Commit Graph

2202 Commits

Author SHA1 Message Date
SkyratBot
651e480576 [MIRROR] Temporary bees animate on death and no longer produce corpses (#26683)
* Temporary bees animate on death and no longer produce corpses (#81714)

## About The Pull Request

I requested this as a change on the Hive Head PR but Ghommie didn't
notice and merged it anyway so I had to do it myself instead of forcing
the underclass to do it for me 😔

![dreamseeker_d8pI4uCCqt](https://github.com/tgstation/tgstation/assets/7483112/bff1a2d7-98c7-49d2-854b-a16f709520ab)

Anyway now bees created by the "beesplosion" reaction and by the Hive
Head changeling power no longer produce corpses, and have a death
animation.

## Why It's Good For The Game

It looks better.
It was weird that the bees would create corpses if killed but not if
they expired.

## Changelog

🆑
image: adds a visual effect for hive head bees despawning
/🆑

* Temporary bees animate on death and no longer produce corpses

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-02-29 22:55:26 +01:00
SkyratBot
028f3077c4 [MIRROR] Removes the old toolbox arena code (#26681)
* Removes the old toolbox arena code (#81707)

## About The Pull Request

This machine was added 5 years ago to be used for events like the
toolbox tournament, but it has since been deprecated and unused (toolbox
tournament has made their own version of the console that works much
better and uses TGUI), making this machine not worth touching.
After some discussions in discord, we said the better option would be to
remove this machine and leave the toolbox tournament branch keep using
their machine, rather than to port the toolbox version to TG where it
will continue to not be used in-game.

fun fact: This used to have a feature where it gave antag hud icons to
the members of each team, it was removed when antag huds got refactored
3 years ago, hence why I'm removing an antag hud icon.

## Why It's Good For The Game

Already explained, this machine has no purpose as it is now, and a new
tgui UI won't save it.

## Changelog

Nothing player-facing.

* Removes the old toolbox arena code

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2024-02-29 22:54:47 +01:00
SkyratBot
fc6565e475 [MIRROR] [NO GBP] Fixes spurious CI failures from museum ash spawns (for real this time) (#26665)
* [NO GBP] Fixes spurious CI failures from museum ash spawns (for real this time) (#81690)

## About The Pull Request

I saw this runtime again despite thinking I fixed it and then realized I
needed to be calling `ispath()` since we are not working with an
instantiated object with these lists. Oops

## Why It's Good For The Game

Working code is good

## Changelog

Nothing player facing

* [NO GBP] Fixes spurious CI failures from museum ash spawns (for real this time)

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-02-26 23:18:32 -05:00
SkyratBot
34f67a1e57 [MIRROR] Adds a multi-dimensional bomb payload to the black market. (#26663)
* Adds a multi-dimensional bomb payload to the black market. (#81562)

## About The Pull Request
This PR adds a !!!FUN!!! bomb payload to the blackmarket, which, upon
detonation, transmutates all terrain in a range like the dimensional
anomaly would. You can also select the dimensional theme to use by using
it in your hand.

I believe however, this thing should cost a fuckton to get and only show
up occasionally. 8k to 10k was my original idea, but I think that's
perhaps not high enough given its flagrant potential. Perhaps I should
also make it so the more dangerous themes yield a shorter range than
others. Suggestions are welcome.

Screenshot of what happens when you don't set the theme:

![chaotic_mess](https://github.com/tgstation/tgstation/assets/42542238/e4c3264d-17e0-45b6-90c2-3c30a592ae2d)

This PR also turns dimension themes into singletons so we access them
more easily. Nothing to write home about.

## Why It's Good For The Game
The black market could always use some extra thingy or two anyway, and
this thing could either be a source of emergent gameplay, or a recipe
for a disaster. Perhaps second to the Big Slappy for how funny it could
be.

## Changelog

🆑
add: Added a multi-dimensional bomb payload to the black market. It's
very expensive.
/🆑

* Adds a multi-dimensional bomb payload to the black market.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-26 23:15:58 -05:00
SkyratBot
c2754d77ba [MIRROR] Footprint Sprites are BASED (on shoes and legs) (#26607)
* Footprint Sprites are BASED (on shoes and legs)

* Update code/modules/mob/living/carbon/human/human.dm

---------

Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2024-02-26 21:13:38 +01:00
SkyratBot
8ea436b829 [MIRROR] Adds loot blacklist, creates a maintenance spawner with decals blacklisted (#26613)
* Adds loot blacklist, creates a maintenance spawner with decals blacklisted (#81611)

* Adds loot blacklist, creates a maintenance spawner with decals blacklisted

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-02-23 21:10:30 -05:00
SkyratBot
6aef9d5203 [MIRROR] [MDB Ignore] Converts random bedsheets to spawners + 3 bedsheets I made long time ago. (#26518)
* [MDB Ignore] Converts random bedsheets to spawners + 3 bedsheets I made long time ago. (#81435)

* Aaand modular

* wuh

* idk how I missed these

* geez

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-02-23 06:15:59 +01:00
SkyratBot
1523ba2828 [MIRROR] Removes some easily accessible sources of Mythril (#26600)
* Removes some easily accessible sources of Mythril (#81595)

## About The Pull Request

- Deletes Mythril coins from random spawners, redestributes its weight
where relevant
- Deletes Mythril Sheets from icebox fishing, replaces it with Runite,
which is far less harmful (literally just a strong material)

## Why It's Good For The Game

Mythil's not supposed to be easily player available

Literally the first coin I spawned in testing was summoning, the most
gamebreaking one.

Also see this for more information
https://github.com/tgstation/tgstation/pull/75199#issuecomment-1537836361

![image](https://github.com/tgstation/tgstation/assets/51863163/e5d3b569-4d29-4cd5-bb1e-36f94cbbea84)

With 2 sheets you can farm any prefix you want by combining and
splitting sheets. Nope!

## Changelog

🆑 Melbert
del: Deletes Mythril Coins from random coin spawners
del: Replaces Mythril sheets in icebox vent fishing with Runite sheets
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>

* Removes some easily accessible sources of Mythril

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
2024-02-22 16:55:07 +01:00
SkyratBot
a7b1ecb585 [MIRROR] museum away mission (#26463)
museum away mission (#81208)

adds a new gateway map, the Nanotrasen Museum it is filled with
""""Mannequins"""" and Common Core lore
im not putting the preview here because you really should explore it
yourself but if youre that curious i think the Checks tab in mapdiffbot
would have it
this gateway map contains no combat unless you count falling into chasms
because you did not carry a light
or going into the boarded room with no loot or any incentive with
obvious signs that there is the sole enemy on the map in there
the loot is the lore ok thanks

also makes mines detonate if theyre detonated by a non-mob im pretty
sure this couldnt have been intentional
trams stop chasms
and also the relevant items

<details>
  <summary>on second thought if you want spoilers check this</summary>

![image](https://github.com/tgstation/tgstation/assets/70376633/41ab2db1-55ce-4371-8594-a1d8961c37c3)

</details>

more gateway maps = good

🆑
add: nanotrasen museum gateway map
/🆑

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-20 01:00:11 +01:00
SkyratBot
876357d6a5 [MIRROR] Revenants no longer make noise walking into gibs (#26500)
* Revenants no longer make noise walking into gibs (#81420)

## About The Pull Request

Turns the hardcoded sound that plays when you walk into some gibs into
an Element and adds a check for flying to avoid playing the sound,
fixing Revenants, Holoparasites, and other mobs that fly from making
noise when "walking" into a pool of blood.

