has been significantly increased for most
reagents and passive effects.
/🆑
2024-06-11 22:03:50 -07:00
MrMelbert
4b8127a777 Incoming stamina damage while in stamcrit has diminishing returns applied (#83445)
## About The Pull Request

After being put in stamcrit, future incoming stamina damage has
"diminishing returns" applied*.

The formula looks like `ceil(sqrt(amount of stamina damage) / 2) - times
you have taken stamina damage in stamcrit`.

This means eventually stamina based damage will do less than zero
damage, and thus, not contribute to keeping stamcrit active.

Very, very low amounts of stamina damage (such as from chems) contribute
to DR 1/20th the amount.

*_Note, this is not real diminishing returns because making it real
diminishing returns would be pointless, you are capped to 120 stamina
damage so 99.99% of the time you take stam damage while in stam crit
you're already capped. This is just faking the effect._

In its current stat this means that a stun baton will stop being able to
keep someone in stamcrit after the 5th hit, and a stock disabler will
stop being able to keep someone in stamcrit after the 4th hit.

## Why It's Good For The Game

Mostly just an experiment. I don't imagine it will shake up much about
the baton situation in its current state.

There's also no grace period after getting UP - so like you can just be
stamcritted right after anyways. Maybe there should be one? Food for
thought.

And yes of course you can just space out your hits, you're not clever
for thinking about that

## Changelog

🆑 Melbert
balance: Taking stamina damage in stamcrit has diminishing returns
associated, meaning you cannot be infinitely stamcrit.
/🆑
2024-06-11 22:02:24 -07:00
MrMelbert
ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00
LemonInTheDark
efe3f3dfef Warns for genturf failures more clearly, makes planetary cleanup better (#83809)
## About The Pull Request

Ok so like, we recently had an issue where a genturf was not being
replaced, which fucked ALL of icemoon's atmosphere.

The fix was to not use a genturf with a conditionally generating area,
but that aside. (why is it CONDITIONAL TIME GREEEEEN)

Planetary turfs should act like immutable ones when roundstart
equalizing.

In addition, we should test to ensure none leaves genturfs floating
around post roundstart to avoid this sorta issue.

---------

Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
2024-06-11 22:48:01 -06:00
MrMelbert
d244c86ce6 Adds Character Loadout Tab to preferences (with just a small handful of items to start) (#83521)
## About The Pull Request

Adds a Character Loadout Tab to the preference menu

This tab lets you pick items to start the round with


![image](https://private-user-images.githubusercontent.com/51863163/336254447-c5f7eefa-c44c-418d-b48e-0409bb5bb982.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MTgwNDAxMjMsIm5iZiI6MTcxODAzOTgyMywicGF0aCI6Ii81MTg2MzE2My8zMzYyNTQ0NDctYzVmN2VlZmEtYzQ0Yy00MThkLWI0OGUtMDQwOWJiNWJiOTgyLnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDA2MTAlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwNjEwVDE3MTcwM1omWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPWYxYWFmYjI2NDU0YjUyODg3NjBmM2VjZDg4YWQ1YjlhMThmODU3MDYyMzYwOGVmYTcxYmY2MDhjZWVmYjQ5ZTcmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.Y0_19Gisfp4yyUmLgW2atfKyneL7POWFRKNVgNWTbEs)

This also has some additional mechanics, such as being able to recolor
colorable items, rename certain items (such as plushies), set item skins
(such as the pride pin)


![image](https://github.com/tgstation/tgstation/assets/51863163/8a085d6c-a294-4538-95d2-ada902ab69b4)

## Why It's Good For The Game

This has been headcoder sanctioned for some time, just no one did it. So
here we are.

Allows players to add some additional customization to their characters.
Keeps us from cluttering the quirks list with quirks that do nothing but
grants items.

## Changelog

🆑 Melbert
add: Character Loadouts
del: Pride Pin quirk (it's in the Loadout menu now)
/🆑
2024-06-11 17:50:12 -07:00
r3dj4ck0424
6dba3ac9e3 Adds some shuttle wreckage (Lavaland Ruin) (#83582)
## About The Pull Request
To try and figure out the map-making process, I've made a little ruin to
add to Lavaland and hopefully pique the interest of any passing shaft
miners.
![Map-Making Shuttle
Wreckage](https://github.com/tgstation/tgstation/assets/51569477/8f5d060e-ca75-487d-b1a9-5352d9310ac6)
Currently, in-game it looks something like this
![Space Station 13 2024-05-31
211713](https://github.com/tgstation/tgstation/assets/51569477/48c50b17-c871-4e6f-a987-d38de7a73030)

## Why It's Good For The Game
It's a nice bit of story for the shaft miners to come across while
blasting their way across the wasteland, with a few potential prizes
mixed with danger. At the very least, this should help increase the
variety of ruins available.

## Changelog
🆑
add: Added another ruin to Lavaland
/🆑
2024-06-11 17:08:51 -07:00
munchyi
c18e60ce09 Freddy's Pizzeria Virtual Domain (#83750)
## About The Pull Request

This PR adds a new virtual domain for bitrunners! The new domain
includes the belowed pizzeria from FNAF and some bears (scary and
strong).
## Why It's Good For The Game
So there hasn't been any virtual domains being added and it can get
boring playing the same domains over and over again. In my own opinion
we need more maps or some of them changing with new ones! I also thinks
its a funny idea to have such a domain and people will enjoy it.
## Changelog
🆑
add: added a new virtual domain
🆑

