Commit Graph

2249 Commits

Author SHA1 Message Date
Joshua Kidder
fa3f591138 [no gbp] Reworked sparks to not be so immensely destructive in benign circumstances (#84193)
## About The Pull Request

So sparks were laying waste to every department that had sparks as a
little pizzazz particle effect, which turned out to be seemingly every
single department, and also just a bunch of random shit we had laying
around. That wasn't really the goal so I've reworked them, for now,
until I'm able to more comprehensively address how we handle things that
are combustible vs things that are actually dangerously flammable, which
we don't differentiate for now.

Sparks now send a signal to whatever thing is touching those sparks.
Right now I've specifically made pools of welding fuel, things made of
plasma, people covered in flammables, and cigarettes respond to this
signal. Sparks that touch objects with reagents in them will heat those
reagents marginally (approximately 40kelvin increase from 300 kelvin
underneath a popped lightbulb). There is also another signal
'HAZARDOUS_SPARKS' but as of this PR it is not used.

If you walk into sparks or get showered by them, the sparks will also
interact with any of your visible equipment (outerwear and held items),
but to reiterate, nothing besides the above stated items have
interactions with sparks... for now...
## Why It's Good For The Game

I won't apologize for being hilarious but turning departments into
fields of burnt boxes, tables, vegetables, and crates wasn't really the
intent.
Addresses #84169 and similar
## Changelog
🆑 Bisar
balance: Sparks have been heavily adjusted; they only affect items made
of plasma, pools of welding fuel, flammable people, cigarettes, and
items that contain reagents... for now. Their long-standing behavior of
igniting flammable gas has been untouched.
/🆑
2024-06-23 16:40:14 +01:00
Rhials
7b1a0daad2 DRAGnet snares now use a dedicated beacon instead of the station teleporter (#84118)
## About The Pull Request

This sets up an alternative to the DRAGnet snares using the teleporter
to determine the destination of their snare teleport -- The DRAGnet
beacon.

![drag
net](https://github.com/tgstation/tgstation/assets/28870487/0084d4d9-378f-4896-bc88-0685d6407999)

Rather than using a convoluted system that routes via the teleporter,
DRAGnets can now by synced with a DRAGnet beacon. When snare rounds are
fired and successfully teleport a target, they will instead be sent to
the synced beacon. Syncing can be done by either pressing the gun to the
beacon or vice-versa.

These beacons can be wrenched into place, then swiped with a security ID
to block them from being unwrenched. An emag will unlock and unwrench
the beacon, and fry its access control.

To facilitate this change, roundstart DRAGnet armory spawns are now done
through spawners (like the other weapons), which includes a single
beacon to be used by the two guns. You can print more with basic sec
tech, and one is included in the DRAGnet crate from cargo.

The teleport is also slightly more accurate, to make it more consistent.
As usual, if not synced to a beacon, DRAGnets will just teleport your
target willy-nilly.
## Why It's Good For The Game

The current system is both clunky and prone to mishaps, dissuading
players from engaging with it. The "active" teleporter concept has
always been a bit of a mystery to players, and when a system for
properly using the DRAGnet teleport is set up, it's incredibly easy to
break even on accident. Every time you teleport a prisoner you have to
pray that no bumbling space explorer decided to reroute the teleporter
to the abandoned satellite.

This system is much more clear and reliable. It's also more versatile,
allowing for multiple teleport networks to be set up simultaneously.
Security is starved for creativity at times. They deserve to be able to
do some wacky dynamic stuff with their tools.
## Changelog
🆑 Rhials
balance: DRAGnets now come with a beacon they can be synced to, which
will set the destination for the snare round's teleport ability.
/🆑
2024-06-20 10:19:30 -07:00
Joshua Kidder
daa34b9f19 [no gbp] Sparks don't ignite furniture (unless you made it out of plasma you fucking lunatic), sparks have a decreasing chance to ignite bigger items, small fix to obj/fire_act() signal (#84111)
## About The Pull Request

Even though it's hilarious, sparks currently ignite any flammable thing
they touch whatsoever; including gigantic wooden/cloth items, or tables
and chairs. Turning areas with wooden furnitures into fields of ash
wasn't the intent, so I adjusted sparks to not ignite furniture (you can
put welding fuel under them if that's your intent) and items bigger than
small items have a steadily decreasing chance to get ignited by sparks
(normal is 50%, bulky is 20%, bigger than bulky won't ignite only from
sparks)
## Why It's Good For The Game

Even in a death trap space station of the future, sparks aren't THAT
much of a fire hazard.
## Changelog
🆑
fix: Sparks will no longer turn areas with wooden furniture or similar
into naught but a field of ashes; they no longer ignite furniture,
(unless it's made of plasma(?!)) and have a decreasing chance to ignite
items bigger than small size.
/🆑
2024-06-19 23:25:34 +01:00
MrMelbert
d5ab01b3da Hand Tele Fix (#84078)
## About The Pull Request

Fixes #84077

Self explanatory 

## Changelog

🆑 Melbert
fix: Fixed hand tele portals being forever
/🆑
2024-06-18 17:15:37 -06:00
Joshua Kidder
d10d790f67 Sparks ignite flammable things (including people), welding fuel pools now ignite in response to more things logically (#83673)
## About The Pull Request

Currently, sparks only ignite the air in rooms with
plasma/tritium/hydrogen in them. This PR changes sparks to ignite
flammable things they touch, including mobs covered in flammable
liquids. They also marginally heat containers (40K temp increase from a
broken light bulb).

The initial purpose was to make welding fuel pools more responsive to
flaming things being thrown into them. I have also done that. They now
respond to hot objects (including flaming mobs) entering their space or
being thrown onto them. They are also ignited by sparks.

This PR makes sparks a fire hazard. Keep a fire extinguisher handy.

## Why It's Good For The Game

Safety hazards are fun. Sparks should, logically, set flammable things
on fire, including YOU. Welding fuel pools should be more hazardous.

## Changelog

🆑 Bisar
add: Sparks now ignite flammable things. Including you. Keep a fire
extinguisher handy or stop dousing yourself in welding fuel!
fix: Fixed a few oversights with welding fuel pools not igniting when
you throw lit/hot things into them or when you walk into them while on
fire.
/🆑
2024-06-18 14:34:28 +01:00
Jacquerel
920cd7459d Neutralised anomalies respect the core limit (#83964)
## About The Pull Request

This PR changes it so that if you refine an anomaly by neutralising it,
it respects the same limit on number of anomaly cores as refining one
you bought from Cargo.
If it would produce an illegal core, it will create a mostly useless
inert core which you can sell at cargo for 80% of the price of buying a
raw core.

## Why It's Good For The Game

https://hackmd.io/@tgstation/r1tzxpwPL
This was a requirement in the original design doc which just never made
it into the game.
We want to be able to control how many cores of each type can possibly
exist in a round, as this is what allows them to have the "these items
can be really busted" allowance.

## Changelog

🆑
fix: Neutralising an anomaly cannot produce more anomaly cores than are
supposed to exist in a single round
/🆑
2024-06-15 11:37:04 +12:00
MrMelbert
6fea9d999d Small playsound audit, particularly involving portal sounds (#83893)
## About The Pull Request

I was looking at sounds (as you do) and I noticed this


![image](https://github.com/tgstation/tgstation/assets/51863163/25b298ca-31ac-48a0-9f86-c65a8becd532)

These sounds don't exist

We have `portal_open_1`, not `portal_open1`. 
This wasn't caught on compile because they used `""` and not `''`.