## Why It's Good For The Game

I was observing a revenant and heard them making noise from walking over
blood, thought it was kinda f*cked up

## Changelog

🆑
fix: Revenants (and other flying mobs) will not make noise when walking
into pools of gibs,
/🆑

---------

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

* Revenants no longer make noise walking into gibs

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2024-02-14 06:26:40 -05:00
SkyratBot
84945ce2b7 [MIRROR] Mapload anomalies are no longer orbit points-of-interest (#26487)
* Mapload anomalies are no longer orbit points-of-interest (#81431)

## About The Pull Request

Mapped-in anomalies no longer register as points-of-interest in the
orbit menu. This is primarily for the hollow anomalies from the anomaly
research ruin. Player-stabilized anomalies, and regular event anomalies,
will still show up here.
## Why It's Good For The Game

These damn things take up over half the misc tab. Less clutter in the
orbit menu.

![image](https://github.com/tgstation/tgstation/assets/28870487/099cda4d-42e2-478d-ac21-fe0ec7a21e60)
## Changelog
🆑 Rhials
qol: Map hazard anomalies are no longer treated as points-of-interest in
the orbit menu.
/🆑

* Mapload anomalies are no longer orbit points-of-interest

---------

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
2024-02-12 19:04:36 -05:00
SkyratBot
4f53ec2660 [MIRROR] Fixes complex lights not handling moving well, renames lighting defines (#26484)
* Fixes complex lights not handling moving well, renames lighting defines (#81423)

## About The Pull Request

[Fixes static lights not
moving](ffef43c05a)

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

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

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

## Why It's Good For The Game

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

* Oh well

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-02-12 22:25:22 +00:00
SkyratBot
5489126089 [MIRROR] Adds fire ants as a chem (#26455)
* Adds fire ants as a chem (#81214)

## About The Pull Request
Adds fire ants as a chem. They work pretty much exactly the same as
normal ants, but they deal roughly 2x damage. Also mildly cleans up
whatever ant code I touched
## Why It's Good For The Game
Doesn't really make sense that when you scoop up an anthill of fire
ants, you get a beaker full of normal ants. It's honestly an injustice.
Also, new flavours for the bartender and chef to work with are always
nice.
## Changelog
🆑
add: Fire ants can now be scooped up and used as a chem like normal
space ants
/🆑

---------

Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>

* Adds fire ants as a chem

---------

Co-authored-by: Nick <42454181+Momo8289@users.noreply.github.com>
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
2024-02-10 23:20:14 -05:00
SkyratBot
5543a44882 [MIRROR] ArcMining Pr Beta: Version 1.2 (#26205)
ArcMining Pr Beta: Version 1.2 (#78524)

This one's not like the last one, so much so that I'm not even going to
outsource the PR description to a robot this time!
Basically, **You should read the PR body before assuming that everything
is the same as last time. It's not.**

Click the link below to see a video summary of the main features of this
pull request.
https://youtu.be/Aho2omR0mjY?feature=shared

This pull request serves as a large rework of minerals produced by
mining, and by extension mining itself. I'll try and list each change
and it's associated nuance here.

The biggest addition to the game with ArcMining is **Ore Vents**. Ore
vents spawn as a ruin on the map, placing a randomized ore vent onto map
generation. Ore vents spawn in 3 different sizes, **Small, Medium, and
Large**. These vents will pick from a pool of materials they can
generate, and will hang out across the map. A player can use a mining
scanner to discover an ore vent, granting a small quantity of **mining
points** to begin with. Once scanned, ore vents will show what minerals
that ore vent will generate after they're fully tapped.

Scanning the vent again will trigger the extraction process. A small
drone will fly down, called the NODE drone, and buckle onto the vent.
Your job during wave defense is to protect the drone and to defeat waves
of randomly spawning mobs (dependent on if you're on lavaland or on
icebox). The quantity, duration, and time between waves is scaled to the
size of the vent you're protecting. Starting by scanning and protecting
lower tier vents earlier in the shift is a safer bet than doing a large
vent in the first few minutes. The drone has 500 health, and can take a
good few hits, but leaving it alone will cause it to meet an unfortunate
end quite quickly.

Cooperation can be your best asset, as mining with allies can greatly
help with wave defense, and mineral points are granted to anyone who
helps with defending the ore vent equally (So 500 * size tier,
regardless of how much help you receive). Once complete, the ore vent
will have a mining machine constructed on top of it, and will start to
dredge up **Boulders** from the earth automatically. More on boulders
later.

Ore vents can be located based on your mining scanner, and will provide
an appropriate audio cue based on if the ore vent has been discovered or
not, and once processed will no longer alert you to it's presence.

**Each station comes with a free vent that produces exclusively iron and
glass, free of charge.** This is to help with shifts where the station
may not have shaft miners to produce minerals, and to provide the
station with a baseline amount of minerals where none may exist
otherwise.

Mineral generation has been completely reworked. Previously, Mineral
Generation had a flat 13% spawn rate in-game. Once minerals spawned,
they would also have a chance to propagate their minerals to nearby
tiles, resulting in a rather massive pool of minerals that could spawn
throughout lavaland on the whole.

This tweaks that, by making minerals in walls spawn based on their
proximity to ore vents on maps that use cave generation. Both the
probability, and quantity of ores spawning in walls is scaled based on
distance, with ore vents looking like large caches of ores found in
walls. This makes following ores found in walls and checking their
quantity of minerals spawned a good indicator of how close you are to a
nearby vent in-round.

This means you can collect some points form both discovering ore vents
first, as well as collecting their surrounding ores, turn those in for
mining points, and then trading them in for gear upgrades to more
effectively take on ore vents. As a result of tweaking the balance of
this, the total amount of ores spawned in walls overall has been
decreased. However, by making more of the process time based, we still
result in a mostly balanced finished product.

On station, there are now three new machines. These are the BRM, the
Refinery, and the Smelter.

- The BRM acts as a teleporter. Instead of needing to carry boulders
back to the station, you can activate the BRM, and it will automatically
pick boulders to teleport back to itself. You can use this to teleport
boulders dredged up from lavaland onto the station for processing. **The
BRM will only lock on to boulders that are resting on an ore vent.**
Moving boulders back by hand will mean you'll have to haul it back by
hand.
- The refinery processes the non-metallic materials out of boulders.
This process sends the materials straight to the ORM, and collects
mining points from the ores smelted in the machine. Swiping with an ID
card lets you withdraw those points for your own personal account, but
remember that these points are for your whole team to share from. The
**Mining points obtained from this process is only 75% of the amount an
equivalent amount of ores would provide.**
- The smelter works nearly identically, however the smelter produces
metallic materials out of boulders instead.
- Once a boulder has had all of it's materials extracted, it's broken
down and deleted from the line. Otherwise, the boulder is spat out for
the next machine to process it (either the refinery or smelter).
- Once there's no minerals left in a boulder of any type, the refinery
or smelter will break the boulder down.
- Boulders **do not stack onto tiles with each other**, so they'll block
each other when pulled or when moving on a conveyor belt.

Boulders can also be processed by hand. Using a mining tool on a boulder
with right click will allow you to break down a boulder into it's
composite ores, but limits you to a maximum of 10 ore per boulder, where
the full amount can be extracted using the proper processing machines.
Also, processing by hand does deal small amounts of stamina damage over
time, do breaking a full large boulder can be particularly taxing.

Additional Boulder Processing Machines can be built, with the BRM board
being obtained from the Protolathe, while the Smelter and Refinery
boards being obtainable from the Autolathe instead. A _boulder
processing beacon_ can also be obtained from the mining points vendor as
a reward to assist with boulder processing. Boulder processing beacons
can be used to spawn in a new BRM, refinery, and smelter on the tile the
user is standing on, however **you'll still need to link them to the
ORM**!