![image](https://github.com/tgstation/tgstation/assets/154919526/2d94fe21-bc45-40dc-9f84-4b69088b353c)
2024-06-11 16:34:45 -07:00
grungussuss
8db012a90f White dwarf meta knowledge check fix (#83633)
## About The Pull Request
There is two values for round threat, the shown value and the real
value, sometimes the shown threat can be 0, while the real threat is
higher, which in turn does not trigger the green alert on getting the
classified report and does not make a special announcement, "Thanks to
the tireless efforts of our security and intelligence divisions, there
are currently no credible threats to [station_name()]. All station
construction projects have been authorized. Have a secure shift!", nor
does it enable all station construction projects, so we should disable
being able to fake white dwarf on classified report.
## Why It's Good For The Game
Knowing when your classified report is fake is meta knowledge and
shouldn't be a thing.
## Changelog
🆑 grungussuss
fix: fixed getting a fake white dwarf report when the shift isn't
extended mode, which lead to meta knowledge being used.
/🆑
2024-06-12 11:28:49 +12:00
Nick
bb0fdb57c3 Gives a unique sprite to envyknife (#83837)
## About The Pull Request
This pr gives a unique sprite to envyknife which is made by
sylvia-from-fulp-station
which looks like

![image](https://github.com/tgstation/tgstation/assets/24854897/1e8ef872-33c1-486a-9c3d-eb87169931ce)

and how it looks bloodied(i personally i think the overlays look pretty
cool this way)

![image](https://github.com/tgstation/tgstation/assets/24854897/a792f07c-7d52-4308-b492-c4a24e3f3ef9)



## Why It's Good For The Game
Currently envyknife looks like a cult dagger which can be mistaken from
an auctall antag this gives the envy knife a little more personality as
a lavaland ruin item

## Changelog

🆑 sylvia-from-fulp-station
image: Adds a unique sprite for envyknife
/🆑
2024-06-11 14:06:26 -04:00
NewyearnewmeUwu
6065705ec8 Allows pacifists to use the psychotic brawling martial art, but at a cost. (#83605)
## About The Pull Request
There's a bug wherein you can use psychotic brawling as a pacifist if
you disarm, but rather than fix it I think leaning into it would be
really interesting. You get a big -20 mood debuff for 10 minutes, but
you can still harm people.
2024-06-11 13:03:21 -05:00
PowerfulAtom111
95ca5c0dcc RDS-havers now get Gibbering (#83850)
## About The Pull Request

Player characters afflicted with the RDS brain trauma now get the
gibbering language in addition to the ones they already know. the PR
looks like a webedit (it is) because i cannot clone repos because my
connection SUCKS but rest assured i tested it by just downloading it all
normally

## Why It's Good For The Game

someone who is insane may not always be able to articulate their ideas
in a way we might consider "language," either by accident or on purpose
just to show those stupid sheep. the greatest minds of the station need
to be able to speak to one another without persecution for their ideas

## Changelog
🆑 PowerfulAtom111
add: after a quick galactic meeting, insane people around the universe
can now speak gibbering to express their ideas free from the prying ears
of the walls
add: as an insane person, taking your meds deafens your ears to the holy
tongue all the other insane people are speaking
spellcheck: added a bit of text to the RDS quirk and the RDS medical
record text to highlight the insane's new abilities
/🆑
2024-06-11 07:58:03 -07:00
aaaa1023
e7e998dfc0 Removes a single crayon from the mortidrobe (#83808)
## About The Pull Request
Removes one (1) white crayon from the coroner vendor.

## Why It's Good For The Game
Fixes crayon economy.
There's 2 entries of a white crayon in the Mortidrobe and the lower one
seems to overwrite the higher one in the list .

## Changelog
🆑
fix: there is now one more crayon in the Mortidrobe.
/🆑
2024-06-11 13:51:50 +01:00
Goat
0f646e64e4 Gets rid of BDM's islava check (#83828)
## About The Pull Request
Removes `islava(newloc)` from BDM's move atom.

## Why It's Good For The Game
Megafauna have lava immunity and so won't take any damage from pathing
over lava. BDM would get stuck on his lava tile spawn due to this as
well.
fix #83615 

## Changelog
🆑 Goat
fix: blood drunk miner can now path over lava
/🆑
2024-06-10 23:37:05 -04:00
Bloop
9ea6ef3f2f alt_click_secondary -> click_alt_secondary (#83845)
## About The Pull Request

Noticed the documentation for this signal wasn't updated with the recent
refactor / is now out of date, and figured I would make a PR before I
forgot about it.

## Changelog

Nothing player facing
2024-06-10 19:53:39 -07:00
uaioy
bb87eb3d36 Medieval pirates patch (#83552)
## About The Pull Request

- moved where the warlord spawner is, should make warlord be the first
pirate to spawn
- added propulsors to the ship
- crude helmet doesn't hide your hair anymore (it didn't fully cover
your head so it made you bald)
- shortsword sprite has its original colours (i was pranked with the
whole -100 DM file and in a desperate attempt, made the shortsword have
the same colours as the claymore)
- the message to pay the pirates is different (i used the same one as
tider pirates as placeholder)
- their helmets have flash protection (borgs knock them down too easily,
flashbangs will still knock them down because no bowman)

![image](https://github.com/tgstation/tgstation/assets/114047053/75f91faf-4da8-4355-a7ca-39f965823744)
## Why It's Good For The Game
some things that i missed, plus the pirates are knocked over too easily
by borgs
## Changelog
🆑
qol: the first Medieval pirate to spawn will be the Warlord, warlord and
crude helmet have flash protection
fix: Medieval shuttle has actual engines now
fix: Shortsword has its original colours
fix: Crude helmet no longer makes you bald
/🆑
2024-06-10 19:01:09 -07:00
Da Cool Boss
f62cd39a51 Updates The Lizard's Gas (Lavaland ruin) (#83278)
## About The Pull Request
Before:
![before screenshot](https://i.imgur.com/j2dec69.png)
After:
![after screenshot](https://i.imgur.com/5Bbkugw.png)
![in-game screenshot](https://i.imgur.com/EmUvGID.png)
Notable changes:
Sinks replaced with custom liquid plasma dispensers.
Welding fuel tanks are now outside.
Solid plasma sheets removed.
Stony road is now a new tile, asphalt.
Added a plasma gas tank, with a controller inside.
You can refill plasma canisters using piping connectors, like the space
version of this ruin.
Shortened the road to make the ruin play nicer with terrain generation.
Expanded the back room slightly.
Moved the lizard to the back room so he aggros watchers and bileworms
less.
Gave the lizard a name, and adds a missing lizard plush.
Reinforces the outside walls/windows.
Adds some flavour items (trash spawners, posters and empty canisters).
## Why It's Good For The Game
There was a bunch of little things that annoyed me about this ruin, so I
went through and changed a lot.

