Commit Graph

16 Commits

Author SHA1 Message Date
SpaceLoveSs13
55d1c715e5 Pulls2 (#27514)
* New docking port sprites (#82729)

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

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

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


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

* Fixes tgui alert buttons (#82714)

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

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

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

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

Before (normal buttons)

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

Before (large buttons)

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

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

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

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

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

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

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

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
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🆑
fix: TGUI Alerts shouldn't have such wonky buttons any more
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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---------

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

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

## About The Pull Request

Replaces the tools on the tables with 2 surgery trays.

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

## Why It's Good For The Game

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

## Changelog
🆑

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

/🆑

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

## About The Pull Request

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

This PR fixes them

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

* Fix Primal Instincts (#82741)

## About The Pull Request

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

## Changelog

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

* Fix handcuffing (#82760)

## About The Pull Request

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


## Changelog

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

* Gets rid of UNIT_TESTS compiler warning (#82695)

## About The Pull Request

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

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

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

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

---------

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

* Makes dropdowns better (#82697)

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

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

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

In motion

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

Deathmatch got some UI facelifts

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


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

Fixes #75741

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

</details>

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

---------

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

* Fixes the NT SWAT helmet sprite (#82743)

* Mass Item Creation (#82455)

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

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

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

Fixes #82575

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

* Borg movement now has sounds (#82704)

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

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

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

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

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

* Plumbing machinery power & processing tweaks (#82702)

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

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

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

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

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

## About The Pull Request

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

## Why It's Good For The Game

Bugfix for Carp Migrations.

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

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

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

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

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


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

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

---------

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

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

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

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

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

* Makes viewers() defines (#82767)

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

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

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

## About The Pull Request

This adds the "immerse" element to lava tiles. 

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

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

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

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

## About The Pull Request

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

Fixes #82788

## Why It's Good For The Game

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

Others are just sensible changes. 

## Changelog

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

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

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

(TM BUG)
Fixes #82768

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

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

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

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

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

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

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

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

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

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

---------

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

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

## About The Pull Request

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

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

## Why It's Good For The Game

Fixes an oversight/bug.

## Changelog

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

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

## About The Pull Request
- Fixes #82725

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

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

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

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

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

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

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

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


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


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

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

* Fix oven tray runtime (#82782)

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

* Fix flaky test detection (#82790)

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

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

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

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

* Update highest available sound channel (#82780)

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

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

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

Reverts tgstation/tgstation#82704

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

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

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

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

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

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

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

fuck this 2003 bullshit

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

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

* Fixes Alien Numerical Identifier Transfer System (#82762)

## About The Pull Request

Fixes #82756

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

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

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

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

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

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

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

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

as the only meaningful reward

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

Reaching Legendary rewards you with the Golden Gloves.

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

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

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

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

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

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

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

(against boxers)

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

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

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

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

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

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

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

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

* Cargo ui refactor -> TS (#82745)

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

Should be no gameplay effect other than it looking better

<details>
<summary>pics</summary>

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

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

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

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

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

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

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

</details>

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

---------

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

* Makes lavaland stone tiles prevent immersion (#82807)

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

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

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

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

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

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

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

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

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

## About The Pull Request

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

## Changelog

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

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

## About The Pull Request

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

## Why It's Good For The Game

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

---------

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

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

## About The Pull Request

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

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

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

## Why It's Good For The Game

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

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

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

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

This reverts commit af8d69f889.

* New views for mc controller ui (#82769)

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

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

<details>
<summary>vids</summary>

in a live round

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

modals

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

bar view with defaults for decisecond sorts

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

</details>

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

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

Reverts tgstation/tgstation#82792

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

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

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

* Plumbing & chem reaction chamber patches (#82781)

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

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

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

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

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

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

* Implements data systems (#82816)

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

And I think they should be split up...


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

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

* fixes ammo_bench data system

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

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

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

## About The Pull Request

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

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

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

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

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

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


things added:

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

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

---------

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

* fix for pirate suit

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

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



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


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

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

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

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

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

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

* fixes erp slots

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

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

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

Fixes #82805
Fixes #82868

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

* fixes ai controllers hard deletes (#82861)

## About The Pull Request

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

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

## Changelog
🆑
/🆑

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

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

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

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

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

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

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

## About The Pull Request

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

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

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

Look! An actual use-case for split editor:

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

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

---------

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

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

## About The Pull Request

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

- [x] tested

## Why It's Good For The Game

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

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

---------

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Co-authored-by: uaioy <114047053+uaioy@users.noreply.github.com>
Co-authored-by: Nick <42454181+Momo8289@users.noreply.github.com>
Co-authored-by: Joshua Kidder <49173900+Metekillot@users.noreply.github.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2024-04-29 21:15:33 +02:00
SkyratBot
ab91adf5d0 [MIRROR] [no gbp] you may no longer get nullspaced by deathmatch (#27238)
* [no gbp] you may no longer get nullspaced by deathmatch (#82502)

## About The Pull Request

you may no longer start loading a map that is already being loaded by
another lobby
thats like a bad idea if you put some thought into the implications

## Why It's Good For The Game

closes #82466
closes #82460

## Changelog
🆑
fix: deathmatch can no longer occassionally send people to nullspace
/🆑

* [no gbp] you may no longer get nullspaced by deathmatch

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2024-04-18 03:01:13 +02:00
Useroth
2b60c77e55 Yet another mirror batch (#27314)
* A skub-related station trait. Reduced weight of annoyingly frequent neutral traits. (#81388)

## About The Pull Request
This PR introduces a new station trait that lets people choose if they
want to be pro-skub or anti-skub (or neither, really). It works the same
lobby buttons that job-related station traits also use. Depending on
whether you chose to be pro or anti skub, you'll spawn in with a special
box that contains the (bulky) skub and a pro-skub shirt, or an anti-skub
shirt. EDIT: Both also receive a number of stickers to propagate their
causes.

Kudos to @Fikou for coding the lobby buttons to be accessible by any
station trait rather than only job-related ones when you made the
Cargorilla station trait.

Another thing this PR also halves the exaggerated weight of low-cost
traits such as scarves, wallets and glitched PDAs, which I clearly
underestimated.

## Why It's Good For The Game
We've learned that low-cost, high weight traits are a bit of a design
mistake, because they tend to tip the scales toward themselves over and
over and over, leveling the diverseness of the feature and therefore
making it shallow and boring.

