## About The Pull Request
It extracted the first index soulstone from the list and tried to
proc-call it.
But it's a list of weakrefs, so that doesn't work.
I just changed it to hard references. It didn't really need to be
weakrefs, since it owned it.
## Why It's Good For The Game
Useful items woo
## Changelog
🆑 Melbert
fix: The bastard sword can create constructs again. Just hit the shells
with it
/🆑
## About The Pull Request
This PR elementises two kinds of spider behaviour in preparation for
making them into Basic Mobs, which in turn will solve a bug with
Araneus.
This will probably conflict with my other PR but I'll deal with it.
The Nurse Spider and Flesh Spider healing abilities which were similar
but not _quite_ the same now share the same component.
Also Lightgeists because they also did this.
I'll be honest I think Flesh Spider would be better off with the
"Regenerator" component instead but that would be a balance change so I
can't do that right now.
The Tarantula "slower when not on webs" passive is also now an element.
This will make my third PR (to be opened when these two are merged)
easier.
Also I noticed we were using the same colour for spawning a particle in
a few places so I moved that hash into the colours define file.
ALSO while making this the linter identified that a shitload of procs
were passing `required_bodytype` to `heal_overall_damage` as if it was
`stamina` which probably caused some bugs. Don't know which though!
https://user-images.githubusercontent.com/7483112/217679050-b728ee98-3ba1-4663-bb6b-75295d5f9a6a.mp4
## Why It's Good For The Game
Reduces amount of duplicated code, making it easier to maintain.
Elements can be reused for other things later, like the infuser?
## Changelog
🆑
refactor: Spider healing abilities have been refactored to reuse the
same code rather than reimplement it across two different mobs, it
should work the same as it used to. This is also used by Lightgeists.
fix: Mob biotype on `heal_overall_damage` should be applied more
consistently. This might mean that some things which were previously
healing prosthetic limbs have stopped doing that.
/🆑
## About The Pull Request
QoL update for CTF to make the experience better and smoother.
## Why It's Good For The Game
The CTF experience is a bit unpolished in some areas such as important
information (shield charge, control point score) being obscured,
mandatory hand switching on spawning, and players messing with their
team by blocking the controller.
## Changelog
🆑
qol: CTF guns spawn in the default active hand
qol: CTF shields become transparent as they lose charge
qol: CTF King of the Hill scores are visible to players in-game
qol: CTF controllers can no longer be blocked by players standing on
them
/🆑
## About The Pull Request
If the glass was renamed by a player, don't override the name /
description in `update_name` and `update_desc`. Simple enough
Unfortunate side effect is changing the name but not the desc leaves the
desc as it is, but I don't think anyone would really care or notice. It
used to be like this anyways.
## Why It's Good For The Game
Aesthetics. Fixes#72890
## Changelog
🆑 Melbert
fix: Custom named drinks (with a pen) no longer reset after their glass
volume updates
/🆑
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/73240
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage ma
🆑 LT3
spellcheck: Gloves now mention modes, not intents
/🆑
## About The Pull Request
This PR refactors netherworld mobs into basic mobs as best as possible.
Also makes some of them run faster when they are getting damaged or deal
more damage. Now the mobs might be able to keep up a little with the
players.
## Why It's Good For The Game
Makes the mobs have better movement and more dynamic movement. Makes the
quality of these mobs better.
## Changelog
🆑
add: Added new damage buffs for netherworld mobs
refactor: Refactors netherworld mobs into basic mobs
/🆑
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/73144
## Why It's Good For The Game
It should explode when you say the codeword.
## Changelog
🆑 LT3
fix: Uplink failsafe explodes when its supposed to
/🆑
## About The Pull Request
Damn that's a long title.
Admin Verbs can be used in the verb bar with hyphens instead of spaces
again.
## Why It's Good For The Game
Admin muscle memory
## Changelog
## About The Pull Request
This PR makes some changes to how JPS is used in movement loops, as it
was causing a variety of issues:
- Fixed some code where JPS would fail because the path is still being
made. Instead, the movement loop will now wait.