Replacing the solid plasma and welding fuel sinks was important because
those were silly and added little to gameplay. The plasma chamber can be
siphoned off into canisters and taken to the station where they can be
sold, or sabotaged to create fiery clouds. Instead of removing the sinks
entirely, I made them dispense liquid plasma instead and changed the
sprites. Making them into solid sheets is a fun puzzle for miners to
solve.

The road also had to go. The pipes appearing above ground looked awful
and the decals didn't work. So now it's a section of asphalt road. The
asphalt can be removed, it's basalt underneath. This helps the outside
match Lavaland's pallette better. The road was shortened to make the
ruin more compact and look better when it generated over lava, I hated
the roads ending cleanly in the middle of a lava lake.

The inside didn't get changed a lot. Atmos was fixed so it filters out
Lavaland stink. Some minor cosmetic stuff like adding posters to bare
walls and moving the freezer section away from the door. The backrooms
got expanded and now has a sofa so it's more usable as a break room.
## Changelog
🆑
add: The Lizard's Gas ruin in Lavaland has been revamped, and now
dispenses plasma gas fuel.
/🆑
2024-06-10 16:38:53 -07:00
oranges
9d06ad8103 Revert "Changeling Rebalance: Kill It With Fire, feat. Armblade Rework" (#83842)
Closes #83841
Closes #83843
2024-06-11 10:28:18 +12:00
EnterTheJake
bfd539e9a0 The Syndicate MODs are now resistant to batons knockdown. (#83510)
## About The Pull Request

Adds a new Module preinstalled into the nukie suits, and purchasable in
the uplink, grants resistance to batons knockdown.

## Why It's Good For The Game

At the last coderbus meeting, i personally asked to Fikou and Mothblocks
for more baton counters to be introduced, they seemed to be ok with the
idea, so here we are.

Introduces an unremovable module which grants to the wearer resistance
to baton knockdown, it comes preinstalled in all syndicate modsuits.

With the fix of "rest to prevent disarm", stun batons have gotten even
more powerful than they once were, and while i do agree secret kinda
abusable tech is bad for the health of the game, the end result is that
the stun meta is even more prominent than ever, so it's a good time
introduce a small counter to it.

From a thematic perspective, Syndie suits should at least make people
feel afraid, which is hard to do when a single prod from a stun stick
will make you drop like a sack of potatoes, lose your desword and get
slashed to bits.

On the gameplay side, wearing one of these will make you a target for
the entire station, if a traitor is willing to expose themselves, or in
the case of nukies, forced to; they should probably have a small edge on
what's the most common tool used to stop them.

Keep in mind that this only prevents the knockdown, it does nothing for
the stamina damage, you'll still get stamcritted in a couple of hits,
nothing changes on that front.

This is merely to prevent a scenario where a single baton hit will
immediately lose you a fight.

## Changelog

🆑
add: adds the MOD shock-absorption module, into the game.
add: The MOD shock-absorption module into the the uplinks, costs 4 TC.
balance: Nukie modsuits come with the shock_absorption module
preinstalled.
/🆑
2024-06-10 17:49:49 +02:00
Afevis
c682c52cca Corrects a few surgery moods (#83826)
Missed these
2024-06-09 23:33:33 -04:00
lessthanthree
30b9245adc Tram door fixes (#83672)
## About The Pull Request

- Fixes the emergency open spamming infinitely on bump open
- Tram doors have an associated assembly, can be repaired, rebuilt, and
constructed
- Adjusted door timings to better match the animation, no longer getting
briefly stuck on an invisible, open door

## Why It's Good For The Game

Fixing little issues that have surfaced

## Changelog

🆑 LT3
fix: Tram doors can now be constructed and assemblies built
fix: Emergency opening tram doors no longer spam balloon alerts
fix: Tram doors open faster on arrival
fix: Tram doors correctly force close on attempt 3 
/🆑
2024-06-09 18:52:04 +01:00
Iamgoofball
f6281d4184 Changeling Rebalance: Kill It With Fire, feat. Armblade Rework (#83616)
## About The Pull Request


https://github.com/tgstation/tgstation/assets/4081722/684da396-fb28-4022-9f46-0fc4feb34b7a

Changelings now do not like fire, as is tradition.
If they are on fire, they no longer generate chemicals until they put
the fire out.
If they are on fire, they no longer can use any changeling powers until
they put the fire out.
All changeling equippable items like armblades, shields, armor,
spacesuits, etc. are now flammable and super-duper vulnerable to flames.
The Armblade now costs 30 chemicals to equip, and has a DNA cost of 3,
compared to the previous 20 chemicals and 2 DNA cost.
The Armblade now shatters after enough uses in exactly the same way as
the Shield; extract genomes with Absorb to maximize your Armblade's
efficiency. for its' chemical cost.
Fixes items you're holding not catching on fire alongside the rest of
you when you light on fire.
Fixes the Changeling Shield having one more hit than it was supposed to.

## Why It's Good For The Game

Changeling has been in a relatively incredibly rough state ever since
someone walked up to this predominatly stealth and intrigue based
antagonist and went "lets turn it into a carbon copy of an early 2000s
action game I just played".