Beside, I've been thinking of the popular [skub comic
strip](https://pbfcomics.com/comics/skub/) lately.


## Changelog

🆑
add: Added a Skub-related station trait. You can now choose if you want
to be pro-skub or anti-skub, complete of shirt and stickers. Please
don't shank each other over it.
balance: Halved the weight of station traits such as scarves, wallets
and glitched PDAs.
/🆑

* Fix some slime species subtypes not having burn resistance (#82164)

## About The Pull Request

All slime species limb subtypes now inherent from the parent `/jelly`
subtype, giving them all their proper burn resistance.

## Changelog

🆑 Melbert
fix: Slimepeople and Luminescents are now 50% burn resistant like
Stargazers
/🆑

* There we go

* FIX: Makes Hatsune mi-go a (friendly) gold slime mob (#82251)

## About The Pull Request:

The hatsune mi-go is now a friendly gold slime mob. This means it won't
try and kill you. It also now doesn't make your ears hurt, and drops a
keyboard synth on death (you monster.)


![migomigodance](https://github.com/tgstation/tgstation/assets/69398298/9dd6eb82-68d6-470c-9538-12298c3a6008)
## Why It's Good For The Game


So in making my resprited mi-go and subsequent speedmerge, I failed to
realize that there are only 10 possible migo spawnpoints - 5 in snowdin
gateway, 3 on ceres whiteship, and 2 on kilo whiteship. This means at
most eight can exist on anyround, with a decent likelyhood of 0. This,
combined with the fact the hatsune migo is banned from spawning outside
of roundstart locations, along with the fact people seem to love the
thing, made it feel _too_ rare, even for a shiny mob. You still have to
roll the random odds with the life chem or friendly gold slime pools,
but you should actually see them outside of two mutually exclusive space
ruins and a gateway now. Also, they don't try and kill you now, because
it would have been wrong to add a hostile creature to the friendly pool.

🆑
fix: Hatsune mi-go now is a friendly gold slime mob, and doesn't hurt
your ears.
add: Hatsune mi-go drops a keyboard synth on death (you monster.)
/🆑

---------

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

* [THE QUIRKENING] Adds customization options to Organ Prosthetic, Junkie, Smoker, and Alcoholic! (#82051)

## About The Pull Request

Lets people pick:
- The shitty organ they spawn with (still has the restrictions of not
being possible to get heart when you are a plasmamen, for example)
- Their favorite alcohol to blackout with
- Their favorite brand of cigs
- Their favorite brand of drugs!
A lot of the code was taken from a downstream, made by @Floofies, i
already had my own implementation but it was buggy and not nearly as
clean, then i was made aware of theirs.
## Why It's Good For The Game

Character Customization is good and fun and lets people have more choice
in their roleplay.
## Changelog
🆑
add: Prosthetic organ users are now allowed to pick what they want to
start with.
add: Junkie of all kinds, including smokers and alcoholics, are also
able to pick their favorite type.
/🆑

---------

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

* [NO GBP] Fixes the "Drop Pod: Syndies" deathmatch modifier. (#82216)

## About The Pull Request
I've had false memories of `pick_weight` working with assoc-value-less
lists.

## Why It's Good For The Game
This will fix an issue with deathmatch modifiers.

## Changelog

🆑
fix: Fixed the "Drop Pod: Syndies" deathmatch modifier.
/🆑

* Fix robocontrol access runtime (#82242)

## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/51863163/568fa916-d167-4038-b0e8-7b0870754bf9)

`check_access` expects an item, such as an ID card, to... check access.
Not a mob.

We can circumvent this entirely by using `allowed`.

But this has an averse effect in that `allowed` will only check the
user's ID, not the ID in the mod PC.

So we need to run a separate check of `check_access` for the computer ID
card.

## Changelog

🆑 Melbert
fix: Robocontrol should work better.
/🆑

---------

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

* Adds a photobooth (#82105)

## About The Pull Request

Adds a photobooth machine to the HoP line which can be used to update
your security records photo.
It updates the records of the person's name, which means hiding your
identity and wearing an ID will let you change other people's photos. If
you aren't hiding your identity and are wearing someone else's ID, it
won't update at all because it will be unable to find your record.
There's 2 variants of this machine, one at the HoP line that's tied
behind Law Office access (so Lawyers have an extra thing they can help
out with if no one's available, but maybe it would be better behind
Library access since Curators are our "photographer" role?), and the
Security one that requires Security access.
The Security one has a special feature that it adds a height chart
behind the player.

![image](https://github.com/tgstation/tgstation/assets/53777086/c4eb0661-d752-4052-8006-2898af78c528)

This machine is used by either right-clicking on it or by pressing a
button, so the HoP can do it remotely from their line (except on Tram
where it's in the library), and after a few delays it'll update your
records automatically to how you look like.

Emagging the machine will remove its access restrictions but every time
it updates your photos it will spam camera flashing and blind you.

Sprites

Open

![image](https://github.com/tgstation/tgstation/assets/53777086/d5e97d84-46d8-40b5-995f-c0ef5c7f18ac)
Closed

![image](https://github.com/tgstation/tgstation/assets/53777086/520e88ed-4630-40d8-9039-4c6dd85a9872)
Security version on the left, has a red tint on it

![image](https://github.com/tgstation/tgstation/assets/53777086/ef71a092-8d1b-4776-bdb4-6718308967c7)

Video demonstration (old sprites):


https://github.com/tgstation/tgstation/assets/53777086/a2e59f08-2d58-4f5b-b081-e137c7606d35

## Why It's Good For The Game

Current security records has no way to change your photo ID, something
that was a feature before it was moved to TGUI. The only alternative is
to fully delete your record and make a new one with a photo and the same
name, but this shares a major issue with the HTML UI: You're immediately
sold out by the fact you have a background. No matter how well you try
to cover your tracks, any security officer looking at records will see
you are the only photo on the manifest that has a background and even a
camera in your hand, which makes it impossible to get away with it
unless security essentially takes pity on you.
This opens up the ability to fully mask yourself in records, finally.

This is also better even for non antagonists because you can now
properly update your photos to match what you look like in the event of
an appearance change or even just a job change, which makes it a benefit
for HoPs who likes to keep records as up-to-date as possible.