- Reduced the subsystem wait for the pathfinder subsystem from 2 seconds
to 0.1 seconds. @LemonInTheDark told me that this is better, I'll update
this with a better explanation once I squeeze it out of him :D
- Allows you to provide an initial path to the movement loop, in case
you pre-calculated one while making a plan.
## Why It's Good For The Game
Makes working with JPS a bit easier when making AI.
---------
Co-authored-by: Capybara <Capybara@CapybaraMailingServices.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
This is a remake of #70242
Replaces all instances of ``do_mob`` and ``do_after_mob`` with
``do_after``.
## Why It's Good For The Game
All 3 of these are just copy pastes of eachother but some miss some
features (like do_after not checking for target loc change, which helps
towards fixing https://github.com/tgstation/tgstation/issues/66874
though it doesn't because mechs are setting ``do_after`` on the mob in
the mech) and signals only being used on ``do_after``.
## Changelog
🆑
fix: Mechs should now cancel out of drilling when they move.
/🆑
## About The Pull Request
adds a variable to huds containing all screen objects that should be
permanently there
fov stuff goes there now rather than not being kept on the screen at all
therefore fov no longer disappears
## Why It's Good For The Game
i must torture lemon.
## Changelog
🆑
fix: fixes fov removal f12 exploit
/🆑
If the consumed_object does not pass the isitem check, then it increases
the matter_increase by half of consumed_object.max_integrity, capped at
1000.
# WEBEDIT INFORMATION
This is indeed a webedit, but I tested the changes on local.
## About The Pull Request
If the atom is not an item, the matter power increase will be half of
the object's max integrity, up to a maximum of 1GeV (in case some object
has an absurd amount of integrity).
## Why It's Good For The Game
When a physical object gets consumed by the supermatter, people expect
it to do what it does for items, to give it trickled power over time.
It's confusing when it doesn't increase the power.
## Changelog
🆑
fix: Objects that are not items can increase supermatter power on
consumption.
/🆑
## About The Pull Request
[Adds support for pulling z offset context from an atom's
plane](9f215c5316)
This is needed to fix paper bins, since the object we plane set there
isn't actually on a z level.
Useful elsewhere too!
[Fixes compiler errors that came from asserting that plane spokesmen had
a plane
var](b830002443)
[Ensures lighting backdrops ALWAYS exist for each lighting
plane.](0e931169f7)
They can't float becuase we can see more then one plane at once yaknow?
[Fixes parallax going to shit if a mob moved zs without having a
client](244b2b25ba)
Issue lies with how is_outside_bounds just blocked any plane readding
It's possible for a client to not be connected during z moves, so we
need to account for them rejoining in show_to, instead of just blocking
any of our edge cases.
Fixing this involved having parallax override blocks for show_plane and
anything with the right critical flags ensuring mobs have JUST the right
PMs and relays.
It's duped logic but I'm unsure of how else to handle it and frankly
this stuff is just kinda depressing.
Might refactor later
[show_to can be called twice successfully with no hide_from
call.](092581a5c0)
Ensures no runtimes off the registers from this
## Why It's Good For The Game
Fixes#72543
Fixes lighting looking batshit on multiz. None reported this I cry into
the night.
## Changelog
🆑
fix: Fixes parallax showing up ABOVE the game if you moved z levels
while disconnected
/🆑
---------
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Pull Request
Over the years I've heard quite a few lizard players scratch their heads
in confusion due to the lack of gibs filling you up. I gave it a fairly
low value of 2 so people don't end up trying to power game it.
## Why It's Good For The Game
Adding an alternative use to gibs is always nice, at the moment it's
mostly just used for soap and cytology (Which barely anyone does.)
## Changelog
🆑
balance: Gibs now provide a small amount of nutriment.