All three machines can be upgraded with Stock Parts, allowing for **more
boulders to be processed at a time**. It does not, however, increase the
amount of minerals received from boulders, or points earned.

Mining borgs have been given some minor adjustments to compensate for
the changes to mining. Their mineral scanner, which now has an active
component to gameplay, is now a module as opposed to built into the mob.
This module allows for the same ability to discover and start waves of
monsters to fight.

Mining modules will find that their PKA now has a total of 90% mod
capacity as compared to the 80% they had before, to allow for more
robust defense of ore vents.

In addition, all borgs and AIs can interact with the BRM for boulder
collection.

Mining Mechs have had their utility tweaked as a result of these changes
as well. Mineral scanners to be used on mining mechs now have a larger
radius by comparison to their handheld cousins. Similarly, it now has an
active scanning button, which will actively discovery nearby ore vents.
To begin wave defense, you will need to hop out and scan a second time
however, so that you can properly accept the risks of drawing a horde of
bloodthirsty wildlife towards you and your companions.

Mechs can also manually process boulders, similar to mining tools using
their drill.

Golems, being more gentle and less aggressive than humans, while being
made out of LITERAL ROCKS, have a greater need to secure access to ores
and minerals to eat. As such, they have adapted to be able to do two new
things:

- Golems may now right click ore vents to be able to manually haul a
boulder out of the vent. This costs a hefty amount of stamina, but it
allows for golems to avoid combat during regular gameplay.
- Golems may now left click a boulder with an open hand in order to
manually process a boulder like a pickaxe. While not faster, it is
consistent and prevents golems from starving if they have access to a
vent, but no ores, somehow.

The labor camp, being a camp for rehabilitation and ~~excessive manual
labor~~ has been tweaked. Boulders now replace the random minerals
located on their island, and to acquire their prizes inside, much be
excavated and then broken out of the rock. Now YOU TOO can excavate
minerals and become a true mineral hero by working your way to freedom.

As a result of fewer mining points being available across the map due to
the new ore spawning mechanics, and the shift in how and when ores will
be coming in, almost every progress based mining point cost has been
reduced by around 10-20%. Many numbers are still subject to change at
present, but the idea is that core progress unlocks should be made a bit
more available earlier in the round before players can start to solo or
duo larger or more difficult ore vents, after which they'll be rolling
in ores.

Every once in awhile, an unusual boulder will get hauled up from the
mineral rich depths of lavaland. These **Artifact boulders** can
occasionally produce rare items, but for now they've mostly just been
pulling up **Strange objects** for science. Nanotrasen Natural Sciences
department will reward you extra points to be collected by boulder
processing machines for successfully extracting one. In the future, this
opens up a passive reward space that mining can reward to the station,
like providing cytology DNA samples, ancient seeds, or other artifacts.

- Boulders can be stored in all varieties of ore boxes (ground, mech)
should you choose, however as mentioned it's best to leave them where
they spawn and teleport them to the station for convenience.
- Maps that are not subject to cave generation will find that they are
largely untouched in terms of mineral balance.
- Future or existing ruins can now be tweaked to have a mineral balance
cost, as the ore vent ruin does. This will allow us to spawn in more
interesting ruins for pre-made combat challenges.
- There are unique ore vents that spawn across the map, that will summon
a boss mob relevant to that map. If the boss mob is defeated, that vent
will spawn large boulders pulling from every possible ore type that can
spawn. Not for the faint of heart!
- Similarly, the number of ore vents and mineral budget is now
adjustable in the cave generation procs, so maps may spawn with more or
less ore vents as desired for balance.
- Artifact boulders opens up a LOT of room for possible future content
like archaeology, xenoarch, artisci, and other design spaces!
- Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in
addition to boss ore vents.
- **I'll add more to this as I get asked questions and remember things,
this is a huge PR and I'm confident I've missed at least something**

I outlined a lot of this in #78040, so I'll try and keep this relatively
snappy this time, while noting that I've made some concessions to make
the whole system a lot more playable while not trying to break out
design decisions that are at the end of the day, better for the game and
the overall resource balance in round.

Minerals are a very poorly balanced system, and have been since their
inception many years ago. We heavily rely on mineral balance in round,
and yet we've really only balanced it by introducing so much supply that
there's no equivalent exchange for materials that doesn't just heavily
flood the exchanged material. For example, items printed from materials
that are otherwise considered "rare" on master exist in such quantities
and they'll never practically run out in our allotted 90 minute time
slot design. This PR adjusts how ores spawn to a point where we can
minimize the amount of ores that need to exist on the map for mining to
be able to progress, while still providing enough resources for the
station that it covers the needs of the station adequately.

Miners will need to be more strategic about what resources they've
collected, and be able to make decisions about which vents are worth the
risk of attempting to fight, how to prepare for a wave defense, and when
to head back up for upgrades, while finally giving them at least some
kind of incentive to work together and use different equipment.
Resonators make cleaning up the caves around vent easy, sandbags set up
easy defenses for your vent, mechs can serve as a wider range radar
while mining, all while still providing a new gameplay loop to mining.

By limiting the amount of ores that can enter the round from the
massive, massive amounts that were coming into the round beforehand (see

gameplay to the processing of minerals. I have some plans for that,
however this PR already got bloated really REALLY badly due to scope
creep and the number of intersecting systems that rammed into each other
to make this PR possible. So that'll be next. Plus, as I've mentioned,
we open up places for ore processing to find fossils, relics, and other
things that can implemented down the line.

Overall, I don't expect this PR to save or kill ore balance, but we gain
a LOT more control over it through the use of our mining defines
attached to this PR, and at the end of the day, that's a great place to
start off of.

🆑
add: Added ore vents. Scanning them with mining scanners shows what
minerals they contain. Scan again to fight off a horde of beasts as your
drone assistant excavates the vent, so the ore vent will produce mineral
boulders!
bal: Ores that spawn in walls now spawn based on their proximity to ore
vents, with their chance to spawn and their minerals contained scaling
from low to high.
add: Added the BRM, Refinery, and Smelter. These pieces of equipment are
used to process ore boulders into minerals for the station. Stock Part
upgrades allow more boulders to be processed at one time. They collect
mining points as well, to be redeemed with an ID card swipe.
add: Boulders are teleported to the station via the BRM if left
untouched. Boulders can also be cracked open for a reduced amount of ore
using pickaxes or golems hands.
add: All stations come equipt with a pre-excavated ore vent, which
produces a basic supply of iron and glass only. Scan other vents for
your critical resources!
add: Look there's a shit ton of changes on mining, for more detail check
out the Pull Request: https://github.com/tgstation/tgstation/pull/78524.
sound: New sounds and noises for your high octane factorio-like
gameplay!
image: All new boulder sprites for the new minerals and rocks added to
the mining gameplay loop, as well as mining machines!
image: Overlays appear over vents when scanned to let you know their
contents at a glance when actively scanned with any mining scanners.
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-22 01:33:55 +01:00
SkyratBot
c41dd0e2f4 [MIRROR] Saves some free lag by removing some in area (in world) loops [MDB IGNORE] (#25977)
* Saves some free lag by removing some in area (in world) loops (#80644)

## About The Pull Request

Goes through and changes some `in area` / `in a` loops to use
`get_contained_turfs` to cut down on `in_world` loops. Saves some free
lag.

## Changelog

🆑 Melbert
fix: Some things which affect everything in an area are less laggy, the
"all lights are broken" station trait especially
/🆑

* Saves some free lag by removing some in area (in world) loops

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-01-04 16:59:25 +00:00
SkyratBot
e6bd089ef7 [MIRROR] Refactors Crystal Warp Theme datum to use Dimensional Theme datum [MDB IGNORE] (#25934)
* Refactors Crystal Warp Theme datum to use Dimensional Theme datum (#80661)

## About The Pull Request

`/datum/crystal_warp_theme` and `/datum/dimension_theme` both do very
similar, if not identical behaviors, so we can combine them pretty
painlessly.

