Commit Graph

730 Commits

Author SHA1 Message Date
SkyratBot
16854f2358 [MIRROR] The Voidwalker | New Midround Antagonist (#28832)
* The Voidwalker | New Midround Antagonist

* [MIRROR] The Voidwalker | New Midround Antagonist [MDB IGNORE] (#3755)

* The Voidwalker | New Midround Antagonist

* Update role_preferences.dm

* Update sql_ban_system.dm

* Update _bodyparts.dm

* Update role_preferences.dm

* Update lazy_templates.dm

* Update _bodyparts.dm

* Update _bodyparts.dm

* Grep

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-07-20 17:44:24 +05:30
SpaceLoveSs13
f87d978c78 Fixes Embed check (#28961)
fix embed
2024-07-20 10:15:04 +05:30
SkyratBot
0a84ecdee5 [MIRROR] Emitters and Shieldgens work roundstart, APCs charge evenly (#28897)
* Emitters and Shieldgens work roundstart, APCs charge evenly

* modular

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-20 09:36:40 +05:30
SkyratBot
5691934c24 [MIRROR] Added unit test for embedding (#28893)
* Added unit test for embedding (#84981)

## About The Pull Request

Added a unit test that checks if embed chance modification, embedding
and embed modification passing to shrapnel is correct.
There seems to be an inconsistent embedding failure right now that
@ necromanceranne discovered, hopefully this can catch it further down
the line.

## Changelog
No player facing changes.

* Added unit test for embedding

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-07-19 10:24:16 +05:30
SkyratBot
7ca7e8292f [MIRROR] Fix Tongue Based Speech Modifiers Being Applied To Users Native Languages (#28854)
* Fix Tongue Based Speech Modifiers Being Applied To Users Native Languages

* Update fly_organs.dm

* Update _tongue.dm

---------

Co-authored-by: FearfulFurnishing <139661819+FearfulFurnishing@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-16 10:45:05 +05:30
SkyratBot
474ffe50ef [MIRROR] Flattens The Floor Plane (Camera Update Too) (#28632)
* Flattens The Floor Plane (Camera Update Too) (#84350)

## About The Pull Request

Ok so like, side map right? It makes things higher up in the world
render above things lower down in the world.

Most of the time this is what we want, but it is NOT what we want for
floors.
Floors are allowed to be larger then 32x32, and if they are we want them
to render based off JUST their layer.
If we don't allow this grass turfs and others get cut off on their
bottom edge, which looks WEIRD.

In order to make this happen, we can add TOPDOWN_LAYER to every layer on
the floor plane and disable sidemap.

I've added documentation for this to VISUALS.md, and have also
implemented unit test errors to prevent mixing TOPDOWN layers with non
topdown planes (or vis versa).
This new test adds ~1 second to tests, which is I think a perfectly
scrumpulent number.

EDIT:

I nerd sniped myself and implemented sidemap layering and lighting for
cameras (also larger then 32x32 icon support for getflat)
The lighting isn't perfect, we don't handle things displaying in the
void all that well (I am convinced getflat blending is broken but I have
no debugger so I can't fix it properly), but it'll do.

This came up cause I had to fix another layering issue in cameras and
thought I might as well go all in.

![image](https://github.com/tgstation/tgstation/assets/58055496/601b422c-f6aa-42ba-bcd9-b1faebe236e3)

## Why It's Good For The Game

Old:

![image](https://github.com/tgstation/tgstation/assets/58055496/d4102386-420d-4346-b05c-b819e62d98d0)

New:

![image](https://github.com/tgstation/tgstation/assets/58055496/1f5e303e-adee-427d-8fe3-76c8f2dbe098)

## Changelog
🆑
fix: Grass turfs will render properly now. Reworked how floors render,
please report any bugs!
fix: Cameras now properly capture lighting
fix: The layering seen in photos should better match the actual game
/🆑

* Flattens The Floor Plane (Camera Update Too)

* modular things

* Update fluff.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-13 18:39:17 +05:30
BluBerry016
d53d0d799c Assorted Liquids Patches (#28714)
* Resurrects Liquidscode

Fixes everything broken with liquidscode; with a heavy emphasis on making oceans work again. This makes it possible via signal for atoms to react to liquids updating on a turf nearby, fixes immutable turf rendering; fixes liquid plumbing('s rendering - we're still working on getting the input and outputs themselves fixed and is our biggest "we need this done" rn, the recent plumbing refactor fucked us here); fixes ocean area's icons; redoes liquids spawners' hierarchy and gives them a new sprite, and finally fixes trench mapgen & ocean turfs (while implementing some new subtypes we needed).

Co-Authored-By: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-Authored-By: Ivory <47710522+distributivgesetz@users.noreply.github.com>

* I fucked this one up; oopsies.

* I regex'd for this!! How did this slip through??

* This one's more understandable though.

* Update ocean_turfs.dm

Real "ghosts in the machine" vibe to this one; why specifically does THIS one fail but the rest don't. I don't get it. Worked on our code.

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ivory <47710522+distributivgesetz@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-10 23:45:10 +01:00
SkyratBot
7775ebf5b4 [MIRROR] Cake baking autotest (#28756)
* Cake baking autotest (#84795)

## About The Pull Request

I want to get back to the food stuff, and adding a few auto tests to
avoid regressions.

The test makes a dummy human bake a cake from the base ingredients,
confirming that the reagent purities are correct and that the cake slice
gives a food buff in the end.

## Why It's Good For The Game

Avoiding bugs.

---------

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

* Cake baking autotest

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2024-07-10 08:59:24 +05:30
SkyratBot
779a43dcb9 [MIRROR] [no gbp] fixes master screenshot tests (again) (#28700)
* [no gbp] fixes master screenshot tests (again) (#84759)

## About The Pull Request

worked on my machine

* [no gbp] fixes master screenshot tests (again)

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2024-07-08 19:27:46 +05:30
Waterpig
67dab97e61 Fixes digis (Again) (#28666)
* fixes digis (Again)

* fixes digi screenshots

---------

Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-07 11:07:04 +05:30
SkyratBot
7be884c1dc [MIRROR] Attempts to put out the CI fires (#28636)
* Attempts to put out the CI fires (#84277)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/13398309/d58de3f2-5adc-48f0-b207-608499f04250)

A lot of this all of a sudden, I am going to assume it's related to the
recent spark changes, which are most likely causing (literal) fires in
the testing area.

Fixes https://github.com/tgstation/tgstation/issues/84161
Fixes https://github.com/NovaSector/NovaSector/issues/3123

I'm still testing this one with a few CI runs but the timelines match up
with roughly around the time of the spark PR; it's most likely the
culprit.

EDIT: 8 CI runs so far and the issue has not come up, I am fairly
confident it was the sparks + fuel puddle combination that was the
problem.
EDIT EDIT: Found one more issue with /datum/material/plasma that needs
to be dealt with.
EDIT EDIT EDIT: Issue resolved

## Why It's Good For The Game

Save the burninating for in-game please!

## Changelog

Not player facing

* Attempts to put out the CI fires

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-07-05 10:42:42 +05:30
SkyratBot
66e322715d [MIRROR] Allows for proxy atoms in object melee attack chain (#28608)
* Allows for proxy atoms in object melee attack chain (#83860)

## About The Pull Request
1. Objects now have an `get_proxy_for()` proc. This returns an atom that
will participate in the object melee attack chain on behalf of your
atom. Allows for general purpose polymorphism per object interaction
2. Cleaned up some multitool acts to accommodate proxy behaviour
3. You can pry tiles as an Engiborg with crowbar in hand & do other
similar behaviour with crowbar
5. Improves & Depends on #83880. We don't need a hidden omni toolbox &
can create the tools directly in the omnitool and pass them in the
attack chain as a proxy rather than calling the attack chain manually.
All tools are on the borg directly
   - Fixes #84355
   - Fixes #84359
   - Fixes #84393

## Changelog
SyncIt21,zxaber
🆑
fix: omni crowbar tool interaction for replacing tiles has been fixed
fix: techfab screentip does not runtime when you hover over it with an
omnitool multitool
fix: medi borgs can do brain surgery again
code: improved multitool & general tool code for some machines
/🆑

---------

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

* Allows for proxy atoms in object melee attack chain

* Update bsa_cannon.dm

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-04 21:48:11 +05:30
SkyratBot
c3c6dc1fb3 [MIRROR] Fixes flaky ci failure with lootpanel (#28617)
* Fixes flaky ci failure with lootpanel (#84621)

This should be enough on it's own, though lootpanel test needs to be
expanded to include deletions during movement.

* Fixes flaky ci failure with lootpanel

---------

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2024-07-04 21:47:58 +05:30
SkyratBot
01e1eee137 [MIRROR] Glove Love - Updates some glove sprites (#28581)
* Glove Love - Updates some glove sprites (#84481)

## About The Pull Request

Updates sprites for insulated gloves, HAUL gauntlets and normal and
rocket tacklers.

![image](https://github.com/tgstation/tgstation/assets/44720187/6e647828-8056-481c-8132-cf25dce8144b)

## Why It's Good For The Game

Insuls look extremely pale, HAUL gauntlets are extremely contrasting and
tacklers are very old

## Changelog
🆑
image: Some gloves have received new sprites
/🆑

* Glove Love - Updates some glove sprites

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-07-04 10:42:08 +05:30
SkyratBot
1df0e42efb [MIRROR] Cigarettes and vapes are no longer subtypes of masks. (#28479)
* Cigarettes and vapes are no longer subtypes of masks.

