Commit Graph

2006 Commits

Author SHA1 Message Date
necromanceranne
c8266cf0a2 Settler Quirk: Tame the Outdoors! Have trouble with tall shelves... (#77654)
## About The Pull Request

Adds the Settler quirk. This gives you bonuses to taming animals and
fishing, as well as making you gain hunger slower than others.

However, you are quite a bit slower than most people, and have trouble
with vaulting objects. You do, however, suffer significantly less from
equipment slowdown. (to the point that it is almost zero)

Settler riders are faster on their mounts than others if they're at
least sane. They start to slow down if they're less sane.

You are also shorter than most people. 

<details>
  <summary>Typical Settler encounters the typical Spacer</summary>
  

![Dr_Xr1nU0AAMsSE](https://github.com/tgstation/tgstation/assets/40847847/86ed4947-de5f-4bdf-a8ae-521dc7c30662)
  
</details>

## Why It's Good For The Game

I wanted to add a lightweight quirk that was kind of the 'opposite' of
Spacer, but a little more focused on interacting with elements of the
game world that would enjoy some attention. So, I thought 'what about an
outdoorsman quirk?'

So, I based it around being from people who lived out on the rim, under
unideal circumstances (and probably heavier gravity than Earth), and
taming the land. The slower movespeed encourages finding an animal to
tame that you can ride, and the bonuses to taming should help make that
a bit easier. The other additions just made sense for someone living it
a bit rough in the wilderness.

Having a bunch of settlers taming cows and riding around on them all
shift just kind of sounds hilarious to me.

## Changelog
🆑
add: Settler quirk! Conqueror the great outdoors....in space. Just make
sure nobody asks you to get anything from the top shelf.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-17 12:09:08 -06:00
IndieanaJones
ed51898942 Replaces Big Mob Tiny Sprites With Togglable Clientside Transparency For Big Mobs (#77361)
## About The Pull Request

This PR replaces the tiny mob sprite abilities for our large mobs with a
Toggle Seethrough ability. What this does when enabled is make yourself
transparent on your own client and makes you unable to click yourself.
With this, any sort of overlays that get added look correct while in
your tiny mob form and you can still appreciate your large size without
giving up the ability to click on targets that would be hiding
underneath your sprite.


![XenoQueen](https://github.com/tgstation/tgstation/assets/47086570/537b7db7-84fd-4202-955f-c5d2bec830c0)


![image](https://github.com/tgstation/tgstation/assets/47086570/1f9272f0-a972-407f-9031-ee87bbc67ead)

In total, this ability is granted to all the mobs who had tiny sprites:

- Xenomorph Queen
- Space Dragon
- Megafauna (not that players ever get access to these normally, but it
might be nice for admins)

Along with all this, I've also gone and expanded the mobs who get access
to the Seethrough ability to mobs that are large but didn't have a
mini-sprite. This includes:

- Jungle giants (leaper and mega arachnid)
- Tree mob
- Festivus pole mob
- Lavaland elites
- Xenomorph Praetorian
- Wumborian Fugu

On top of all this, any simple/basic mob given a fugu gland also
automatically gains this ability.

This solution also fixes all the overlays bugs that tiny mob sprites
introduced to the game, most notably the xenomorph queen overlays being
screwy when in small form and space dragon's overlays being completely
disabled for everyone if he was in small form.

The only issue with this currently is that clicking on any overlays from
your mob will let you still click on yourself, though this issue is
pretty negligible.

## Why It's Good For The Game

Tiny mob sprite abilities clashed very hard with our overlay system,
leading to a lot of buggy and unintended behavior. This replacement
works a lot more smoothly with overlays and also requires much less
setup to give it to a mob than tiny sprites did. I would also imagine it
helps keep the fantasy of being a big monster alive by letting you still
see yourself being a big monster without it getting in your way when
trying to attack things.

## Changelog
🆑
del: Removed tiny mob sprite abilities for large mobs
add: Add a Self Seethrough ability, given to most large mobs and all
mobs affected by a fugu gland
fix: Space Dragon's overlay will no longer vanish at times

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-17 07:20:38 +02:00
Ben10Omintrix
71f8560d7b mega arachnid basic monster (#77601)
## About The Pull Request
the mega arachnid is now a basic monster. he is a very tricky and
opportunistic creature he will plan his attacks carefully and only
attack the weak. he will first try to throw fleshy legcuffs at his
victims, if the victim becomes cuffed he will move in to attack him,
otherwise he will run away from him while trying to throw restraints at
his legs. while he is running away he will also release slippery acid to
slip his prey. also when he is looking for his prey, he will be
transparent for more stealth. after he finds his prey the transparency
will wear off. he is also a very stealthy creature, he will break any
lights and cameras near him and he can also climb trees to hide in them
while he is looking for a victim.

## Why It's Good For The Game
add more combat depth for the mega arachnid

## Changelog
🆑
refactor: the mega arachnid is now a basic monster ,please report any
bugs
feature: the mega arachnid now have an ability to slip victims
/🆑
2023-08-16 13:05:29 -06:00
Jacquerel
72174845f5 Basic Watchers & Basilisks (#77630)
## About The Pull Request

This one is a double feature because Watchers and Basilisks share the
same typepath. You might see a couple more of those.
As is tradition I decided to fuck with them rather than just port them.
Here's what's up.

**Basilisks**

![image](https://github.com/tgstation/tgstation/assets/7483112/9e4b0115-65dd-4df7-b62a-21c7be8549bf)

![image](https://github.com/tgstation/tgstation/assets/7483112/59162e68-7d73-4659-9531-5078ff751228)

- Have a new soulless sprite which looks less like a living blue hedge.
- Walk at you and shoot you while you are not in range (just like
before).
- Become supercharged if they become "heated" by lava, lasers, or
temperature weapons. This was a feature they also previously had but
they would never encounter lava, so now it also works if you use the
wrong gun on them.
- Lose their supercharge if you cool them down.
- Otherwise pretty normal mobs.