## Why It's Good For The Game

This gives the crystal more options for themes to pick from, and the
dimensional anomaly more wacky themes to pick from.

## Changelog

🆑 Melbert
refactor: Refactored the area transformation colossus crystal effect to
use the same system dimensional anomalies use. That means the colossus
crystal now has access to some dimensional themes (bamboo, plasma,
glass) and the dimensional anomaly now has access to some colossus
themes (jungle, alien).
/🆑

* Refactors Crystal Warp Theme datum to use Dimensional Theme datum

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-12-31 15:43:40 -05:00
SkyratBot
bb3f42b103 [MIRROR] Dimensional anomaly converting airlocks preserves old name [MDB IGNORE] (#25914)
* Dimensional anomaly converting airlocks preserves old name (#80654)

## Why It's Good For The Game
the name of an airlock indicates what area it is, also generic names
like "gold airlock" look dull

Fixes https://github.com/tgstation/tgstation/issues/80655

## Changelog
🆑
fix: Dimensional anomlies converting airlocks preserves the old name
/🆑

* Dimensional anomaly converting airlocks preserves old name

---------

Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
2023-12-30 15:22:55 -05:00
SkyratBot
1433ad9fa4 [MIRROR] Fixes being able to fish up qdeleted spawners [MDB IGNORE] (#25908)
* Fixes being able to fish up qdeleted spawners (#80646)

## About The Pull Request

Fixes https://github.com/NovaSector/NovaSector/issues/152

This is mostly a downstream issue, I think, but should a spawner ever
get added to the fish tables here this bug will be present.
Basically spawners, when created, do their item spawning behavior on the
src loc and then immediately qdel themselves.

If you try to forceMove() the spawners out of nullspace, like what was
happening with fishing, you'd end up with an unmovable broken item that
cannot be easily admin deleted.

This PR also adds a stack_trace when you forceMove() a qdeleted spawner,
because this is not the first time I've seen this issue come up. It
doesn't stop it from happening, though, because it's easier to visually
see the bug that way. This just provides some useful feedback as to why
the bug is happening should you check the debug logs.

## Why It's Good For The Game

Fixes a bug

## Changelog

🆑
fix: fishing up a spawner will now give you the spawned item instead of
a broken, undeletable spawner object
code: adds a warning to the stack trace when something tries to
forceMove() a qdeleted spawner
/🆑

* Fixes being able to fish up qdeleted spawners

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-12-29 22:46:54 -05:00
SkyratBot
75cd7f69f6 [MIRROR] A "postal workers strike" negative station trait. (can be positive) [MDB IGNORE] (#25874)
* A "postal workers strike" negative station trait. (can be positive)

* Update shuttle_loan_datum.dm

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-29 18:25:27 +00:00
SkyratBot
922ec66ee7 [MIRROR] Better Ghost Selection [MDB IGNORE] (#25789)
* Better Ghost Selection

* yes

* oldcode updates and compat

---------

Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-25 00:11:10 +00:00
SkyratBot
9a3fb5c5c1 [MIRROR] FOV is Dead (Long Live FOV) [MDB IGNORE] (#25600)
* FOV is Dead (Long Live FOV)

* Update _megafauna.dm

* Update _vehicle.dm

* FOV Hotfix: Actually offsets gameplane render relays

* removes redundant visual_shadow

* removes GAME_PLANE_UPPER references

* Update mob_movement.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-23 17:47:07 +00:00
SkyratBot
903cf1d211 [MIRROR] Holiday Supermatter [MDB IGNORE] (#25575)
* Holiday Supermatter (#80254)

## About The Pull Request

Adds some festive season cheer to the SM. Santa hat not included.

![xmas_sm](https://github.com/tgstation/tgstation/assets/83487515/ccd42eea-2282-40aa-8a0e-8fe8f4a1dadc)

## Changelog

🆑 LT3, Majkl-J
image: SM now has holiday lights
image: You can now put a santa hat on the SM
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Holiday Supermatter

* Update code/modules/power/supermatter/supermatter.dm

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

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-12-12 19:03:15 -05:00
SkyratBot
3658c80e57 [MIRROR] Explodes device.dmi [MDB IGNORE] (#25523)
* Explodes device.dmi

* Demodularize these

* Update traitordevices.dm

* Update traitordevices.dm

* Modularizes hypnotic flash

* Modular dmi repath

* Modular dmi repath

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-09 09:48:43 -05:00
SkyratBot
013003e732 [MIRROR] The maintenance crate spawning crate is now a spawner [MDB IGNORE] (#25417)
* The maintenance crate spawning crate is now a spawner (#80083)

## About The Pull Request

`/obj/structure/closet/crate/maint` was a type of crate that spawned a
completely different crate, and then deleted itself. I have decided to
swap this out for an actual spawning effect.

I have also did some subtypery to remove some duplicate code that
handled randomly opening the spawned closet/crate (through I am not that
satisfied with
`/obj/effect/spawner/random/structure/closet_empty/crate/with_loot` as a
sensible typepath name, I would like to ask for suggestions). I also
removed a loot define, because it was no longer needed as its contents
were used on a single page.

## Why It's Good For The Game

Things that act like spawners should be spawners.

Maybe this fixes the CI issue on northstar where a mousetrap box gets
deleted before it initializes during create and destroy? It was placed
above a spawner that spawned one of these self deleting crates. I am
unsure, I could not replicate this issue during testing.

## Changelog

Nothing player facing.

* The maintenance crate spawning crate is now a spawner

* UpdatePaths

* Update Blueshift.dmm

---------

Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-03 19:02:42 -05:00
SkyratBot
4eb17420b5 [MIRROR] Festival Sect Expansion: New Tunes, New Rites, Cogitandi Fidis [MDB IGNORE] (#25404)
* Festival Sect Expansion: New Tunes, New Rites, Cogitandi Fidis (#80032)

## About The Pull Request

### Cogitandi Fidis

Creates a holy violin that gives an analysis of songs played on it. This
lets you check how long the song is for final effects, to make sure they
trigger without the hassle of trying a rite with a song until you get
one that works. 20 Favor, looks neat too!

### Portable Song Tuning

Rite to empower an instrument with the ability to invoke specifically
song tuning rites, 5 charges before you need to go back to a proper
altar. Helps a chaplain stay on the move, since songs are interruptable
and sometimes an altar can be incredibly far. 10 Favor for 5 charges.

### Illuminating Solo

![image](https://github.com/tgstation/tgstation/assets/40974010/9dddc60a-92e3-4e42-bf7b-423e9ac25c7c)

New free invocation that lets you light up the way with your music! The
finishing effect applies a weaker glow to all listeners for a minute.