* clothing path

* clothing misses

* more

* fix donator

* more2

* more3

* Update prop_summoner.dm

* Update prop_summoner.dm

* fix

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-03 19:00:27 +05:30
SkyratBot
1e4eea1177 [MIRROR] Unit tests for stuff accidentally placed in space by mappers (#28538)
* Unit tests for stuff accidentally placed in space by mappers (#84453)

This unit test detects all turfs & other movables that aren't in a lit
area (ie area/space/nearspace) on station zlevels

The grep detects movables placed on shuttles that do not have the
correct area assigned, which caused those atoms to break off of the
shuttle & literally get launched into random parts of space (usually on
station z-levels; the only reason I found this issue was cause the unit
test was detecting random shit ending up on station maps lol)

Minor fix for the mapload_space_verification unit test - it was falsely
detecting turfs that shuttle grids (that were template_noop) were parked
ontop of, which aren't effected by the shuttle in any way. This allowed
the following fix

Fixed a number of shuttles having atoms in /area/template_noop areas.
Atoms in these areas are treated as not actually part of the shuttle
itself & were launched off into random space tiles across all z-levels
via dump_in_space(). Corrected those grids to have the correct area, and
as such, shuttles now stay together properly.

🆑 ShizCalev
fix: Fixed a number of shuttles having parts (such as lattices)
completely disappearing.
fix: Fixed the ceilings above shuttles on station maps being
full-bright.
fix: Fixed lattices sometimes appearing at random locations in space on
station maps.
fix: Cleaned up a number of accidentally placed objects in space across
all station maps.
fix: Fixed a false positive with the mapload_space_verification unit
test failing on turfs that weren't actually part of shuttles.
code: Added a unit test that automatically finds all base space turfs
with objects on them, as well as non-space turfs that are set to space
areas (meaning that these squares weren't lit properly.)
/🆑

Shuttle Ceiling Fix:
Before

![2024-06-30_23-15-18-dreamseeker-Doctor_s_Spess_Junk_Eta](https://github.com/tgstation/tgstation/assets/6209658/4d1fb186-460a-409f-ab5d-3258b4e205f8)
Fixed
![Screenshot 2024-06-30
231528](https://github.com/tgstation/tgstation/assets/6209658/bd957384-4ba5-4fb6-9919-7f17f01d723c)

Shuttle Fix:
Before

![image](https://github.com/tgstation/tgstation/assets/6209658/4b408c40-0a25-4d8c-a9c7-65157eaf1172)
Fixed (look at the lattices in the middle. the stuff in the shuttle are
randomized / not part of this)

![image](https://github.com/tgstation/tgstation/assets/6209658/80a9e5f2-8c30-492e-8cd3-31f9b8ffb275)

* Unit tests for stuff accidentally placed in space by mappers

* Fixes maps for nearspace unit test (#28557)

Fixes maps

---------

Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-02 15:25:34 +05:30
SpaceLoveSs13
7e5354eacc screenshot fix 2 (#28498)
screenshot
2024-06-30 16:27:41 +05:30
SkyratBot
4a5e8d2644 [MIRROR] Refactors body markings into bodypart overlays (#28241)
* Refactors body markings into bodypart overlays

* Update sprite_accessories.dm

* Update changeling.dm

* Update mothmen.dm

* Update dna.dm

* Update dna.dm

* Fix

* Update lizardpeople.dm

* Update mothmen.dm

* Update sprite_accessories.dm

* Update sprite_accessories.dm

* Update _species.dm

* Update sprite_accessories.dm

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
2024-06-30 13:49:32 +05:30
SkyratBot
d06e4f336c [MIRROR] Vent-spawned wendigos no longer create one-way portals (#28494)
* Vent-spawned wendigos no longer create one-way portals (#84230)

## About The Pull Request

Creates a vent-specific wendigo subtype that will not spawn a portal
upon death

## Why It's Good For The Game

Fixes #84119

## Changelog
🆑
fix: Vent-born wendigos no longer create one-way portals
/🆑

* Vent-spawned wendigos no longer create one-way portals

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-06-30 12:55:15 +05:30
SpaceLoveSs13
b3246750e4 Fix Screenshots(maybe?) (#28478)
fix
2024-06-29 23:43:55 +05:30
SkyratBot
9842475afd [MIRROR] Monkeys now use height offset (and monkey tail works) (#27244)
* Monkeys now use height offset (and monkey tail works)

* fix

* modular fixes

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-06-29 20:45:44 +05:30
SkyratBot
984592d022 [MIRROR] Fix cyborg omnitool regression (#28406)
* Fix cyborg omnitool regression (#84341)

## About The Pull Request

Fixes #84340

It hooked pre-attack for tool usage, which is deprecated.

## Changelog

🆑 Melbert
fix: Fixed cyborg omnitools being unusable on some things
/🆑

* Fix cyborg omnitool regression

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-06-27 14:05:33 +05:30
SkyratBot
9546ad2608 [MIRROR] Fix advanced proximity monitors being 1 tile too small (again...) (#28402)
* Fix advanced proximity monitors being 1 tile too small (again...) (#84307)

## About The Pull Request

Fixes #84301

Right here,

d1051ec8a8/code/datums/proximity_monitor/field.dm (L129-L132)

We get the inner turfs and then use them to find the outer turfs

But

We subtract the inner turfs from the outer turfs instead of subtracting
the outer turfs from the inner turfs...

(also adds a unit test and updates the field debugger for better field
debugging)

## Changelog

🆑 Melbert
fix: Fix timestop being 1 tile too small again, and fixes a lot of other
field effects from being 1-small as well
/🆑

* Fix advanced proximity monitors being 1 tile too small (again...)

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-06-27 14:04:38 +05:30
SkyratBot
2a29b09fc7 [MIRROR] basic firebots refactor (#28397)
* basic firebots refactor (#83861)

## About The Pull Request
this refactors firebots into basic bots. also this adds a small addition
of emagged firebots giving out (extremely dubious) fire safety hazard
tips!

![firebotline](https://github.com/tgstation/tgstation/assets/138636438/0f987ae8-f421-48e9-b289-cbd86794ead7)

## Why It's Good For The Game
refactors firebots into basic bots and makes them alot more responsive
and helpful

## Changelog
🆑
refactor: firebots are now basic bots
/🆑
Fixes #83568

---------

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

* basic firebots refactor

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
2024-06-27 14:03:33 +05:30
SkyratBot
9966325a3a [MIRROR] basic vibebot (and small rework) (#28377)
* basic vibebot (and small rework) (#84143)

## About The Pull Request
this refactors vibebots and reworks them to be a little more useful.
vibebots can now play a range of MIDI songs. they will seek out
depressed players and play an upbeat tune for them and celebrate with
them to cheer them up and increase their mood a little bit. if its ur
birthday, it will play a happy birthday tune for u. emagged vibebots are
ruthless, they will look for sad people and go play grim music for them
to ruin their day even more and decrease their moods.

## Why It's Good For The Game
refactors vibebots into basic bots and gives them a bit more character

## Changelog
🆑
refactor: vibebots are not basic bots
add: vibebots will now seek out the depressed and cheer them up
/🆑

* basic vibebot (and small rework)

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2024-06-25 16:23:42 +05:30
SkyratBot
58ab268888 [MIRROR] Adds Character Loadout Tab to preferences (with just a small handful of items to start) (#28126)
* Adds Character Loadout Tab to preferences (with just a small handful of items to start)

* step one rip out all the old nasties

* fixes, current bugs: donator lock, ckey lock, one item in case

* opps

* sanity checks, fixed, donator implementation, ckey locking. fixes.

* wew

* final fixes

* Update loadout_categories.dm

* Update loadout_items.dm

* Update loadout_items.dm

* Update declarations.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-06-22 22:09:03 +01:00
SkyratBot
d086ca70e5 [MIRROR] Items in your hands can catch fire (#28247)
* Items in your hands can catch fire (#83867)

## About The Pull Request

Recently we allowed items held in your hands to catch fire if you catch
fire.
This makes sense but the code had a few oversights, then we reverted it.

This PR reintroduces the feature, but with a few refinements.
The basic feature is simple: If you are on fire then items you are
holding will also catch fire, in the same vein as items you are wearing
on your head or hands.

There are also a few caveats we forgot about the first time we added
this:

- If your gloves cannot catch fire, your held items will not catch fire
(because your hands aren't on fire).
- If you are extinguished, your held items will also be extinguished.
- Stopping, Dropping, and Rolling on top of any items will also
extinguish those items.

As part of this change, after an argument about whether or not this is
an oversight in coding-general, I've made the proc `get_equipped_items`
take a bitflag instead of a series of booleans as an argument and added
a new one for "include held items", so that we need no longer argue
about whether holding something counts as "equipping" it (in all other
parts of the game than this proc, it does). This is what gives the PR
most of its code footprint, don't be scared.

## Why It's Good For The Game

Items you are holding in your hands _should_ catch fire if everything
else on your person is on fire, and taking an item off of your body to
put it in your hands shouldn't protect it from fire, because those
things don't make intuitive sense.
If we want an item to be able to catch fire when worn, then it should do
so.

This might expose some issues where we were improperly setting the
flammability flags on items, but any weapon which will burn in your
hands now would also have burned if you were wearing it on your belt or
back, so making those issues more visible should be a bonus (we'll also
stop them from burning on your back or belt).

If you see someone holding a piece of paper that you really don't want
them to read you can now set them on fire to stop them from reading it,
whereas previously they would deftly hold the very flammable object out
of reach of their flaming body.