![image - 2024-05-31T180546
466](https://github.com/tgstation/tgstation/assets/4081722/31f6b1bf-4c1d-4e38-be4a-d931c806a689)

Since then, just about every changeling has been a loud changeling. The
stats speak for themselves; Changelings are no longer a stealth antag
and they're defined by having an undroppable e-sword, armor, and HP
regen they can use mid-fight. They're just loud beatsticks now instead
of the scary stealth antagonist they were years ago.

I'm expecting a lot of pushback from the adrenaline addicts who dislike
the concept of stealth, to which I say: too bad.

Giving Changelings a weak point in the form of fire is not only
thematically appropriate for the original inspiration for Changeling,
but also provides the crew a way to actually scare off changelings back
into hiding, and encourages more usage of fire-causing weapons. This is
going to shake up changelings, and

Nerfing the hell out of the Armblade is going to encourage changelings
to take stealthier approaches to combat, and utilize the rest of their
power assortment that isn't just focused around being a gigantic
unstoppable beatstick.

## Changelog
🆑
balance: Changelings now do not like fire, as is tradition.
balance: If they are on fire, they no longer generate chemicals until
they put the fire out.
balance: If they are on fire, they no longer can use any changeling
powers until they put the fire out.
balance: All changeling equippable items like armblades, shields, armor,
spacesuits, etc. are now flammable and super-duper vulnerable to flames.
balance: The Armblade now costs 30 chemicals to equip, and has a DNA
cost of 3, compared to the previous 20 chemicals and 2 DNA cost.
add: The Armblade now shatters after enough uses in exactly the same way
as the Shield; extract genomes with Absorb to maximize your Armblade's
efficiency. for its' chemical cost.
fix: Fixes items you're holding not catching on fire alongside the rest
of you when you light on fire.
fix: Fixes the Changeling Shield having one more hit than it was
supposed to.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-06-09 15:00:53 +01:00
Time-Green
fde2eb3177 NEW BEPIS: Positronic sphere (#83688)
## About The Pull Request

Adds a new positronic brain variant to bepis tech
To save materials we took the corners off but now they can roll
It can roll around, knock items over and push other posibrains away
You can also kick it across the room and it's a lot cheaper because you
cut the corners off


https://github.com/tgstation/tgstation/assets/7501474/e4f913e8-cf2f-455a-b2eb-1654468df708

## Why It's Good For The Game
A chorus of whining posibrains is like heroine to the ears, now they can
aggresively shit around the robotics lab while whining for their DURAND
or cyborg shell, but the robo can also punt them into the disposal bin

## Changelog
🆑
add: Adds a positronic sphere to bepis tech and roboticist mail goodies.
It can now wreack havoc across the robotics lab while whining for a
DURAND body, but you can also punt it!
/🆑

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-06-09 14:52:00 +01:00
lessthanthree
8246e3cf8e Tram malfunction adjustments (#83706)
## About The Pull Request

Adjusts tram malfunction and the tram malfunction event to be more
straightforward and similar to other telecoms machinery.

- Tram malfunction now requires engineering, borg, or AI to visit either
the tram or the tram controller in telecoms to press 'reset'
(previously: open the tram panel and find the appropriate tool to repair
it)
- Tram malfunction event only stops the tram once per event roll
- Adjust announcement to include message that engineers need to reset
the tram
- Removed loud priority_announce when the tram is fixed. Players know
the tram is fixed because they are using it again
- Tram doors no longer force crush during malfunction, since engineers
have no method to fix this
- EMP/communications blackout event will temporarily degrade crossing
signals, otherwise the tram continues to function normally
- Loss of telecoms power will degrade crossing signals, otherwise the
tram continues to function normally

Frequency of tram malfunction event is reduced to be in line with
communications blackout and grav gen blackout, and a maximum of 3
occurrences per round

Signal failure:
Previously: Signals fail until reset has physically been done on the
controller
New: Signal failure is moved to be part of the Communications Blackout
event, lasting the duration of EMP blast that hits telecoms

Communication loss:
Previously: For the duration of the Tram Malfunction event there is a 5%
chance the tram does a degraded stop, ending when the controller is
repaired or the timer ends
New: A guaranteed 1 degraded stop per event roll. To balance the
increase in occurrences it's been made easier to reset on the
controller. If the tram is not reset by the end of the timer, it is done
automatically

New telecoms room tram controller:

![dreamseeker_AGHpKvyunZ](https://github.com/tgstation/tgstation/assets/83487515/e8269607-11c9-407a-8f6e-d20f3f1b5f56)

## Why It's Good For The Game

Making the tram friendlier for engineering to pick up/understand, it
will function more predictably in the tram malfunction and
communications blackout event.

## Changelog

🆑 LT3
add: Telecoms now has a central tram controller
add: Tram controller is now included in communications blackout event
qol: Tram malfunction event only stops tram once, requiring engineering
to reset (no tools required)
qol: Tram malfunction event no longer sends a Central Command
announcement when fixed
del: Tram doors no longer force crush you during tram malfunction event
del: Silicons can no longer control the tram when communication is lost
/🆑
2024-06-09 14:51:11 +01:00
Higgin
40792b3b0c fixes ebolas whiffing on prone targets and leaving junk behind (#83708)
## About The Pull Request

Makes energy bolas work on prone targets and not leave behind garbage
when they'd whiff.

Ever notice how you could crawl through one unlike other bolas and how,
if you got hit by one while prone, it left behind a little blue
bear-trap looking thing?

#60160 gave them the ability to be blocked and to hit flying mobs, but
it did this by making them create a subtype of bear trap on the location
on hitting a valid atom. This meant that if the target lacked a leg, was
prone, or already had a bola on, the bear trap object would be left
behind and the bola would do nothing.

This fixes that. Does not seem to have been intended behavior.

## Why It's Good For The Game

Fix good.