### Other Misc Changes

The threshold for getting a final effect on a song is now lower, 220 ->
170. As a reminder, this threshold is lines * tempo. I think the
threshold was simply too high

## Why It's Good For The Game

Changes were made from
https://tgstation13.org/phpBB/viewtopic.php?f=10&t=35381 statistics and
feedback about sects. I think, overall, Festival Sect is in a very good
place and doesn't need a whole lot but a few rites that help with a
quality of life would really cut down on the amount of time a chappy is
spending doing nothing but running allllll the way back to the chapel to
load up some new songs

## Changelog
🆑
add: Festival Sect has 3 new rites: Cogitandi Fidis, Portable Song
Tuning, and Illuminating Solo.
balance: lowers threshold for triggering a final effect. Consult your
Cogitandi Fidis for more information
/🆑

* Festival Sect Expansion: New Tunes, New Rites, Cogitandi Fidis

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2023-12-03 01:55:43 -05:00
SkyratBot
96e280edfb [MIRROR] Slime type datum, and cleans up slime related code [MDB IGNORE] (#25250)
* Slime type datum, and cleans up slime related code

* Resolves Conflict, Preserves SR Edit

* Update code/game/objects/items/devices/scanners/slime_scanner.dm

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

---------

Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
2023-11-25 20:54:43 -06:00
SkyratBot
3fa98bd2cc [MIRROR] Adds UPSIDE_DOWN movetype for negative gravity / makes Atrocinator affected by less things [MDB IGNORE] (#25155)
* Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things (#79785)

## About The Pull Request

Fixes #79764

I was going to tackle this issue by slamming `TRAIT_NO_SLIP_ALL` on
Atrocinator users and calling it a day, but like, that didn't feel
proper.

So I thought hey, we could just give them the flying movetype, even
though they technically aren't flying it means they're unaffected by
things that flying would make you unaffected by.

Nope, this means the mob technically "negates gravity", so no falling
and no feetsteps.

Let's try floating - this give us feetsteps but no falling upwards.

So instead of going back to square one, with `TRAIT_NO_SLIP_ALL`, I
decided to go for the more complex route of just adding a movetype.

Hence, move type `UPSIDE_DOWN`. This covers situations where a mob would
be "floating" above the ground, but still walking. ...Negative gravity.

This means overall the Atrociator acts more as you'd expect - you don't
slip on ice, you don't trigger bear traps or mouse traps, you can walk
over railings, unaffected by conveyor belts, etc.

## Why It's Good For The Game

Makes the Atrocinator a lot more consistent with how you'd expect for it
to work.

Admittedly it is a bit niche use of movetypes, but it can possibly be
expanded to more things in the future, who knows? I applied it to mobs
on meat spikes (even though they don't move), just for proof of concept.

## Changelog

🆑 Melbert
fix: Atrocinating mobs will now behave more as you'd expect. Meaning
they don't slip on wet patches, can't trigger bear traps / landmines /
mouse traps, ignore conveyors, and can walk over tables and railings.
fix: Floating mobs are unaffected by conveyor belts, acid (on the
ground), glass tables
fix: Floating mobs won't squish stuff like roaches anymore
fix: Fixes bear traps triggering on floating / flying mobs
/🆑

---------

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

* Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2023-11-20 17:10:59 -05:00
SkyratBot
558c466b81 [MIRROR] Splits placeontop proc [MDB IGNORE] (#25103)
* Splits placeontop proc (#79702)

## About The Pull Request
I find the proc hard to read honestly. There's no reason we can't split
this into two functions - the secondary functionality is used only once,
in reader.dmm.
## Why It's Good For The Game
Code improvement
Glorious snake case
## Changelog
N/A nothing player facing

---------

Co-authored-by: san7890 <34697715+san7890@ users.noreply.github.com>

* Splits placeontop proc

* Update brass_spreader.dm

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: san7890 <34697715+san7890@ users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-19 10:28:18 -05:00
SkyratBot
94c339ce8c [MIRROR] TGUI for Safes and Secure briefcases (Safes are now a structure, too) [MDB IGNORE] (#25059)
* TGUI for Safes and Secure briefcases (Safes are now a structure, too) (#79594)

* TGUI for Safes and Secure briefcases (Safes are now a structure, too)

* Modular

* UpdatePaths

* Modular

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-11-17 10:21:49 -05:00
SkyratBot
5209631c68 [MIRROR] Adds wibbles to certain anomalous entities [MDB IGNORE] (#24851)
* Adds wibbles to certain anomalous entities (#79549)

## About The Pull Request

Adds wibble animation to portals, some anomalies, and bluespace rifts.

https://github.com/tgstation/tgstation/assets/51863163/9355dc53-590e-4558-82a3-15145829ce16

## Why It's Good For The Game

It looks kinda cool.
Helps cement these as anomalous, wacky things that don't necessarily fit
in our plane of existence.

## Changelog

🆑 Melbert
add: Anomalies, portals, and bluespace rifts will now wibble a bit.
/🆑

* Adds wibbles to certain anomalous entities

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-11-07 21:03:44 -05:00
SkyratBot
f432051f79 [MIRROR] Adds a sleeve of tiling colors for several holidays. [MDB IGNORE] (#24831)
* Adds a sleeve of tiling colors for several holidays. (#79188)

## About The Pull Request
Inspired by #79108. This concerns Christmas, many national holidays and
a few gimmicky ones where it'd make sense.

Oh, yeah, I've also added "Sacrebleu" to the list of possible station
prefixes for the Bastille day, since "Merde" is already there.

<details>
<summary>some screenshots (got tired of restarting the server over and
over halfway through)</summary>

### St. Patrick (Ireland) :
![Booze Complex Fifty-Four 2023-03-17
090724](https://github.com/tgstation/tgstation/assets/42542238/c09e6c3d-8fab-45d6-802e-13687e83b9a7)

### Bastille Day (France) :
![Merde Tomb Seventeen 2023-07-14
084422](https://github.com/tgstation/tgstation/assets/42542238/045f7c32-9a17-4e24-9d33-c51596e348e6)

### Waitangi Day (Union Jack colors, New Zealand) :
**No, it isn't the french flag again, it's the tram tiles that always
display the pattern in vertical stripes...**
![Southern Cross Outpost 39 2023-02-06
012622](https://github.com/tgstation/tgstation/assets/42542238/f6e24875-35b0-4b03-a4f8-72f8d976005d)

### Christmas (Before I realized it looks like the italian flag so I've
removed the white) :
![Festive Space-hulk XLIII 2023-12-25
013720](https://github.com/tgstation/tgstation/assets/42542238/8328ff54-88d9-4be6-9d5e-773fbba7046c)
</details>

## Why It's Good For The Game
Implemeting a smidge of festivity and/or celebration to several
holidays. Open to suggestions and thoughts.

## Changelog

🆑
image: Several holidays now have themed floor and tram tiling.
/🆑

* Adds a sleeve of tiling colors for several holidays.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-11-06 21:22:23 -05:00
SkyratBot
58b117c39c [MIRROR] Changes the description of mothic rations poster (lore pr) (very important) [MDB IGNORE] (#24746)
* Changes the description of mothic rations poster (lore pr) (very important) (#79440)

## About The Pull Request
Swaps windgrass for sparkweed in the description of the mothing rations
poster

## Why It's Good For The Game
EOB asked me to change this since windgrass was meant to be a similar
future addition but we have more fleshed out lore for sparkweed now

See here for more information
https://github.com/tgstation/common_core/pull/44

🆑
spellcheck: The Mothic Rations Chart poster description now mentions
Sparkweed Cigarettes rather than Windgrass
/🆑

* Changes the description of mothic rations poster (lore pr) (very important)

---------

Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
2023-11-02 17:08:41 -04:00
SkyratBot
0c24d20c54 [MIRROR] [NO GBP] Fix fireplace smoke particles to work properly with all directions [MDB IGNORE] (#24744)
* [NO GBP] Fix fireplace smoke particles to work properly with all directions (#79417)

## About The Pull Request
I wasn't aware we had different icon dir states for fireplaces. Although
it seems that no icon state exists for `NORTH` dir fireplaces.

Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/24626

## Why It's Good For The Game

![dreamseeker_35EfgeAdLH](https://github.com/tgstation/tgstation/assets/5195984/79d5b463-5f45-4067-a586-ccfc85b70146)

## Changelog
🆑
fix: Fix fireplace smoke particles to work properly with all directions
/🆑

* [NO GBP] Fix fireplace smoke particles to work properly with all directions

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
2023-11-02 16:37:47 -04:00
SkyratBot
eb75696ae9 [MIRROR] [NO GBP]Fixes tesla zaps. [MDB IGNORE] (#24698)
* [NO GBP]Fixes tesla zaps. (#79398)

## About The Pull Request
Closes #79297
Closes #79312

Due to the new cutoff parameter being added to tesla_zap() (from
#78310), and most callers used positional arguments instead of keywords,
the zap flags was getting fed the shocked_targets list and maybe other
junk. This caused a bunch of unusual phenomena. This is fixed by using
keyword arguments.

Tesla zaps that use the grid were significantly weaker in terms of
damage than they're supposed to be. This was a byproduct of trying to
convert everything to joules and removing unnecessary power multipliers.
This is fixed by reverting the damage scaling and zap power of zap
sources that aren't based on grid. Technically this will cause the zaps
from other sources to have less power, but these tend to not be able to
put power on grid, so this wouldn't have any change other than what a
grounding rod displays. Doesn't really matter.

Logs machine explosions from zap_act. Not the most helpful log (would
take a lot of effort to add an extra parameter to pass the source), but
better than nothing.

Probably other stuff I did, lol.
## Why It's Good For The Game
Stops zap fuckery. Admins can now find the explosions when a 9GeV engine
decides to go haywire or whatever.
## Changelog
🆑
fix: Fixes tesla zaps being weird.
admin: Logs explosions from explosive zaps.
/🆑

* [NO GBP]Fixes tesla zaps.

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2023-10-31 10:29:50 -07:00
SkyratBot
b2921af343 [MIRROR] Dehardcodes microwave cleaning, allows spray cleaner to work on dense objects such as windows [MDB IGNORE] (#24684)
* Dehardcodes microwave cleaning, allows spray cleaner to work on dense objects such as windows (#79354)

## About The Pull Request

- Dehardcodes microwave cleaning
- Instead of hard istyping for a rag, soap, or space cleaner, we just
use `wash`.

- Gets rid of a redundant signal
- `COMSIG_ATOM_WASHED`: not only was it misleading (only sent to items),
but it was pointless because `COMSIG_COMPONENT_CLEAN_ACT` is the same
signal.

- Improves microwave attackby code, splitting tool stuff into tool-procs

- Allows spray cleaner to work on dense objects such as windows
- Clicking on a dense object or mob adjacent to you with spray cleaner
will spawn the puff cloud on the target, rather than on your own
position.
- This will skip the moveloop and just clean everything on the target
turf alone.
- This means you can spray down a bloody window with a spray bottle, as
janitor gods intended.
- It also means you can fill the spray with other stuff to spray onto
dense objects directly, which might be worth noting. Especially for
stuff like Napalm.

Fixes #79261

## Why It's Good For The Game

Opens up the sandbox to allow more objects to clean microwaves + better
code.

## Changelog

🆑 Melbert
qol: Clicking on an adjacent dense object (or mob) with Spray Cleaner
will now spritz it rather than doing nothing. This means you can use
Spray Cleaner to clean bloodied windows, as the janitor gods intended.
It also means you can fill a spray bottle with Napalm, I guess.
refactor: Any cleaning object can now clean a microwave.
/🆑

* Dehardcodes microwave cleaning, allows spray cleaner to work on dense objects such as windows

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-10-31 10:26:57 -07:00
SkyratBot
4dae17f5f9 [MIRROR] Spider Infestation Balance Rebalance Expansion Part 2 [MDB IGNORE] (#24678)
* Spider Infestation Balance Rebalance Expansion Part 2 (#78705)

## About The Pull Request
Balances
1. Spiders now slow down equivalent to their health
2. Tarantulas can no longer put web passages or solid webs and destroy
walls outside of charge attack
3. Young spiders now cant pull objects do to being too weak and become
slower outside of webs as they should be
4. Makes pneumatic airlock seal unable to be destroyed by spiders
5. All Broodmother eggs now have a cooldown timer
Normal Eggs: 20 seconds
Abnormal Eggs: 180 Seconds
Enriched Eggs: 60 seconds

Expansions

1. Added a new abnormal egg category
2. Broodmothers can now lay abnormal eggs
3. 2 new spiders added
6. A new web type: Reflective silk screen
# Breacher

![dreamseeker_HmjGZdlh5l](https://github.com/tgstation/tgstation/assets/84478872/de957cd4-74d1-4df1-b8d7-69d7b07cdc88)

![dreamseeker_xvfmLDa8tX](https://github.com/tgstation/tgstation/assets/84478872/b8b9238b-b31d-4c3b-9483-00cbdc827cc6)

![image](https://github.com/tgstation/tgstation/assets/84478872/df46b478-a1e1-4743-bc56-9c5821e0aac0)

- Low damaging with High wound bonuses meant to debilitate enemies to
take ground for the nest

- Has the ability to breach areas by destroying walls with menson vision
to map out strategic breachings

- Immune to harsh environments with the ability to lay solid webs to
protect the nest environment

- Can send in warnings for the entire nest to hear

Will Help the nest get out of being closed off by small construction
attempts and fix some space breaches plus some back up by making enemies
slower and scarring them off with some bloodloss

# Tank

![image](https://github.com/tgstation/tgstation/assets/84478872/f4abe473-3593-40af-afd4-99c74cf83d46)

![image](https://github.com/tgstation/tgstation/assets/84478872/203a3b6a-9b8d-4d1f-ade8-cd67b50383ba)

- Extremely low damaging build to absorb damage to hold ground for the
nest
- With the ability to lay down silk screen reflectors to protect the
nest from missile attacks
- Can heal itself at a slow rate

Will provide great support to keep the nest at bay from range attacks at
some extent and act as a damage absorber in dier situations
# Abnormal Eggs

![YsCgX09](https://github.com/tgstation/tgstation/assets/84478872/b5da467c-9fc0-4581-bb18-47f9bf5bc9ee)

![EuKT8zN](https://github.com/tgstation/tgstation/assets/84478872/f8b0d652-14c8-4e11-92ee-d43d9eedfd77)

- They can only be made once every 180 Seconds
- Hold the two new spider types

## Why It's Good For The Game
New spiders to contribute to the general spider antag team dynamic,
balances for spiders are always good making them funner to play against
and bringing up challenges on their gameplay making them act less like
murdering simple mobs and more like an actual nest trying to survive in
the station.

How?

1. **Cooldown egg laying:** broodmothers now have to be more strategic
on where they place their eggs with an average of 3 eggs per minute per
broodmother
2. **Spider slowdown on damage:** Spiders now will become slower the
longer they stay out of the nest in battle making them have to retreat
back to the nest shortening their time out murdering giving incentives
to expand the nest
3. **Spider More Brute Damage:** Gives a reason to use melee against
spiders although more dangerous it gives more reward due to the higher
damage outputs since spiders are pretty much big bugs with delicate
bodies no bones no good structural consistency equal more damage to
blunt attacks
4. **Tarantula Nerfs:** Tarantulas shouldnt be able to destroy this many
walls at this rate and be able to lay so many defensive webs I don't
know why they had this abilities but their strong enough as is

## Changelog
🆑
add: Added Abnormal Eggs
add: Added Two new spiders
del: Some Tarantula abilities
balance: Spiders speed are now connected to health
balance: Spiders now take more brute damage
balance: All egg laying now has a cooldown
/🆑

---------

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

* Spider Infestation Balance Rebalance Expansion Part 2

---------

Co-authored-by: Hoolny <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
2023-10-31 11:17:49 -04:00
SkyratBot
ef625efcd1 [MIRROR] Add smoke particles to fireplace [MDB IGNORE] (#24581)
* Add smoke particles to fireplace (#79228)