## Changelog

🆑
balance: Items held in your hands can catch fire.
balance: Items you are holding won't catch fire if your hands cannot
catch fire.
balance: When you stop being on fire so will items you are holding.
balance: If you roll around on your burning items they will stop being
on fire.
/🆑

* Items in your hands can catch fire

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-06-19 10:03:45 +05:30
Gandalf
ffe5ae7172 Manual pull 83910 (#28201)
After Attack Fixes (#83910)

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-06-15 18:47:27 +01:00
SkyratBot
59069eac1e [MIRROR] Small adjustment to the new stamcrit unit test (#28169)
Small adjustment to the new stamcrit unit test

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2024-06-15 18:30:28 +01:00
SkyratBot
1c42b03d01 [MIRROR] Incoming stamina damage while in stamcrit has diminishing returns applied (#28129)
* Incoming stamina damage while in stamcrit has diminishing returns applied

* Fixing

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-06-15 17:36:34 +01:00
SkyratBot
9efdb4f8bb [MIRROR] Wawastation (#27992)
* Wawastation

* Update _basemap.dm

* Update gateway.dm

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-06-15 17:23:24 +01:00
SkyratBot
b540aaf8ab [MIRROR] Afterattack is dead, long live Afterattack (#28128)
* Afterattack is dead, long live Afterattack

* wew

* fixes

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2024-06-15 04:02:11 +02:00
SkyratBot
6f21e9a04e [MIRROR] Warns for genturf failures more clearly, makes planetary cleanup better (#28127)
* 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>

* Warns for genturf failures more clearly, makes planetary cleanup better

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
2024-06-14 10:25:26 -04:00
SkyratBot
60b40c1379 [MIRROR] Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#27593)
* Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople)

* [MIRROR] Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#2314)

* Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople)

* Modular adjustments (vox, teshari names)

* Update yangyu.dm

* Delete language.dm

* Remove language.dm override

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Fix 2

* fix 3

* Update monkeys.dm

* test fix

* One modular adjustment

* Ticked

* yeah

* unhardcodes modsuit parts (#82905)

see #70061 but i almost finished it, i only need to go through every
single module and assign it a fitting part

🆑
refactor: modsuits have been refactored if you see bugs report them
fix: admin cargo tech modsuit outfit now works correctly
/🆑

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>

* Revert "unhardcodes modsuit parts (#82905)"

This reverts commit 622968a8e5e9cd142cb4d19bf9775f084a4c17d9.

* Removes language.dm and duplicate species() proc

* Removes modular language subsystem

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Andrew <mt.forspam@gmail.com>
2024-06-09 11:19:08 +05:30
SkyratBot
3dbe0ce79c [MIRROR] unhardcodes modsuit parts (#27777)
* unhardcodes modsuit parts

* Fixes

* Fix custom skins

* Should be now

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-06-07 18:01:33 +05:30
SkyratBot
c9ca7165f4 [MIRROR] Centcom/Nukie mechs receive better innate armor but cannot be upgraded (#28031)
* Centcom/Nukie mechs receive better innate armor but cannot be upgraded (#83580)

## About The Pull Request

QoL for antag mechs: no longer are you expected to sit around station
Robotics with a [materials] [inducer] [experiment scanner] to upgrade
your antag mechs, they are now appropriately armoured out of the box!
Unfortunately, this high end armour cannot accept third party upgrade
modules.

Also good because of incoming (hopefully) sprite upgrades, maulers
should become more attractive to buy.
Inspired by maplestation..

NOTE: WEB-EDITED! NOT TESTED!

## Why It's Good For The Game

Antags like Centcom or Syndicates don't have no time to sit around in
the station robotics bay trying to upgrade their mechs - and it's insane
to expect them to do so. This is especially poor for newer players who
aren't aware of mech mechanics - such as a basic chainsaw or fireaxe
dealing 15 or over damage to their mech when a upgraded Durand isn't
affected by this.

Makes antag/centcom mechs good 'against most threats' out of the box, so
better for newbies and less stressful for experienced players who won't
have to literally _do station jobs_ to get a good mech. Did you know:
mech mechanics aren't even explained at all in-game?

Balance wise, it's "good against everything" and loses the ability to be
super-specialized against a single thing, while retaining
higher-then-normal grades on everything else. Station mechs still have
the ability to specialize in one armor, say, melee, but have much worse
grades on bullet/laser/EMP, and often have less health. Previously, a
trip to Robotics could get a D-GYGAX up to 85% melee while still
retaining 40%/50% of bullet/laser which imo is a biit *too* good. The
difference between say - 70% and 85% is fairly significant - 9 damage /
13.5 damage for 70% melee vs 4.5 / 6.7 damage for 85%, so twice as good.

NOTE: Some of the mechs receive better bomb/energy armors, which weren't
affected by armor upgrades.

## Changelog

🆑
balance: Antag/Centcom mechs now have top notch un-upgradeable armor out
of the box. You can't add armor to centcom or nukie mechs anymore, but
their default armor rating is a lot higher.
/🆑

* eswords now have a demoliton_mod of 1.5x (#73004)

most energy sword-like weapons have had their demolition_mod increased
to 1.5x (from 1x). energy scalpels did not receive this buff, as they're
easily crew-accessible and I don't want to deal with a balance flamewar.

this affects damage vs. robots, objects, structures, etc.

the melee part of the mecha damage unit test now accounts for
demolition_mod.

![image](https://user-images.githubusercontent.com/42606352/215234868-f2a61911-99ca-4326-8f43-632e6236b0dc.png)

🆑 ATHATH
balance: Most energy sword-like weapons have had their demolition_mod
increased to 1.5x (from 1x). This affects damage vs. robots, objects,
structures, etc. Energy scalpels did not receive this buff.
/🆑

---------

Co-authored-by: githubuser4141 <61243846+githubuser4141@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2024-06-07 09:08:56 +02:00
SkyratBot
0f2aad9e2f [MIRROR] basic honkbots (#28007)
* basic honkbots (#81920)

## About The Pull Request
this refactors honkbots into basic mobs. its mostly a faithful 1:1
refactor but i couldnt keep my hands to myselves so i gave them some new
behaviors.

honkbots now love playing with clowns, they will go seek out for clowns
and celebrate around them. also, if the honkbot finds a banana peel or a
slippery item near it, it will actively drag people onto them

honkbots will now go out of theirway to mess with secbots and annoy them

## Why It's Good For The Game
refactors hinkbots into basic bots and also undoes some of the silliness
i did in the previous basic bot prs. i also added lazylist support to
remove_thing_from_list.

## Changelog
🆑
refactor: honkbots are now basic mobs, please report any bugs
add: honkbots will try to slip people on banana peels
/🆑

* basic honkbots

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2024-06-06 18:22:01 +05:30
SkyratBot
f591dd3bd3 [MIRROR] Gondolas are now basic mobs (#27934)
* Gondolas are now basic mobs (#83451)

## About The Pull Request

This PR turns gondolas into basic mobs and does some fiddling with
gondola pods
Their verbs are now action buttons which they lose upon delivering. If
set to stay, they won't have their abilities afterwards (or wont get
them in the first place if the delivery is already done).
Lets them survive without a pod requirement in case admins want to spawn
one for their own stuff, so I also removed it from the snowflake checks
to exclude them from stuff.

Also replaced the hardcoded "cant speak" with simply giving the mute
trait, so admins can make gondolas speak if they want to for any reason.

## Why It's Good For The Game

The pet level of simple animals can finally be killed off, also gives
admins more control over gondola-related stuff if they so wish.

## Changelog

🆑
refactor: Gondolas (including gondola pods) are now basic mobs.
/🆑

---------

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

* Well then. Hope it works.

* Ohhh.

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-06-02 17:37:45 +02:00
SkyratBot
7fa267aca3 [MIRROR] Deletes handle_random_events, saving us from 1 whole proc call in Life (#27864)
* Deletes `handle_random_events`, saving us from 1 whole proc call in `Life` (#83421)

## About The Pull Request

Dumps `handle_random_events` in the bin, giving us one less proc in
`Life`, that's a free proc call optimization baby.

Replaces its only implementation with a status effect conditionally
applied when gaining / losing tox dam.

## Changelog

🆑 Melbert
refactor: Refactored the way high toxins cause you to vomit.
/🆑

* Deletes `handle_random_events`, saving us from 1 whole proc call in `Life`

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-05-26 23:15:36 +02:00
SkyratBot
abcd2a4403 [MIRROR] Fix species var/hair_color not being used for, well, hair color (#27016)
* Fix species `var/hair_color` not being used for, well, hair color

* Update jellypeople.dm

* Update mushpeople.dm

* Fixing pr

* Fixed screenshots

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-05-23 21:32:21 +02:00
vinylspiders
ae3a8acb8e * Turns mush cap into an extorgan
* Trimming the fat

* Trimming the fat

* Update mushpeople.dm

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

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

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

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

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

---------

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

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

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

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

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

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

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

This reverts commit c4cb756.

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

This reverts commit eb815f5.

* Update _species.dm

* unused var

* Caps list..

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Attempts to fix CI errors

* Update cap.dm

* Update _external_organ.dm

* Update monkey.dm

* Revert "Update monkey.dm"

This reverts commit 29f54c8.

* Revert "Update _external_organ.dm"

This reverts commit 8de5ea7.

* Update _external_organ.dm

* Revert "Update _external_organ.dm"

This reverts commit 644cc56.

* Fix CI maybe?

* Update cap.dm

* Update DNA.dm

* Some cleanup/updating to upstream

* Update global_lists.dm

* Mush

* Update mushpeople.dm

* Hopefully the last fix

* Doing this differently

* Update organ.dm

* Update organ.dm

* Update organ.dm

* Update organ.dm

* Update organ.dm

* OK

* Update organ.dm

* Update podpeople.dm

* maybe

* Hm

* Hm

* Will this break things?

* Revert "Will this break things?"

This reverts commit bd288c6.

* Test

* Update organ.dm

* Update organ.dm

* Revert "Update organ.dm"

This reverts commit ca77ff9.

* Update organ.dm

* .

* .

* .

* Update snail.dm

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

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

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

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

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

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

* Removes unneeded files

* Revert "Removes unneeded files"

This reverts commit 6469d37.