**Watchers**

https://www.youtube.com/watch?v=kOq_Bf78k5A
Here's a traditional video of me intentionally getting hit by mechanics
(trust me its definitely on purpose)

- They glow emmissively a little bit so you can see them from further
away.
- Their eyes light up about 0.5 seconds before they are able to shoot at
you.
- No longer melee attack, instead try to stay out of melee.
- Will occasionally put you into "Overwatch", meaning they will shoot
you rapidly if you move or act while they're staring at you for a brief
time period (after which you become immune for 12 seconds, and during
which other watchers will play fair and stop shooting at you).
- If they start taking damage they will also start using their "Gaze"
attack, look away or suffer some kind of negative effect!
- - Normal watcher gaze flashes and confuses you.
- - Magmawing watcher gaze obviously burns (and briefly stuns) you.
- - Icewing watcher gaze freezes you and throws you backwards.
- Magnetically attract and eat diamonds. They also used to do this, but
just if they happened to coincidentally walk past some.

**Other accompanying changes**

All basic mobs will now adopt the "stop gliding" trait if they get
slowed down too much.
I moved behaviour for "fire a projectile from this atom" into a helper
proc because I was using it in three places and I will probably use it
in more places. There are probably other places in the existing code
which could be using this.
I think I made the basic mob melee attack forecast default a little more
forgiving, they were fucking me up too much and I am the playtester.

## Why It's Good For The Game

Another one off the list.
New tricks for old dogs.
Framework for making mobs with ranged attacks "fairer" (you can see when
they are ready to shoot you).
More (hopefully) versatile AI behaviours which we will reuse later (I
hope I'm not duplicating one someone already made).
If our players "enjoy" them enough we can give more mobs "don't look at
me" mechanics.
Removes some soul sprites.

## Changelog

🆑
refactor: Basilisks and Watchers now use the basic mob framework. Please
bug report any unusual behaviour.
sprite: Basilisks have new sprites.
add: Basilisks will go into a frenzy if heated by energy weapons or
temperature beams as well as by lava.
add: Watcher eyes will be illuminated briefly when they are ready to
fire at you.
add: Watchers can now briefly put you into "Overwatch" and penalise you
for moving while they can see you.
add: Wounded watchers will occasionally punish players who look at them.
balance: Unusual watcher variants are more likely to appear.
/🆑
2023-08-16 13:04:41 -06:00
san7890
63f7eb1a6a Fixes Ticked File Enforcement and Missing Unit Test (and makes said Unit Test Compile) (and genericizes the C&D list to the base unit test datum) (#77632)
Closes #77631

## About The Pull Request

Hey there,

Ticked File Enforcement simply wasn't catching files that were missed.
That's a bit stupid, so I decided to look into what the issue might be,
and whoopsie daisies I did double periods back in #76592
(020ac24053).

![image](https://github.com/tgstation/tgstation/assets/34697715/6023afe8-313d-4550-9a60-58a8bc211b4f)

I also added some debug info and some more checks to prevent such a
break from happening again on runtime of this script. I thought it was a
weird string concatenation issue (and not the simple break I thought it
was), so I rewrote how it adds `glob`s. I think it's cleaner so I'll
keep it anyhow

This PR also corrects the oversight of the missing unit test (introduced
in #77218 (69827604c4)) by reticking it in
the `_unit_tests.dm` file, and also makes it compile because it didn't
do that.

I also then had to do some more work to get the unit test to work.
* Genericizes the Create-and-Destroy "ignore" list to be a static list
on `/datum/unit_test` to allow it to be shared between these types of
tests that we need to test.
* Adds that list to C&D and the broken unit test regarding fantasy
bonuses
* Fixes some actually broken that the unit test was made to catch (beam
rifles, butterdogs and other slippery items, random ingredient boxes).
* Adds cases for things that the unit test and overall framework really
shouldn't be altering anyways (mythril), and was likely causing
inappropriate stack traces on master

## Why It's Good For The Game

Unit Tests WORK. Tools WORK.


![image](https://github.com/tgstation/tgstation/assets/34697715/9a59c0db-7a33-4546-918b-c73372a5b867)


## Changelog

🆑
fix: Beam rifles will no longer inappropriately retain any bonuses they
may gain from wizardry.
fix: Inappropriate stack traces over bonuses being applied to components
that gain bonuses innately (like Mythril stacks) should cease.
/🆑
2023-08-15 23:51:26 -07:00
Comxy
63a56b087a Big Slappy | Giant Weapon DLC [MERGE READY!!!] (#77273)
## About The Pull Request
Big Slappy is a new illegal shovel/wrench which can be obtained through
illegals means. Parts you need to craft it can be found on the black
market uplink for a low price, but if it is not there you can find it on
the imports page on your hacked cargo console for 4400 credits usually.
Big Slappy makes you slow and you will get 10 recoil damage everytime
you hit someone and you will knock down your opponent for two seconds
while throwing people back like a baseball bat. It deals 30 damage and
is the fastest shovel/wrench out there. It can be folded into its wrench
form which will change its typing and makes it look like a wrench. It
also deals more damage in the wrench state, but also deals more recoil
damage and your target will not get knocked down. This weapon will
probably only appear in a few rounds since it has recoil damage, is slow
and costs a lot to obtain. It also has a longer meele attack cooldown.

To craft it you need 4 wrenches, 1 drill, 5 plasteel, 10 rods and 1 big
slappy parts using tools.

![promo](https://github.com/tgstation/tgstation/assets/25363960/4d619283-832c-4ce0-b3b2-e6ddb3dbd988)
## Why It's Good For The Game
Cool new weapon.
## Changelog
🆑
add: Added big slappy
image: Added big slappy parts and big slappy sprites
/🆑
2023-08-14 22:33:34 +02:00
SMOSMOSMOSMOSMO
15c3cd2c97 basic ice whelps (#77493)
## About The Pull Request
i have refactored ice whelps into basic mobs. They are now the artistic
sort as theyll mark their territory by seeking out icy rocks and carve
out statues of theirselves using their claws to serve as a warning to
players/animals that this is dragon turf and theyll also go out of their
way to burn any trees in vicinity just for the hell of it. they are now
gruesome cannibals if they find a corpse of one of their kin near them
theyll go eat it for nurishment. AS for combat, they have a new ability
which allows them to release fire in all directions however theyll only
use this ability once their enraged meter is full. to make it fair ive
given them a new component which allows them to telegraph abilities and
only do them after a delay so players can react in time for it.