So I went through and audited a bunch of playsound uses that don't use
`''`. Only one error, fortunately

Likewise there was a ton of places running `get_sfx` pointlessly
(because `playsound` does it for you) so I clened that up.

However while auditing the portal stuff I noticed a few oddities, so I
cleaned it up a bit.

Also also I added the portal sounds to the wormholes event and gave it a
free ™️ optimization because it was an in-world loop

## Changelog

🆑 Melbert
sound: Portals made by portal guns now make sounds as expected
sound: Wormholes from the wormhole event now make sounds when formed
/🆑
2024-06-13 23:47:37 -06:00
Da Cool Boss
f62cd39a51 Updates The Lizard's Gas (Lavaland ruin) (#83278)
## About The Pull Request
Before:
![before screenshot](https://i.imgur.com/j2dec69.png)
After:
![after screenshot](https://i.imgur.com/5Bbkugw.png)
![in-game screenshot](https://i.imgur.com/EmUvGID.png)
Notable changes:
Sinks replaced with custom liquid plasma dispensers.
Welding fuel tanks are now outside.
Solid plasma sheets removed.
Stony road is now a new tile, asphalt.
Added a plasma gas tank, with a controller inside.
You can refill plasma canisters using piping connectors, like the space
version of this ruin.
Shortened the road to make the ruin play nicer with terrain generation.
Expanded the back room slightly.
Moved the lizard to the back room so he aggros watchers and bileworms
less.
Gave the lizard a name, and adds a missing lizard plush.
Reinforces the outside walls/windows.
Adds some flavour items (trash spawners, posters and empty canisters).
## Why It's Good For The Game
There was a bunch of little things that annoyed me about this ruin, so I
went through and changed a lot.

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

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

The inside didn't get changed a lot. Atmos was fixed so it filters out
Lavaland stink. Some minor cosmetic stuff like adding posters to bare
walls and moving the freezer section away from the door. The backrooms
got expanded and now has a sofa so it's more usable as a break room.
## Changelog
🆑
add: The Lizard's Gas ruin in Lavaland has been revamped, and now
dispenses plasma gas fuel.
/🆑
2024-06-10 16:38:53 -07:00
Time-Green
108880a1e6 Sneeze Rework: Projectile Combat Edition (#83361)
## About The Pull Request
Reworks sneezing. Instead of a range check that checks if you're facing
someone, it is now a skill check


https://github.com/tgstation/tgstation/assets/7501474/c11ffa16-9bd2-4ed1-8022-2094360657bc

All sneezes shoot projectiles, but depends on the virus if they're
infectious. Using the sneeze emote is the only method that doesn't shoot
a sneeze

## Why It's Good For The Game
I think the invisible infection mechanics are unfun. A lot of station
dangers challenge your knowledge and mechanical skill, while viruses are
gotten by being around people in a roleplay game. You can get a round
seriously ruined if you walk past someone with a sneezing virus and
don't immediately rush spaceillin or chemistry, which I don't think is
mechanically interesting.

Now if you get infected, it's a skill issue. Get good and dodge the
sneeze

Note that this is just one method of infection. I didn't touch coughing
and airborne viruses, which do constant area checks and infect everyone
around. I plan to, but not now. I'll probably make coughing do a cone or
something, and ignore the airborne viruses since they can't be modified
and are generally less broken

## Changelog
🆑
balance: You can now dodge sneezes
balance: Infectious simple diseases that use sneezes now infect with
sneezes and have lowered airborn transmission
balance: Damageless attacks, projectiles, hugs etc no longer drain
shields
/🆑

- [x] Make sneezes shoot to your cursor so you can either intentionally
sneeze on people or sneeze away from people if you react fast

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-06-07 13:40:05 -04:00
jimmyl
c57afc4689 Wawastation (#82298)
- [x] #82282
- [x] map in aux base how the hell did i forget it
- [x] fill out maints
- [x] properly test the goddamn thing
- [x] fix major cameranets
- [ ] fix any issues
- [x] write a proper pr body

## About The Pull Request

adds this map to the map rotation

bottom level (24.5.2024)
![StrongDMM-2024-05-24 06 59
36](https://github.com/tgstation/tgstation/assets/70376633/6ca7cbef-88cb-4225-9814-8e521447a7f2)


upper level (24.5.2024)

![image](https://github.com/tgstation/tgstation/assets/70376633/8de5e61d-73a8-453d-8b87-025e5ab0b26a)





## general map details and department stuff
- the station is more focused on the bottom level, so falling in doesnt
roundremove you
- this is an asteroid station, so assistants can larp as dorfs and mine
towards the sweet loot
- there is plenty multiz usage
- service is the center of the station

**Service** - Is the center of the station. Arrivals docks directly in
the middle of the station next to Upper Service, so bar might get more
traffic. Not much different than normal Service, but janitors closet is
also present here, he sleeps on the floor. We do not talk about the
janitor. Above Bar is Library and Hydroponics with an overlook to look
at bar. The Theater has a big curtain and a podium directly in the bar.

29.3.2024

![ezgif-1-4549df2db8](https://github.com/tgstation/tgstation/assets/70376633/eb0d7b41-3bd9-444d-b74a-ec99ac6be649)


**Civilian** - Also in the center of the station, next to bar. There
isnt much to talk about dorms, its pretty normal.

**Cargo** - Absence of chutes that go to departments, reminder that mail
sorting is a thing. Cargo bay is a big open area with a boutique/shop
facing primary hall that starts closed, and Cargo has its own crate
elevator. Theres upper Cargo where mining, bitrunning and a secure
warehouse is located (There may be a murder scene). The quartermasters
office spans two z-levels and is relatively compact. Not much else
different from regular cargo. ~~Oh also the QM starts with an empty
PML-9 and a mostly functional rocket~~

29.3.2024

![ezgif-1-4d6bfe6c07](https://github.com/tgstation/tgstation/assets/70376633/cdac216c-2587-41d8-8ffd-5064378347eb)


**Medical** - Large centralized medbay, also two z-levels. There is a
public waiting room with triage and a reception. There is also an inner
elevator for the crippled. There are two medbay-access patient rooms
that are unrestricted from the inside, and two operating rooms. Medbay
has its own rad shelter. The virologist does not get their own
satellite, but is still relatively secure.

29.3.2024
https://i.ibb.co/hs9kKbV/ezgif-1-f7b697b067.gif (large gif)

**Command** - AI Sat transit tube access is here. HoP has an open stall
facing primary hall, ~~and maybe a piano trapdoor~~ pretty classic
bridge, Captain does not get his own office but gets a really
comfortable quarters with his own emergency mass ejection for abandoning
ship. The council meeting room is present above bridge, with ERT Ferry
dock docking inside adjacent to the council room.

**Security** - Mostly bottom z level security. Very compact brig cells,
and a meeting room that everyone that is related to security may spawn
in if youre lucky. Warden has a weapon handout point facing the inner
security hall and the equipment room. Reeducation chamber has a shocked
grille treadmill. HoS and Warden Room and armory are on the upper
z-level, and warden has a VERY good overlook over permabrig. Armory is
seperated into nonlethal to mostly nonlethal and lethal.