/🆑
## About The Pull Request
`parent` is a reference to the datum parent of the component, but this
was assigning it to a string for some reason?
I just removed it. It doesn't seem to be doing anything anyways
~~I was going to make parent a private variable but too many things
access it for some weird reason. Kinda wack~~
## Why It's Good For The Game
Bad code
## Changelog
🆑 Melbert
fix: Maybe fixes some issues with spirit holding, particularly relating
to it being in-exorcism-able.
/🆑
## About The Pull Request
This buffs scythes, goats, and plantbgone vs PLANT biotypes:
- Scythes now deal x1.5 damage to venus flytraps (3 hits to kill)
- Scythes now target the flower bud vines
- Goats now target flower bud vines and deal 15 damage to PLANT biotypes
- Goats have a eating sound whenever they bite PLANT biotypes
- Plantbgone now does 2 dmg per unit to PLANT biotypes (10 dmg per
spray)
- Plantbgone now has a 75% chance to remove weeds and deals large damage
to flower buds
- Weed control crates now come with a pair of leather gloves
- Golems are immune to thorn effects
- Any kind of thick glove material will prevent thorn effects when
attacking
- Flower buds will now take x4 damage from fire and sharp weapons
(unless they have fire trait)
- Regular scythes are now a sharp object
Also this fixes a few runtimes with spacevines and nulls. The bane
element now accepts `mob_biotypes` bitflags as an argument.
## Why It's Good For The Game
Before my changes:
- Plant-b-gone was doing 0.4 dmg per unit to PLANT biotypes (2 dmg per
spray)
- Scythes took 5 hits to kill venus flytraps
- Goats only affected podpeople
- Flower bud vines were being ignored by weed killing code
- Plantbgone only had a 50% chance to remove weeds (and this was very
inconsistent due to RNG)
- Botanical gloves and thick gloves didn't protect from thorns
- Golems were getting pierced by thorns despite having pierce immunity
- Flower buds were not taking the x4 damage like they should have been
- Regular scythes were not a sharp object, but other scythes
(chaplain's, megafauna loot) were sharp
This makes the weed killer crate more effective since people were
complaining about it being worthless vs vines and flower buds. These
changes give people more options to respond to threats vs plants.
## Changelog
🆑
add: Add a pair of leather gloves to weed control crate
balance: Mobs with the PLANT biotypes (venus flytraps, pod people,
killer tomatoes) are now much weaker vs scythes, goats, and plantbgone.
balance: Plantbgone is now more effective at destroying weeds.
balance: Regular scythes are now a sharp object
fix: Fixed scythes, goats, and plantbgone not affecting flower bud
vines.
fix: Thick and botanical gloves not protecting from thorns
fix: Golems not having pierce immunity from thorns
fix: Runtime where vines tried to spread into null turf
fix: Runtime where null vines that were destroyed were trying to spread
to nearby turfs
soundadd: Add eat food sound when goats eat plants
code: Improved goat targeting code
code: The bane element now accepts `mob_biotypes` bitflags as an
argument.
/🆑
## About The Pull Request
The PR everyone has been waiting for...fixed toilet bong crafting. Now
you can craft them just as before using the new crafting system.

In attempting to fix this I encountered one of the gnarliest, nastiest,
meanest and most infuriatingly difficult to debug bugs I have come
across so far. And it's existed for as long as the crafting system has,
but due to unique circumstances it has been allowed to go unnoticed this
whole time.
Technical details below. Full list of changes here:
- crafting recipes can now contain structures as part of their
requirements
- removed deprecated var 'additional_req_tex' and changed text to use
the 'steps' list instead so they actually show in the gui
- toilet bongs are now passable terrain like normal toilets are
- fixed an atrocious bug with crafting that was by pure coincidence not
causing any problems
- this bug would prevent any recipes that did not contain a material
from deleting properly
- this bug would also cause any recipes that are supposed to use but not
consume machinery to consume them regardless
---
Basically, the bug that took me hours upon hours of debugging and
head-scratching to find is this:
from crafting.dm:
```
main_loop:
for(var/path_key in requirements)
amt = R.reqs[path_key] || R.machinery[path_key]
if(!amt)//since machinery can have 0 aka CRAFTING_MACHINERY_USE - i.e. use it, don't consume it!
continue main_loop
```
specifically this line:
`amt = R.reqs[path_key] || R.machinery[path_key] `
The culprit ended up being that if you do machinery[path_key] on an
empty list, it can lead to very unexpected behavior (see: EXITING THE
FUNCTION without actually doing anything).