## Why It's Good For The Game
basic mob refactor

## Changelog
🆑
refactor: ice whelps have been refactored to basic mobs
add: ice whelps have a new dangerous ability which theyll use once their
enraged meter is full
/🆑
2023-08-14 12:39:30 -06:00
ShizCalev
5ee1b76926 fixes medbots made with tactical medical kits having the wrong skin (#77080)
Fixes #76996

🆑 ShizCalev
fix: Medbots made with tactical medical kits now have the correct skin
/🆑
2023-08-14 15:39:32 +02:00
Jacquerel
29c3d38c7e Give basic mob ranged attacks a cooldown (#77575)
## About The Pull Request

Atomised change from a different PR I am working on.
This changes the basic mob ranged attacks element into a component so
that it can also track an attack cooldown on the mob, preventing it from
firing until the cooldown is complete.
This was possible with simple mobs but wasn't kept going forwards when
converting things to basic ones.

## Why It's Good For The Game

Ideally player and mob behaviour should be unified as much as is
realistically possible. Currently mobs which are designed to fire a
powerful weapon slowly can blast as rapidly as the click cooldown if
placed under control of a player, which is not ideal.
This isn't currently aligned for melee attacks either but I will look at
that later.

## Changelog

🆑
fix: Player-controlled basic mobs with ranged attacks can now only fire
about as fast as AI-controlled ones.
/🆑
2023-08-13 14:39:47 -06:00
Lamb
36274f2b62 Adds Mining Weather Radios (#76961)
## About The Pull Request
Adds a new item, the mining weather radio, to the mining points vendor,
QM locker, public mining docks, and lavaland.
This item can be used as a radio to communicate over supply channel with
other miners, cargo techs, or the QM. In addition to this, it has a
screen that displays warnings depending on the time left until an ash
storm or snow storm.
there is a separate wallmount version that does not have supply channel
access, but still displays updates on the weather.
you can examine either device to get an accurate readout of the
remaining time till the next storm.

![image](https://github.com/tgstation/tgstation/assets/110322848/d410a62c-72f3-46ed-929b-d73a93cb1cae)
## Why It's Good For The Game
letting miners know when a storm is coming allows them greater
flexibility when interacting with the station, and advance warning if
they are planning to head back to lavaland in the event of an ash storm.
It also strengthens the link between miners and the rest of the cargo
department by emphasizing use of the supply channel, and incentivizes
using it with the radio's built in microphone.
## Changelog
🆑 CoiledLamb, Jacquerel
add: Adds mining weather radio
/🆑
2023-08-13 03:20:25 +02:00
san7890
8e08a38cfb Unit Tests for AI Planning Subtrees not having required element/component (#77539)
## About The Pull Request

Hey there,

I've personally fallen for this stupid thing twice (in #77503 and #75627
(d3575161ca)), so I decided to spend a few
hours to crack out a unit test to ensure that I (and no one else) falls
for this stupid thing again.

Let me know if there's a smarter way to code something like this, but I
couldn't figure out a better way to accomodate the current framework and
be as agnostic to certain oddities as possible.
## Why It's Good For The Game
Catches stuff like this:

```txt
[2023-08-11 21:10:04.019]     FAILURE #1: The mob Garden Gnome does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #2: The mob the morph does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #3: The mob the guard spiderling (946) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #4: The mob the ambush spiderling (255) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #5: The mob the scout spiderling (375) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #6: The mob the flesh spiderling (337) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #7: The mob the hunter spiderling (869) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #8: The mob the nurse spiderling (629) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #9: The mob the tangle spiderling (19) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #10: The mob the broodmother spiderling (855) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #11: The mob the viper spiderling (519) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #12: The mob the tarantula spiderling (963) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #13: The mob the spiderling (100) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
```

(ignore the part about gnomes and morphs, this was an earlier version of
the unit test. everything else was relevant and is fixed)
## Changelog
🆑
fix: Growing spiders will now retaliate against you like they were
always meant to.
/🆑
2023-08-12 23:08:43 +01:00
Paxilmaniac
b52f671be6 Makes bluespace navigation gigabeacons both significantly nicer to use, and significantly cooler (#77223)
## About The Pull Request

"Behold, a navigation beacon" Plato says to the crowd of shocked
onlookers.


![image](https://github.com/tgstation/tgstation/assets/82386923/a8ec22f0-69a0-4ba6-9032-9936031873f0)

What are you looking at here? Navigation beacons have been party
reworked for significantly improved ease of use, and for significantly
cooler functionality.

As it stands, in order to explore space with a ship of some sort, you
have to take the following steps:

Fly to target zlevel
Build a floor
Build a machine frame, then make the beacon out of it
Go back and park your ship

Now, while this doesn't eliminate this process, it makes it a step
shorter and a good bit less annoying to do. There are no gigabeacon
boards, instead a compact beacon can be printed. This can be used inhand
and, after a delay of three seconds, will create a brand new gigabeacon
in front of you with no extra hassle.

So, aside from the sprite (the old one is an alien power core, by the
way), what's new? Just a bit of flavor. Examining a gigabeacon will
mention a radio frequency. If you tune into this radio frequency, then
you might be able to catch the automatic messages the beacons put out
every five minutes. They detail a little bit about the beacon, namely
its coordinates, and if its activate or locked. While not critical info
my any means, it can be good information to have pop up every few
minutes, or for discovering that there are gigabeacons you didn't know
were there before.
## Why It's Good For The Game

Gigabeacons had two big problems, one was that they were pointlessly
annoying to set up, and two was that they didn't have their own sprite.
Yup, they just used a random alien tech structure and nobody said
anything about it. Hopefully this pr fixes both of those problems,
alongside adding a little neat bit of flavor to them in the form of the
automatic radio broadcasts they put every few minutes on a non-standard
channel.
## Changelog
🆑
qol: Gigabeacons no longer need to be constructed like standard
machines, instead being printed as items that can be deployed quickly
inhand without tools.
qol: Gigabeacons are no longer their own research node, instead being a
part of telecomms tech (due to the fact they're RADIO navigation
beacons)
image: Navigation gigabeacons now have their own unique sprites,
inspired by maritime EPIRB devices. If you find a yellow box with an
antenna on it, you probably found a nav beacon!
code: The deployable component now gives you an option to disable the
examine blurb it adds to its parent
/🆑
2023-08-11 19:36:19 -04:00
Ghom
7f613ca2dc [NO GBP] Mirror reflections no longer display progress bars or runechat. (#77446)
## About The Pull Request
I was thoroughfully worried this would had been a cursed issue until I
figured it out. Mirror reflections now use render targets to copy the
appearance of the reflected movable, not vis overlays, with a couple
caveats.