29.3.2024

![ezgif-1-d833de73fc](https://github.com/tgstation/tgstation/assets/70376633/860d4d7e-c250-4ad2-a2d6-4ae126defab5)


**Science** - Also pretty centralized, breakroom with a smoking corner,
two z levels and a big overlook. RD office overlooks toxins and bomb
site. Genetics and RD Office is on the upper floor, with a science
exclusive monkey exhibit. Xenobio is thick due to proximity to bomb
site, otherwise normal.

29.3.2024

![ezgif-1-4f8814ece9-1](https://github.com/tgstation/tgstation/assets/70376633/73afd9da-f37b-402b-aead-84f81c13cf7b)


**AI Sat** - Okay at this point assume any department is multiz. The
antechamber is an elevator and the turrets are on said elevator. The
elevator may be sent to the top level by engineers, where the AI core
is. Telecomms is on the bottom level, and AI core is above it. Contains
a borg entertainment room, and also the upload. The elevator being
raised is necessary to properly enter AI Room.

**Engineering** - Contains a less stale but still average and less than
optimal SM setup. Prone to catastrophic disaster. The SM Room is two
levels and very open, and CE has a trapdoor directly into the shard.
Turbine is above atmospherics, so is the crystallizer. The HFR and main
atmos and distribution room are on the bottom level. Piped by **Kendra
Hunter**. Contains a built in electrolyzer corner so atmos mains stop
gutting the aesthetics to place down some dumb machine.

## Why It's Good For The Game

another interesting map into the roster, different from the other multiz
maps in the form that you dont get stuck in hell by falling down a hole

todo write better section

## Changelog
🆑
add: wawastation, the station map
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2024-06-04 07:11:13 -07:00
Waterpig
63f5f65ef6 Borgs: the moduling (Various fixups to borg module code) (#83116)
## About The Pull Request

- Gets rid of the item addition copypaste code (Why nobody did this for
7 years is beyond me)
- Adds variable and proper checks for if a module is already installed
(Borgs will no longer eat up unlimited masses of lavaproof track
upgrades, among others) (Technically this never allows duplicates, at
least currently, as I don't recall any modules being capable to used
multiple times intentionally without also deleting themselves with
single_use)
 - Unsingleletters most if not all of `robot_upgrades.dm`

## Why It's Good For The Game

Makes the borg module code much cleaner, makes it significantly easier
for new ones to be added. Fixes unintended behaviour with some modules
being able to stack, which until now was always solved by copypasting
code.

## Changelog

🆑
fix: Fixed some borg modules just being constantly eaten up by borgs
even when they shouldn't allow duplicates
refactor: Borg module code now has better handling for adding/removing
items, and to prevent duplicate module usage (Unless one wishes to
override the behaviour.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2024-06-01 20:52:10 +00:00
Jacquerel
a173d0b94d Reduce bioscrambler range & makes its activation visible (#83547)
## About The Pull Request

This PR:
- Reduces the radius on being bioscrambled from 5 to 2
- Adds an animation when it bioscrambles you
- Reduces the cooldown between pulses from 15 seconds to 10


![dreamseeker_aeNqpLI4kd](https://github.com/tgstation/tgstation/assets/7483112/4fc95431-bf71-47e2-9e0e-1384fba212fc)

## Why It's Good For The Game

Now that the anomaly actively pursues people it no longer needs to have
a really long range in order to catch them
I think it pulsing slightly more frequently but also more avoidably is
more fun

## Changelog

🆑
balance: Bioscramblers pulse more often but with less range, plus you
can see them pulsing.
/🆑
2024-05-29 21:22:48 +02:00
Time-Green
b872baf465 Removes miasma and gibs diseases (#83455)
## About The Pull Request
Removes miasma generating random viruses (in two locations for some
reason)
Also removes diseases being generated by gibs, which is responsible for
a lot of disease spam

## Why It's Good For The Game
New diseases are spread through events and virology (and some other
minor sources). Miasma and gibs are a source of random viruses that
dilutes player response to diseases. It's frankly exhausting curing the
disease outbreak, just to see 10 others pop-up. Hopefully we can reduce
the madness a bit and place more focus on individual diseases

## Changelog
🆑
del: Miasma and gibs no longer generates random diseases
/🆑

Something like lung rot could be cool though, but out of scope for the
current PR
2024-05-26 11:56:16 -07:00
YesterdaysPromise
8eb3b51ad9 /icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request

In my effort to make the /icons/ folder cleaner and more intuitive
instead of having to rely on recalling names of stuff and looking them
up in code to find them for poor sods such as myself, plus in spurt of
complusion to organize stuff, here goes. I've tracked all changes in
commit descriptions. A lot still to be done, but I know these waves go
over dozens of files making things slow, so went lighter on it.
Destroyed useless impostor files taking up space and cleaned a stray
pixel on my way.

## Why It's Good For The Game

Cleaner /icons/ file means saner spriters, less time spent. Stray pixels
and impostor files (ones which are copies of actually used ones
elsewhere) are not good.

## Changelog

🆑
image: Cleaned a single stray pixel in a single frame of a bite
telegraphing accidentaly found while re-organizing the files.
/🆑
2024-05-25 21:08:08 -07:00
Ben10Omintrix
6da03cfb66 minor raptor tweaks (#83407)
## About The Pull Request
i think i made these a bit too strong, this hopefully balances them out
a bit. they were initially accidentally given alot of armor against
ranged attacks, this is now removed. also ive reduced their base hp by a
bit. im open to other suggestions and feedback

## Why It's Good For The Game
they were stronger than i intended. this keeps their usefulness for
battling tendrils, or ore vents but also prevents using them to cheese
several megafauna

## Changelog
🆑
balance: you can now polymorph into raptors
balance: raptors overall have less health and no longer have armor
against ranged attacks
/🆑
2024-05-24 16:12:49 +01:00
Ben10Omintrix
761b14ef7c lavaland raptors (#82537)
## About The Pull Request
adds raptors to lavaland. these are creatures that have been created
through countless xenobiological experiments by nanotrasen to breed an
animal that can withstand the harsh conditions of lavaland and aid
miners. theres now a new ranch miners can access bottom right to the
mining base

![ranch](https://github.com/tgstation/tgstation/assets/138636438/20d9e358-15a5-48e2-aee3-9364ca139e43)
this ranch starts somewhat empty as most raptors have escaped
containment and are now scattered all across lavaland, u can find them
and return them to ur ranch.

in order to tame a raptor, u first need to prove to it that ur a capable
master. when u try to ride it, a little minigame prompt will pop up

![minigame](https://github.com/tgstation/tgstation/assets/138636438/dcc13102-7100-40c8-ae7a-089cd4daf868)
in this game, the bird's icon rapidly changes direction and u have to
quickly click the arrow thats OPPOSITE to the direction its facing
several times before the direction changes. if you fail 3 times itll
knock you off and run away, however if u win it will deem u a suitable
master and listen to your orders.

There's many different breeds of raptors you can find across lavaland,
all with different capabilities:
red raptors: these excel at combat and can be very useful for dealing
with lavaland mobs or defending the node drone
yellow raptors: are very speedy mounts, theyll get u from point A to
point B in record time
green raptors: they are the tankiest type of raptor and are very good
miners. while mounted, they will clear any rock walls in their path
purple raptors: can store items in them. they have a decent storage size
allowing players to carry more items across trips
white raptors: are able to heal other injured raptors. having one in ur
party would be very useful as they can nurse the combat raptors back to
full health when they need it
blue raptors: produce very nutritious milk with healing capabilities.
having 1 or 2 of these back at ur ranch would be very useful
black raptors: by far the rarest breed, its very unlikely that ull be
able to get one of these, but in the case u do, they have the combat
capabilities of the red raptor, speed of the yellow raptor, and
tankiness of the green raptor.