## Changelog

🆑
fix: energy bolas now work on prone targets and don't leave behind a
fake item when they whiff.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-06-09 14:45:17 +01:00
NewyearnewmeUwu
5edc4b054b Fixes certain quirks being erased by slimeperson cloning. (#83793)
## About The Pull Request
Certain quirks like Signer get erased by slimeperson body splitting due
to improper usage of add_unique. This should fix that.
## Why It's Good For The Game
bugs bad
## Changelog
🆑
fix: Fixes certain quirks being erased by slimeperson cloning.
/🆑
2024-06-09 14:41:27 +01:00
Afevis
d47a3b29c7 Fixes fake announcements for the shuttle loan event (#83801)
```
[18:29:06] Runtime in code/modules/events/shuttle_loan/shuttle_loan_event.dm, line 47: Cannot read null.sender
proc name: announce (/datum/round_event/shuttle_loan/announce)
src: /datum/round_event/shuttle_loa... (/datum/round_event/shuttle_loan)
call stack:
/datum/round_event/shuttle_loa... (/datum/round_event/shuttle_loan): announce(1)
/datum/round_event/falsealarm (/datum/round_event/falsealarm): announce(0)
/datum/round_event/falsealarm (/datum/round_event/falsealarm): process(2)
Events (/datum/controller/subsystem/events): fire(0)
Events (/datum/controller/subsystem/events): ignite(0)
Master (/datum/controller/master): RunQueue()
Master (/datum/controller/master): Loop(2)
Master (/datum/controller/master): StartProcessing(0)
```
2024-06-09 14:39:59 +01:00
IsaacExists
918f026ebf Contractor baton excluded from TBaton spy bounty (#83803)
## About The Pull Request
The game adds the Contractor Baton to the "global tracker" whatever the
hell that is, from what I understand it's what determines the potential
bounty item pool, since the contractor baton is a subtype of the
telescopic baton; Which of course is not very appropriate considering
the baton came from the Syndicate in the first place. The code excludes
all subtypes of the telescopic baton so that we don't get something
goofy like this:

![aJboHU3](https://github.com/tgstation/tgstation/assets/125638858/a581ccbb-480c-4090-825e-a661a87e1a50)
Credit: _shod for the image
## Why It's Good For The Game
When problem is fixed, problem no longer bad.

Originally I wanted to just add a custom text saying what a contractor
baton is instead of the telescopic baton, but was told it's not a good
idea. Boowomp. Anyways, stealing back a contractor baton from the
Syndicate who just GAVE someone that baton is a little weird I
suppooosseee.....
## Changelog
🆑
fix: You may no longer submit, or obtain, a spy bounty for the
contractor baton.
/🆑
2024-06-08 22:45:16 -07:00
KingkumaArt
ed4ba0d227 Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes) (#83310)
## About The Pull Request

So this PR comes in two basic parts: the new ammo types and the minor
balance changes. I'll go over each separately.

**--- NEW AMMO TYPES ---** 


![image](https://github.com/tgstation/tgstation/assets/69398298/c031cf87-7bde-4a67-b5fc-109bedcece88)

-- Metallic Hydrogen Ammo: Made from Metallic Hydrogen, obviously. Has
middling damage and no dismemberment chance, but pierces through armor
and enemies like they weren't even there.

-- Zaukerite Slivers: Made from a zaukerite crystal. Does high toxic
damage, and has excellent wounding and embed chances, but lacking in
armor penetration. Also gives 1 second of blurry vision if it hits you!

-- Paper balls: Crafted from a sheet of paper. Mostly just a throwing
joke item, and 99% nonlethal like donksoft. Can be fired from a
crossbow, but also could be used if you wanted to have a snowball fight
on metastation.

-- Healium Crystal Bolts! Crafted (using menu) from the healium grenade
item. Heals 30 of brute/tox/burn, but puts who is hit by it to sleep for
three seconds, limiting its use in actual combat.

-- Supermatter Bolts: Dusts whoever you shoot it at! Absurdly
overpowered! Admin only!

-- A makeshift quiver, made from cutting a o2 tank in half, to store all
the ammo in.

**MINOR BALANCE CHANGES**

-- For some reason I thought the 357, which the traitor crossbow is a
direct competitor to, did 40 damage when making the first version of the
PR, instead of the reality of it doing 60. It's been buffed to 55
damage. (The basic engi one still does 35.)

-- I've been informed that generally, the stressed rebar crossbow isn't
ever used, as the misfire chance isnt worth the extra shot. As such, I
felt it was thematic to say that the stressing procedure involves
messing with the draw system in the fluff, and the stressed one now
takes half as long to rack.

**OTHER CRAP**

-- The rods now drop themselves if you shoot them at a wall. Hopefully.
-- Fixed the the non-bare wound chance on the traitor crossbow not being
increased from the base version.
-- Has a nice electronic discharge noise on firing.

## Why It's Good For The Game

I'm very happy with the reception of the rebar crossbow, and felt that
given it was an engi weapon at heart, giving it some engi-related
ammunition would fit it very well (and also have a good reason for
making zaukerite besides selling it.) The paper balls were more just so
the crew could able to shoot their buddies with it and not maim them.

As for the balance, I feel the tot crossbow being department restricted
is already a strong factor in it being infrequently seen, and if someone
is lucky enough to roll traitor in a job slot, it's a shame if their
job's items aren't worth it. The stressed variant is a similar case, and
I hope it's enough of a buff to encourage its use.