## Why It's Good For The Game
This will fix #77431.

## Changelog

🆑
fix: Mirror reflections no longer display progress bars or runechat.
/🆑
2023-08-10 17:53:19 +01:00
Vekter
b427a201f2 Fixes FRAG-12 recipe leaving reagents in the beaker after crafting (#77445)
## About The Pull Request
This PR changes the recipe to use 10 fluorosulfuric acid instead of 5
sulfuric and 5 fluorosulfuric. This doesn't function as a balance change
as sulfuric acid is actually required to craft fluorosulfuric acid, so
this shouldn't impact the difficulty of crafting it, just make it more
consistent.

This also fixes a minor grammar issue with the name of the crafting
recipe that bugged me. Just me being pedantic.

## Why It's Good For The Game
Fixes #77338.

There's probably something deeper going on with how crafting handles
materials that turn into other materials in crafts, but this is a simple
fix that makes sense in the short term to make them actually craft as
expected instead of leaving byproducts.
## Changelog
🆑 Vekter
fix: FRAG-12 shells no longer require sulfuric acid, instead needing 10
fluorosulfuric acid. This should prevent them from leaving byproducts if
crafted in a specific way.
/🆑
2023-08-10 17:43:55 +01:00
YakumoChen
0895c5ce6b [NO GBP] Fixes custom ice cream (#77477)
## About The Pull Request

Defines a name for Korta milk custom ice creams because it was
overriding the default custom ice cream recipe instead of adding it
alongside as intended

## Why It's Good For The Game
bug fix 

## Changelog
I don't think anybody actually noticed this enough to justify a new
changelog lol
2023-08-10 13:20:34 +02:00
A miscellaneous Fern
4d654c7e2a Crafting recipes without an explicit name are now named after their results. (#77465)
## About The Pull Request

What it says on the tin. The code comment accompanying the "name" var
suggests this was already the case, but it was only true for the
crafting UI.
Adjusted some other code that gets recipe names to account for this
change.
## Why It's Good For The Game

Convenient, both as a fallback and for the sake of avoiding repetition
where it isn't necessary. That said, I haven't gone out of my way to
remove pre-existing names that match the result, in case that practice
is still considered desirable.
It also fixes #77379 and similar issues. 
## Changelog
🆑
fix: crafting recipes without a name, such as the mothic pizzas, will
inherit the name of the item they make
/🆑
2023-08-10 06:46:47 -04:00
Tim
7efb913baf Add admin blackhole(s) shuttle event (#77188)
## About The Pull Request
This adds a new **Black Hole** admin shuttle event while the escape
shuttle is in transit. The regular version spawns a small 1x1
singularity that falls through the ship. There is also a special
adminbus Kobayashi Maru version that spawns multiple black holes
rapidly.

## Why It's Good For The Game

![dreamseeker_MxqHmKXXQ8](https://github.com/tgstation/tgstation/assets/5195984/e169669a-fb71-48c5-8314-df82852eef3b)

Tell me this doesn't look fun?

## Changelog
🆑
add: Add admin blackhole shuttle event with a normal version and
suicidal version.
fix: Fix several shuttle event runtimes
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-08-10 10:27:19 +02:00
carlarctg
66b8748091 Adds Summon Simians & Buffs/QoLs Mutate (#77196)
## About The Pull Request

Adds Summon Simians, a spell that summons four monkeys or lesser
gorillas, with the amount increasing per upgrade. The monkeys have
various fun gear depending on how lucky you get and how leveled the
spell is. If the spell is maximum level, it only summons normal
gorillas.

Added further support for nonhuman robed casting: Monkeys, cyborgs, and
drones can all now cast robed spells as long as they're wearing a
wizardly hat as well.

Made monkeys able to wield things again.

Wizard Mutate spell works on non-human races. It also gives you
Gigantism now (funny). If the Race can't support tinted bodyparts, your
whole sprite is temporarily turned green.

Made Laser eyes projectiles a subtype of actual lasers, which has
various properties such as on-hit effects and upping the damage to 30.

Improved some monkey AI code.

## Why It's Good For The Game

> Adds Summon Simians, a spell that summons four monkeys or lesser
gorillas, with the amount increasing per upgrade. The monkeys have
various fun gear depending on how lucky you get and how leveled the
spell is. If the spell is maximum level, it only summons normal
gorillas.

It's criminal we don't have a monky spell, and this is a really fun spin
on it. Total chaos, but total monky chaos. It's surprisingly strong,
but! it can very well backfire if you stay near the angry monkeys too
long and your protection fades away. Unless you become a monkey
yourself!!

> Wizard Mutate spell works on non-human races. 

This spell is great but it's hampered by the mutation's human
requirement, which is reasonable in normal gameplay. Wizards don't need
to care about that, and the human restriction hinders a lot of possible
gimmicks, so off it goes. Also, wizard hulk does't cause chunky fingers
for similar reasons

> Made Laser eyes projectiles a subtype of actual lasers, which has
various properties such as on-hit effects and upping the damage to 30.

Don't really caer about the damage so much, this is more so that it has
effects such as on-hit visuals. Can lower the damage if required, but
honestly anything that competes against troll mjolnir is good.

> Added further support for nonhuman robed casting: Monkeys, cyborgs,
and drones can all now cast robed spells as long as they're wearing a
wizardly hat as well.

SS13 is known for 'The Dev Team Thinks of Everything' and I believe this
is a sorely lacking part of this or something. It's funny.
I want to see a monkey wizard.

> Made monkeys able to wield things again.

I really don't know why this was a thing and it was breaking my axe and
spear wielding primal monkeys. Like, why?

## Changelog

🆑
add: Adds Summon Simians, a spell that summons four monkeys or lesser
gorillas, with the amount increasing per upgrade. The monkeys have
various fun gear depending on how lucky you get and how leveled the
spell is. If the spell is maximum level, it only summons normal
gorillas.
balance: Wizard Mutate spell works on non-human races. It also gives you
Gigantism now (funny). If the Race can't support tinted bodyparts, your
whole sprite is temporarily turned green.
balance: Made Laser eyes projectiles a subtype of actual lasers, which
has various properties such as on-hit effects and upping the damage to
30.
add: Added further support for nonhuman robed casting: Monkeys, cyborgs,
and drones can all now cast robed spells as long as they're wearing a
wizardly hat as well.
balance: Made monkeys able to wield two-handed things again.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-08-09 21:28:46 +01:00
YakumoChen
3dc75f84f2 Chen And Garry's Ice Cream: Ice Cream DLC (LIZARD APPROVED!) (#77174)
## About The Pull Request

Authored with help and love from @Thalpy 

I scream for ice cream!!