## Changelog

🆑 JohnFulpWillard, Twox
add: Added a new photobooth machine to the HoP's line.
fix: Things checking for access now checks your off hand, too.
/🆑

---------

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

* Converts slimes to basic mobs (#82176)

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.

- 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

🆑
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
/🆑

* Oh, right.

* Fixes AI verb Jump To Network (#70016)

* check for camera loc to not be a silicon

* check for z=0 instead

* Update code/modules/mob/living/silicon/ai/ai.dm

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>

* evil touch

* redundancy

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>

* Removes camera assembly structures (#81656)

Removes the camera assembly structure middleman between the camera
wallframe and camera machine. All its behavior has been instead moved to
the camera, and I've tried to keep as much of the behavior the same as
before.
This also fixes the issue that camera assemblies had where, upon the
construction being finished, it would move itself into the newly
finished camera machine, therefore taking itself off a wall, therefore
deconstructing itself. This resulted in 2 piece of iron being in each
camera machine (except roundstart ones), and because camera machines
rely on the assembly inside of them for upgrades and such, upgrading
didn't work at all.

I've also made camera nets use defines (not in map) so it's easier to
find a list of them all, and tried to add autodoc comments to nearly
every var in camera code.

Removes copy paste and spaghetti code between structure and machine
camera, thus making it easier to work around with.
Closes https://github.com/tgstation/tgstation/issues/79019

🆑
fix: Cameras built in-round can be upgraded again.
fix: Deconstructing cameras now more consistently return to you the
upgrades inside of the camera.
fix: RD's telescreen can now properly see Ordnance cameras again.
fix: [Deltastation] Library art gallery no longer has an invisible
camera.
/🆑

---------

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

* [MDB Ignore] Combines Cargobus consoles with Dept. Order Consoles, freeing all departments of 1 whole tile of space (#82210)

## About The Pull Request

- Departmental orders are now an NTOS app
   - To download, they require `ACCESS_COMMAND`.
   - To use, they require one access from the department.
- This means you cannot order things from not-your-department unless you
have an ID.
- When newly downloading the app, it will prompt a head of staff to
insert an ID, to determine which department to be linked to.

- Changes chat room overlay from the kind that AI uploads use to a new
icon.

- Minor refactors to department order in general. 


![image](https://github.com/tgstation/tgstation/assets/51863163/605c2499-e5e9-4f91-aa2a-aa8af8b05a9f)


![image-1](https://github.com/tgstation/tgstation/assets/51863163/089d3fe1-787c-4f5a-bc3d-edb9611dfbb2)

## Why It's Good For The Game

These two computers are surprising waste spacers for two things which
are tied together.
So why not combine them?

The lesser used cargobus chat is still there, and departmental orders
are front and center.

This gives mappers a ton more leeway when mapping departments out and is
overall less clutter.

## Changelog

🆑 Melbert
qol: Cargobus chat console and Departmental Order console are now
combined into one.
qol: Mod PCs active on the "chat client" apps no longer look like AI
uploads (and now have their own sprite)
refactor: Departmental order consoles were refactored a bit, report any
oddities.
/🆑

* This should cut it.

* Was it really just skub?

* [No GBP] Fixes slow slime feed (#82284)

## About The Pull Request

Slimes were supposed to gain the same amount of nutrition as the damage
they dealt while feeding. However, I have accidentally multiplied this
again by `seconds_between_ticks` a second time. This meant that locally
slimes fed normally, but on the server they got about the third
nutrition they were supposed to, probably due to having more ticks per
second then my machine. This PR fixes that.

Also raised the nutrition gained by slimes by 20%, after careful
testing, one monkey wasn't always enough.

## Why It's Good For The Game

 Fixes #82283

## Changelog

🆑
fix: Slimes now feed faster, and should only need one monkey to reach
their next lifestage.
/🆑

* [No GBP] Fixes a slime speed config and ai controller null error in slime nutrition handling (#82330)

## About The Pull Request

Someone has linked the runtimes logs of round 226376 to show off a
runtime, and I took a look, and found some unrelated runtimes in slime
code.

- The config file for slime slowdown was still using the simple_animal
path. This has been fixed.
- Somehow, a grey slime has lost its AI controller, and when it got
hungry, it runtimed. For now, a coalesce operator has been put in place.
Later, an investigation is needed to figure out where did its AI
controller go.

## Why It's Good For The Game

Runtimes bad.

## Changelog

🆑
fix: Slime properly load their slowdown values from the config files.
fix: Slimes who lose their AI controller will no longer runtime when
they get hungry.
/🆑

* [No GBP] Slime stasis fixes (#82304)

## About The Pull Request

`handle_environment` is never called when the target was in stasis, so
slimes stayed in stasis forever. This PR fixes that, albeit in an ugly
way.
It also makes slimes actually not get hungry while in stasis.

## Why It's Good For The Game

Fixes #82300
I also claimed slimes can be safely kept in stasis, but I didn't
actually put a stasis check before handle_nutrition. This is fixed now.

## Changelog


🆑
fix: Slimes stop being in stasis when taken out of a BZ filled
environment
fix: Slimes no longer become hungry while in stasis
/🆑

* Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180)

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.

More unit tests to make sure things are done correctly.

🆑
fix: Made sure that mapped critters (i.e. penguins on the snow cabin
away mission) can survive in the environment they're spawned in.
/🆑

* This all is going to suck.

* A step further

* Is this hell over?

* I hope it is.

* Autosort I suppose

* This should cut it for VoidRaptor

* And Blueshift

* Revert "Autosort I suppose"

This reverts commit 9100de67c30514fc25db3ba29df81d1b0ac54e24.

* Dear god, the chicken.

* I fucking hate mapping

* fixes gas analyzers (#82278)

## About The Pull Request

#82180 accidentally messed up air analyzers being able to read or send
readouts to the chat.

## Why It's Good For The Game

air analyzer good

## Changelog

🆑
fix: air analyzers work again
/🆑

* [NO GBP]Grind & juice fixes (#82272)

- Fixes #82266. Anything that has reagents can be either grinded or
juiced
- If something doesn't have reagents but has grind results it can still
be grinded but not juiced

🆑
fix: anything that has reagents can be either grinded or juiced
fix: stuff that does not have reagents but has grind results can still
be grinded but not juiced
/🆑

* Birdshot Engineering Retrofitting (#81840)

Warning: Nanotrasen Confidential Proprietary Information (NCPI) must
only be accessed and viewed within a Nanotrasen Virtual Environment
(NVE, vNTOS-3). Employees in violation of this information ordnance will
have their wages A) garnished, and B) sent to a labour camp up to a
maximum of ten (10y) years. Questions regarding policies related to NCPI
should be directed towards departmental heads or your sector Central
Command Information Authority (CCIA) personnel.