I spent so much time thinking that item deletion wasn't working because
amt was being set to 0, false, or null perhaps when no, it wasn't that.
The function was just exiting out even before the (!amt) check due to
the atrocities committed by someone before me.
Setting amt = `R.reqs[path_key] || R.machinery[path_key]` on the other
hand always evaluates to a positive integer (either the successfully
retrieved reqs amt, or a 1 from the OR expression). It was only by
coincidence that the code did what it was supposed to, because:
1) Every single recipe has R_reqs, so the first part will never cause
the function-exiting failure because the list is never empty.
2) As for the second part of the expression, there are no recipes that
make use of CRAFTING_MACHINERY_USE, so the fact that machinery[path_key]
was never actually being accessed and thus set to a var (which is what
causes the function to exit) didn't matter.
So these two things together have basically allowed a really bad bug to
go unnoticed this whole time. I only noticed it because when trying to
add a third part to the expression it just did not work at all how you
would expect.
The solution is rather simply to add a check like so:
```
main_loop:
for(var/path_key in requirements)
amt = R.reqs?[path_key] || R.machinery?[path_key]
if(!amt)//since machinery can have 0 aka CRAFTING_MACHINERY_USE - i.e. use it, don't consume it!
continue main_loop
```
Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/18732 .
## Why It's Good For The Game
Fixes a bug with crafting that would inevitably torment someone else as
soon as they tried to add the right kind of recipe, if that hasn't
already happened by now.
<details>
<summary>Toilet bongs are back baby!!</summary>

</details>
## Changelog
🆑
fix: toilet bongs crafting recipes
fix: fixed crafting itself
refactor: cleaned up some old code in the recipes file, added support
for structures in recipes
/🆑
## About The Pull Request
Breaking down #72371 because it's... unreasonably large.
So this PR splits the crafting recipe file, and adds 3 new recipes for
fireaxe cabinets, mech removal cabinets, and mirrors.
## Why It's Good For The Game
Wallening compliance, and more of me on my shit breaking down long
files.
## Changelog
🆑 Tattle
qol: fireaxe cabinets, mech removal cabinets, and mirrors can now all be
crafted
/🆑
Co-authored-by: tattle <article.disaster@gmail.com>
Adds a new random event, "Radiation Leak".
A random machine in a random department will begin leaking radiation.
This includes a radiation aura around it, and semi-regular puffs of
smoke clouds containing mutagen and polonium.
The machine will stop leaking after some time, but can also be stopped
by using a random tool on it, indicated in its examine text.
I added a new "radiation emitter" component, for simple "emits
radiation" behavior. Then I made the radioactive mutation use it. This
means that the radioactive gene emits radiation while on stasis and
dead, rather than only in life.
We're not seeing this on CI and I'm not seeing it on my local DD logs
unless I go out of my way to check. Keeping separate file means it's
easy to go through, but this indicates a bug that needs to be fixed and
so it should still be in runtime.
Doesn't revert #70034, as it still keeps log_signal.
## About The Pull Request
Some Manuel shift I didn't take note of the round ID for.
A player ahelps because they LITERALLY VANISH. They think it's a genetic
meltdown. I check the logs and I don't think it is.
The player mentions they got attacked by a mouse just before they died.
I check the logs and what do we have, but the same game tick the player
gets yeeted into the void that a mouse gains sentience.