![image](https://github.com/tgstation/tgstation/assets/10399117/db1e559b-7dab-499b-a076-8f12748ba2e8)

Introduces many new flavours of ice cream:
-Caramel
-Banana
-Lemon Sorbet
-Orange Creamsicle
-Peach (Limited Edition!)
-Cherry chip
-Korta Vanilla (made with lizard-friendly ingredients!)


![image](https://github.com/tgstation/tgstation/assets/10399117/99a87615-f55c-49be-8caf-2b1ac4c7f03f)

Korta Cones! Now too can Nanotrasen's sanitation staff enjoy the wonders
of ice cream!
You can also substitute custom ice cream flavours with korta milk!
Finally, the meaty ice cream lactose-intolerants asked for is in reach!

## Why It's Good For The Game

I always thought the ice cream vat could use more flavours. The custom
flavour besides, it isn't as intuitive to rename the cone and the added
variety is good. The lack of a banana flavour already was questionable.
All the ice cream flavours used a selection of five sprites, now it's
just one sprite and better supporting more additions.
Some of the flavours don't use milk! You can't do this with the custom
flavour, making it slightly more interesting.

## Changelog
🆑 YakumoChen, Thalpy
add: Chen And Garry's Ice Cream is proud to debut a wide selection of
cool new frozen treat flavours on a space station near you!
add: Chen And Garry's Ice Cream revolutionary Korta Cones allow our ice
cream vendors to profit off the lizard demographic like never before!
code: Ice cream flavours now are all greyscaled similarly to GAGs
/🆑
2023-08-07 13:30:13 -07:00
Sealed101
297f7f88e8 Fixes things about goliaths: wallhacks/range hacks(no, really) and tentacles not spawning in mineral turfs; also fixes find_potential_targets wallhacks (#77393)
## About The Pull Request

Goliath's sand digging behaviour could potentially target a turf that's
actually unreachable by the goliath, e.g.
```
G#
#T
```
where G - goliath # - wall T - target turf. fixed that, but i think
there could be something easier here, maybe instead grabbing turfs in
goliath's `view()`? unsure

The component goliaths use to telegraph their attacks
(`basic_mob_attack_telegraph`) casts a `do_after()` to perform the
attack, but it was not actually checking for the target staying in melee
range, as it was using the source goliath as both `user` and `target`,
so it didn't actually care at all for the target. Implemented an
`extra_checks` to `Adjacent()` since that's the closest we get for melee
range shenanigans I suppose
This still allows the source basicmob to attack the target if the target
moves around the source basicmob.

`!`Goliaths were also able to summon tentacles on a target that moved
into cover and still stayed in the `find_potential_targets` target
range. Which meant more wallhacks. This was a thing for the base
`find_potential_targets`, meaning that every basic mob using it was a
dirty haxxor (or very vengeful). Fixed that by making
`find_potential_targets` also check for `can_see()` before proceeding
further down `find_potential_targets/perform()`. `!` The only exception
to this check currently are bileworms.

`!`Goliath tentacles were not spawning in mineral turfs as their
`Initialize()` checked for closed turfs before handling mineral turf
mining. Fixed that as well.

## Why It's Good For The Game

![Dr__Hax_by_Didgeridoo_Dealer](https://github.com/tgstation/tgstation/assets/75863639/fbcbfc1b-f489-435e-bb01-677f55398787)

## Changelog

🆑
fix: fixed goliaths digging sand that they can't actually reach (behind
windows or inbetween closed turfs)
fix: fixed goliaths melee attacking their target despite the target
running away from goliath melee range
fix: fixed goliath tentacles not spawning in mineral turfs
fix: fixed goliaths summoning tentacles on targets that moved behind
cover but stayed in their targeting range. this applies for most basic
mobs, really, so if any basic mob was targeting you despite you hauling
ass behind cover, they shouldn't anymore
/🆑
2023-08-07 13:02:09 +01:00
Time-Green
203aecbf63 [no gbp] Fixes runtimes in shuttle event and shuttle cling (#77343)
Fixes no-candidate runtime from pick() on an empty list
Fixes spawning null movables if run out of mobs to spawn
Fixes shuttle cling qdeling on Initialize due to lattices not counting
as hyperspace

🆑
runtime: Fixes runtimes in shuttle event and shuttle cling code
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-07 12:50:04 +01:00
Ghom
47704d9ca1 'Mirrors now display your reflection' Redux. (#77202)
## About The Pull Request
This is a revamp of #62638, which is in turn a remake of #49833, a
whooping 3 years old PR, that adds one component to the game, used by
mirrors, to do what it reads on the title. Thanks ChungusGamer for
reminding me about it.

This time with vampires not being shown in mirrors.

## Why It's Good For The Game
I'm going to post the old screenshots here since I've forgot to take
some during the latests tests, while I was busy cussing about a tiny
little detail I couldn't achieve (see the documentation on the component
path so I don't have to be verbose about it). They look more or less the
same, except the visuals look a little less cropped now, ergo
nicer-looking:

![immagine](https://user-images.githubusercontent.com/42542238/140630271-b002fe97-59c6-4781-abc9-02046c002dac.png)
and here another from the previous attempt at PRing this:
![Bolshevik Spess Junk LV 2021-11-07
024750](https://user-images.githubusercontent.com/42542238/140630301-5ca687ec-153b-4f7d-9e37-76fa038c6299.png)

## Changelog

🆑
image: Mirrors now display a reflection of the mobs next to them...
except for vampires.
/🆑
2023-08-07 12:46:59 +01:00
itsmeow
5f9c772c27 Optimize mirage_border by converting it to an element and a movable (#77137)
## About The Pull Request

Converts /datum/component/mirage_border to an element, saving init time
spent attaching components to thousands of objects. It also repaths it
from /obj/effect/abstract to /atom/movable, since it doesn't need to be
an object, as it's not a physical object within the game.