## About The Pull Request
Adds some smoke particles to the fireplace while it's burning.

## Why It's Good For The Game

![dreamseeker_PyMQFJc8Gz](https://github.com/tgstation/tgstation/assets/5195984/ce35b21b-b0b0-4bc3-8b71-c359e08d72b5)
## Changelog
🆑
qol: Add smoke particles to burning fireplace
/🆑

* Add smoke particles to fireplace

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
2023-10-25 15:00:42 -04:00
SkyratBot
4b4119e4b6 [MIRROR] New Muzzle Flash + Temperature gun Baking beam change [MDB IGNORE] (#24557)
* New Muzzle Flash + Temperature gun Baking beam change

* Update _energy.dm

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-24 20:06:57 +00:00
SkyratBot
8abecdc5db [MIRROR] gives bitrunner landmarks an icon [MDB IGNORE] (#24538)
* gives bitrunner landmarks an icon (#79182)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/70376633/53bfdef0-946f-440b-82fd-9f0073b18807)

## Why It's Good For The Game

visual clarity i guess

## Changelog
only mapper facing

* gives bitrunner landmarks an icon

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2023-10-23 20:30:48 -04:00
SkyratBot
b6da56408e [MIRROR] A comprehensive refactor / cleanup of bullet_hit and on_hit to cut out a single bad species / mob proc [MDB IGNORE] (#24430)
* A comprehensive refactor / cleanup of `bullet_hit` and `on_hit` to cut out a single bad species / mob proc (#79024)

## About The Pull Request

- Refactored `bullet_act`. Adds `should_call_parent` and refactors
associated children to support that.
   - Fixes silicons sparking off when hit by disabler fire.
- Desnowflakes firing range target integrity and cleans up its
bullet-hole code a bit.
- Cleans up changeling tentacle code a fair bit and fixes it not taking
off throw mode if you fail to catch something.
   - The Sleeping Carp deflection is now signalized
- Nightmare projectile dodging is now signalized and sourced from the
Nightmare's brain rather than species
- Refactored how cardboard cutouts get knocked over to be less
snowflaked / use integrity
- Also adds projectile `on_hit` `should_call_parent` and cleans up a bit
of that, particularly their arguments.
- On hit arguments were passed wrong this entire time, it's a good thing
nothing relied on that.

## Why It's Good For The Game

This is cringe.

1863eb2cd8/code/modules/mob/living/carbon/human/_species.dm (L1430-L1442)

Bullets should overall act more consistent across mob types and objects.

## Changelog

🆑 Melbert
fix: Silicons don't spark when shot by disablers
fix: Changelings who fail to catch something with a tencacle will have
throw mode disabled automatically
fix: Fixes occasions where you can reflect with Sleeping Carp when you
shouldn't be able to
fix: Fixes some projectiles causing like 20x less eye blur than they
should be
refactor: Refactored bullet-mob interactions
refactor: Nightmare "shadow dodge" projectile ability is now sourced
from their brain
/🆑

* A comprehensive refactor / cleanup of `bullet_hit` and `on_hit` to cut out a single bad species / mob proc

* Modular changes

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-19 22:18:41 -04:00
SkyratBot
1dd5011776 [MIRROR] Adds pathmaps, refactors pathfinding a bit [MDB IGNORE] (#24414)
* Adds pathmaps, refactors pathfinding a bit (#78684)

## About The Pull Request

Implements /datum/pathfind/sssp, which generates /datum/path_map

/datum/path_maps allow us to very efficently generate paths to any turf
they contain from their central point.

We're effectively running the single source shortest paths algorithm.
We expand from the center turf, adding turfs as they're found, and then
processing them in order of addition.
As we go, we remember what turf "found" us first. Reversing this chain
gives us the shortest possible path from the center turf to any turf in
its range (or the inverse).

This isn't all that useful on its own, outside of a few niche cases
(Like if we wanted to get the farthest reachable turf from the center)
but if we could reuse the map more then once, we'd be able to swarm
to/from a point very easily.

Reuse is a bit troublesome, reqiures a timeout system and a way to
compare different movables trying to get paths.
I've implemented it tho. I've refactored CanAStarPass to take a datum,
/datum/can_pass_info. This is built from a movable and a list of access,
and copies all the properties that would impact pathfinding over onto
itself.

There is one case where we don't do this, pathing over openspace
requires checking if we'd fall through the openspace, and the proc for
that takes an atom.
So instead we use the weakref to the owner that we hold onto, and hold
copies of all the values that would impact the check on the datum.

When someone requests a swarmed path their pass info is compared with
the pass info of all other path_maps centered on their target turf. If
it matches and their requested timeout isn't too short, we just reuse
the map.

Timeout is a tricky thing because the longer a map exists the more out
of date it gets.
I've added a few age defines that let you modulate your level of risk
here. We default to only allowing maps that are currently
being generated, or finished generating in our tick.
Hopefully this prevents falling into trouble, but consumers will need to
allow "failed" movements.

As a part of this datumized pass info, I've refactored pathfinding to
use access lists, rather then id cards directly. This also avoids some
dumbass harddel oppertunities, and prevents an idcard from changing mid
path.

Did a few things to the zPass procs, they took args that they did NOT
need, and I thought it'd be better to yeet em.

If you'd all like I could undo the caching/can_pass_info stuff if you'd
all like. I think it's useful generally because it avoids stuff changing
mid pathfind attempt, but if it's too clunky I could nuke it.

Oh also I added optional args to jps that constricts how it handles
diagonals. I've used this to fix bot paths.

## Why It's Good For The Game

Much of this is redundant currently. I'm adding it because it could have
saved hugglebippers, and because I get the feeling it'll be useful for
"grouping" mobs like bees and such.
We're doing more basic mob work currently and I want to provide extra
tools for that work.

https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853

## Changelog
🆑
add: Adds swarmed pathfinding, trading accuracy for potential
optimization of used correctly
fix: Bots will no longer take diagonal paths, preventing weirdo looking
path visuals
refactor: Refactored bits of pathfinding code, hopefully easier to add
new pathfinding strategies now
/🆑

* Adds pathmaps, refactors pathfinding a bit

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-10-18 03:31:21 -04:00
SkyratBot
6e677a2bbd [MIRROR] Invisibility refactor [MDB IGNORE] (#24405)
* Invisibility refactor (#78908)

This adds a tracker for sources of invisibility and a priority system. I
needed this for another thing so I'm doing this first since it touches a
lot of code. As for the bugs fixed in the changelog, it's only what I
noticed while going through everything and there's likely a few more
things fixed with this. This should be testmerged for a while, I'll
bring this out of draft when it feels safe.

🆑
admin: Invisimin can now be used on mobs that are already invisible,
whether through temporary or permanent effects.
fix: Monkeyize/Humanize mob transformations no longer permanently reveal
invisible mobs if they had effects making them invisible otherwise.
fix: Objects with the undertile element that have been made invisible
through other means are no longer revealed by being uncovered.
/🆑

* Invisibility refactor

---------

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2023-10-18 00:36:09 -04:00
SkyratBot
e6d08225d2 [MIRROR] General code maintenance for rcd devices and their DEFINE file [MDB IGNORE] (#24300)
* General code maintenance for rcd devices and their DEFINE file

* Update window.dm

* Update window.dm

* Update window.dm

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-12 14:46:29 -04:00
SkyratBot
981503afc6 [MIRROR] Microwave upgrades: Microwave PDA charging, power cells [MDB IGNORE] (#24283)
* Microwave upgrades: Microwave PDA charging, power cells

* skyrat edit

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-10-11 17:31:12 -07:00
SkyratBot
ac45950aae [MIRROR] Flesh Spiders Regenerate + QoL [MDB IGNORE] (#24276)
* Flesh Spiders Regenerate + QoL (#78704)

## About The Pull Request

Replaces the Healing Touch component on Changeling-spawned Flesh Spiders
with the Regenerator component, as the comment helpfully suggests.
Flesh Spiders can no longer touch themselves to heal, instead they
automatically begin regenerating their health if they go four seconds
without taking damage. It takes 6 seconds to fully regenerate, so 10
seconds to fully heal from the edge of death (less if you're not that
injured).