## Changelog
🆑 WebcomicArtist
add: Added zaukerite (high damage/embed, low AP) and metallic hydrogen
(High AP and piercing, but low embed) crossbow ammo for the rebar
crossbows
add: Added healium crystal ammo for the crossbow as well, which heals
whomever you shoot it at.
add: Added admin-only supermatter crossbow bolts that dust you, because
why the hell not.
add: Added non-harmful paper balls. Can be shot from a crossbow, or
thrown at co-workers.
add: Added a quiver made from cutting an o2 tank in half, to hold it
all.
image: added sprites for all the above.
balance: Traitor Engineer Crossbow ammo now does 55 damage instead of
45, to make it compete with revolver.
balance: Stressed Rebar Crossbow now has a shorter delay required to
rack it, but can shoot you in the face on misfire.
fix: fixed rebar crossbow shots not dropping items on hitting walls
fix: fixed traitor crossbow having worse wound chance than the base one
sound: added new crossbow firing sound effect

/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-06-09 02:06:26 +00:00
Higgin
8c64a298b1 buffs other cat2 chems to make them more appealing (+vendor calomel) (#83258)
## About The Pull Request

_[even better than I was the last time, baby, ooh, ooh, ooh - I'm
good](https://www.youtube.com/watch?v=ftSUchAdVTE)_

#83192 was a nerf to aiuri, libital, and seiver with a whole bunch of
nasty side-effects including weaponization and accidental kills.

Instead, what if we just made the other cat2 chems not suck as much?

That's what this PR proposes to do. 

Helbital: always heals a minimum of 3 brute. Scales much more heavily
with high damage when the person is in soft-crit or crit. You get to
play rock-paper-scissors with the reaper ~~very rarely if you use it
while conscious/not near death's door~~ *edit: in softcrit now too -
which is fun - but should still be rare.
*edit because I'm dumb and forgor: ~~also increased the O2 damage a
touch. 3 regularly, 2 in softcrit, so it's got a limit on its mischief
you can offset with other drugs. keep in mind if you're immediately
thinking "budget lexorin" - it doesn't inflict losebreath, so you're
constantly healing O2 damage on every breath as well.~~ undid this
*edit: helbital now gives you 1-3 omen incidents after it ends
metabolizing if you go through 10u or more in your system.


Probital: also now heals 3 brute stock. Tradeoff is stamina damage but
you can couple it with food for even better brute+burn heals.

Lenturi: now heals up to 5 burn per tick pure and 3.75 stock. Stomach
damage is negligible.

Hercuri: 3 burn/tick on people with more than 50 burn damage, up to 4
pure, otherwise 2.25. Better than aiuri for significant burns.

Syriniver: can now trigger its direct tox removal effect when injected
on doses above .4u instead of .6. Lets you do a .5u drip which feels
better on the eyes than .6. Removes up to 6 toxin damage per tick this
way - nice augmentation if you don't mind the liver damage. Also heals 2
tox per tick instead of 1 on its own while metabolizing and making
musiver. Still has its low OD.

Musiver: the slow and safe byproduct of syriniver removes 1.5 tox per
tick instead of 1.

Calomel, the toxic chem-purger, is now available in two bottles in the
chem vendor. It isn't really good for killing anyone outside of slimes
(15u does about 65 damage ingested,) but it is a backup (with a
downside) in the absence of pent that you can get a little bit of
without having to bother/tide chem.

*tirimol now does a base of 4.5 oxy healing, 6 pure. the tradeoff is it
makes you randomly eepy, lose stamina, and knocks you out cold after it
leaves if you take too much. don't take too much!

**tirimol now also uses 1u oxygen as a catalyst, requires below 25%
impurity to make Super Melatonin, and has a narrower pH range which
starts at 5 pH for purity.

## Why It's Good For The Game

one of the problems I wanted to address in the last PR was to do with
the way chem stands in balance with other healing methods - finite
sutures/meshes, surgery, etc. - and lessen the ability to go for miles
off of the base chems with few-to-no drawbacks or necessary windows to
use those other methods. the base chems I focused on are the main ones
in public vendors and medikits: aiuri and libital; the third was one
that just dominates in the tox healing world, seiver.

doing this, and doing this through organ damage in particular, has a lot
of problems. it slows gameplay and demands more interdependence. it
penalizes people who cannot access that interdependence unduly (antags,
miners, but really just anyone.) it makes the chems dangerous to use
whether you intend to or not.

so rather than deal with that problem, but recognizing that people
generally don't give a shit to use the other cat2 chems for a reason
(why would you?) I decided to instead try to make them more appealing -
since they each have drawbacks already - to make the choice between them
less about the damage #s and more about the desired mix of drawbacks -
all of which you might have to account for in making a god-chem mix that
you did not have to when libital/salicylic acid and aiuri/oxandrolone
previously existed.

hopefully now these other chems are good enough to be worth considering
against those.

~~oxy meds basically never get used as-is so i left them alone.~~ edit:
i buffed tirimol. convermol + helbital works great though.

should give chemists and anyone interacting with our chem options more
interesting choices while not penalizing people using what they do now.

## Changelog

🆑
balance: buffed healing values of helbital, probital, lenturi, hercuri,
syriniver, musiver, and tirimol for their respective damage types.
balance: Tirimol now uses oxygen as a catalyst rather than consuming it
over time making it easier to make without babysitting. Tirimol now
requires much more careful management of impurity in order to make Super
Melatonin.
add: medical chem vendors now sell bottles of calomel, a potent
full-range chemical purger.
/🆑
2024-06-08 21:37:16 -04:00
Nick
e4b2f15e95 lowers mutadone pill volume from 50 to 5 (#83713)
## About The Pull Request
This pr lowers the volume for roundstart mutadone pills from 50 to 5

## Why It's Good For The Game
Realisticly you only need a single unit of mutadone and it will wipe all
your mutations 50 units in roundstart bottles were overkill it would
mean genetics would start with 250 units of mutadone which would have
upto 250 uses lowering the amount will also be more player friendly that
uses a pill to change a mutation or something quick and not have 50
units run trough their system and unable to add powers to themselves for
the next 10 minutes

## Changelog

🆑
balance: Roundstart mutadone pills now have less chems in them from 50
to 5
/🆑
2024-06-08 19:26:43 -04:00
Afevis
129283d01c Spooky element fixes (#83795)
fixes the mood event not being applied, found in #83741