* .

* ok

* Update tails.dm

* Update monkey.dm

* Fix monkey screenshot test

* Update species.dm

* Update reinf_walls.dm

* Maintenance

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com>
2024-05-23 02:37:43 +02:00
SpaceLoveSs13
b8a858526d Surgery.dm and humanod_datum_species_moth update 2024-05-22 08:54:49 +05:30
SkyratBot
7f04d5ba28 [MIRROR] Moves the departmental delivery area check to a unit test so it stops spamming logs (#27719)
* Moves the departmental delivery area check to a unit test so it stops spamming logs (#83215)

## About The Pull Request

So, thanks to the map not being loaded yet when jobs are initialized,
the logs are needlessly spammed by a check that can never pass.

![image](https://github.com/tgstation/tgstation/assets/49160555/add92847-9d41-49b0-a951-4f40fdfd283f)

Also adds some possible locations to engineering and science

As such, I just moved all this logging stuff and screaming at
mappers/coders into a unit test. I honestly only have very vague
understanding of how these work so someone with more knowledge please
check if I did everything right.

* Moves the departmental delivery area check to a unit test so it stops spamming logs

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-05-15 11:48:29 +02:00
SkyratBot
efa6767b9c [MIRROR] Unit test for black market items. Added missing bulwark module and jawed hook to the market. (#27637)
* Unit test for black market items. Added missing bulwark module and jawed hook to the market. (#82972)

## About The Pull Request
Jacq has come up with the suggestion of adding a unit test to the
blackmarket. I agreed ~~and I think I deserve the NO GBP label because
both of these missing items are actually my fault~~.

## Why It's Good For The Game
Let's avoid issues like this in the future.

## Changelog

🆑
fix: Added the missing bulwark MOD module and the jawed fishing hook to
the black market.
/🆑

* Unit test for black market items. Added missing bulwark module and jawed hook to the market.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-05-09 08:39:22 +02:00
SkyratBot
483236f32a [MIRROR] Code cleanup: Sorting (#27596)
* Code cleanup: Sorting

* Fixes

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
2024-05-05 06:51:43 +00:00
SpaceLoveSs13
55d1c715e5 Pulls2 (#27514)
* New docking port sprites (#82729)

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

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

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


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

* Fixes tgui alert buttons (#82714)

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

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

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

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

Before (normal buttons)

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

Before (large buttons)

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

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

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

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

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

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

## Why It's Good For The Game
Looks better, runs smoother, no clipping
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

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

🆑
fix: TGUI Alerts shouldn't have such wonky buttons any more
/🆑

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

---------

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

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

## About The Pull Request

Replaces the tools on the tables with 2 surgery trays.

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

## Why It's Good For The Game

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

## Changelog
🆑

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

/🆑

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

## About The Pull Request

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

This PR fixes them

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

* Fix Primal Instincts (#82741)

## About The Pull Request

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

## Changelog

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

* Fix handcuffing (#82760)

## About The Pull Request

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


## Changelog

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

* Gets rid of UNIT_TESTS compiler warning (#82695)

## About The Pull Request

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

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

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

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

---------

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

* Makes dropdowns better (#82697)

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

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

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

In motion

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

Deathmatch got some UI facelifts

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


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

Fixes #75741

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

</details>

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

---------

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

* Fixes the NT SWAT helmet sprite (#82743)

* Mass Item Creation (#82455)

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

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

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

Fixes #82575

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

* Borg movement now has sounds (#82704)

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

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

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

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

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

* Plumbing machinery power & processing tweaks (#82702)

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

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

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

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

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

## About The Pull Request

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

## Why It's Good For The Game

Bugfix for Carp Migrations.

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

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

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

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

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


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

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

---------

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

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

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

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

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

* Makes viewers() defines (#82767)

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

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

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

## About The Pull Request

This adds the "immerse" element to lava tiles. 

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

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

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

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

## About The Pull Request

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

Fixes #82788

## Why It's Good For The Game

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

Others are just sensible changes. 

## Changelog

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

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

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

(TM BUG)
Fixes #82768

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

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

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

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

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

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

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

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

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

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

---------

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

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

## About The Pull Request

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

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

## Why It's Good For The Game

Fixes an oversight/bug.

## Changelog

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

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

## About The Pull Request
- Fixes #82725

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

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

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

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

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

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

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

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


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


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

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

* Fix oven tray runtime (#82782)

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

* Fix flaky test detection (#82790)

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

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

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

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

* Update highest available sound channel (#82780)

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

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

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

Reverts tgstation/tgstation#82704

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

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

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

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

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

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

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

fuck this 2003 bullshit

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

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

* Fixes Alien Numerical Identifier Transfer System (#82762)

## About The Pull Request

Fixes #82756

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

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

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

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

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

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

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

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

as the only meaningful reward

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

Reaching Legendary rewards you with the Golden Gloves.

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

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

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

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

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

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

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

(against boxers)

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

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

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

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

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

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

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

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

* Cargo ui refactor -> TS (#82745)

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

Should be no gameplay effect other than it looking better

<details>
<summary>pics</summary>

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

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

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

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

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

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

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

</details>

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

---------

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

* Makes lavaland stone tiles prevent immersion (#82807)

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

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

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

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

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

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

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

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

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

## About The Pull Request

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

## Changelog

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

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

## About The Pull Request

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

## Why It's Good For The Game

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

---------

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

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

## About The Pull Request

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

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

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

## Why It's Good For The Game

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

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

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

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

This reverts commit af8d69f889.

* New views for mc controller ui (#82769)

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

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

<details>
<summary>vids</summary>

in a live round

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

modals

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

bar view with defaults for decisecond sorts

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

</details>

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

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

Reverts tgstation/tgstation#82792

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

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

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

* Plumbing & chem reaction chamber patches (#82781)

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

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

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

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

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

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

* Implements data systems (#82816)

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

And I think they should be split up...


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

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

* fixes ammo_bench data system

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

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

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

## About The Pull Request

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

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

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

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

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

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


things added:

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

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

---------

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

* fix for pirate suit

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

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



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


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

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

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

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

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

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

* fixes erp slots

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

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

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

Fixes #82805
Fixes #82868

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

* fixes ai controllers hard deletes (#82861)

## About The Pull Request

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

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

## Changelog
🆑
/🆑

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

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

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

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

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

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

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

## About The Pull Request

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

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

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

Look! An actual use-case for split editor:

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

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

---------

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

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

## About The Pull Request

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

- [x] tested

## Why It's Good For The Game

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

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

---------

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

## About The Pull Request

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

* Fixes TGUI debugging tools (#82569)

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

* Removes unused code for HTML UIs (#82589)

## About The Pull Request

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

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

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

## Why It's Good For The Game

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

## Changelog


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

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

## About The Pull Request

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

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

## Changelog

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

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

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

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

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

## About The Pull Request

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

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

### We're making it an element.

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

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

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

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

		if("Description")
			(...)

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

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

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

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

## About The Pull Request

- Increases tray item size by 1 item.

- Ranges and griddles can now be fed from trays.

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

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

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

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

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

## Why It's Good For The Game

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

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

## Changelog

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

---------

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

* Removes grid usage + heavy refactors (#82571)

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

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

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

current airlock electronics scrolls into oblivion

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

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

</details>

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

* modular fixes

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

Issue brought some missed hidden actions to my attention.

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

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

## About The Pull Request

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


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

* React cleanup (#82607)

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

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

* Security photobooths have their own ID (#82628)

## About The Pull Request

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

## Why It's Good For The Game

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

## Changelog

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

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

## About The Pull Request

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

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

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

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

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

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

## About The Pull Request
- Fixes #82520

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

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

* Oven tray checks for ovens (#82615)

## About The Pull Request
- Fixes #82610

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

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

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

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

## About The Pull Request

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

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

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

## Changelog

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

* RPG Loot: Revisited & READY (#82533)

Revival of #72881

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

<details>
<summary>vids</summary>

toggleable grouping:

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

now lists the floor as first obj:

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

in action:

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

</details>

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

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

Honestly I just dislike the stat panel

Fixes #53824

Fixes

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

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

---------

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

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

## About The Pull Request

Reverts the nodeath checks of #82602

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

TL;DR 

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

* Fixes to battle arcade (#82620)

## About The Pull Request

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

## Why It's Good For The Game

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

## Changelog

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

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

## About The Pull Request

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

* Birdshot: Toy crate (#82633)

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

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

## About The Pull Request

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

## Why It's Good For The Game

bug bad

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

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

## About The Pull Request

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

## Why It's Good For The Game

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

## Changelog

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

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

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

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

### Spriting
Old: 

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

New:

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

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

* Birdshot Wall Sanity Pass (#82598)

## About The Pull Request

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

## Why It's Good For The Game

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

## Changelog

🆑
fix: Cleans up some rocks on Birdshot
/🆑

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

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

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

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

* Fixes ordinance lab igniter in IceBox (#82595)

## About The Pull Request
- Fixes #82294

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

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

* Birdshot: engi wardrope. (#82639)

## About The Pull Request

Add engi wardrope on Birdshot.

## Why It's Good For The Game

Birdshot doesn't have engi wardrope.

🆑
fix: Birdshot now have engi wardrope
/🆑

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

## About The Pull Request

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


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

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

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

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

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

* [MIRROR] Alt click refactor (#2029)

* Alt click refactor

* Some early conflict removal

* Big modular refactor

* Update console.dm

* Update paper.dm

---------

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

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

## About The Pull Request

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

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


## Changelog

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

* electric_welder fire

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

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

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

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

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

sleeping carp gloves also work on mind init

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

fixes #82321

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

---------

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

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

## About The Pull Request

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

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

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

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

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

## About The Pull Request

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

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

## Why It's Good For The Game

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

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

## Changelog

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

---------

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

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

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

* apc fix

* Gulag Adjustments Two (#82561)

## About The Pull Request

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

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

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

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

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

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

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

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

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

## Why It's Good For The Game

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

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

## Changelog

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

* stone

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

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

This will make it work until backed is updated.