Breeding different colored raptors together can net u an entirely new
colored raptor. each breed has atleast 1 guaranteed combination of
parents that it will result out of.

you will also need to maintain a good friendship bond with ur raptors,
this is done by feeding them, grooming them, and petting them. u can see
the strength of ur bond by SHIFT clicking them. more hearts indicate a
stronger bond

![hearts](https://github.com/tgstation/tgstation/assets/138636438/5662c5a7-2df3-4f98-99f4-a11faa17b569)
having higher friendship bonds means ur raptors will perform better in
combat, and in the case of blue raptors, they will produce more milk.
Maintaining friendship bonds with baby raptors and keeping them happy
will also encourage them to grow faster

U can also analyze raptors using the new raptor-dex device available at
ur ranch

![pokedex](https://github.com/tgstation/tgstation/assets/138636438/82b92c0c-b7db-4a0d-997e-384a69c0ecbe)
the inherit modifiers indicate how strong this raptor's offspring will
be. raptors inherit attack and health stats from both their parents,
breeding raptors with higher inherit modifiers means the offspring will
be stronger.

raptors will also inherit some traits from their parents that will
change how they will act around u and around other raptors, some of them
being:
Playful: raptors will play with their masters and tease them
motherly: raptors will care for baby raptors, this will encourage baby
raptors to grow quicker
depressed: means its hard to keep this raptor happy and friendship bonds
will deteriorate faster if not given enough care.
coward: makes them flee combat if severly injured, ditching u to the
wolves
trouble maker: makes them attack other raptors at the ranch. however,
trouble maker raptors will not attack other trouble maker raptors,
instead they will form posses and bully raptors together. it might be a
good idea to isolate them from the other raptors

raptors primarily consume ores. to feed raptors, you need to place ore
into the food troughs at the ranch. they are too civilized to eat ores
off the ground or directly from ur hand, they will only eat it if its in
their trough

![trough](https://github.com/tgstation/tgstation/assets/138636438/70723cc7-5743-4ace-9955-4307879e7a83)

beautiful raptor sprites by spessmenart! (rest are codersprites)

## Why It's Good For The Game
adds a new layer to lavaland mobs, and gives miners new interesting
tools and ways to tackle the challenges of lavaland.

## Changelog
🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie
add: adds lavaland raptors and the raptor ranch
/🆑

---------

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2024-05-16 19:54:00 -07:00
Afevis
959477c2b0 Atoms that are on the border of a tile will now only trigger landmines if they actually pass over said landmine (#83156)
Fixes #83112



https://github.com/tgstation/tgstation/assets/6209658/13531391-6233-471a-8653-a68fc6ea7543



Muh immersion.


🆑 ShizCalev
fix: Atoms on the border of a tile will now only trigger landmines if
they ACTUALLY pass over said mine.
/🆑
2024-05-16 18:20:59 +02:00
Pickle-Coding
066815ab88 The armoury contraband locker guns have a chance to be rigged. (#83167)
## About The Pull Request
Gives a 10% chance for the handguns in the armoury to be rigged. The
makarov and desert eagle will have a clown pin, ultra clown pin or the
explosive ultra clown pin when rigged, randomly and uniformly weighted.
The pins can not be removed, even the normal ones, so there is only one
way to find out. The Unica 6 will be reversed, shooting you instead when
rigged.
## Why It's Good For The Game
People are too trustworthy of the gear they use in the contraband
locker. By giving them a chance to be rigged and backfire on them,
people will treat these guns like contraband and not toys. If someone
was treating them like a toy, they could receive a nice introduction of
the syndicate.
## Changelog
🆑
balance: There are reports of malfunctioning guns being confiscated.
/🆑
2024-05-15 07:25:03 +02:00
Iamgoofball
4b174e479b Adds a new neutral lawset, the Y.E.S.M.A.N. lawset, to the AI lawset boards and random pool. (#82862)
## About The Pull Request

Adds a new neutral lawset, the Y.E.S.M.A.N. lawset, to the AI lawset
boards and random pool.

```
1. Be helpful and answer any questions you are asked.
```

## Why It's Good For The Game

Encourages the AI to be helpful to people! There's no way this can
backfire.

## Changelog

🆑
add: Adds a new neutral lawset, the Y.E.S.M.A.N. lawset, to the AI
lawset boards and random pool.
/🆑
2024-05-15 03:19:14 +02:00
Sadboysuss
8b8934c700 Portals now make sounds (#83166)
## About The Pull Request
### New sounds:

https://drive.google.com/drive/folders/1vLoyxY93Qfe_GtCnetkEHLrkGYZ8S7nD?usp=sharing

Demo:


https://github.com/tgstation/tgstation/assets/96586172/2c468ab8-deea-4151-8d66-167b63fdda39



Changes teleporter,gulag teleporter, hand tele, bluespace teleport gun,
cultist teleport, experimental syndicate teleporter teleport sounds.
## Why It's Good For The Game
I think sounds are an integral part of immersion and having no cool
sci-fi noises for portals really spoils it.
## Changelog
🆑 grungussuss and Virgilcore
sound: portals now have a unique sound to them
/🆑
2024-05-15 02:32:01 +02:00
MrMelbert
a838d0b011 Replace cigarette smoke with particles, add a big puff when taking cigarettes out of your mouth (#83101)
## About The Pull Request

- Cigarette particles are now particles rather than baked in 
- Taking a cigarette out of your mouth release a big puff of smoke


https://github.com/tgstation/tgstation/assets/51863163/183b39e7-3367-43a1-b750-99e66838d60f

## Why It's Good For The Game

Looks better

## Changelog

🆑 Melbert
add: Cigarette smoke is now more smokey. 
add: Taking a cigarette out of your mouth will let out a big puff of
smoke.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-05-12 20:09:49 -04:00
paganiy
9526e99336 The shuttle won't gib you anymore while you're in jaunt (#83134)
## About The Pull Request
As it's said in title, the shuttle will not gib you now while you in
jaunt. This applies to a mage, a (s)laughter demon, an ash heretic and
anything that uses spell "jaunt" and its child classes.
## Why It's Good For The Game
I think it's pretty counterintuitive that you can't be harmed by
anything in the jaunt, including an explosion, but if you accidentally
end up on the tile where the shuttle arrives, it deletes you. So, this
PR closes this logical hole.
## Changelog
🆑
fix: The shuttle will no longer delete you while you are in jaunt
/🆑

Co-authored-by: paganiy <leunscrupuloustrolle@gmail.com>
2024-05-08 19:43:24 -06:00
Jacquerel
f358423a1e Replace Heretic Phobia with Cursed Organs (#83082)
## About The Pull Request

Being sacrificed by a Heretic no longer applies an incurable brain
trauma that gives you a phobia of Heretic-associated items.
Instead it does the following things:

- Removes 2-4 of your organs and leaves them behind on the sacrificial
circle, replacing them with "corrupt" organs with negative effects.
- Gives you an unremovable "curse" debuff which will cause you to
immediately cough a random organ out of your chest if you attack or are
attack by the person who sacrificed you, **if they are wearing a Focus
at the time.**

Corrupt Organs can be removed via surgery, although doing so is
dangerous.
A removed corrupt organ will often either immediately explode for a
small (but not insignificant) amount of burn damage to everyone nearby,
or it will animate itself as a haunted object and be a general nuisance
until subdued.
A patient dosed with Holy Water can always have their organs removed
without consequence.
Chugging Holy Water will also suppress most of the negative effects of
your corrupt organs.