~~Also adds a case handling when world.view is not an integer.~~ This
never happens

Here it is working:


https://github.com/tgstation/tgstation/assets/10366817/c8cfe2df-275a-4c97-b063-4fd83f7f09c3

Port of https://github.com/BeeStation/BeeStation-Hornet/pull/9490/

## Why It's Good For The Game

Saves init time, approx 0.32sec on Meta on my machine.


![image](https://github.com/tgstation/tgstation/assets/10366817/f423813e-e627-44a4-b6c6-b1d6fe49e8c3)

![image](https://github.com/tgstation/tgstation/assets/10366817/ad6796c6-ff78-4140-9a5a-3572ac34f42c)


## Changelog

🆑
code: Optimized z-level transition mirages, saving ~0.32s init.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-07 12:19:10 +01:00
John Willard
8e798bdda0 Boss music stops on mob death (#77335)
## About The Pull Request

Listens for the death of people fighting w/ boss music and kicks them
out early if they die, which stops the music from playing to them.

## Why It's Good For The Game

You won't have to listen to boss music of something that just killed
you.

## Changelog

🆑
fix: Boss music cuts out when you die.
/🆑
2023-08-06 00:45:16 +01:00
Watermelon914
a4435e5d71 Fixed uplink discount stocks affecting normal uplink item stocks (#77289)
## About The Pull Request
If an uplink item was discounted and purchased, it would prevent
purchase of the normal-priced uplink item, which is supposed to be
infinitely buyable. This fixes that

Closes #73560

## Why It's Good For The Game
Fixes an oversight in the uplink stock system.

## Changelog
🆑
fix: Fixed being unable to purchase regular-priced uplink items if you
bought the discounted variant of it.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2023-08-06 00:42:55 +01:00
Fikou
d15eb83839 fixes cursor catchers not working without widescreen (#77372)
## About The Pull Request
apparently vis x and vis y dont exist unless the object is transformed

## Changelog
🆑
fix: sniper scope and kinesis should work without widescreen
/🆑
2023-08-05 16:16:28 -06:00
Jacquerel
f491c747f6 [no GBP] Goliaths use TRAIT_NO_GLIDE instead of a movement cooldown element (#77370)
## About The Pull Request

Fikou noticed that Goliaths change their targets semi-randomly, this is
because the element I was using to curtail their movement caused the AI
pathfinding to fail and cancel the current action.
While investigating this I also realised that just "not gliding" makes
more sense than what I was doing anyway, and has fewer weird side
effects (like being unable to move diagonally).

At some point it would probably be sensible to figure out what speeds
make gliding look stupid and automatically apply this trait to
characters (maybe only basic ones rather than humans?) moving that
slowly, however I will do that in a future PR.

## Why It's Good For The Game

More reliable AI behaviour.
Better QoL when actually playing as a Goliath.

## Changelog

🆑
fix: Goliaths no longer intermittently reset their target and retarget
something else.
fix: Goliaths can once again step diagonally.
/🆑
2023-08-05 15:11:51 +02:00
carlarctg
f0dc574c37 Added Omen Spontaneous Combustion and light tube and mirror effects (#77175)
## About The Pull Request

Cursed crewmembers can randomly, extremely rarely, spontaneously combust
for no reason.

Cursed crewmembers can get zapped by nearby light tubes.

Cursed crewmembers can freak out when passing by mirrors.

To make up for these, triggering a cursed effect is slightly less than
half as likely now when walking around now.

## Why It's Good For The Game

Cursed is fun as hell, but after a certain point it gets kind of
monotonous - it's airlocks, vending machines, and the rest is too rare
to count. We need more ways to comically get hurt in the game.

You might dislike the 'reduced effects' bit but trust me it is
incredibly frickin' common to have shit happen to you. Add to the
occasional vending machine and airlock crushes the near-constant light
tubes all over the station? Yeah, that needs a toning down else it will
be just a tad too miserable to be funny. Also cause the poor janitor
unneeded stress.

## Changelog

🆑
add: Cursed crewmembers can randomly, extremely rarely, spontaneously
combust for no reason.
add: Cursed crewmembers can get zapped by nearby light tubes.
add: Cursed crewmembers can freak out when passing by mirrors.
add: To make up for these, triggering a cursed effect is slightly less
than half as likely now when walking around now.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-08-05 14:04:13 +02:00
Jacquerel
a0881f897c Lightgeist AI (#77287)
## About The Pull Request

The lightgeist AI controller was marked as "these aren't intended to
exist outside of player control" but this is actually untrue.
Lightgiests can appear under AI control either from a rare vent clog
event or in the "patch of eden" lavaland ruin.

As they heal things by "attacking" them, I made it so that they will
target wounded creatures to "attack" them, though they will only heal
them quite slowly, significantly less efficiently or effectively than a
medibot (for example).
While making this change I also added a couple more parameters to their
"healing hands" component, now they can no longer repair beepsky or heal
cyborg limbs. It's fleshies only.

Lightgeists will attempt to heal _anything_ they can see which is both
injured and has healable damage, which is notable because while this
makes the "Patch of Eden" ruin a nice place of respite for a wounded
miner you should be careful to let them finish up before you leave.
If they follow you out, they will attempt to heal any of the fauna that
you are attacking. Worse still, most Lavaland mobs are not signatories
of the Geneva convention and have no compunctions against killing field
medics.

The majority of listed file changes in this PR is that I made some
attempt at splitting our massive list of blackboard keys across several
files, in order to cause myself a headache based on which of my (or
other people's) open basic mob AI PRs gets merged first.
Also I fixed a bug where the goliath attack forecast would runtime if it
killed a mob which qdels itself on death (guess how I found that out).

## Why It's Good For The Game

Adds a bit more character to a lavaland area and rare event.

## Changelog

🆑
add: Lightgeists under AI control will selflessly heal any wounded
creature that they see.
balance: Lightgeists can no longer repair non-organic tissue.
/🆑
2023-08-04 12:35:53 -06:00
RICK IM RI
cf86250ce4 Adds boss music functionality and gives hierophant it's own thematic fight song! (#77149)
## About The Pull Request

Adds compatibility to the code to assign music to individual mobs that
are played in full length to the player when aggro'd. Music maintains
for the entire length, ends, and is repeated if the mob isn't dead.
Music is instantly stopped if the mob generating it dies. Other coding
avenues were explored around dynamic music generation and allowing for
the music to end more naturally, but they were found to be very buggy or
impossible to code due to dreammaker having a very........... tense
relationship with audio. It also (had to be reminded of this!), lowers
the audio of hierophants attacks to make music more audible.