![image](https://github.com/tgstation/tgstation/assets/7483112/37faca55-35fe-48dc-a3ed-03f4b79860bd)

Also I changed the sprite for flesh spider eggs to a different one we
already had rather than regular spider eggs tinted red, just because I
felt like it.
Would be cool to give the spiders their own sprite some time, but that's
for another PR.

![image](https://github.com/tgstation/tgstation/assets/7483112/8ec286c4-46dc-4aec-aa98-cb4e4e432690)
_Additionally_ the flavour text for flesh spiders was kind of messed up
by being shoved into the objectives box and claiming that it was a
directive from a spider queen you don't have, so I gave them their own
slightly different antag datum to compensate.
It also actually mentions how you heal yourself, which previously was
down to trial and error or codediving.

In the course of doing this I decided to just... move flesh spiders to
their own type path. It _sort of_ made sense for them to be part of the
giant spider typepath, but they keep being modified by changes targetted
at "balancing the Giant Spiders antagonist" which this mob isn't related
to and doesn't have any reason to follow. The fact that a mob has
similar stats to another one isn't automatically a reason to share a
typepath, and now that I have looked a little at this mob I'm sort of
interested in branching it further away from "it's a spider mob but
spawned a different way" in the future.

Finally, this spider egg cluster and the midwife one would prompt ghosts
with a radial menu with a single option on it... that's a bit pointless,
so we'll bypass that menu if there is only one possible outcome.

## Why It's Good For The Game

Currently Flesh Spiders heal by clicking on themselves and standing
still for two seconds, restoring 50% of their HP. This means they can
fully regenerate over 4 seconds unless you stun them, and with 90 HP
you're not _that_ likely to kill one during the channel time.
This just feels like an odd way for the creature to operate,
regenerating instead gives it a hit-and-run strategy and adds more use
to their webs (maybe we should give them meatier or bloody webs at some
point? Might be cool).
Also clicking yourself to heal is just unintuitive and I suspect several
players just didn't realise they could do it in the first place.

## Changelog

🆑
balance: Flesh Spiders heal automatically over time if they go a short
time without taking damage, instead of healing large chunks by clicking
themselves and waiting two seconds.
qol: Spider egg clusters which only hatch into one kind of spider don't
ask you to select that one type from a radial menu with one option on
it.
qol: As a Flesh Spider, the game now tells you how you can heal
yourself.
/🆑

* Flesh Spiders Regenerate + QoL

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-11 12:08:55 -04:00
SkyratBot
c8486617af [MIRROR] Spider Type Check Fix [MDB IGNORE] (#24184)
* Spider Type Check Fix (#78817)

## About The Pull Request
Fixes bug, I am running out of gbp plz merge
## Why It's Good For The Game
Fixes #78802
## Changelog
🆑
fix: Spider types get properly checked again.
/🆑

* Spider Type Check Fix

---------

Co-authored-by: Comxy <tijntensen@gmail.com>
2023-10-07 20:53:36 -04:00
SkyratBot
897b7faab2 [MIRROR] Adds a passive scan to the Active Sonar module [MDB IGNORE] (#24117)
* Adds a passive scan to the Active Sonar module (#78734)

## About The Pull Request
Adds a passive, radial scan to the Active Sonar module.
This will scan a 1/8th slice around the player for any creatures, and
place a much smaller marker over them for the player to see.
These small markers do not update their location when the scanned
creature moves, unlike the normal markers.
Activating the module initiates the normal full scan, which scans the
entire radius at once rather than just a slice. Doing so will put _both_
scans in cooldown.

https://github.com/tgstation/tgstation/assets/66052067/96226090-fa32-42d5-99f4-a8dbdc36cf98
## Why It's Good For The Game
Honestly I still felt the Active Sonar was a little weak even after I
tried to buff it a little.
I wanted to initially find a way to make the large scan effects smoothly
move with whoever you're following, but since I couldn't manage to
figure that out instead I went with a recommendation from ninjanomnom to
make a radial scan.
I think this is far more interesting either way
## Changelog
🆑 Wallem
add: Buffs the Active Sonar module with a radial scan, and makes the
power costs more in-line with other modules.
/🆑

* Adds a passive scan to the Active Sonar module

---------

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
2023-10-04 23:49:41 -04:00
SkyratBot
4d7c92c5d7 [MIRROR] Removes all spawn locations of the awakened plush except the bus ruin [MDB IGNORE] (#24033)
* Removes all spawn locations of the awakened plush except the bus ruin (#78559)

It's supposed to be a coderbus easter egg, stop putting it elsewhere. I
want it to stay rare enough that it confuses people when it makes it to
the station.

The secure closet had it on the loot table and due to how that's coded
it has to have something replace the slot (or rework the loot spawning
code there) so I put a live bomb in the slot instead.

🆑 ninjanomnom
del: An easter egg plushie that was spawning where it shouldn't has been
brought back home.
add: The secure closet can now spawn live gibtonite, enjoy your free
bomb.
/🆑

* Removes all spawn locations of the awakened plush except the bus ruin

---------

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2023-09-30 02:48:36 -04:00
SkyratBot
58c20a99fb [MIRROR] Basic blob mobs [MDB IGNORE] (#23938)
* Basic blob mobs

* Update blackmesa.dmm

* Modular update

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-30 00:15:55 -04:00
SkyratBot
964fc99589 [MIRROR] Feature: bitrunner, a new supply role (READY) [MDB IGNORE] (#23865)
* Feature: bitrunner, a new supply role (READY)

* Delete bepis.dm

* Conflicts

* Update dynamic_rulesets_midround.dm

* Fixing this invalid icon file path

It was trying to use the aesthetics one

* Bepis is dead

* New digi sprites courtesy of CandleJaxx!!

Now in the correct branch!

* Fixing merge conflict

* bitrunning hotfixes [NO GBP]

* Modular health adjustments

* Revert "Modular health adjustments"

This reverts commit 0ff3c48d398f6c1aac51cdf8fecaf869491bbc86.

* Modular health adjustments

Only this one should be necessary

* The screenshot test

* Bitrunner den for voidraptor (FOR #23865) (#23891)

* no shower in sight

* lets bitrunners actually get to their room and spawn there

* New digi sprites courtesy of CandleJaxx!!

* Revert "New digi sprites courtesy of CandleJaxx!!"

This reverts commit eea9f47de256dd407c78450bc8f2a09b814f93e9.

---------

Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>

* Removes bitrunning unit tests (#78607)

## About The Pull Request
Removes the fraction of unit tests I thought would be safe.
Not thrilled that I have to exclude ALL unit tests now, but hey.

The issue is that atmos attempts to process on a turf which hasn't
initialized yet.
## Why It's Good For The Game
Other PRs can pass checks now
## Changelog
N/A

* Update birdshot.dmm

* Tweaks the BEPIS category of the bitrunning order console

* Adds back the flashdark that we had skyrat edited in

* Update tgstation.dme

* Fixes Voidraptor bitrunning den not being connected to the powergrid

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-09-29 20:53:36 -04:00