```
Line 11801: [2023-01-17 23:39:00.036] ACCESS: Mob Login: Cheeseromancer/(Lemmiwinks) was assigned to a /mob/living/basic/mouse/white
Line 11802: [2023-01-17 23:39:00.052] GAME: Cheeseromancer/(Lemmiwinks) Client Cheeseromancer/(Lemmiwinks) has taken ownership of mob Lemmiwinks(/mob/living/basic/mouse/white) (Medbay Treatment Center (155,85,2))
Line 11804: [2023-01-17 23:39:00.068] ACCESS: Mob Login: Super17andre/(Carter Wolfe) was assigned to a /mob/dead/observer
Line 11806: [2023-01-17 23:39:00.111] GAME: Cheeseromancer/(Lemmiwinks) has gained antag datum �Sentient Creature(/datum/antagonist/sentient_creature).
```
There's other chatter IC about sentience potions, which narrows down the
investigation.
Long story short, 20 month ago arm couldn't code and 20 month ago
maintainers couldn't review code. On this blessed day, we're all
complicit.
`on_tame` signal handler proc. Without source parameter. Signal handler.
Without source parameter.

This leads to your classic offset-by-1 arg error. The signal's source is
the mouse. The tamer is the player that used the intelligence potion.
There is no food. But because the signal handler omits source, the tamer
is the mouse and the food is the tamer. Makes perfect sense in my head.
The food then, obviously, gets qdeleted in the later after_tame callback
invocation. Meaning the player using the sentience potion gets sent to
the Shadow Realm with no log entries suggesting cause of death.
Add in the missing source param, pass the source arg in the really,
really bad signal handler proc being called directly. And we feex.

## Why It's Good For The Game
Players being randomly qdeleted leads to admins crying. In the future
I'm going to log qdeletions of cliented mobs. March. Because I have time
off work then.
## Changelog
🆑
fix: Mice given sentience through intelligence potions no longer
immediately consume the body and soul of the person whom uplifted them.
/🆑
## About The Pull Request
Part of #72710 that I think is useful to be PRed even if the original is
closed. When you try to grab someone or something restrained by HAUL
gauntlets theres now a balloon alert telling you that its gripped too
strongly, rather than no indication at all.
## Why It's Good For The Game
There being no player facing indication to attempting to steal an item
being pulled by HAUL gauntlets seemed odd to me as without the feedback
its easy to mistake it for just missing the grab.
## Changelog
🆑
qol: Theres now a visual indicator when you attempt to grab an object or
person restrained by the HAUL gauntlets.
/🆑
## About The Pull Request
Garden gnomes can go into the ground when they stand still for a while.
If they are damaged and underground they will heal. If they are
underground they will also gain damage resistance. They can make people
trip when underground and deal some damage. They are available through
golden slime cores or you can collect them from cargo with an emag. If
one of them gets damaged they will all retaliate against the attacker.
They have a very realistic colour pallet based on online gathered data.
Depending on their colour pallets some of them have a very low chance of
spawning.
## Why It's Good For The Game
These new garden gnomes come with expanding the world building of space
station 13. These gnomes will add more variety to the game play and use
an interesting AI and behavior that interacts with the player.


## Changelog
🆑
add: Adds garden gnomes.
imageadd: Adds garden gnome sprites.
/🆑
## About The Pull Request
Part of a prior PR that was closed (#72562). This version does not add
the check in CI.
## Why It's Good For The Game
The work is already done, so I figured why not.
## Changelog
N/A Nothing player facing
Co-authored-by: Jeremiah Snow <jlsnow301@pm.me>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Uses RegisterSignals instead of RegisterSignal when registering to a
list of signals.
## Why It's Good For The Game
Less error messages, RegisterSignals is meant to be used for lists.
## Changelog
Nothing player-facing.
## About The Pull Request
- Nearsighted is now a grouped status effect.
- Blindness is now a grouped status effect.
- Eye handling of blindness has improved.