## Why It's Good For The Game

This has the potential to add so much thematic flavor to mobs and events
in game, it's great! Represents a big step forward in terms of sound
design on tg. Thanks to John Willard for fully coding!
Check out the theme here --> https://youtu.be/mWgv1CHtd4Y

## Changelog

🆑
add: Adds boss music functionality.
sound: Adds hierophants boss track, tweaks hierophant boss noises.
/🆑

---------

Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-08-02 09:42:40 -04:00
Watermelon914
69827604c4 Improves the RPG loot wizard event. (#77218)
## About The Pull Request
As the title says. Adds a bunch more stat changes to various different
items and a somewhat simple way of modifying them whilst minimizing
side-effects as much as possible.
Added a new negative curse of polymorph suffix that can randomly
polymorph you once you pick up the item.
Curse of hunger items won't start on items that are not on a turf.
Curse of polymorph will only activate when equipped.

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

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

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

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

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

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2023-07-31 17:09:53 +00:00
Jacquerel
eff69893a5 [no gbp] Hoods will unequip on hoodie removal. (#77167)
## About The Pull Request

Fixes #77010
Adds a missing event registration to "toggled items", as I apparently
didn't consider all means that equipment can be removed from your person
(I was mostly testing unequipping it from _myself_).

## Why It's Good For The Game

If someone snatches your jacket they should get the hood too.

## Changelog

🆑
fix: Losing your hooded suit (whether to theft, or because you were
turned into an ape) will also cause you to lose the hood.
/🆑
2023-07-31 13:43:51 +02:00
GoldenAlpharex
3af26df8ca Fixes bloody soles making jumpsuits that cover your feet bloody when you're wearing shoes (#77077)
## About The Pull Request
Title says it all.

It basically made it so wearing something like a kilt would result in
the kilt getting all bloody as soon as you walked over blood, even when
you were wearing shoes, unless you wore something else that obscured
shoes.

I debated with myself a lot over the implementation for this, I was
thinking of adding some way to obscure feet in particular, but it's
honestly so niche that it could only have caused more issues elsewhere
if I tried to fix this issue that way.
2023-07-30 14:52:33 -05:00
Bloop
c5af7909b9 Fixes a bug with pAI leashing (#77198)
## About The Pull Request

If a path can't be found to move back to, the pAI can get stuck in the
`performing_path_move` state permanently--which lets them bypass all
movement checks, essentially making them unleashed. This makes sure that
this does not happen.

## Why It's Good For The Game

Fixes a bug

## Changelog

🆑
fix: fixed a bug that would cause pAIs to be able to break their leash
/🆑
2023-07-30 16:47:28 +01:00
MrMelbert
c92d338dad Refactors chameleon actions, Adds chameleon outfit saving, Adds chameleon scanner (#77140)
## About The Pull Request

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

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

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

## Why It's Good For The Game

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

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

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

## Changelog

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

## Changelog
🆑
fix: some things not connecting to the ore silo round start
/🆑
2023-07-29 15:36:46 +02:00
Jacquerel
c2693ef65e Piggyback rides no longer permanently remove your density (#77168)
## About The Pull Request

Fixes #77041
Getting onto someone's back would give you "TRAIT_UNDENSE" to stop you
from colliding with things your mount could cross.
Getting off someone's back would remove "TRAIT_UNDENSE" from the person
being ridden.
They didn't have the trait, so removing it from them wasn't very useful.

## Why It's Good For The Game

This is silly

## Changelog

🆑
fix: Dismounting from a piggyback no longer allows you to phase through
other players.
/🆑
2023-07-28 21:02:01 -06:00
Ghom
6c80695bde Puts a cap to the amount of stickers that can be sticked to an atom. (#77160)
## About The Pull Request
The lack of a limit to the amount of stickers that can be attached on an
atom can lead overlays-related issues, as shown in #76987, likely by
going past the maximum number of overlays an atom can safely have.

The cap will be of 12 stickers per atom, an honest amount if you ask me.

Oh yeah, I've also taken the opportunity to improve the code a smidge I
guess.

## Why It's Good For The Game
This will fix #76987.

## Changelog

🆑
fix: Put a cap to the amount of stickers that can be sticked to an atom
(12) to prevent icon-related issues.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-28 19:48:45 -06:00
Ben10Omintrix
cc64ed0ca4 convert the bear to a basic mobster (#77143)
## About The Pull Request
the bear now a basic and he have a new behaviers. the bear now can go to
climbed the trees! he will looked for a tree to climbing and if he
founded a tree he will go climb him. also the bear now love honey he
will look for a bee hives to stole the honey from it so botanists must
be care. the bear will drag the honey behind him so u must chased him to
get the honey back again

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

## Changelog
🆑
refactor: the bear is a basic now. please report any bugs
add: the bear will climb trees and search honey
/🆑
2023-07-28 19:34:39 -06:00
Mothblocks
8e9c533370 Add leash component to pAIs that keeps them within range instead of directly teleporting them back, increases default range to max range (#77030)
## About The Pull Request

Tries to keep pAIs in range of their owner by moving them closer when
the owner moves, rather than jarringly teleporting every time the owner
gets out of range. Does this by calculating the closest path a nearby
tile and forcefully moving you there. Still a bit janky at times but is
better than teleporting directly onto the owner 100% of the time I feel.
Also prevents you from moving out of range, rather than forcefully
teleporting you back.

Increases the default pAI range to the maximum (9 tiles)

## Why It's Good For The Game

New leashing makes being a leashed pAI significantly less jarring and
obvious. Ideally we would also have a visible max range too.

Default pAI range was pretty small in my testing and I think it's not
unreasonable to think a lot of people won't bother changing it. That
they are leashed at all is the important part.

## Changelog

🆑
qol: pAIs now try to stay within range of their owner, and teleport back
only when necessary
qol: Default max pAI range has been changed to the maximum range you can
choose (9 tiles)
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-28 16:49:54 +01:00
Ghom
5d5492e111 Implements usage of the REVERSE_DIR macro throughout the code. (#77122)
## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.