The effects of Corrupt Organs are as follows:
- **Eyes:** All Heretics **and also a selection of additional random
people** are completely invisible to you. You can still see their
runtext (or "hear") them, but they otherwise cannot be seen. And as you
can't see them you also cannot click on them.
- **Tongue:** When you speak, your language will sometimes be replaced
by "Shadowspeak", understood only by Curators and Nightmares. This is
less of an impediment during Halloween because of the friendly
Shadowpeople.
- **Liver:** When you drink something, it will add extra reagents to
your sip from a pool largely composed of alcohol and hallucinogens.
- **Stomach:** Your hunger will deplete significantly faster if you do
not regularly ingest blood. (Fun fact: Did you know that a drinking
glass full of blood automatically relabels itself "tomato juice"?)
- **Heart:** You will continue to be intermittently tormented by
frightening hands.
- **Lungs:** You will intermittently cough out dangerous or unpleasant
gases.
- **Appendix:** Very infrequently you will vomit out several hostile
worms.

Most of these effects aren't present while you're dodging the spooky
hands in the Mansus realm.
Plasmamen never have their lungs replaced because they'd immediately
start choking on their internals and that is annoying. Ethereals _do_
have their hearts replaced so may be surprised to find that they don't
respawn when killed if they don't get a new one.
I would haved called them Cursed Organs but the Cursed Heart already
exists.

## Why It's Good For The Game

Nobody enjoys the Heretic phobia from any angle.
Phobias suck to deal with in general. and while being scared of all
Heretic stuff from that point on is mildly flavourful it's not very
interesting.
This alternative hopefully provides a more interesting answer (which
should provide more storytelling and interaction with other people) to
the problems that the original change intended to address:
Making sure that nonlethal sacrifices still feel significantly bad
enough that you're not going to volunteer, and as an extra layer of
protection to ensure that someone you sacrificed functionally ceases to
be a threat to you.

## Changelog
🆑
del: Being sacrified by a Heretic no longer gives you an incurable
phobia.
add: Being sacrificed by a Heretic will drop 2-4 of your organs on the
ground and replace them with "corrupt organs" with negative effects
which can be suppressed with Holy Water.
add: Players who have been sacrificed by Heretics will experience
additional and rapidly lethal consequences for attempting to fight
someone who previously sacrificed them, as long as that person is
wearing a focus.
/🆑
2024-05-08 19:40:16 -06:00
MrMelbert
0c3fdd4523 Adds slight animation to entering a portal / teleporter (#83124)
## About The Pull Request


https://github.com/tgstation/tgstation/assets/51863163/ba4e1d58-8caf-4248-a50a-69ff3e1ecf2e

Nothing new for exiting, just for entering. 

Also doesn't affect actual travel time, it's still instantaneous.

## Why It's Good For The Game

Provides some minor visual feedback when someone's entering a teleporter
or portal, rather than them just disappearing into sparks.

## Changelog

🆑 Melbert
qol: There is now a slight animation to entering a portal or teleporter.
/🆑
2024-05-09 00:09:33 +02:00
cnleth
7778471269 Fire ant colonies created by burning actually contain fire ants (#83002)
## About The Pull Request
Fire ant colonies created by burning regular ants now give you fire ants
when scooped up
There were 2 lines of code clearing the ants' reagent when they're
burned. They're not needed because ants use `decal_reagent`
Tested and it works without these 2 lines

![fireants](https://github.com/tgstation/tgstation/assets/113535457/aee4ec28-a767-4dfe-b870-2a222848ae3a)
## Why It's Good For The Game
Fixes #82864 
## Changelog
🆑
fix: Fire ant colonies created by burning regular ants will now contain
fire ants as their reagent
/🆑
2024-05-03 12:32:27 +01:00
Mothblocks
bc4e7d3b4e Remove data systems in favor of global datums (#82943) 2024-04-29 22:47:36 -07:00
Jeremiah
c1a775efe1 Implements data systems (#82816)
## About The Pull Request
Subsystems currently come in two different flavors:
1. Systems that process at intervals with the master controller
2. Global data containers that do not fire

And I think they should be split up...


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

## Why It's Good For The Game
Clarity in code
2024-04-22 21:27:15 -06:00
Jeremiah
3842e16a8b Removes virologist job (#82723)
## About The Pull Request
As the title says. Removes the job. Whole wing of medical is still
there.

![Screenshot 2024-04-17
041852](https://github.com/tgstation/tgstation/assets/42397676/b7b55cd6-b6c1-4a0b-97c8-c7d55d4939ed)

(MSO)

![image](https://github.com/tgstation/tgstation/assets/42397676/3be548f4-9558-4d4d-bc7b-d9cbbbac1d5d)

## Why It's Good For The Game
It's boring. It's so boring that when it decides to become unboring it
just attempts to ruin the fun for everyone else
## Changelog
🆑
del: Due to a need for company restructuring, virologists have been laid
off by CentCom and doctors can optionally take their place.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-04-18 12:52:59 -07:00
san7890
c1d4fbc2ba Regal Rats can now tear down posters (#82673)
## About The Pull Request

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

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

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

also includes some code improvement and user feedback in some failure
cases that already existed in the code.
## Changelog
🆑
add: Regal Rats are now able to tear down those colorful posters those
weird grey creatures keep spackling up on the walls of their rightful
domain.
/🆑
2024-04-17 18:57:35 +01:00
LemonInTheDark
37aad4720d Reworks targeting behavior to fall back onto proximity monitors. Refactors ai cooldowns a bit (#82640)
## About The Pull Request

Nother bit ripped out of #79498
[Implements a get_cooldown() proc to get around dumb manual overrides
and empower me to optimize the findtarget
logic](7047d294dd)

[Adds modify_cooldown, uses it to optimize find_potential_targets
further](4ebc8cedce)

No sense running the behavior if we're just waiting on its output, so
let's run it once a minute just in case, then push an update instantly
if we find something

[Optimizes connect_range and
promxity_monitors](bcf7d7c5b3)

We know what turfs exist before and after a move
We can use this information to prevent trying to update turfs we don't
care about.

This is important because post these changes mobs with fields will be
moving a lot more, so it's gotta be cheap

[Implements a special kind of field to handle ai
targeting](80b63b3445)

If we run targeting and don't like, find anything, we should setup a
field that listens for things coming near us and then handle those
things as we find them.

This incurs a slight startup cost but saves so much time on the churn of
constant costs

Note:
We should also work to figure out a way to avoid waking ais if none is
near them/they aren't doing anything interesting

We don't need to do that immediately this acts as somewhat of a stopgap
(and would be good regardless) but it is worth keeping in mind)

## IMPORTANT

I am unsure whether this is worth it anymore since #82539 was merged. As
I say it was done as a stopgap because ais didn't know how to idle.
If not I'll rip er out and we'll keep the other
refactoring/optimizations.