## About The Pull Request

Credentials Confirmed
The Birdshot Engineering Revitalization Plan (formerly proposal
Blindfold, now BERP) is a procurement effort to address growing
maintenance liabilities and costs on the Skitter-MDR Class Orbital
Station located in the Spinward Stellar Cluster (SSC, Sector 28-7b).
Over the course of the previous year, ongoing analysis data has provided
vital feedback since the station was once again brought into operation
after 17 years of abandonment; and using this data, 4 options were
outlined for the Blindfold Proposal.
1) Abandonment - No Cost. Operations on Birdshot will cease. 28-7b
operations will be moderately impacted.
2) Procurement - Medium Cost. Replace offending station sections
completely with low-cost, working alternatives. Operational gains in
28-7b expected.
3) Do Nothing - No Cost. Moderate long-term impacts to operations in
28-7b.
4) >>>_Was removed_

Option 2 was selected for BERP. Procurement efforts identified 3
solutions and later narrowed it down to 1. Following the selection
process architects were brought in to draft up low-impact refits to the
designated hulk. 5 selections made it past initial drafting, with 3
ultimately being selected for engineering board review. Penultimately
draft proposal 3 was selected for the project and now awaits engineering
certification. The draft plan is provided on the next page:


![Birdshot Eng
Final](https://github.com/tgstation/tgstation/assets/33048583/441a6ca8-d7e1-4962-82b9-c412393ad73b)

Following board certification, implementation of the plan will be
commenced by 28-7b Nanotrasen Enigneering Corps. (NECs). Construction
time-frame pending Project Foremans review.

## Why It's Good For The Game

Birdshot Engineering is where this whole station began. Back then,
things were going to look closer to Birdboat Station, but that became
looser and more ill-defined as progress was made on the overall station.
While I was satisfied of the decrepit feel of Birdshot Enigneering
initially, I knew that at some point, it would require modification to
better play into Birdshots strengths.

I've had a long laundry list of a roadmap that I've wanted to implement
since the station was added, and this was the top item. Tier Zero.
Problema Numero Uno. You get the idea. This has been a year of drafting,
redrafting, and redrafting everything until it fit Birdshot right. With
this, we're nearly there. I see this being the definitive Engineering
Department for this station for quite some time to come. However, this
is still a draft and some elements are subject to change as I begin to
work out some of the more minor kinks in the draft such as pipe
locations and transit tubes.

Presently Atmospherics is completely rebuilt from the bottom up. There
is more space, enough to do projects, but you'll have to tear down some
windows and walls to gain it. Nothing ventured, nothing gained. You also
have most of the gas distro line outside. I'm a firm believer in
enabling whatever antics ANY lunatic may have. Atmos techs can rest
assured that outside lines are completely reconfigurable (and powered)
enabling some... unique project prospects. You also gained an inside HFR
and Spare burn chamber. Enjoy.

The Engineering Common Areas are now inside the department proper
instead of the satellite treatment in the original implementation.
Security gets an actual outpost and engineers now have a proper office
to file engineering documentation. They say that office colleagues can
form tight bonds so let's see whose is stronger: Purples or Yellows?

The Supermatter Engine is more of an upgrade over the previous model
(Leaky SM is here to stay so deal with it). The room is larger with less
rock, allowing some manner of greater customization, but I believe
engineers will be more than happy to find that they now have a Burn
Chamber of their own. I have zero clue of what they'll do with it, but I
think any enterprising CE will be able to create something that even god
should fear.

Finally we have maint improvements. Nothing really to see here though
maybe there's the beginning of something for the future if you care to
speculate. I couldn't really keep the meandering maint of the previous
rock, so instead we now have some pseudo dead-ends. It's all connected
by transit tubes to the north (not shown) so you can slowly get around
if you will it. Of course there's plenty of cut-throughs,
not-so-finished sections, and opportunity for those who need it. Caution
to the blind, this whole rock is spicy.

Overall I'm happy with this and want to open it up in Draft Mode for
initial thoughts. I have a rough timeline on finishing this that
stretches out to the weekend, so the earlier comments are, the more
likely I'll be able to MAYBE do something about it. Thanks for the
patience and hopefully this is a doozy of an update for all our players.

Previous Engineering Provided for Point of Reference:

![Screenshot 2024-03-04
190827](https://github.com/tgstation/tgstation/assets/33048583/55355582-2129-4744-a75b-0cd97f2b5008)

closes  #75590

## Changelog
🆑
qol: Wholesale Revamp of Birdshots Engineering Department
fix: Some Birdshot Amtospherics Concerns
fix: Some Birdshot Engine Concerns
/🆑

* Bumps `dependencies.sh` to 515.1633 Stable (#82138)

## About The Pull Request

Two reasons for this.

1. It's the stable branch, so let's move it up. This PR will detect any
issues that we might have with the latest 515.1633 as far as the
codebase is concerned (the servers have been running 1633 for at least a
week now).
2. ~~I'm fucking sick of seeing the Lua Scripting Notice in CI even
though it was fixed a few days ago in #82074
(5624d94524)

`![image](https://github.com/tgstation/tgstation/assets/34697715/0cc889c9-25d0-48cb-a0d1-304738acd8cc)`~~

* Makes simple bodycam component `COMPONENT_DUPE_SELECTIVE` (#82310)

## About The Pull Request

The thought only just occurred to me people may want to throw multiple
bodycams with different networks on them onto one mob, and it would be
trivially easy to support, so here.

I used `COMPONENT_DUPE_SELECTIVE` rather than `COMPONENT_DUPE_ALLOWED`
so people can avoid adding two of the same camera (network) to one mob.

* Fixes unfathomable curios not blocking when equipped. Fixes the shielded component still blocking despite not having a 'wearer'. (#82073)

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

## About The Pull Request

The unfathomable curio now only blocks when equipped to the belt slot,
and not when equipped in the hand.