- When eyes are removed, they now cause you to become blind, rather than
handling it in `update_tint`.
- Being ahealed no longer blinds you for one tick, meaning that black
overlay on aheal is gone.
- Temporary Blindness is now a status effect.
- Both Nearsightedness and Blindness have been exorcised from mob vars
and life chains. This means that we've finally cut 2 procs from life,
`handle_status_effect` and `handle_traits`, and moved both to event
based processing. Wooo optimizations.
- Swapped pacifism status effect to use apply and set helpers.
- Removed an unused admin toggle that disabled welding helmet tint but
also tint from every clothing item and also blindness from losing your
eyes.
- Clothes now generally all blind their mob more consistently.
- Oculine, eye surgery, and sensory restoration are now no longer the
only way to fix blindness from eye damage. If your eyes are healed
through any other means, it will also heal your blindness.
- Some things that made you blind, such as ling blind sting, no longer
just flat made you blind from eye damage forever. They now cause eye
damage directly, which in turn makes you blind from eye damage, as
expected.
- Pacifists can't eyestab anymore. Eyestabs now have a limit on the
amount of blur applied.
- Refactored some `is_x_covered` procs to accept flags rather than have
a lot of arguments for some silly reason.
- Unit tests for blindness.
## Why It's Good For The Game
Blindness was exceptionally poorly handled prior, primarily due to the
fact that it was tied to the mob instead of separated out
On top of that the system put a LOT of faith in proper handling of
blindness on the coder's end which was misplaced evidently. Many places
didn't update or handle blindness correctly, or just let people
perma-blind.
Deferring it to a status effect improves this a lot
## Changelog
🆑 Melbert
refactor: Refactored blindness and nearsightedness. Important to note is
that all mobs are naturally blind until their eyes are actually created.
refactor: Refactored "is covered" procs
fix: Less sources of blindness now cause permanent blindness. Includes
the "Blind" Spell and "Blind Sting" from changelings.
admin: Ahealing someone no longer flashes the blind overlay for 1 tick.
admin: I removed an unused (sort of) inaccessible admin verb that
allowed you to toggle the tint from all welding helmets (and clothing)
(and lack of eyes) in existence, let me know if you want similar back
balance: Changeling "Blind Sting" now causes eye damage (enough to
blind) rather than arbitrarily forcing blindness.
balance: Visionloss virus symptom now causes eye damage (enough to
blind) rather than arbitrarily forcing blindness.
balance: Oculine has been reworked slightly. Prior, Oculine arbitrarily
healed blindness and nearsightedness from eye damage reagrdless of how
damaged the eyes were, and applied blur on success. Now, Oculine just
heals eye damage, and blindness / nearsightedness is restored in the
process. There is now a probability every tick that eye blur is applied
based on how pure the oculine is while healing very damaged eyes.
balance: Pacifists can no longer eyestab.
balance: Any clothing item that covers your eyes contributes to getting
the bonus while sleeping, and to removing temporary blindness faster
/🆑
## About The Pull Request
The current behavior doesn't let the sword re-choose their name if they
screw it up the first time and it turns out to be filtered or sanitized
out for whatever reason. That's silly in my opinion, so I changed it to
be more like holoparasite name-selection behavior, where you get the
text to choose your name until you get it right.
I moved the re-naming portion of the sword to be after all of the
important RegisterSignal steps as well, just to be safe as we sleep as
they plug in different names they might want.
## Why It's Good For The Game
You shouldn't be stuck as "spirit of the blade" permanently if you
accidentally balls up the word filter, let's have it be more like
holoparasite behavior to be nicer.
## Changelog
🆑
qol: Spirits of possessed blades (Chaplain's Null Rod Option) will be
able re-try selecting their name if it ends up to be filtered for any
reason.