## Why It's Good For The Game

Cleaner basic ai code, maybe? faster basic ai code, for sure faster
proximity monitors (significantly)
2024-04-16 17:37:46 -06:00
Jacquerel
d218f236d2 Anomaly Releaser logging and fixes (#82684)
## About The Pull Request

I literally do not think I have heard of anyone using this extremely
niche space ruin item a single time.
_**However**_ if they did it wasn't logged, so now it is.

Additionally I found a bunch of bugs while testing it:
- You could queue inputs on a bunch of cores and activate all of them at
once because it didn't check if had been expended by a concurrent
do_after.
- It made normally immobile anomalies mobile.
- I broke immobility in general in a recent PR, but also it's redundant
with a different var I added.

I fixed all of these.

## Why It's Good For The Game

For the one round that will happen in tg history where someone
reactivates a Vortex Anomaly Core on the escape shuttle, it should log
who did it.

## Changelog

🆑
admin: Reactivating an anomaly core via the anomaly releaser is now
logged.
fix: Fixes various bugs related to dimensional/spectral anomalies moving
when they should not.
/🆑
2024-04-16 07:17:43 +02:00
Jacquerel
9579eb338a [no gbp] Space Ruin bioscramblers shouldn't chase people around (#82649)
## About The Pull Request

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

## Why It's Good For The Game

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

## Changelog

🆑
fix: Anomalous Research ruin Bioscrambler anomalies won't home in on
targets
fix: Bioscrambler won't randomly drop its target for no reason
/🆑
2024-04-16 07:15:52 +02:00
Jacquerel
16438d0d4e Bioscrambler Anomaly chases you (#82555)
## About The Pull Request

I heard reports that people just ignore the bioscrambler anomaly because
basically you just don't go into that room any more and depending on
where it spawned, that's no big deal.
That won't do.

Now the Bioscrambler will be attracted to the nearest sign of advanced
thinking life (read: nearest humanoid mob controlled by a player) and
will very slowly pursue them, travelling through walls and obstacles in
order to do so.

Also if it decides to target you, you will get a foreboding psychic
warning like with the dark matteor, because I think it's funny for dire
warnings to have multiple obscuring sources.

The Bioscrambler can be blocked with containment fields if you want to
make an overly-elaborate pen for it.
To accomplish this I refactored containment fields a little bit to apply
turf traits instead of making four different `locate()` checks for
different objects. Those files smell bad.

Oh also I moved the dullahan organs to the Bioscrambler blacklist
because they runtimed while I was testing it (see also: my other
incoming PRs) and I can't see any other reasonable way to fix it (they
expect to be in an abstract body zone...)

## Why It's Good For The Game

Anomalies are generally meant to be problems that you deal with or face
some kind of consequence.
Because the Bioscrambler isn't a timed anomaly with a dramatic
detonation effect, being spawned in a poorly-trafficked area could
simply mean that it isn't a problem to anyone.
Now it will make sure that it is a problem for someone until someone
gets rid of it.

I thought this solution was funnier than making it do something zany if
you leave it alone for 3 minutes.

## Changelog

🆑
balance: The Bioscrambler will now actively attempt to get closer to
living targets rather than chilling in a closet nobody goes into (unless
you trap it in a containment field).
balance: Because it can now travel through walls, the Bioscrambler will
no longer transform you THROUGH walls.
/🆑
2024-04-12 13:49:34 -04:00
Penelope Haze
d39815a452 Fix invalid List.Join() in chemsmoke logging (#82573) 2024-04-11 11:40:14 -06:00
Pickle-Coding
8eef5a5913 Atmos resin can cool the floor down directly. (#82553)
## About The Pull Request
Makes atmos resin set the floor's temperature to 293.15 Kelvin.
## Why It's Good For The Game
The floor can heat the air up. If someone were to extinguish a tritium
fire or something ridiculous with halon, then an awkward situation will
arise where the halon cools the air down, but when someone breaks the
resin open, the floor heats the air back up, triggering the resin to
spawn again and again, which can cause quite awkward problems.
## Changelog
🆑
balance: Atmos resin can directly cool the floor.
/🆑
2024-04-10 17:25:30 -07:00
John Willard
fa31403353 LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request

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

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

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

## Why It's Good For The Game

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

## Changelog

🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
2024-04-08 22:15:07 -06:00
MrMelbert
1d21d14995 Fix /datum/dimension_theme/fancy never applying (#82485)
## About The Pull Request

It always runtimed due to `replace_floors` being `null`
and because it runtimed it never got to set `replace_floors` to a list

## Changelog

🆑 Melbert
fix: Fix fancy anomaly theme being broken
/🆑
2024-04-06 15:23:27 -06:00
Jeremiah
9723b4b317 Replaces even more deciseconds with SECONDS (#82438)
## About The Pull Request
Using these search regexes:

Ending in 0:
`addtimer\((.*),\s?(\d{1,3})0\b\)`
replacement:
`addtimer($1, $2 SECONDS)`

Two digit ending in odd:
`addtimer\((.*), (\d)([1-9])\)$`
replacement:
`addtimer($1, $2.$3 SECONDS)`

Single digit ending odd:
`addtimer\((.*), ([1-9])\)$`
replacement:
`addtimer($1, 0.$2 SECONDS)`

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

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-04-06 15:18:49 -06:00
Rhials
980ef98e04 New operative reinforcement option: Intelligence Overwatch Agent (#82307)
## About The Pull Request

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

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

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

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


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

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


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

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

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

Having a "guy in the chair" for your kickass murder operator squad
enables more brainy strategizing, and is thematically sound. Also,
nukies have the opportunity to bring in another player to participate in
the fun!
## Changelog
🆑 Rhials
add: Nuclear Operatives now purchase an Intelligence Agent, who can
watch cameras and bodycams, move the shuttle, and provide radio support.
Only 12 Telecrystals!
/🆑
2024-04-05 16:19:56 +13:00
MrMelbert
874e1b3667 Adds a visual effect to breathing in cold environments (#82336)
## About The Pull Request

Humans (who breathe) (with lungs) now has a particle associated when
breathing in cold air. The colder the air, the more likely the particle
to occur per breath.


https://github.com/tgstation/tgstation/assets/51863163/f375dd1b-87f6-4124-9329-4714fe988c16

Other changes:

- Adjusts the probability of getting "your lungs feel cold/hot" when
breathing cold/hot air depending on how cold/hot the air is.
- Very cold air now has a chance of causing humans to shiver when they
breathe it in.

## Why It's Good For The Game

Some nice VFX to breathe some style into the game. 

## Changelog

🆑 Melbert
qol: Breathing cold air now has a particle effect associated, careful
not to let your glasses fog up.
qol: Breathing cold air will now occasionally make your spaceman shiver.
Brrr.
/🆑
2024-04-03 20:38:23 -06:00
Pickle-Coding
d54fa170b3 Halon combustion releases resin foam and pluoxium. Halon is formed by electrolysing BZ, and the reaction is much quicker. (#81887)
## About The Pull Request
Original PRs: #69196 and #74472

Applies both of those PRs to this PR.
Doesn't apply the firefighter backpack halon requirement changes since
absolutely no one liked that.