The shielded component now no longer blocks despite not having a wearer,
and does not block if the wearer is not the same as the owner in the
``hit_reaction()`` proc.

Fixes https://github.com/tgstation/tgstation/issues/82068

## Why It's Good For The Game

The curio was only blocking while in-hand, rather than how it should be;
in the belt slot. Now it does what it is supposed to.

On top of that, this fixes what I think has been a bug for quite some
time with shield_inhand just not being respected whatsoever with regards
to whether or not the component worked. It only really determined
whether or not you got the sprites added/removed, but didn't factor into
the blocking ability whatsoever.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
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mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
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🆑
fix: Unfathomable Curios now properly block as expected.
fix: The shielded component actually respects the shield_inhand when
determining blocking potential.
fix: Ensures that the shielded component has a wearer before attempting
to block, and that this wearer is the same as the owner of the item.
/🆑

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

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

* Chem dispenser UI minor patches (#82123)

## About The Pull Request
- Fixes #82119. ph is not computed & shown when recording recipes is
enabled. The ph value was inaccurate anyway because it was not computed
from the recorded recipe but from the beaker.
- Removed deprecated `content` tag from buttons in the UI

## Changelog
🆑
fix: chem dispenser UI doesn't brick when beaker is ejected while
recording recipes
code: removed deprecated `content` tag from buttons in chem dispenser
/🆑

* Resprites supermatter theft (#82326)

## About The Pull Request

Resprites supermatter theft tools to match the current style surgical
tools they're based off of, as well as esprites the sliver to not be a
shard of pee glass.


![image](https://github.com/tgstation/tgstation/assets/5479091/bd37909d-afff-4316-91f4-1b87d45d57fa)

## Why It's Good For The Game

Consistency in surgical tool derived sprites that previously kept the
old style from before the last surgery resprite, and making supermatter
shards not look like glass.

## Changelog
🆑
image: Supermatter slivers and the tools used to steal them have been
resprited.
/🆑

* GAGSifies the jester costume (#82339)

## About The Pull Request

Updates the jester costume to support GAGS.


![image](https://github.com/tgstation/tgstation/assets/5479091/d76f4aaf-d3aa-489a-8a0b-cf443bda7252)

## Why It's Good For The Game

More freedom for players to customise their jestering.

## Changelog
🆑
image: The jester costume now supports GAGS
/🆑

* There we go

* You win, chicken, take your leave. (apparently nulls in prefabs default to the normal mob stuff)

* Makes the Captain's Spare safe actually secure from being smashed open now that it's been removed from a wall. (#82076)

## About The Pull Request
Makes the Captain's Spare safe actually secure from being smashed open
now that it's been removed from a wall. Damage Deflection of 30 has been
added to it.

## Why It's Good For The Game

Because the Captain's Safe was moved off of the wall it's now vulnerable
to direct attack and projectiles way, way more than before and now
there's a lot of avenues to inflict AP damage, which is directly
subtracted from the armor value before application of damage. I've added
a damage deflection of 30 to make it

## Changelog

🆑
balance: Makes the Captain's Spare safe actually secure from being
smashed open now that it's been removed from a wall. Damage Deflection
of 30 has been added to it.
/🆑

* [NO GBP] Fixes prosthetic limb quirk preferences (#82354)

## About The Pull Request

Accidentally broke it during my latest quirk PR, oops!
## Changelog
🆑
fix: Fixed Prosthetic limb quirk preferences
/🆑

* Makes deconstruction of computer & machine frames consistent (#82378)

## About The Pull Request
- Adds a missing examine for when the machine frame can be deconstructed
- Both the machine & computer frames needs to be unanchored before it
can be deconstructed & adds examines to explain the same. Currently
computer frames don't have the unanchor requirement which is
inconsistent, but now both frames share the same code

## Changelog
🆑
qol: adds missing examine for when machine frames can be deconstructed 
qol: both machine & computer frames must be unanchored before it can be
deconstructed & adds examines to explain the same
/🆑

* [NO GBP] Emergency Birdshot Maintenance (#82380)

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

## About The Pull Request

I forgot about changing these when I moved stuff around, and smart pipes
kinda did their smart-piping things.

Whoops forgot a cable hookup. Non-Critical, but still needs to be there.

## Why It's Good For The Game

Clear Labels make things more readable. 

APCs should start powered. 

Atmos Turbines should make the atmos techs work for their paycheck. 

## Changelog


🆑
balance: Readds some N2O to the Birdshot AI sat. I'll be working on a
better solution for this in the coming weeks.
fix: Due to a Misprint, the Atmos Gas -> Pure pipes were incorrectly
labeled on Birdshot. Your Cargo Techs have since remedied this.
fix: Our cable laying intern team didn't lay cable to the Secure Storage
APC in Enigneering. Getting coffee instead of working is a big no-no
here at Nanotrasen Tech Support, and they have since been reassigned.
Your Chief Engineers have been instructed to make the modifications on
all Birdshot Class Stations.
fix: We've noticed some Heads-Of-Staff getting lost on Birdshot. While
Telecommunications does have a GPS waypoint, our staffs stubbornness
often means this is ineffective. Additional Signage has been placed to
help direct our most senior of staff.
fix: The Birdshot Turbine will no longer Pre-Load itself with highly
flammable Plasma Gas. Do your own jobs you lazy atmos bums.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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the changes rather than a summary of the PR's contents. -->

* Makes highlander layer hoisting code actually work (#82388)

Whoops

* Small Social Anxiety Fixes (#82387)

## About The Pull Request

- Speech filters from speech impairments don't apply unless they
actually change the message
- Psicodine properly stops stutter

## Changelog

🆑 Melbert
fix: Psicodine helps Socially Anxious people again (as does signing) 
fix: Speech effects such as stuttering no longer applies its TTS filter
if the resulting message doesn't actually change the message
/🆑

* Merge ordinance burn chamber with main lab for MetaStation (#82322)

## About The Pull Request
Fixes the issue specified in #82294 for Metastation ordinance burn
chamber.

Now both the burn chamber and the lab are combined together as one
area(no physical objects were displaced just their area properties were
modified) so they share the same apc allowing the igniter to function
there

## Changelog
🆑
fix: igniter in meta station ordinance burn chamber works again
/🆑

* TGUI: bumps yarn version (#82385)

Bumps our bundled yarn version up to 4.1.1.