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

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

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

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

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

* Fixes cargo import (#82755)

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

* fixes

* Fixes, fixes.

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

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

## About The Pull Request

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

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

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

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

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

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

## Changelog

🆑 Melbert
fix: Plasma cutters work again
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Interception&? <137328283+intercepti0n@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Ketrai <zottielolly@gmail.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Iajret <8430839+Iajret@users.noreply.github.com>
Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: AMyriad <143908044+AMyriad@users.noreply.github.com>
Co-authored-by: Zytolg <33048583+Zytolg@users.noreply.github.com>
Co-authored-by: Xackii <120736708+Xackii@users.noreply.github.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com>
Co-authored-by: Arthri <41360489+Arthri@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-28 22:24:01 +02:00
SpaceLoveSs13
7aa6664021 Mirror (#27453)
* Fix Conflicts

* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)

Most people should not be using this define

* New Battle Arcade (#81810)

Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.

The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.

The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.

The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.

Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.

Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.

I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.

This is some gameplay

https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede

As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.

Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.

🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑

---------

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

* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)

## About The Pull Request

Fixes #81052 
Fixes #58008

Setting weight class of items is now done via `update_weight_class`.

I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.

This is done to allow datums to react to an item having its weight class
changed.

Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.

## Changelog

🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑

* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)

## About The Pull Request

Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

![material datum stuff
2](https://github.com/tgstation/tgstation/assets/40847847/a3a5968f-cab3-43dd-8699-3dae879b21fb)

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.


![image](https://github.com/tgstation/tgstation/assets/40847847/56489479-8774-492b-b8cc-aeabc6c0a67f)

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.

## Why It's Good For The Game

It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.

I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.

## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑

* LateInitialize is not allowed to call parent anymore (#82540)

## About The Pull Request

I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.

This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.

Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).

## Why It's Good For The Game

I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.

## Changelog

🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑

* Fix table top deconstruction (#82508)

## About The Pull Request

Edited: updated changelog, read comments for changes in implementation
details

So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.

First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:

c34d56a45b/code/game/objects/structures/tables_racks.dm (L300-L307)
Where `new framestack(target_turf, framestackamount)` accidentally got
an extra indent, and ended up in the less common half of the if-else
chain.
Just moving this outside of the if-else chain again fixes it.

Secondly, tables had their own special deconstruction logic, which got
'standardized'.
Issue. This was special to accommodate for having two different
deconstruction logics: full or top only.
With `deconstruct(...)` no longer being overridable, I feel it's awkward
to attempt to proxy that information to the new `atom_deconstruct(...)`
So we introduce a new method, `deconstruct_top`, for the screwdriver to
use, which handles deconstructing only the top.
```dm
/obj/structure/table/proc/deconstruct_top()
	var/obj/table_frame = new frame(loc)
	if(obj_flags & NO_DECONSTRUCTION)
		table_frame.obj_flags |= NO_DECONSTRUCTION
	else // Mimic deconstruction logic, only drop our materials without NO_DECONSTRUCTION
		var/turf/target_turf = get_turf(src)
		drop_top_mats(target_turf)
	qdel(src)
```
Mimicking the `NO_DECONSTRUCTION` logic of normal deconstruction, and
copying over the flag onto its frames if need be.
This fixes screwdriver deconstruction.
## Why It's Good For The Game

Fixes #82503.
We can now deconstruct the table top separately again, AND get the right
materials back too.

## Changelog
🆑 00-Steven, SyncIt21
fix: Wrench table deconstruction gives the right materials again.
fix: Screwdriver table deconstruction only deconstructs the top again.
/🆑

* [NO GBP] Reagent grinders display reagents on examination (#82535)

## About The Pull Request
- Fixes #82531

Somehow omitted this during the general maintenance thing

## Changelog
🆑
fix: Reagent grinders display reagents of its beaker on examination
/🆑

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

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

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

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

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

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

* Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447)

## About The Pull Request

What are their goals? Why are they doing this? gets weird with Spy
objectives - namely by adding a lot more ways spies might be asked to
affect various targets around the station.

the first of these is by several flavors of Protecting targets (these do
NOT print a success at roundend in keeping with Spy design:)
- Protect (get a humanoid target off alive)
- Protect Nonhuman (get an entity off alive)
- Jailbreak (make sure a humanoid target escapes free)
- Detain (make sure a humanoid target gets taken out arrested)

the second of this is by a new escape condition: 
- Exile (get off-station or off the Z-level by the end of the shift -
sometimes it's not just pods, you need to fuck off to space to win.)

the third is through a massive increase in the number of possible:
- objective templates 
- departments to target (Command + Service added)
- specific locations to target
- general classes of objects to target (medicines, floor tiles, critical
infrastructure, etc.)
- efforts to target (such as meals, mechs, public supplies)
- ways to leave (you can be asked to abscond from the scene of your
crimes?)

## Why It's Good For The Game

More goofy and weird prompts to do more interesting things with Spies.
One thing I think we're sorely missing in our lineup is antagonists that
can act a bit more as deuteragonists - very possibly helping the crew
under certain conditions and frustrating the Hell out of them in others.

Since there's no way to check their objectives, and they get their
gear/progression through stealing shit, they're still very much an
antagonist and exist under the suspicion of doing bad... but, just going
by their objectives, introducing more varied (and in some cases even
benign) goals for them creates suggestions pointing to a lot more varied
and interesting stories if people choose to run with it.

* Adds anosmia quirk (#82206)

## About The Pull Request

Adds anosmia quirk. Anosmia, also known as smell blindness, is the loss
of the ability to detect one or more smells.

I tried to find all smells action and (most likely) update all of them,
unfortunately I can't change descriptions for this quirk.

## Why It's Good For The Game

Some characters will be able to not feel smells
That affect:
* Gases feelings and alerts (CO2, Plasma, miasm) - you don't feel them
* Bakery and cooking
* Changeling ability to feel other changelings by smell
* Some unimportant spans

* Explosions Part I - Directional Explosions (#82429)

## About The Pull Request

Adds the ability for explosions to be directional. This is achieved by
adding an angle check to `prepare_explosion_turfs()` to drop any turfs
outside the cone of the explosion. If the arc covers a full 360 degrees,
as is the default, it will accept all the turfs without performing the
angle check.

Uses this functionality to rework both rocket launcher backblast and X4
explosions. Rocket launcher backblast has been changed from a shotgun of
indendiary bullets to a directional explosion of similar length. X4 now
uses a directional explosion to "ensure user safety".

Apparently the old method of moving the explosion one tile away didn't
even work, as it blew up `target` before trying to check its density for
the directional behaviour.

https://youtu.be/Mzdt7d7Le2Y

## Why It's Good For The Game

Directional explosions - Useful functionality for a range of potential
use cases, which can be implemented with minimal extra processing cost
(Worst case scenario being very large directional explosions)

Backblast - Looks way cooler than a bunch of projectiles, and should be
significantly more functional in high-lag situations where projectile
code tends to get fucky

X4 - More predictable for players wanting to use it as a breaching
charge, you can actually stand near the charge and not have to worry
about being hoist upon your own petard.

## Changelog
🆑
add: Added support for directional explosions.
add: Rocket launcher backblast is now 271% more explosive, check your
six for friendlies!
add: X4 charges now explode in a cone away from the user when placed on
a sufficiently solid object.
fix: X4 charges will now behave correctly when placed on dense atoms
(note: don't try to read a variable from an atom you just blew up)
/🆑

* Add balloon alerts to plunging (#82559)

## About The Pull Request

Makes all plunging actions (pretty much anything using `plunger_act`)
have a visible balloon alert.

## Why It's Good For The Game

Makes sense that others would easily notice you plunging the shit out of
something.

Also, more people might finally learn that you can plunge the vent clogs
instead of welding them.

## Changelog
🆑
qol: Added balloon alerts whenever you start plunging something (i.e )
/🆑

* Fixes spurious runtime on Icemoon caused by turf calling unimplemented LateInitialize() (#82572)

## About The Pull Request

As of https://github.com/tgstation/tgstation/pull/82540 this runtime was
happening,


![image](https://github.com/tgstation/tgstation/assets/13398309/4d838fda-c157-4e33-ae64-77eafca1806f)

`/turf/open/openspace/icemoon/` can be changed to
`/turf/open/misc/asteroid/snow/icemoon/do_not_chasm` before
`Initialize()` returns, which resulted in it `INITIALIZE_HINT_LATELOAD`
getting returned on a turf that does not have an implementation of that
proc.

This should fix that.

## Why It's Good For The Game

Fixes CI error

* Blueprints tgui (#82565)

Blueprints now use a TGUI panel instead of the old HTML one.
Also did general code improvement and maintaining to blueprints in
general and also destroyed the ``areaeditor`` level, repathing it to
just 'blueprints'.
Also adds a sound when you look at structural data cause why not

Video demonstration:

https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd

The 4 blueprint types:

![image](https://github.com/tgstation/tgstation/assets/53777086/bfd68eb5-c430-4608-a3f7-d6ac86727882)

Another HTML menu dead underground.
This is more responsive and doesn't require constant updating to see
which area you're in, feels less OOC (instead of saying "the blueprints
say", just say it, you ARE the blueprints).