/🆑
## About The Pull Request
Everywhere used `saved_event_type` but the parameters, causing runtime
## Why It's Good For The Game
Runtimes bad
## Changelog
🆑 Melbert
fix: Fixed not getting moodlet from freshly laundered clothing
/🆑
## About The Pull Request
### New Memories
- Added a memory for catching a fish
- Added a memory of who turned you into a revolutionary, this might be
very cool later on for mindreading purposes
- Added a memory for infusing with something
### Prisoner Tats
- Prisoner backgrounds now come with a certain amount of tattoos
depending on what you did. Negligence? Zero tats.
<details>
<summary>Mass Murderer?</summary>
BECOME
https://youtu.be/7xUtZzLBV5c?t=73
</details>
- Because I wanted someone covered head to toe in tats, there is now a
"Mass Murderer" background that comes with 6 tattoos, one for each limb.
## Why It's Good For The Game
## Changelog
🆑
add: Some prisoner backgrounds have more or less tattoos.
add: More Memories to collect involving fishing and getting converted
/🆑
## About The Pull Request
unregisters the correct signal
## Why It's Good For The Game
mooth
## Changelog
🆑
fix: fixes twohanded items not letting you switch hands
/🆑
So i accidently reverted all my commits in #72511 when resolving a merge
conflict So ummm yeah fuck my bad anyway
## About The Pull Request
Finishes what was started in #71693 and completes the
[initiative](https://github.com/tgstation/dev-cycles-initiative/issues/1)
Except for `obj/item/stock_parts/cell` and its subtypes. All machines
now use `datum/stock_part` for its requested components & component
parts
Not sure if i caught every machine & stuff in the game so merge with
caution
## Changelog
🆑
code: datum stock part for every obj stock part
refactor: all machines & dependent experiments to use datum stock parts
/🆑
## About The Pull Request
You would hold a direction when you hit a wall, step, have the newt move
blocked by your still living component, and then sit there floating In
the last fix I did here I removed an unregister off loop pausing, which
was leading to conflicting component additions and so runtimes.
I've moved it to an unreg off loop deletion only, to avoid the old
runtime and still preserve the existing desired behavior
## Why It's Good For The Game
Fixes stepping after a drift movement. It looked really dumb and now
it's gone
Fixes https://github.com/tgstation/tgstation/issues/71454
## Changelog
🆑
fix: You can now properly start drifting after moving out of a drift
/🆑
## About The Pull Request
Turns the faithless mob into a basic mob with unique behaviors, it will
now break lights and drag around victims bodies. Can also punch open
airlocks if they can be opened.
## Why It's Good For The Game
Now the faithless mob has its own unique behavior and it is cool to see
more AI variety.
## Changelog
🆑
add: Faithless will now also break lights and drag victims around
refactor: Faithless into basic mob
/🆑
Fixes a few drink container issues:
- The `/obj/item/reagent_containers/cup/glass/drinkingglass/filled`
subtypes runtimed whenever their reagents changed because of the strict
way that `/datum/component/takes_reagent_appearance` compares container
types.
- `/datum/component/takes_reagent_appearance` now allows for an
alternate type to check against `glass_style.required_container_type`
via a var called `base_container_type`. The filled glasses now set this
var to the main drinking glass type.
- As well, filled glasses didn't have their appearance set up to match
the corresponding glass style. Thus, the
`/obj/item/reagent_containers/cup/glass/drinkingglass/filled` type now
updates its appearance on initialization.
- Seperately, the small carton's appearance broke if you put a reagent
in that doesn't match a glass style, reverting to the "water_cup" icon
state which doesn't exist in the boxes.dmi file. This is because it was
a subtype of sillycup, but there is nothing gained as far as I can see
from that type relationship, so the small carton was repathed to
`/obj/item/reagent_containers/cup/glass/smallcarton`.