This seemed previously impossible due to an indecipherable error
message:
```
SyntaxError: missing ) after argument list
    at wrapSafe (internal/modules/cjs/loader.js:979:16)
```

I'm assuming this was a bug in (earlier) versions of yarn ~4.0.2.
Meaning, this is probably worth testing or test merging, as it seems to
be running fine currently.

Better build tools

N/A

* Yeah, this should do.

* TGUI: updated dependencies (#82377)

Updates some of the dependencies in tgui. Should have zero gameplay
impact at all.

This puts our typescript version up to 5.4.3! And it detected errors
immediately

Bzzz here comes the airplane

N/A

* Clown anomalous crystals turn the dead into living clowns, rather than anyone who speaks in proximity (#82373)

## About The Pull Request

Rather than turning people into clowns if they speak within proximity of
the crystal, the clown anomalous crystal instead transforms the dead
into clowns, similar to the dark revival crystal.

This also adds logging for crystal activation.

## Why It's Good For The Game

We've had a significant number of admin issues with this crystal being
abused to both grief and killbait people by turning them into clowns as
of late. The crystal literally only exists to do this basically. And it
is also grossly unlogged despite the fact that many of the effects could
be cause for investigation.

Rather remove this crystal, I'm making it useful...with a catch.

## Changelog
🆑
qol: Makes the clown anomalous crystal actually useful for once rather
than an open griefing tool. It now revives the dead...as clowns!
admin: Adds logging for the anomalous crystal activation, including
fingerprints.
/🆑

* Fix all nighter runtimes (#82405)

## About The Pull Request

So, recently, someone asked me why their All Nighter eyebags weren't
working, and though after a short conversation we worked out it was
working as intended and they had just taken a few naps to train fitness,
I still checked the round logs once they were public.
https://scrubby.melonmesa.com/round/226476/runtimes

![image](https://github.com/tgstation/tgstation/assets/42909981/162d76ae-2d43-428b-bc7e-37371ba27a1c)
Coincidentally! Someone else _did_ have an All Nighter runtime!
Well. Time to fix it.

I look into the code, and lo and behold, it seems we're really just not
caring about whether the head actually exists.

d38f9385b8/code/datums/quirks/negative_quirks/all_nighter.dm (L50-L56)

But that reminds me. We have more ways to lose your head, like
H.A.R.S.... So... I boot the game, and...
Oh no.
_Oh no._
That's a _lot_ of runtimes huh. (See "Why It's Good For The Game")

Soooo we just add a check for whether our head-in-question actually
exists to both adding and removing our bags, and be done with it.
```dm
///adds the bag overlay
/datum/quirk/all_nighter/proc/add_bags()
	var/mob/living/carbon/human/sleepy_head = quirk_holder
	var/obj/item/bodypart/head/face = sleepy_head?.get_bodypart(BODY_ZONE_HEAD)
	if(isnull(face))
		return
	bodypart_overlay = new() //creates our overlay
	face.add_bodypart_overlay(bodypart_overlay)
	sleepy_head.update_body_parts() //make sure to update icon

///removes the bag overlay
/datum/quirk/all_nighter/proc/remove_bags()
	var/mob/living/carbon/human/sleepy_head = quirk_holder
	var/obj/item/bodypart/head/face = sleepy_head?.get_bodypart(BODY_ZONE_HEAD)
	if(face)
		//our overlay is stored as a datum var, so referencing it is easy
		face.remove_bodypart_overlay(bodypart_overlay)
		sleepy_head.update_body_parts()
	QDEL_NULL(bodypart_overlay)
```
Right?

Well, no. Yes, this stops the runtimes, but while testing this I also
noticed that the bags don't come back.
We lose our head, we regenerate a new one, and we don't have bags. Even
though we removed our head, we never actually removed _our bags_.
So our `bodypart_overlay` is never set to null, and it's never actually
attempting to apply them to our new head.

To resolve this, we then just add a new proc called on
`COMSIG_CARBON_REMOVE_LIMB`, which handles removing the eyebags before
we remove our head if needed.
```dm
///if we have bags and lost a head, remove them
/datum/quirk/all_nighter/proc/on_removed_limb(datum/source, obj/item/bodypart/removed_limb, special, dismembered)
	if(bodypart_overlay && istype(removed_limb, /obj/item/bodypart/head))
		remove_bags()
```

Oh, we also remove the unused `client/client_source` argument from both
the `add_bags(...)` and `remove_bags(...)` procs.
## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/42909981/31fd97b5-dce3-46ec-9388-abf568fe4f0b)
## Changelog
🆑
fix: All Nighter: fixed a runtime from not having a head, whether from
hars/deletion/somesuch.
fix: All Nighter: losing and regaining your head while you had eyebags
no longer removes your eyebags until you've slept.
/🆑

* [NO GBP] Fixes Alcoholic quirk selection and addiction in general not being forever. (#82403)

## About The Pull Request

Fixes #82346
Also fixes a bug where Junkie, Smoker, and Alcoholic would not give you
more addiction once yours ran out.
## Changelog
🆑
fix: Fixes Alcoholic quirk selection
fix: Fixes Junkie, Smoker, and Alcoholic not giving you more addiction
when you come clean.
/🆑

* Fixes root beer rounding down to 0 delay for laser carbines/disabler SMGs (#82414)

## About The Pull Request

Title.
Closes https://github.com/tgstation/tgstation/issues/80921.

Uses SSprojectiles wait, via lemon's suggestion
(https://discord.com/channels/326822144233439242/326831214667235328/1195468576514130010)
## Why It's Good For The Game

bug bad
## Changelog
🆑
fix: Root beer no longer causes laser carbines and disabler smgs to fire
infinitely fast.
/🆑

* Fixes quirk being examined when observing (#82424)

Examining a human as ghost now shows their quirks again. This was
unintentionally removed with
https://github.com/tgstation/tgstation/pull/80692

This was unintentionally removed. Bugfix good me thinks?

![image](https://github.com/tgstation/tgstation/assets/49160555/57a8d817-c9f4-4bf5-bc10-498be58ed23d)

🆑
fix: Observers can now see people's quirks again
/🆑

* Moves that one wall in NorthStar Maints   (#82382)

You know the one, right? 