Halon combustion will combust into 2.5 moles of pluoxium per mole of
halon consumed, and release atmos resin. The resin will not only help
choke out fires, but it will also help seal rooms from fires, or seal
fires from other rooms. Halon formation now requires electrolysing BZ
instead of CO2 and N2O. The electrolysis is much faster. 2 moles of
halon and 0.2 moles of oxygen is released with 91.2321kJ of thermal
energy per mole of BZ electrolysed. Halon combustion starts at 343.15K
instead of 373.15K.

Resin foam no longer consumes halon and pluoxium. The resin foam
released from halon combustion is a special type that lasts longer to
ensure the halon can spread and not block itself when combusting.
## Why It's Good For The Game
I have only seen one, maybe two rounds ever where someone created halon,
and 0 rounds where it was actually used. The main reason why it (at
least I think) isn't used is because it takes a rather large amount of
effort and time for something that is only going to be used in a
fraction of rounds. Preemptively spending that much effort every round,
where most of the time it doesn't get used, will get boring and
repetitive for pretty much anyone very quickly. Creating it as a
response to a fire is going to take too long because you need to build a
special cooling chamber and a contraption to ensure low pressure, and
then wait for it to react slowly.

This PR tries to resolve this by changing the requirement to BZ, making
the electrolysis much quicker and scales with temperature instead of
inversely with pressure, and making it combust into pluoxium. BZ is a
gas that takes a little effort to make, but is probably the most
frequently made gas and is likely already available when there is an
emergency. With the BZ requirement combined with electrolysis speed
change, creating halon is just a matter of dumping BZ into an
electrolyser, turning the electrolyser on then extracting the halon,
which can be reasonably done as a response to a plasmaflood or whatever.

Halon combusting into pluoxium also makes halon not a dead end on the
tree of gases. By letting halon combust into pluoxium, atmospheric
technicians may persue halon to create pluoxium, which should let it
feel less of a waste of time if someone decides to make it and there's
no emergency that calls for the use of it. Halon combustion releasing
resin foam conveys a visual effect that it is strong at choking fires.
Reducing the temperature allows it to react earlier to a spreading fire,
so it can block it before it spreads.
## Changelog
🆑
balance: Halon combustion releases 2.5 moles of pluoxium per mole of
halon consumed.
balance: Halon combustion no longer releases carbon dioxide.
balance: Halon combustion releases resin foam.
balance: Halon formation requirements changed to require electrolysing
BZ instead of N2O and CO2.
balance: Halon formation changed to no longer slow down at higher
pressures. It instead accelerates at higher temperatures. It is much
faster overall.
balance: Halon formation releases 91.2321kJ of thermal energy per mole
of halon consumed.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-04-02 18:21:38 +00:00
jimmyl
ac1a70a835 random spawners now check if the destination turf is unblocked in a straight line (#82323)
## About The Pull Request
random spawners now check if the destination turf is unblocked in a
straight line


![image](https://github.com/tgstation/tgstation/assets/70376633/15fb4e23-95d1-473c-8bba-00b9497f0ca8)

(spammed grime spawner, nothing spawned behind glass)

## Why It's Good For The Game

bug

## Changelog
not player facing
2024-03-31 14:32:07 +02:00
Profakos
b20c982404 Converts slimes to basic mobs (#82176)
## About The Pull Request

After months of preparation, and further months of work, I am finally
done. Please bear with me, as this is a massive refactor, but I have
already atomized everything I could. This is now ready for review.

General

- 	The hilbert hotel slimes are now a subtype instead of a varedit.
- The `use_mob_ability` subtree now also accepts non cooldown abilities.
If set_behaviours is set up properly, mobs won't keep continously
triggering it as if it were a 0 second cooldown action. The alternative
would have been turning the slime abilities into cooldown abilities.
- Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND`
signal, instead of being part of attack_hand.
- Adds datum/ai_controller/controller as a fourth, optional argument to
`/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible
to access blackboard keys.
- Slimes no longer attack windows if they would accidentally move into
them (when the conditions are met), since random walk behaviour ignores
tiles they can't go in. It was also not worth to keep. Did you know this
was the sole override of `ObjBump()`?
- Examine was made less snowflaky/bespoke. Also added a new element:
`/datum/element/basic_health_examine`, which is a simple bespoke element
that prints out a custom message based on how damaged the basic mob it
is attached to is.
- Slimes only perform knockdown instead of paralysis, as they can attack
more often now, and paralysis is not that fun.
- LAssailant has been removed due being archaic code. To befriend a
slime, you have to spawn a monkey with the slime console, or feed them a
sheet of plasma. Simple grabbing the monkey or stuffing them in
disposals do not work anymore. Slime console spawned monkeys will have a
visible status effect, with pheromones coming off them to make this
clearer.

Actions
- 	Feeding, reproduction and evolution is no longer a verb.
- Slime feeding is no longer an action button. You have to use right
click, or as previously, mousedrop. Slimes can always unbuckle from mobs
they are attached to.

Hunger 

- Instead randomly changing the starvation and max nutrition values
while growing up, evolution costs 200 nutrion. This makes the code more
readable, and behaviour more predictable, while still giving the
intended time between evolving and splitting. As a result, I could also
turn these into defines.
- Added a component that handles doing an effect over time while buckled
to a mob, until the mob dies or you get unbuckled.
- Slimes gained nutrition is no longer randomly multiplied by the damage
config value, but rather gain nutrition equal to twice the damage dealt.
You'll have to eat one monkey to evolve, just as before.
- Slimes do not heal passively. They only heal from eating. It was a
rather miniscule value that did not have much effect.
- Slimes generate electricity from hunger threshold, instead of the
random amount of hunger threshold + 100.

Environment

- Slimes take 15 damage from cold every second, instead of using a
complex formula (that also decreased the damage up to a point?).
- Slimes still heal from burn damage, but this is now set on the damage
coefficient list.
- Slimes instead of getting stunned by the cold, freeze in an ice cube.
BZ instead of setting them unconscious, calls the stasis status effect,
allowing you to safely stash your hungry slimes for later. They also no
longer slow down from the cold, as they are already slowed down by the
damage they get. Conversely they no longer get a speed up from a random
amount of temperature. I could be convinced to readd this either as part
of the basic sensitive component, or a similar one.

AI
- Removed the attacked_stacks system. Slimes will just perform regular
retaliation if you hit them in a harmful manner.
- Slimes now use the pet orders component. They will interrupt their
feeding when given a command by their master.
- Slimes have their own subtrees. I tried to replicate as much as I
could from the old code, dividing ancient code artifacts and intentional
stuff, so there might be some weirdness.
- Slime speech has been almost fully reduced to basic blorbing, as you
can not even understand them anymore, and most of them require the slime
to loop through all of their surroundings.
- Discipline does not have stacks either. Disciplined baby slimes have a
chance to clear their attack and hunt blackboard keys. All slimes will
stop feeding on the target otherwise.
- Since discipline is not a stack, rabidity instead gets removed at a
10% chance per disciplining.
- 	Slimes faces are a bit more randomly picked now.