🆑 ShizCalev
fix: The spooky element will now apply the spooked mood event when
someone is spooked.
fix: Fixed spookers getting a popup message when spooking mobs not
actively controlled by a player.
/🆑

also a minor grammar fix for the name of spooky skeletons.
2024-06-08 19:26:03 -04:00
jimmyl
3d2285a215 stacking machine consoles check in area instead of a tiny view range on init (#83738)
## About The Pull Request

stacking machine consoles check in area instead of a tiny view range on
init

## Why It's Good For The Game

turns out there are areas where you cant cram the console directly next
to a stacker

## Changelog
🆑
code: stacking machine consoles check in area instead of a tiny view
range on init
/🆑
2024-06-08 19:24:00 -04:00
Afevis
295a1b28ab Fixes basic bots being targeted by turrets (#83777)
turret faction got removed by accident.

fixes #83747

🆑 ShizCalev
fix: Basic bots are now in the proper faction and will no longer be
targeted by turrets.
/🆑
2024-06-08 19:23:37 -04:00
carlarctg
16dd887143 Adds a chat message for fishing in a chasm with a normal and rescue hook (#83781)
## About The Pull Request

Title, warns you if you have anormal hook and gives you a heads up it
might work otherwise.

## Why It's Good For The Game

Everyone knows 'fish in chasm to get body', but not many people know
'you can ONLY use the rescue hook to get body'. This clarifies that! It
reduces misinformation and confusion.

## Changelog

🆑
qol: Adds a chat message for fishing in a chasm with a normal and rescue
hook, to clarify that only rescue hooks can drag up corpses.
/🆑
2024-06-08 19:23:16 -04:00
Zenitheevee
62dbe3a848 Whitelists the fishing trait "Anxiety" to only detect fish. (#83782)
## About The Pull Request

Anxiety, As implied by the code, causes any fish with it to die if it is
within the same loc as 3 other fish.

Anxiety, As it currently works, causes any fish with it to die if its
within the same loc as _**ANY**_ 3 /obj/items, meaning if you are a well
mannered fisherman wearing your fishermans hat, your good ol' overall,
some good ol' wading boots, and you caught an anxious zipzap, A rare
fish that can only be caught in the ocean or any ocean portal
thingymajig, It would *instantly* die, even if every other fish was dead
and on the barbeque already

For video evidence: Here's how it's currently coded. (For the sake of
explanation, i've used game panel instead of fished.)


https://github.com/tgstation/tgstation/assets/28457065/951c82e4-2d4b-44df-8323-2e3bbc54b368

As you can see, The first fish spawned on the ground (Because i was dumb
and didn't spawn it in my hand.). But the moment i spawned one in my
hand, it _**INSTANTLY**_ died. (Or, well, not instantly but before many
could react to put it into a fish tank/generator system)

 Now, With the fish being patched:
 

https://github.com/tgstation/tgstation/assets/28457065/cd36e315-bc17-4b09-829e-504f33e3fbae

As advertised. You can hold one fish. Two fish. _even three_. but the
moment a fourth was in the same loc, they all triggered their anxiety


## Why It's Good For The Game

I shouldn't have to be ass naked to go fishing for some anxious thing
that'd tazer me.

## Changelog
🆑
fix: fish with the Anxiety gene wont die when in the same loc as any 3
items
/🆑
2024-06-08 19:23:05 -04:00
Waterpig
8fb5f3d28d [NO-GBP] Fixes my borg moduling fuckup (#83785)
## About The Pull Request

fixes #83773

## Why It's Good For The Game

I missed a few minor nitpicks in my PR, and did one major one that may
have ended up in accidental nullspacing of some things.


![image](https://github.com/tgstation/tgstation/assets/49160555/563702f7-1aa3-420b-b7e8-a1fb4e3f1e00)

![image](https://github.com/tgstation/tgstation/assets/49160555/0ca5f38d-c55c-4b22-871c-4a5cb40aa6a7)

## Changelog

🆑
fix: Fixes several service and item-handling borg modules not
functioning
/🆑
2024-06-08 19:22:27 -04:00
DustanHache
82b3de721a lobstrosity's meat is RAW! (#83786)
## About The Pull Request

A simple fix to meat drops on lobstrosities, so that they aren't
pre-cooked.
## Why It's Good For The Game

Chefs have a limited access to crab meat unless miners are generous
enough to bring it back, but because it is cooked it can't be used in
crab rangoon or other recipes that call for the meat raw.. miners on the
other hand usually aren't pressured for food anyways, due to how
lavaland and icebox are. Furthermore, this is a sanity check of sorts:
Why are lobstrosities, especially Arctic lobstrosities, dropping cooked
meat? If they're able to survive in lava, it should probably come out
raw.

## Changelog
🆑
fix: Lobstrosities are no longer pre-cooked through bluespace
shenanigans.
/🆑
2024-06-08 19:22:04 -04:00
krookodilehunter
aa7c0666d3 Fixes some Raptor grammar (#83794)
## About The Pull Request

Corrects some grammar in the raptor code. (This time it should be
correct!)

## Why It's Good For The Game

Good grammar is best grammar

## Changelog

🆑
spellcheck: fixes bad raptor grammar
/🆑
2024-06-08 19:20:58 -04:00
Afevis
d5990c31d2 Implements some unused mood events into their relevant phobias. (#83796)
Implements some unused mood events found in #83741

🆑 ShizCalev
fix: Seeing heretical stuff while having the heresy phobia will now
apply the heresy mood event.
fix: Seeing skeletons while having the skeleton phobia will now apply
the spooked (by skeletons) mood event.
/🆑
2024-06-08 19:19:03 -04:00
Afevis
9e11a5c71d Getting surgically cut open while conscious will now give you the "THEY'RE CUTTING ME OPEN!!" surgical mood event. (#83797)
Implements an unused mood event found in #83741

🆑 ShizCalev
fix: Getting surgically cut open while conscious will now give you the
"THEY'RE CUTTING ME OPEN!!" surgical mood event.
/🆑
2024-06-08 19:18:55 -04:00
LemonInTheDark
7bbe54be91 Removes the unpowered door subtype (#83812)
## About The Pull Request

They appear to be giga legacy, only thing using them is one what appears
to be totally unused small template shuttle. I just replaced em with
titanium airlocks, since I think that's what these were replaced with
going off asthetic.