![image](https://github.com/tgstation/tgstation/assets/69398298/43f98dcb-2a00-43bb-9b9c-6541a77a8454)
Seriously though I asked "where's that random wall in northstar maints"
and not only did people know what I meant, within 5 min people told me
where it was.

<img width="825" alt="image"
src="https://github.com/tgstation/tgstation/assets/69398298/449ff97f-f256-449a-9eb0-d34b1e09f8f4">

## Why It's Good For The Game

Hallways work best when they're traversable. 

## Changelog

🆑
fix: Moves that one wall on NorthStar to not block the maints passage
/🆑

* fixes material scanning, so we can scan again (#82428)

I broke material scanning, This fixes it.

* Fixes access to borg panels (#82427)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/81681 removed the access
requirement to unlock a borg, which of course meant anyone with any ID
could fiddle with them.

## Why It's Good For The Game

back to sanity

## Changelog
:cl:Zergspower
fix: borg panel access now requires robotics access again
/🆑

* 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.
/🆑

* [NO GBP] Emergency Birdshot Maintenance (#82380)

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

## About The Pull Request

I forgot about changing these when I moved stuff around, and smart pipes
kinda did their smart-piping things.

Whoops forgot a cable hookup. Non-Critical, but still needs to be there.

## Why It's Good For The Game

Clear Labels make things more readable. 

APCs should start powered. 

Atmos Turbines should make the atmos techs work for their paycheck. 

## Changelog


🆑
balance: Readds some N2O to the Birdshot AI sat. I'll be working on a
better solution for this in the coming weeks.
fix: Due to a Misprint, the Atmos Gas -> Pure pipes were incorrectly
labeled on Birdshot. Your Cargo Techs have since remedied this.
fix: Our cable laying intern team didn't lay cable to the Secure Storage
APC in Enigneering. Getting coffee instead of working is a big no-no
here at Nanotrasen Tech Support, and they have since been reassigned.
Your Chief Engineers have been instructed to make the modifications on
all Birdshot Class Stations.
fix: We've noticed some Heads-Of-Staff getting lost on Birdshot. While
Telecommunications does have a GPS waypoint, our staffs stubbornness
often means this is ineffective. Additional Signage has been placed to
help direct our most senior of staff.
fix: The Birdshot Turbine will no longer Pre-Load itself with highly
flammable Plasma Gas. Do your own jobs you lazy atmos bums.
/🆑

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

* [NO GBP] Emergency Birdshot Maintenance (#82380)

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

## About The Pull Request

I forgot about changing these when I moved stuff around, and smart pipes
kinda did their smart-piping things.

Whoops forgot a cable hookup. Non-Critical, but still needs to be there.

## Why It's Good For The Game

Clear Labels make things more readable. 

APCs should start powered. 

Atmos Turbines should make the atmos techs work for their paycheck. 

## Changelog


🆑
balance: Readds some N2O to the Birdshot AI sat. I'll be working on a
better solution for this in the coming weeks.
fix: Due to a Misprint, the Atmos Gas -> Pure pipes were incorrectly
labeled on Birdshot. Your Cargo Techs have since remedied this.
fix: Our cable laying intern team didn't lay cable to the Secure Storage
APC in Enigneering. Getting coffee instead of working is a big no-no
here at Nanotrasen Tech Support, and they have since been reassigned.
Your Chief Engineers have been instructed to make the modifications on
all Birdshot Class Stations.
fix: We've noticed some Heads-Of-Staff getting lost on Birdshot. While
Telecommunications does have a GPS waypoint, our staffs stubbornness
often means this is ineffective. Additional Signage has been placed to
help direct our most senior of staff.
fix: The Birdshot Turbine will no longer Pre-Load itself with highly
flammable Plasma Gas. Do your own jobs you lazy atmos bums.
/🆑

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

---------

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2024-04-16 06:05:57 +00:00
SkyratBot
09b6230a73 [MIRROR] [NO GBP] Fixes the "Random" deathmatch modifier and turns "Heightened Hearing" into a modifier as well. (#27093)
* [NO GBP] Fixes the "Random" deathmatch modifier and turns "Heightened Hearing" into a modifier as well. (#82223)

## About The Pull Request
See the title.

## Why It's Good For The Game
This will fix #82149

## Changelog

🆑
fix: Fixed the "Random" deathmatch modifier. Also turned the "Heightened
Hearing" option into a modifier as well.
/🆑

* [NO GBP] Fixes the "Random" deathmatch modifier and turns "Heightened Hearing" into a modifier as well.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-04-04 14:44:39 -04:00
SkyratBot
a7bb978a7f [MIRROR] Deathmatch Modifiers Tweaks and Additions (#26972)
* 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.
/🆑

* Deathmatch Modifiers Tweaks and Additions

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-23 16:47:14 -04:00
SkyratBot
41392561a7 [MIRROR] Suppresses excessive logging that results from fights in the deathmatch (#26955)
* 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
/🆑

* Suppresses excessive logging that results from fights in the deathmatch

---------

Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
2024-03-20 06:35:55 -04:00
SkyratBot
e5ba1e5e99 [MIRROR] [NO GBP] The deathmatch modifiers modal menu can actually be opened now. (#26942)
* [NO GBP] The deathmatch modifiers modal menu can actually be opened now. (#82041)

## About The Pull Request
I've fucked up the logic, so it requires the user to be both the host
and an admin to open it, which was the case when I tested it locally.
This PR fixes that and other issues (and **un**dumbs some of the code).
The spinning screen modifier has also been scrapped for being downright
awful and breaking my screen.

## Why It's Good For The Game
Fixing stuff I've thankfully noticed early.

## Changelog

🆑
fix: The deathmatch modifiers modal menu can actually be opened now.
Also fixed a bunch of issues it had.
/🆑

* [NO GBP] The deathmatch modifiers modal menu can actually be opened now.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-20 06:28:45 -04:00
SkyratBot
4a6019e488 [MIRROR] Puts Deathmatch map names, keys in line with each other (WARNING: LETHAL DOSES OF SNAKECASE INSIDE) (#26943)
* Puts Deathmatch map names, keys in line with each other (WARNING: LETHAL DOSES OF SNAKECASE INSIDE) (#81970)

## About The Pull Request

This does a bunch of cleaning up with regards to Deathmatch map names,
keys, filenames, etc.