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

## Changelog

N/A
2023-07-28 15:16:09 +02:00
Ghom
d9c8bd9bae [READY] Fishing and aquarium expansion. (#76531)
Listing the changes, off the top of my head:
- Resprited fishing rods, hooks, and the worm bait!
- Added a new, telescopic fishing rod, that can be bought as a goodie.
The master rod is also telescopic now.
- Added a couple hooks. One that lets you move the bait up and down,
otherwise keeping it in place, and another that stops the fish from
escaping, but slowly kills it. The former from the bepis fishing tech
node, the latter frm the black market.
- Added a fishing skill and relative legendary reward: A fishing hat,
like the one that recites "women fear me, fish fear me"
- You can now stop fishing by activating the fishing rod in your hand,
and stops it from stealing all clicks on other things if it isn't in
your active hand.
- Reworked fishing traits into fish traits, which can apply to fish
after it has been caught.
- Expanded the fish breeding system. Traits may be passed down to
offsprings, and offsprings may evolve (mutate?) into different kind of
fishes if conditions when conditions are met.
- Added half a dozen new fishes, each with its own traits: lubefish,
sludgefish (and its purple variant), slimefish, unmarine bonemass and
unmarine mastodon. Also, holodeck fish, as a joke.
- New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin
immunity, predator, necrophage, no mating, crossbreeder, aggressive and
revival. Converted Emulsijack's ability and Donkfish's yuckiness into
traits as well.
- Added a fish analyzer that you can scan aquariums and fishes with.
- Fish can now be blended if you really want to. The number of reagents
from blending, w_class, and the number of fillets you get from cutting
fish now scale with size and weight.
- fish feed is no longer infinite (but it should still be plenty).
- Implemented temperature requirements for aquarium fish.
- You can now buy (dead) fish from the black market for dirt cheap.
- Last but now least, toilets are now valid fishing spots.
2023-07-27 22:50:36 +02:00
jimmyl
9f41863524 fixes SM crystals dusting themselves after falling (#77128)
## About The Pull Request

get_z_move_affected always returns src which is something that wasnt
exactly accounted in this case

## Why It's Good For The Game

fixes #76811

## Changelog
🆑
fix: shoving a crystal down a hole no longer makes it dust itself
/🆑
2023-07-27 12:55:16 -06:00
nikothedude
f44adfde1e Refactors vendor tipping and adds 2 new malf modules: Remote vendor tipping, and the ability to roll around and crush anything in your path. (#76635)
## About The Pull Request

Title.

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

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

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

Adds 2 new malf modules.

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

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

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

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

4.
3.1. For real though, AIs rolling around is just fucking hilarious. The
ability to move isn't offered right now (which isn't that much of a bad
things), but with sufficiently limited charges (or limits to how many
times you can buy the ability), this can be a funny little t hing that
lets the AI potentially hide somewhere on the sat (or just relatively
close to the sat, such as engineering [it can't go through the
teleporter with this but it can go through transit tubes]) without the
need for borgs.
3.2. Also, it lets the AI sacrifically execute people by blowing up
their brains.
2023-07-27 18:41:10 +00:00
Jacquerel
e1762455f0 [no gbp] Goliaths make less mess (#77141)
## About The Pull Request

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

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

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

## Why It's Good For The Game

Fixes an unintended consequence of my actions.

## Changelog

🆑
add: Uncollected sand and snow will be blown away by the wind when
storms happen (but don't worry, storms also allow those turfs to be
freshly dug up again).
/🆑
2023-07-27 12:35:32 -06:00
Time-Green
12f5ece7ad [NO-GBP] Optimizes rad nebula (#77014)
Switches rad nebula to only directly irradiate carbons and use radiated component
2023-07-25 15:55:10 +02:00
SyncIt21
e92ae5b75b Material container & related stuff ui refactors & clean-up (#76220)
## About The Pull Request

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


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

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

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

## Changelog
🆑
fix: items can be printed from autolathe & protolathe when the exact
material amounts are present in them after upgrading
fix: max printable amount now shows the correct value & updates when
items are printed, materials are removed in the autolathe & protolathe
fix: component printer material bar is not greyed out when there are
sufficient materials to eject
fix: rcd and other devices that uses the silo link upgrade now have the
correct material usages
fix: silo hold actually works
fix: machines using local storage to hold materials will eject it's
materials as sheets when deconstructed/destroyed
refactor: Autolathe Material bars now display number of sheets available
refactor: printing an item that does not have enough materials will fail
silently with no error messages
refactor: Drone dispenser will eject sheets upon deconstruction
refactor: all things that store materials will auto ejects its sheets(if
there is sufficient material) when destroyed
refactor: inserting an item into the material container will display the
units consumed as sheets not absolute units
refactor: removed x25 & x50 print buttons from the autolathe
2023-07-24 19:47:14 -04:00
Sealed101
50b565580d Prevents possessed blade spirits and similar entities from being created in a destroyed parent item (#76978)
## About The Pull Request
Activating any item with a `spirit_holder` component to poll for a new
spirit, then destroying the item before the poll process is completed
would create the spirit in nullspace, which would then dump them to the
error room. These spirits are in GODMODE by default, but are usually
contained within an item. See the issue?

This PR makes the spirit creation process check for whether the parent
item was deleted or not before actually creating the spirit. If the
summoning item was destroyed, the would-be spirit will get a message
about it so they can brag about it in deadchat

## Why It's Good For The Game
Fixes #61935

## Changelog

🆑
fix: fixed possessed sword spirits summoned during destruction of the
sword spawning in the error room. those fellas are in godmode, and y'all
don't need an immortal spirit haunting your station, m'kay?
/🆑
2023-07-23 22:35:32 -06:00
Ghom
c1122a0ae9 Adds an element to water turfs that makes things... look like they're actually immersed in water. (#76208)
## About The Pull Request
This PR adds an element, for now added to water turfs, that gives
passing movables an overlay to make them look immersed in that turf.

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

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

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

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

## Changelog

🆑
image: walking on water will now immerse you in it... visually, at
least.
/🆑
2023-07-21 22:00:09 +02:00
Jacquerel
0d769e0ffa Removes two redundant components (#76866)
## About The Pull Request

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

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

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

## Why It's Good For The Game

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

## Changelog

Not player facing
2023-07-21 14:51:56 +02:00