(I do not want to deal with this for wallening)
2024-06-08 19:18:04 -04:00
tmyqlfpir
f6d28662a3 Add circuit component cameras (#83578)
## About The Pull Request
This PR introduces a limited set of camera components that can be used
by surveillance security consoles and the PDA/laptop camera app.

<img width="366" alt="components"
src="https://github.com/tgstation/tgstation/assets/80724828/0e628863-9998-46d6-8822-e0a44543b4c2">

There is four camera components, each limited to a specified shell
circuit type.

Additionally, drone circuit shells can now use the recharge stations
too, much like how mobs with BCIs can recharge.

### New Components

<img width="136" alt="drone camera"
src="https://github.com/tgstation/tgstation/assets/80724828/fd045871-56bf-44a6-bb4f-ebe895d56d3d">

* Drone Camera
This camera component captures the surrounding area. It has an option to
set the camera range (near 5x5/far 14x14).

<img width="136" alt="bci camera"
src="https://github.com/tgstation/tgstation/assets/80724828/16bf2dd1-823b-4d66-8249-5d0f1bb1b779">

* BCI Camera
This camera component uses the active user's eyes as a camera function.
If the user's sights are damaged, the range will be forced to the near
setting. If the user is unconscious/dead/blinded or has no eyes, the
stream will be cut off.
It has an option to set the camera range (near 5x5/far 14x14).

<img width="136" alt="polaroid camera"
src="https://github.com/tgstation/tgstation/assets/80724828/7c4d53df-b4af-4f7c-8942-a63842510720">

* Polaroid Camera Add-On
This camera component streams to a camera network. The camera range is
hardcoded to the near setting (5x5).

<img width="136" alt="airlock camera"
src="https://github.com/tgstation/tgstation/assets/80724828/5d9e9d55-49fc-45a7-99c8-aaf1ae08f6d1">

* Airlock Camera
This camera component streams to a camera network. The camera range is
hardcoded to the near setting (5x5).

### Features

* The cameras can be EMP'd and will be disabled for 90 seconds if
successful
* When the cameras are active, they will actively drain the cell's power
per second (near range uses 3kJ & far range uses 8kJ)
* Advance camera console/AIs can use these cameras, however the camera
light is disabled (they will be useless in dark areas)

### Screenshots In Action
<details>
This is the drone camera viewed on a security camera console<br>
<img width="425" alt="near"
src="https://github.com/tgstation/tgstation/assets/80724828/e5247828-0fee-4552-9e70-5e5ee897c117"><br>
This is the same drone, now set to the far range setting<br>
<img width="425" alt="far"
src="https://github.com/tgstation/tgstation/assets/80724828/e58e3e85-aa90-4f1a-9dff-957c65764b77"><br>
</details>

## Why It's Good For The Game
This promotes emergent gameplay and improves the overall usefulness for
drones as they can be 100% used remotely.

## Changelog
🆑
add: Added new circuit camera components
qol: Circuit drones can now recharge at recharge stations
/🆑

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2024-06-08 10:49:49 +00:00
Rhials
862a029cfa Adds a few more pulsar star station trait reports (#83591)
## About The Pull Request

This adds some more station-trait dependent Pulsar Star reports, much
like the "Clown Planet" report triggered by the bananium shipments
trait.

For those of you not up to speed - When pulsar star (no meaningful
threat report is provided) rolls, and a relevant station trait is
active, the generic report is replaced with one pertaining to that
trait.

It's better to just check the code changes to get a full picture, but
I'll give some summaries on what the individual reports are here:

**Assistant Gimmick Outfits** - "Grey Sky", and a warning to monitor the
recently emboldened assistants on-station.

**Intern** - The intern has forgotten to actually include the report in
his message. What a goof!

**Ion Stormfront** - Oh dear, the electromagnetic interference is
messing with the report broadcast.

![image](https://github.com/tgstation/tgstation/assets/28870487/ea7060b5-177e-4760-a079-9f61650aca27)

**Endless Snowstorm** - Ice Giant, Too much snow, we can't give an
actual report. Stay safe!

**Wise Cow Invasion** - Cow Planet. [We're gonna go fast and we're gonna
go far with a steady driving bass and a rhythm
guitar.](https://www.youtube.com/watch?v=BPqPYszbSFI)
## Why It's Good For The Game

Seeing the goofy clown planet message always made me think "dang, this
feels like underutilized material" and can give command some prompting
on what to tell the crew beyond "yeah we don't know what threat level it
is". Maybe it'll prompt someone to do a gimmick based on the report? Who
knows! It's just an added dash of flavor at the end of the day.

Admittedly, some are a bit silly, but also rare (requiring both a
specific station trait and the 8% pulsar star chance) so I think its
fine.
## Changelog
🆑 Rhials
add: Adds some more station-trait dependent pulsar star reports. Keep an
eye on that roundstart command report!
/🆑
2024-06-08 09:17:17 +02:00
FinancialGoose
6a9ca67482 New operating sounds for wrench, crowbar and wirecutter (#83462)
## About The Pull Request
Medical tools have some operation sounds that added to the aesthetic of
their work so I thought why not engineering.


https://github.com/tgstation/tgstation/assets/92416224/30e4558c-8a64-407b-a7fb-b1ad30966fe5





## Why It's Good For The Game
People play engineering to fix stuffs so making the aesthetic of using
the tools better should make it fixing more enjoyable.
## Changelog
🆑

sound: added operating sounds for wrench, wirecutter and crowbar

/🆑

---------

Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
2024-06-08 03:05:28 +00:00