Quick summary -- Filenames/map keys now have underscore spacing and have
been mostly. Deathmatch now has its own root folder instead of just
being in map_files (this might not really be necessary idk why I did
this). Map filenames and map keys should be consistent now in terms of
spacing, capitalization, and what they actually refer to.

## Why It's Good For The Game

"Backalley" is actually called "raidthebase" internally. Arenastation
doesn't use the "Arena" map, instead using the one called "Star Wars"
(The underground thunderdome uses the "Arena" map, actually). Guess
which one was internally called "chinatown" and get a prize!

This makes a lot of the map stuff related to Deathmatch easier to read
and less inconsistent. I know consistency isn't super important but it
annoys me personally and I need to address it.
## Changelog
🆑 Rhials
code: Deathmatch files, map names, and keys should all be consistent
now.
/🆑

* Puts Deathmatch map names, keys in line with each other (WARNING: LETHAL DOSES OF SNAKECASE INSIDE)

---------

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
2024-03-19 10:28:12 -05:00
SkyratBot
68f68409f8 [MIRROR] Plasmamen become humans in the deathmatch (#26927)
* Plasmamen become humans in the deathmatch (#82003)

## About The Pull Request

Does what #81629 intended by fixing a broken conditional.

## Why It's Good For The Game

People should be able to play the minigames.

## Changelog

🆑
fix: Plasmamen will become human in the deathmatch so they don't
instantly die
/🆑

* Plasmamen become humans in the deathmatch

---------

Co-authored-by: StaringGasMask <62149527+Exester509@users.noreply.github.com>
2024-03-17 19:23:02 -04:00
SkyratBot
f7a386b43a [MIRROR] Deathmatch modifiers (#26915)
* Deathmatch modifiers

* Update supplypod.dm

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2024-03-17 07:27:26 -04:00
SkyratBot
5ea84cd3f6 [MIRROR] [no gbp] Lazy Templates can be configured to Place on Top, deathmatch does this now (#26746)
* [no gbp] Lazy Templates can be configured to Place on Top, deathmatch does this now (#81783)

## About The Pull Request

this is very much a code thing im not sure what i would say this just
adds an extra variable
also should be no sideeffects this is handled by turf reservations

also virtual domains (fixes  #81779)

## Why It's Good For The Game
![2024-03-02
11_28_18-Window](https://github.com/tgstation/tgstation/assets/70376633/85d094d3-c877-418f-bec9-af2f16736352)
this would formerly breach to space
## Changelog
🆑
fix: fixes deathmatch baseturfs (you cant crowbar the floor to breach to
space)
/🆑

* [no gbp] Lazy Templates can be configured to Place on Top, deathmatch does this now

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2024-03-04 16:14:43 -05:00
SkyratBot
54f57309d7 [MIRROR] deathmatch ui qol and deathmatch plasmamen are made humans (#26642)
* deathmatch ui qol and deathmatch plasmamen are made humans (#81629)

## About The Pull Request

![2024-02-22 18_33_26-Space Station
13](https://github.com/tgstation/tgstation/assets/70376633/3eeb086a-ce07-4677-8ac0-a319ba3e47f6)

there is a new option in the loadout dropdown "Randomize", using it
picks a random loadout
also the UI scrolls now so it can survive more players
and plasmamen are set into humans as to not need to create more
plasmaman specific outfits

## Why It's Good For The Game

player list going out of its section = bug bad
plasmamen getting lit on fire instantly and dying = bad
Closes #81622
## Changelog
🆑
add: Added an option to deathmatch loadout dropdown that allows you to
pick a random loadout
fix: In deathmatch, plasmamen are made humans and the UI supports more
players
/🆑

---------

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

* deathmatch ui qol and deathmatch plasmamen are made humans

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2024-02-26 21:33:07 +01:00
SkyratBot
36f9690981 [MIRROR] [no gbp] Removes unused proc from deathmatch, deathmatch has 8 seconds delay as to not give lighting a stroke (#26573)
* [no gbp] Removes unused proc from deathmatch, deathmatch has 8 seconds delay as to not give lighting a stroke (#81549)

## About The Pull Request

removes an unused proc, and spawners should be slightly more reliable

deathmatch now has a 8 second delay before spawning you in as to give
lighting and smoothing a breather
the match being in progress is now shown in lobby UI

## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/70376633/8a275232-e186-4685-ab28-94c077532870)

also unused proc bad

## Changelog
🆑
code: deathmatch lobbies take 8 seconds to start as to give lighting a
breather
/🆑

* [no gbp] Removes unused proc from deathmatch, deathmatch has 8 seconds delay as to not give lighting a stroke

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-02-21 20:37:19 +01:00
SkyratBot
a231b05dc2 [MIRROR] [no gbp] marks deathmatch areas as NOTELEPORT, and abductor and event proof (#26584)
* [no gbp] marks deathmatch areas as NOTELEPORT, and abductor and event proof (#81557)

## About The Pull Request

marks deathmatch areas as NOTELEPORT, and abductor and event proof

## Why It's Good For The Game

ok just incase they shouldnt be able to get out of here

* [no gbp] marks deathmatch areas as NOTELEPORT, and abductor and event proof

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2024-02-21 19:55:23 +01:00
SkyratBot
88101d05b3 [MIRROR] [no gbp] deathmatch does not preserve mind (but you can still return to your body) (#26583)
* [no gbp] deathmatch does not preserve mind (but you can still return to your body) (#81567)

## About The Pull Request

deathmatch no longer preserves mind
also gives traits TRAIT_CANNOT_CRYSTALIZE, TRAIT_PERMANENTLY_MORTAL to
prevent shenanigans
fixes #81550

## Why It's Good For The Game

it took two minutes for the russians to start scheming on how to get to
CC

* [no gbp] deathmatch does not preserve mind (but you can still return to your body)

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2024-02-21 19:55:07 +01:00
SkyratBot
67e6d25e8d [MIRROR] deathmatch (#26556)
* deathmatch (#81444)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/70376633/44f1d1af-2cd6-4e69-a13e-6d2a663d668d)

adds a deathmatch minigame, a port and slightly redone version of the
aetherstation deathmatch (by TheChosenEvilOne)
the goal is to kill everyone else with loadouts

## Why It's Good For The Game

CTF sucks and this is probably better to filter out the bloodthirsty
terry players anyway

## Changelog
🆑
add: deathmatch minigame
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* deathmatch

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2024-02-19 01:29:27 +01:00