Like, come on

![image](https://github.com/tgstation/tgstation/assets/53777086/fcf1b8b6-37c3-4c94-969f-3b121c983dc0)

Look at all this wasted space

![image](https://github.com/tgstation/tgstation/assets/53777086/1d3e61cd-bc56-4280-a3bb-0c66604e75b3)

🆑
refactor: Blueprints now use TGUI.
qol: Blueprints can now be used while lying down.
/🆑

* General maintenance for chem master (#82002)

**1. Qol**
- Adds screen tips & examines for screwdriver, wrench, crowbar & beaker
insertion, removal & replacing actions
- Analyzing reagents is now a client side feature & not a back end mode,
meaning one person can see details of a reagent while the other can
print stuff and do other operations so it's a non blocking operation.
This also means 2 players can see information of 2 different reagents in
their own screens, With that the overlay for analysis mode has been
removed
- You cannot do any tool acts on machines while printing. Balloon alerts
will be displayed warning you of that.
- The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. It can be enabled/disabled via a
CheckBox

**2. Code Improvements**
- Removed defines like `TARGET_BEAKER` , `TARGET_BEAKER` etc. ther
functionality is implemented as params in the `transfer_reagent()` proc
directly
- Removed all variables relating to analyzing reagents like
`reagent_analysis_mode`, `has_container_suggestion` etc. all memory
savings
- `printable_containers` now stores static values that can be shared
across many chem masters
- Updates only overlays and not the whole icon during operations for
efficiency

**3. Fixes**
- You can hit the chem master with the screwdriver, wrench, crowbar &
beaker when in combat mode
 - You cannot insert hologram items into the chem master
- Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option selected so you don't need to
use a screwdriver to re program it
- `printing_amount` is now the maximum number of containers that can be
printed at a time. Presently this number with upgraded parts would print
out empty containers especially for patches. This is because
`volume_per_item` does not take into consideration this var. Also this
var would not give control to the player on exactly how many containers
to print as whatever amount the player entered would be multiplied with
this value producing a lot of waste & worse empty containers. Now this
var determines exactly how many containers you can print and is imposed
on the client side UI as well

**4. Refactors (UI performance)**
- Beaker data is compressed into a single entity & sent to the UI. This
is set to null if no beaker is loaded thus saving data sent
- Reuses Beaker props from chem synthesizer to reduce code
- reagent REF replaced with direct type converted to text and later
converted with `text2path()` cause its much faster

🆑
qol: Adds screen tips & examines for screwdriver, wrench, crowbar &
beaker insertion, removal & replacing actions
qol: Analyzing reagents no longer blocks other players from doing other
operations. Multiple players can analyze different reagents on the same
machine
qol: You cannot do any tool acts on the machine while printing to
prevent any side effects.
qol: The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. The feature can be
enabled/disabled via a check box
code: removed defines for reagent transfer, vars for reagent analyzis to
save memory. Autodoc for other vars & procs
fix: You can hit the chem master with tools like screwdriver, crowbar,
wrench & beaker in combat mode
fix: You cannot insert hologram items into the chem master
fix: Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option
fix: You now print the exact amount of containers requested even with
upgraded parts without creating empty containers. Max printable
containers is 13 with tier 4 parts able to print 50 containers.
refactor: Optimized client side UI code & chem master as a whole.
/🆑

---------

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

* Wraps `lowertext()` to ensure proper stringification. (#82442)

Fixes #82440

This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.

I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.

* Clowns can now make balloon... toys. And also mallets and hats. (#82288)

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

Clowns will now start with a box of 24 random long balloons and a
skillchip in their noggin allowing them to create balloon animals by
combining two of them of different colour together. Owners of the
skillchip also gain access to crafting recepies of balloon mallets,
vests, helmets and tophats, all created from long balloons. A crate of
long balloons, with a box of balloons inside, can be bought at cargo, in
case the clown runs out. I might edit this once I wake up, its 3 in the
morning right now.
Oh also, resprited how balloons look in inventory.

![image](https://github.com/tgstation/tgstation/assets/122572637/2d7ce955-c787-48a5-bfda-4613d2eed837)

Balloon animals funny.
Silly features are my favourite kind of features, and this one's
open-ended too.
Someone on the coder chat recommended someone would do it that one time,
here it goes.

<!-- If your PR modifies aspects of the game that can be concretely
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🆑
add: Added long balloon box to the clown's starting inventory, and a
skill-chip of long lost honk-motherian knowledge to their brain.
add: Added long balloons. Consequently, added balloon animals to make
from such balloons. Also, balloon top hat, vest, helmet, and a mallet.
Don't ask about the mallet.
add: A long balloons box harvested fresh from the farms on the clown
planet will be able to be shipped in a crate to the cargo department
near you!
add: As per requests; water balloons can now be printed at service
lathe, and entertainment modsuit can now blow long balloons!
image: Balloons will now have an unique sprite when in the inventory,
compared when to on the ground.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>

* Quick spellcheck 'steall' (#82560)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82447 quick followup to
this, caught it while glancing through the code.

* Fix

* merge conflicts

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

This reverts commit 5cfdc5972d16c6b509220e8874a927696249d36a.

* fix

* Fixed lateinitialize

* This should cut it

* Oh right

* There?

* Damn, here?

* There

* [NO GBP] Fixes spurious runtime caused by icemoon (again) (#82582)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82572 I tried to fix this
but there was an unaccounted race condition which just caused a separate
runtime...


![firefox_GxGibAO281](https://github.com/tgstation/tgstation/assets/13398309/f251aecc-ef17-4bae-a741-5aade40de423)

Since the type is being changed mid-execution `replacement_turf` will
become out of scope. My bad--this should fix it now for good.

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Higgin <cdonny11@yahoo.com>
Co-authored-by: NeonNik2245 <106491639+NeonNik2245@users.noreply.github.com>
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-26 01:22:24 +02:00
SkyratBot
2429a2821a [MIRROR] Fixes AI lag by re-adding idle mode to all AI that was lost with the simple mob to basic mob conversion. (#27296)
Fixes AI lag by re-adding idle mode to all AI that was lost with the simple mob to basic mob conversion.

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
2024-04-25 16:39:06 +02:00
Useroth
20c0599ce6 Some more mirrors again (#27366)
* Ports additional Felinid ears from Orbstation (#82066)

Adds 5 new ear options from Orbstation, originally PRed in
lizardqueenlexi/orbstation#360. Sprites by @Or-Fi-S.

Big:

![image](https://github.com/tgstation/tgstation/assets/7019927/5f847130-e5f5-44cc-adb4-c740c4c4f69b)

Coeurl (FFXIV Miqo'te style):

![image](https://github.com/tgstation/tgstation/assets/7019927/34448bee-d6af-4d3c-b796-384ec9904368)

Fold:

![image](https://github.com/tgstation/tgstation/assets/7019927/a7dafd05-f652-460e-9386-f7fcbef696e9)

Lynx:

![image](https://github.com/tgstation/tgstation/assets/7019927/174ff630-6eb8-4bb9-8f4f-791b70356c58)

Round:

![image](https://github.com/tgstation/tgstation/assets/7019927/b3a24d1b-66fa-4883-8c27-871ae8966d6c)

Also makes it so the code guarantees that custom ears on a felinid
actually count as felinid ears and not human ones, as the code wasn't
checking properly when preferences were applied. There's probably a
cleaner, more permanent way to do this and a refactor is needed
somewhere down the line (man that sprite accessories file is getting
long huh) but I'll leave that to a more competent coder.

More customization options are good also Cobby said I could

![image](https://github.com/tgstation/tgstation/assets/7019927/56bbe285-068f-41a1-92cc-9f3861875090)

🆑
add: Added 5 new Felinid ear options, ported from Orbstation! (Sprites
by Or-Fi-S)
/🆑

---------

Co-authored-by: _0Steven <jaydondegenerschool@gmail.com>

* Standardizes object deconstruction  throughout the codebase.  (#82280)

When it comes to deconstructing an object we have `proc/deconstruct()` &
`NO_DECONSTRUCT`

Lets talk about the flag first.

**Problems with `NO_DECONSTRUCTION`**
I know what the comment says on what it should do

b5593bc693/code/__DEFINES/obj_flags.dm (L18)

But everywhere people have decided to give their own meaning/definition
to this flag. Here are some examples on how this flag is used

**1. Make the object just disappear(not drop anything) when
deconstructed**
This is by far the largest use case everywhere. If an object is
deconstructed(either via tools or smashed apart) then if it has this
flag it should not drop any of its contents but just disappear. You have
seen this code pattern used everywhere

b5593bc693/code/game/machinery/constructable_frame.dm (L26-L31)

This behaviour is then leveraged by 2 important components.

When an object is frozen, if it is deconstructed it should just
disappear without leaving any traces behind

b5593bc693/code/datums/elements/frozen.dm (L66-L67)

By hologram objects. Obviously if you destroy an hologram nothing real
should drop out

b5593bc693/code/modules/holodeck/computer.dm (L301-L304)

And there are other use cases as well but we won't go into them as they
aren't as significant as these.

**2. To stop an object from being wrenched ??**
Yeah this one is weird. Like why? I understand in some instances (chair,
table, rack etc) a wrench can be used to deconstruct a object so using
the flag there to stop it from happening makes sense but why can't we
even anchor an object just because of this flag?

b5593bc693/code/game/objects/objs.dm (L368-L369)
This is one of those instances where somebody just decided this
behaviour for their own convenience just like the above example with no
explanation as to why

**3. To stop using tools to deconstruct the object**
This was the original intent of the flag but it is enforced in few
places far & between. One example is when deconstructing the a machine
via crowbar.

b5593bc693/code/game/machinery/_machinery.dm (L811)

But machines are a special dual use case for this flag. Because if you
look at its deconstruct proc the flag also prevents the machine from
spawning a frame.

b5593bc693/code/game/machinery/_machinery.dm (L820-L822)

How can 1 flag serve 2 purposes within the same type?