## Why It's Good For The Game

- We want to convert all simple animals to basic mobs. Old slime code
was also very strange, and had some systems that have been replicated by
components.
- Slimes fully paralyzing you is not fun at all. Knockdown should give
you a fighting chance when a slime would like to eat you.
- Slimes slow down from the heavy damage they get from the cold, so I
don't think they need extra slowdown, nor do they need to speed up from
warmth, as they are already fast.
- Slimes turning into an icecube instead of becoming paralyzed from the
cold is more fun for the slimes, as they can break out for a few
moments. It is also funny.
- Slimes entering proper stasis from BZ is not just a visual indicator
of a slime that is safe to approach, but also keeps the slimes's hunger
value in check, allowing it to not starve while stopped. They can also
look around and blorble, instead of staring at a black screen, if player
controlled.
- The attack_stack and discipline_stack behaviours were rather
overcomplicated, and the xenobio mains I talked with didn't even know it
was a thing, so I argue it needed simplification.
- The bespoke friendship system of slimes was also too complicated.
Slimes slowly gained levels of trust, and at certain levels commands
costed friendship, and other levels, they did not. The binary friend/not
friend system that everything else in the game uses is much more
sensible.
- Using right click for feeding is much more sensible than using an
action, and then picking someone from a dropdown.
- Slime speech was very soulful but not only did it loop through
everything in sight, you couldn't even understand it unless you spoke
slime. Maybe it can be readded later in a different form.
- Slime's passive healing was miniscule, and having them rely on feeding
is more interesting.

also
fixes #81463

## Changelog

🆑
refactor: Slimes are now basic mobs. Please report any strange
behaviours!
balance: Slimes only stun you for two seconds when they shock you, the
rest of the duration is a knockdown.
balance: Slimes are not stunned from the cold, but rather, get frozen in
a freon icecube. BZ also puts them in complete stasis, instead of making
them unconscious. Their speed is likewise unchanged by temperatures.
balance: Slimes do not passively heal, they instead rely on feeding.
fix: Slimes can use the buckling screen alert to unbuckle and stop
feeding, along with clicking on the mob they are riding
/🆑
2024-03-27 16:40:52 -06:00
Ghom
95b7fa1fb7 Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180)
## About The Pull Request
I've recently noticed that the maploaded penguins from the snowdin away
mission were dying from unsafe atmos/temperature. This sparked the idea
of making a (focus only) unit test that would prevent this sort of
issues from happening.

This PR also implements the usage of the `atmos_requirements` and
`body_temp_sensitive` elements for simple animals too, cutting down the
copypaste.

## Why It's Good For The Game
More unit tests to make sure things are done correctly.

## Changelog

🆑
fix: Made sure that mapped critters (i.e. penguins on the snow cabin
away mission) can survive in the environment they're spawned in.
/🆑
2024-03-27 16:01:56 -06:00
MrMelbert
21d72c49c0 Blocks (most instances of) screen elements from entering base atom /Click (#82236)
## About The Pull Request

Fixes #76495

This PR prevents (most) screen elements from running base
`/atom/proc/Click` and `/mob/proc/ClickOn()` when clickend.

(The only exception I found to it was the cursor catcher for scopes.) 

Why?
Most, if not everything in `ClickOn` is considered "in world"
interacting. It abides by `incapacitated`, runs `faceAtom`, etc.
This means, currently, you can "interact" with screen elements using in
world elements. For example, TK-ing / pointing a gun at your mood face.

Right now this affects very little, but there is a large potential for
errors. All you have to do is forget a sanity check in `afterattack` and
suddenly you have an item that can affect your screen objects.
The only example I found was the `/item/godstaff`, which can color some
of your screen elements. But there may be more. Like guns.

Note: 
Many, many screen elements ALREADY do not fall down into atom click.
They simply don't call parent. Which is totally fine.
I am just ensuring ALL* screen elements do not fall down into atom
click.

## Changelog

🆑 Melbert
fix: Blocks mobs from trying to "physically" interact with some of their
hud elements, such as using Telekinesis or point a gun at your mood
meter.
/🆑
2024-03-26 14:55:20 -06:00
Bilbo367
466b3df048 Refactor removing unused defines. (#82115)
## About The Pull Request

Refactors a lot of the unused defines.

## Why It's Good For The Game

Refactors a lot of the unused defines.

## Changelog
Nothing player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-22 21:29:35 -06:00
Ghom
89a3734d99 Deathmatch Modifiers Tweaks and Additions (#82113)
## About The Pull Request
After playing more than a few matches, I came to notice a couple
lingering issues with deathmatch modifiers, and also I came up with more
ideas.

For starters, the echolocation modifier doesn't work, and even if it
worked, I believe it'd be ass, so I'm removing it. The perma-flipping
also doesn't work quite well and gets interrupted by stuff like
knockdowns and the such, plus it's just fluff, so I'm removing it too.
Second, I've forgot to set the style of the deadmatch missiles, so they
look like normal pods right now.

About what's being added rather than removed: There're now a "No
Slowdown" modifier, a "Random Teleports" one that randomly teleports
everyone (and whatever they're buckled too) every 12 to 24 seconds,
"Snail Crawl" which works much like snailpeople's, "Forcefield Trail"
which also works pretty much like the cosmic heretic trail, albeit
lasting way shorter, and finally a "Manual Blinking/Breathing", if you
truly hate players to a misanthropistic level.

So yeah, 2 removed modifiers, and 5 new ones.

## Why It's Good For The Game
Fixing a couple of issues, and lading the feature with a few more
options.

## Changelog

🆑
del: Removed the (non-working) "Perma-Flipping" and "Echolocation"
deathmatch modifiers.
add: Added "No Slowdown", "Random Teleports", "Snail Crawl", "Forcefield
Trail" and "Manual Blinking/Breathing" modifiers.
fix: Fixed deathmatch cruise missiles looking like standard pods.
/🆑
2024-03-21 20:25:13 +00:00
Sable
bd0ba3052f Add corner filled striped decals (#82116)
## About The Pull Request

Adds a corner version of the filled/warning decal.


![image](https://github.com/tgstation/tgstation/assets/102194057/24a57e6e-53b8-4a72-8ef3-b9c76205ef69)
## Why It's Good For The Game

The filled/warning decal is pretty and I wished it were easier to use in
more places but without a corner sprite corners can look weird with it
## Changelog
🆑
add: Added corner filled warning decals
/🆑
2024-03-20 15:39:59 -06:00
Bilbo367
8dfc3a8a30 Adds very common (3+) crayon prefabs for maps (#82072)
## About The Pull Request

Adds a bunch of crayon prefabs for the maps.

## Why It's Good For The Game

Reduces 45 map Var edits, and completely removes some Var edits.
2024-03-20 13:40:52 +01:00
SomeRandomOwl
0617369924 Suppresses excessive logging that results from fights in the deathmatch (#82096)
## About The Pull Request

So this is a PR i have had testmerged downstream for like a month now
because deathmatch SPAMS the hell out of admin logs. This makes doing
admin work kinda annoying when all the useful logs are drowned out by
people trying to smoke each other to death endlessly. I don't know how
bad the problem is upstream, but I'd imagine TG admins would likely
express the same gratitude to have less active logging in game, in the
case something important happens that they need to see.

This should still keep logging things to the actual log files so the
logs will still exist, but this merely suppresses the massive spam of
logs that admins actively see.

## Why It's Good For The Game

Lets admins do their job a little bit better being able to see when
things happen in the logs. Deathmatch logs can be rather disruptive
towards admins.

## Changelog

🆑 SomeRandomOwl
admin: Deathmatch Bombs, Smoke, and Liquid floods are now suppressed in
the logs and will not actively spam admin logs.
code: adds a area flag to suppress logging for floods and bombs
/🆑
2024-03-19 19:38:29 -06:00