# Requires https://github.com/tgstation/tgstation/pull/72320
## About The Pull Request
https://user-images.githubusercontent.com/35135081/209700892-e54be6cf-d18c-4d12-acd1-e5eb46e9d82d.mp4https://user-images.githubusercontent.com/35135081/209700911-751b8a0e-d770-49fa-a6eb-ce50aa0fa670.mp4
---
Adds a system for tutorials that:
- Are contextually given
- Are not given again after completion
- Can optionally not trigger for anyone who first played before a
certain date
Uses this system for a tutorial for switching hands/dropping items. This
tutorial is triggered when you try to click on an item with another
item, and `afterattack` return FALSE. In order for this to work as
smoothly as possible, I'm going to open a separate PR that cleans up the
`afterattack` on everything to either return TRUE/FALSE.
## Why It's Good For The Game
SS13 is an extremely confusing game, being able to do tutorials in a
non-intrusive way (like a separate tutorial mode) is nice.
The system in place is going to be perfectly usable for introducing
mechanics to both fresh players and experienced players alike (such as
for future content).
## Changelog
🆑
qol: New players will now get a contextual tutorial for how to switch
hands and drop items.
/🆑
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request
Previous to this PR Ian (and any other dog) would swear allegiance and
kill (or at least growl aggressively) in the name of anyone who clicked
on them sufficiently with combat mode disabled, which is boring.
Now instead Ian wants Jumbo Dog Bones.
The HoP and Warden (as dog owners) both start with one of these mythical
items which otherwise can be ordered from cargo if you want to get into
a dog's heart, but they're not cheap.
You can also use regular bones of the kind you may harvest from Lavaland
animals or Skeleton crew members but these dogs are picky and so you
have significantly less chance of success than if you buy the premium
package.
Jumbo Dog Bones also fully heal dogs, as a bonus.
Additionally to this, I added functionality to the `tameable` component
to allow it to not delete itself upon successful taming, to preserve
Ian's ability to have more than one friend.
Additionally to that, I split the "stop being friends if you attack me"
behaviour into its own element rather than being part of the "start
being friends if you pet me a lot" one, so he could also keep doing
that.
And finally I added a new signal `COMSIG_ATOM_AFTER_ATTACKEDBY` which is
sent by an atom after an item attacks it (so if it manages to get
through the attack chain and is probably actually being used for an
attack) and registered to this in the `relay_attackers` element in place
of `COMSIG_PARENT_ATTACKBY`. This means that dogs can now recognise that
when you use a bone on them you are trying to feed them, not attack
them.
## Why It's Good For The Game
The loyalty of Ian and McGriff will now be most easily available to
their owners rather than anyone with access to their office.
... which doesn't really effect very much, I just think spam-clicking
Ian was boring as a solution and spending money is at least marginally
better.
Gives you something to spend money on if you want to befriend a dog, for
instance if you're a mailperson or felinid who is tired of getting
growled at by one. Or if you bought a dog from cargo.
Removes some unintuitive edge cases where a mob might get mad at you
doing something helpful to them.
## Changelog
🆑
balance: While Ian still enjoys being petted, his heart will now most
closely belong to anyone who gives him an expensive luxury dog bone.
code: Using an item which _can_ deal damage on a mob tracking hostile
actions (such as a dog) won't automatically be considered to be a
hostile action if you aren't actually hitting it with the item.
/🆑
## About The Pull Request
We shouldn't try to add the reagent container itself as an ingredient,
so let's ignore that. I believe the actual reagent adding is handled
well elsewhere, we just need to ignore the case here.
## Why It's Good For The Game
Fixes#72270
Confusing user feedback is never good.
## Changelog
🆑
fix: You should now no longer get a confusing message whenever you try
to add flour from a flour sack into a bowl.
/🆑
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Necessary for #72292 to work effectively, and probably not very useful
out of that context. Split out of its own PR because this is long and
boring.
I want to make sure that we're catching actual mistakes there, and not
just experiencing side effects of how shitty the attack chain is.
## About The Pull Request
So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!
Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.
But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.
It also made it much harder to organize new memories keep it clean for
stuff like downstreams.
So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.
Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.
This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.
To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.
## Why It's Good For The Game
Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?
## Changelog
🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