**4. Simply forget to check for this flag altogether**
Yup if you find this flag not doing its job for some objects don't be
surprised. People & sometimes even maintainers just forget that it even
exists

b5593bc693/code/game/objects/items/piggy_bank.dm (L66-L67)

**Solution**
These are the main examples i found. As you can see the same flag can
perform 2 different functions within the same type and do something else
in a different object & in some instances don't even work cause people
just forget, etc.

In order to bring consistency to this flag we need to move it to the
atom level where it means the same thing everywhere. Where in the atom
you may ask? .Well, I'll just post what MrMelbert said in
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants,

Yup that's the ideal case now. This flag is checked directly in
`deconstruct()`. Now like i said we want to give a universal definition
to this flag and as you have seen from my examples it is used in 3 cases
1) Make an object disappear(doesn't dropping anything) when
deconstructed
2) Stop it from being wrenched
3) Stop it from being deconstructed via tools

We can't enforce points 2 & 3 inside `deconstruct()` which leaves us
with only case 1) i.e. make the object disappear. And that's what i have
done. Therefore after more than a decade or since this flag got
introduced `NO_DECONSTRUCT` now has a new definition as of 2024

_"Make an object disappear(don't dropping anything) when deconstructed
either via tools or forcefully smashed apart"_

Now i very well understand this will open up bugs in places where cases
2 & 3 are required but its worth it. In fact they could even be qol
changes for all we know so who knows it might even benefit us but for
now we need to give a universal definition to this flag to bring some
consistency & that's what this PR does.

**Problem with deconstruct()**
This proc actually sends out a signal which is currently used by the
material container but could be used by other objects later on.

3e84c3e6da/code/game/objects/obj_defense.dm (L160)

So objects that override this proc should call its parent. Sadly that
isn't the case in many instances like such

3e84c3e6da/code/game/machinery/deployable.dm (L20-L23)

Instead of `return ..()` which would delete the object & send the signal
it deletes the object directly thus the signal never gets sent.

**Solution**
Make this proc non overridable. For objects to add their own custom
deconstruction behaviour a new proc has been introduced
`atom_deconstruct()` Subtypes should now override this proc to handle
object deconstruction.

If objects have certain important stuff inside them (like mobs in
machines for example) they want to drop by handling `NO_DECONSTRUCT`
flag in a more carefully customized way they can do this by overriding
`handle_deconstruct()` which by default delegates to
`atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc
will allow you to handle the flag in a more customized way if you ever
need to.

1) I'm goanna post the full comment from MrMelbert
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants, but there's a shocking lack of consistency around
NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction,
but make it drop no parts" and others simply "disallow deconstruction at
all"

This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives
this flag the consistency it deserves. Not to mention as shown in case 4
there are objects that simply forgot to check for this flag. Now it
applies for those missing instances as well.

2) No more copying pasting the most overused code pattern in this code
base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code
cleaner everywhere

3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object
deconstruction which is now available for use should you need it

🆑
refactor: refactors how objects are deconstructed in relation to the
`NO_DECONSTRUCTION` flag. Certain objects & machinery may display
different tool interactions & behaviours when destroyed/deconstructed.
Report these changes if you feel like they are bugs
/🆑

---------

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

* Makes attempting to refresh the logs not just throw a runtime error (#82432)

## About The Pull Request

Really all this seems to be is a mismatch between the tgui and dm side
of the menu.

3c71b14df0/tgui/packages/tgui/interfaces/LogViewer.tsx (L71)

3c71b14df0/code/modules/logging/log_holder.dm (L110-L113)
Making these line up by renaming `re-render` to `refresh` seems to make
it work just fine, and not just throw an error.
## Why It's Good For The Game

Life tends to be better when refreshing to see new runtimes doesn't just
add its own lovely little runtimes.

![image](https://github.com/tgstation/tgstation/assets/42909981/79bee3db-5c28-409b-9ff5-3a315fb4ed1c)

![image](https://github.com/tgstation/tgstation/assets/42909981/82a25038-ba7a-430a-bb79-f59d5f4b262b)
And then not show them til you re-open the window cause it doesn't
refresh.
## Changelog
🆑
admin: Refresh button on the View Round Logs menu actually works,
instead of just adding a runtime to the logs (and not updating them).
/🆑

* Creates a "busy" animation for players (#82416)

Little indicator above a player when they're currently doing something.

<details>
<summary>vids</summary>

Perspective: You are the moth

![dreamseeker_b2LA4PpPAr](https://github.com/tgstation/tgstation/assets/42397676/3a38dd3c-23f2-430f-acf4-444ad5c478d3)

Hides under runechat

![dreamseeker_ZgkCWTGqDz](https://github.com/tgstation/tgstation/assets/42397676/ec1d9665-4ff0-47f7-85b6-65998c31b9be)

</details>

Todo:

- [x] Feedback?
- [x] Sneaky params so it doesn't spoil your stealth run
- [x] Possible refactor
- [x] Probably missed some "sneaky" actions
- [x] coggers

<details>
<summary>sound on:</summary>

https://github.com/tgstation/tgstation/assets/42397676/ad71c567-0202-4158-ba50-c2946375f988

</details>

🆑 jlsnow301, infraredbaron
add: Added a new UI element over players that are interacting, building,
etc.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>

* New operative reinforcement option: Intelligence Overwatch Agent (#82307)

## About The Pull Request

Introducing a new Nuclear Operative reinforcement option: The Overwatch
Intelligence Agent.

Equipped with multi-hudglasses, they have an advanced camera console,
station alerts, and bodycams of every operative! If something can be
known, they will know about it.

They can also remotely pilot your ship. Finally, everyone can ride in
the Steel Rain without getting stuck on the station!

This role spawns in the formerly unused outpost just north of the nukie
base. With a few shelves of supplies and some tools in the back room,
they can set up their workplace however they like. This also gives them
something to work on while they wait for the operatives to gear up.


![image](https://github.com/tgstation/tgstation/assets/28870487/4a39ec5f-0578-4825-8c6b-cc4db47bf726)

As you can see, it's rather cramped and the lights are quite dim in the
backroom. Set it up however you like, this is how I did mine:


![image](https://github.com/tgstation/tgstation/assets/28870487/f80b65fa-dcd1-425e-a6ce-c0ed94a8a3a5)

Total price? 12 TC per agent. It might get a bit cramped, but you could
buy a second to make sure the first guy doesn't get lonely!

This turned into a 30-commit ugly because the bodycams were originally
meant to be accomplished via a refactoring of the spyglass kit. Big
mistake that made me shelve the project -- until Melbert's simple
bodycam component conveniently did exactly what I needed in a much
simpler way.
## Why It's Good For The Game

Having a "guy in the chair" for your kickass murder operator squad
enables more brainy strategizing, and is thematically sound. Also,
nukies have the opportunity to bring in another player to participate in
the fun!
## Changelog
🆑 Rhials
add: Nuclear Operatives now purchase an Intelligence Agent, who can
watch cameras and bodycams, move the shuttle, and provide radio support.
Only 12 Telecrystals!
/🆑

* re-adds list of components for admins to remove (#82461)

## About The Pull Request

The list of components on a mob when admins try to remove one didn't
actually show them, now it does.

![image](https://github.com/tgstation/tgstation/assets/53777086/a6102c3a-df30-4e9c-b7fd-29a4d8ddaa89)

## Why It's Good For The Game

Messing with components/elements on mobs are such a pain, in this case
was broken entirely.

![admin-toolings](https://github.com/tgstation/tgstation/assets/53777086/3d190c66-34e4-4424-824b-37f95e88b003)

## Changelog

🆑
admin: Removing components button now lists components to remove
/🆑

* Reboots the CNS Rebooter Implant. (#82441)

## About The Pull Request
The CNS Rebooter Implant will now pull you out of stuns and stamcrit,
while granting you a few seconds of stun immunity, comes with a 60
seconds cooldown
## Why It's Good For The Game
The CNS Rebooter Implant is a strong candidate for the absolute worst
implant in the game, it caps your stuns at 4 seconds
(which is plenty of time to get murdered) and does nothing to prevent
stamina damage, for something accessible in one of the latest research
nodes and in the nukie uplink it should perform better than it does now.
Besides, the game is in dire need for more tools to keep the stun meta
at bay, and this is a good place to start.

This PR makes it so the rebooter will bail you out stamcrit every 60
seconds, along with giving you a few seconds of immunity to run away or
get a couple of hits in.
## Changelog
🆑
balance: CNS Rebooter Implant will now pull you out of stamcrit and
grant you a few seconds of stun immunity
/🆑

---------

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

* Fix "Aheal" for ears deafness (#82448)

## About The Pull Request
Make the admin button "Aheal" and Magic Wand of Healing (resurrection)
actually full heal carbon's Ears.

File _ears.dm contains timer variable "deaf" that should be updated to 0
after complete healing.

But I think this must be properly code-refactored because looks like
it's just duplicates(?) standart variable "damage" for organ type.

## Why It's Good For The Game
Aheal - means FULLY HEAL.

## Changelog

🆑
fix: aheal now properly heals ears deafness
/🆑

---------

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

* Medipens can't have reagents removed from them anymore. (#82451)

## About The Pull Request

This will be needed for
https://github.com/tgstation/tgstation/pull/82449 because this removes
the machine's ability to make infinite chems.
Basically in https://github.com/tgstation/tgstation/pull/29139 they
removed medipen's ability to have reagents injected into them, but never
removed the ability to take reagents out.
You could take a syringe, remove all chemicals from a medipen, put the
main ingredient in a medipen refiller, then refill. You could do this
right now on live servers with an epipen for infinite formaldehyde.

This doesn't affect the hypospray.

## Why It's Good For The Game

Removes a way of infinitely making reagents with a medipen refiller and
also removes a dumb mechanic.
You could take all chemicals out of an EHMS autoinjector, which removes
the visual and feedback tell to the target that they've been injected,
and even with 0 chemicals they get the disease anyways.
You could buy medipens as a miner, take the chemicals out, and put them
in a syringe or pill that you can inject yourself instantly with.
You can take otherwise hard-to-get chemicals like fungal TB's 2-use cure
injector, and make 40 cure pills instead.

## Changelog

🆑
fix: You can no longer take chemicals out of medipens with a syringe.
/🆑

* Search string in catalogs in char prefs (#82423)

* actually just removes stamina damage and knockdown from punches (#82400)

removes punch knockdowns and stamina damage from them

knockdown punches were also around the time disarm could just hardstun
you to RNG
this is dumb so we remove that
also watermelon supposedly wanted to remove stamina damage from punches
so idk about that

anyway so this is a problem because you could be randomly floored by
sheer luck through thick plates of metal and is overall not a very fun
thing to play against especially with northstar gloves

resolves unfun RNG by removing knockdowns and does something watermelon
wanted by removing stam damage from it

🆑
balance: punches no longer knock down or deal stamina damage
/🆑

* Fix slime `check_item_passthrough` effect (#82484)

## About The Pull Request

This proc expects a user but is not passed one. 

## Changelog

🆑 Melbert
fix: Items will properly pass through slime on occasion
/🆑

* Basic mobs now use z-level turnoff instead of simple (#82469)

## About The Pull Request

On one compile of MetaStation, I saw that there's 45 basic mobs on the
station, 256 on lavaland (the number growing from tendrils), and 59 in
all other z levels combined.

While we do expect Lavaland to be visited every round, at least it won't
be running during the times when no one is there, but even more
importantly, space exploration is something not done every round, so we
don't have any reason to waste our resources on AIs that will never be
interacted with.

Simple animals had an easy solution to this:
If no one is on the Z level, their AI turns off
If someone is on the Z level, they are idle unless needed.

The last simple animals that exists right now are bots, megafauna,
geese, gondolas, and some minor ones like mimic, zombie, dark wizard,
soulscythe, etc.
Point is, we're very much nearly done going through all simple animals,
so this code is being wasted just to ensure things like cleanbots won't
work if no one is on the z level, something I doubt happens often, so I
took their code and made it work for basic mobs instead. I could've done
both but I thought it would look very bad, and maybe this is a good
incentivize to get more basic mob conversions.

There's one major change here and it's that we're missing the "Idle"
mode, some basic mobs like the Lavaland village seems to be made with
intent that they'll be running even if players aren't around, so this
sets up a future PR that makes idle AI easier to add, and I want to make
sure those cases are taken into account.

## Why It's Good For The Game

We don't need to always be processing these basic mobs, and sets us in
the future to hopefully also implement idle AIs.

## Changelog

🆑
balance: Basic mob AIs with no mobs on the Z level now stop.
/🆑

---------

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

* adds preferences to transhumanist (#82435)

## About The Pull Request
You may remember this, that's because I accidentally deleted it before
while trying to change things. Anyways!
Adds drop-down selections and new options to transhumanist. also fixes a
minor typo
Previously, you could choose your replaced limb by taking prosthetic
limb, setting what you want changed, and then switching to
transhumanist, since they used the same preference previously.

## Why It's Good For The Game

Transhumanist felt strange because it was hypothetically a voluntary
operation, but the augmentation clinic just spun the wheel on what you
got replaced. From a role-playing perspective, being unable to choose is
uninteresting and confusing. Also it always says your limb being was
being replaced with a robotic arm and that annoyed me. Now that you are
able to select your replacement part, I've added two new options, the
robotic voice box, good for a more prominent change then a limb that
will be hidden for most of a round, and flashlight eyes, for when you
are truly committed to being rushed directly to robotics seeing the
bright future ahead of humanity!

## Changelog
🆑
add: Transhumanist now allows you to select your augmentation
add: Transhumanist can now provide a robotic voice box, or flashlight
eyes
spellcheck: Transhumanist's roundstart text has been re-written to not
be wrong
/🆑

---------

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

* Watcher wreaths; Normal and Icewing varieties (#82457)

Adds Watcher Wreaths. An item that makes it look like you have a
slightly floating thorn crown that you can make from some of their
material parts (and the icewing crusher trophy for the icewing variant).

The wreath has emissives. They don't do anything mechanically, they're
just for show.

![wreath](https://github.com/tgstation/tgstation/assets/40847847/84b7cf89-2087-4c5c-85c1-d911c2e7ea13)

![image](https://github.com/tgstation/tgstation/assets/40847847/77bcda12-e29f-45f0-ad4a-8f25de12c0ef)

![image](https://github.com/tgstation/tgstation/assets/40847847/da3321bb-b24d-4e60-8648-455483e955d6)

I really like the whole thing with turning lavaland monsters into
trophies and cosmetics. Going down and coming back up looking like
someone who just crawled through a horror movie and took some souvenirs
is great. Stuff like the trophy accessories, bone and drake armor and
many of the various lavaland items have this quality, and it always
amuses me when a tech sees a dressed up miner and just goes 'holy shit,
where did you get that'?

Drip is the ultimate reward for playing miner. Nobody can tell me
otherwise. this is the endgame every miner craves. And I crave a goddamn
crown made from the broken remains of my enemies.

🆑
add: Watcher wreaths. Made from the mangled remains of a watcher, now a
handsome accessory for you to wear a few inches behind your head. Comes
in Normal and Icewing variants.
add: Some bounties for the two variants of watcher wreaths.
/🆑

* CHEAP_HYPOTENUSE() no longer makes the differences between the coordinates absolute. (#82468)

## About The Pull Request
CHEAP_HYPOTENUSE() no longer absolutes the differences between the
coordinates.
## Why It's Good For The Game
It gets squared so it doesn't need to be done.

* Neutered symptoms no longer activate (#82467)

## About The Pull Request

Stops activation of all neutered symptoms in a advanced disease.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/68944

## Changelog

🆑
fix: Narcolepsy is no longer activated while neutered.
/🆑

* Fixes the color matrix editor (#82478)

## About The Pull Request

It was sending back stringified numbers as inputs. This came from a
typescript cleanup pr from sync (#82000) and was ultimately caused by
a... I think misunderstanding of how the color list works (#67967)

## Why It's Good For The Game

Works like a charm now, which is good cause I use it a lot

## Changelog
🆑
fix: The color matrix editor now works properly again
/🆑

* Hats no longer cover mouths (#82498)

* Fixes banned/days remaining preferences display for non-dynamic ruleset antagonists. (#82506)

* Reverts reversion: tgui will 516 or else (#82527)

## About The Pull Request
Context: #82522

Apparently you cant just stuff the byond helper functions into an
external js file, but if you do, byond won't even let you know its a
problem until the servers crash and you have to run `bin/clean` just to
unbork your entire repo

This reimplements the changes from #82473 without:
- moving the byond helper functions externally
- causing a tooltip render issue in panel

## Why It's Good For The Game
516 prep (again this time)

* Final Objective: Battle Royale (#82258)

## About The Pull Request

Adds a new final objective option with a classic premise; the forced
battle to the death.
The concept is that the Syndicate will provide you with an implanter
tool you can use on an arbitrary number of crew members. Once you have
at least 6 (though there is no ceiling) you can activate the implants to
start the Battle Royale and broadcast the perspectives of everyone you
implanted live to the entertainment monitor.

After activation these implants cause you to explode upon death. If at
the end of 10 minutes, more than one person remains unexploded then all
of the remaining implants will detonate simultaneously.
Additionally, one of the station's departments (Medbay, Cargo, Science,
or Engineering) will be chosen as the arena. If after 5 minutes pass
you're not within that department (or if you leave it after that time
has passed) then you will be killed.

The Syndicate plan on both using the recorded footage to study
Nanotrasen technology, and also to sell it as an underground blood
sport, and so have employed a pirate broadcasting station to provide
colour commentary.

The implantation is silent, however it requires you and your target to
be adjacent and stood still for one and a half seconds.
Once implanted, it will occasionally itch and eventually signal to the
implantee that something is up, so once you start implanting someone
you're on a soft timer until you are given away. You can also implant
yourself if you want to do that for some reason.

Removing an implant from someone has a 70% chance of setting it off
instantly, but it _is_ possible. If the implant is exposed to EMP, this
value is randomised between 0 and 100%. You could also try doing surgery
while the patient is wearing a bomb suit or something, that puzzle is
for you to solve and I'm not going to tell you the answers. I'm sure
you'll think of ones I haven't.

## Why It's Good For The Game

Adds a somewhat more down-to-earth but still hopefully exciting and
threatening option which should let people mess around with the sandbox.
The mutual death element provides some roleplaying prompts; nothing
actually _forces_ you to fight apart from fear of death and it may be
possible to find other ways to survive, or perform some kind of
solidarity behaviour with your fellow contestants. Maybe you'll try that
but one of your fellow contestants just wants to be the last survivor
anyway. Maybe you'll pretend you're setting up some kind of mutual
survivorship thing in order to make sure you're the sole survivor.
Gives some people to watch on the bar TV channel.
The crew apparently love playing Deathmatch while dead so we might as
well enable doing it while alive.

Also I'm going to follow this up with a separate PR to remove the Space
Dragon objective and it felt like it'd be a good idea to do one out one
in

## Changelog

🆑
add: Adds a new Final Objective where you force your fellow crew to
fight to the death on pain of... death.
/🆑

---------

Co-authored-by: _0Steven <jaydondegenerschool@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Artemchik542 <32270644+Artemchik542@users.noreply.github.com>
Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com>
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: Skeleton-In-Disguise <49223093+Skeleton-In-Disguise@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-04-17 22:59:33 -04:00