Commit Graph

234 Commits

Author SHA1 Message Date
necromanceranne
8df0c5851d Partially reverts #89619, where I partially reverted #87936; Puts back the mining and damage AOE damage on Mech PKA, but improves the standard modkits as well (#89993)
## About The Pull Request

In #89619, I removed the mech PKA's mining AOE and reduced the damaging
AOE to a fraction of the damage.

I have restored both of these aspects, but I have also applied this
change to the standard PKA's mining and damage AOE. I have also included
the mob biotype limitations as well.

AOE modkits take 10% capacity, now allowing miners to use them in more
setups. However, they conflict with one another. You can only have one
AOE mod until you can get the dual AOE mod from tendrils.

The AOE damage/mining effect is now a 2 tile effect rather than 1 tile
effect.

## Why It's Good For The Game

My intent in the previous PR was to bring mech PKA's down to standard
mining limitations. So, why not improve those standards for everyone
instead? The new state of mining expects you to be dealing with a lot of
mobs at once. Even small vents can, on occasion, decide to spit out
several goliaths back to back. That's a lot of mobs with a lot of
health.

Miners need AOE options more than ever. They have very little that are
actually meaningful, sadly. So my intent here is that this should be an
expectation for our miners to be seeking out and can fit into their
current, standard gameplay.

Certainly I've only felt like shit having to sacrifice a damage or
cooldown mod for an AOE mod, only to get a very minor amount of damage
splash for my efforts. That, and the radius doesn't usually impact most
mobs as they spawn and attack from awkward angles or distances from one
another where they are JUST out of reach of one another. Trying to use
the splash to hit multiple enemies is often not worth it compared to
just hitting one enemy at a time with a lot of damage.

So, let's just go with the standard of 'Good AOE is fundamentally needed
now' and worth from that premise.

## Changelog
🆑
balance: Mech PKA now once again mines turfs and does full damage on its
AOE explosion (still only hitting mining mobs).
balance: The standard PKA AOE mods are now by default 10% capacity. But
they cannot be used with one another.
balance: The standard PKA offensive AOE mod now does the PKA's full
damage in its AOE.
balance: Mining AOEs will affect everything within a 2 tile radius
around the point of impact, up from a 1 tile radius.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-03-19 07:57:52 +01:00
OrionTheFox
6f3e92f4ef Fixes several turfs' airless subtypes being capitalized (#90006)
## About The Pull Request
Oh gee today I think I'll map some `/turf/open/floor/grass/airless`!

The nefarious `/turf/open/floor/grass/Airless`:

![image](https://github.com/user-attachments/assets/5a226f5d-5603-4dab-8c37-fd621332ca20)


Pretty simple, just changes some `A`s to `a`s. Includes an UpdatePaths
because I think I'm supposed to do that.
~~The change in `icemoon_underground_syndielab.dmm` was the UpdatePaths
finding a duplicated tile in that map so not technically related but if
I don't push it someone else's stuff will try to.~~
## Why It's Good For The Game
Saw this downstream maybe a year ago. Finally remembered to actually do
something about it. And apparently we've got more than the one I found
all that time ago.
Not for much longer though. Probably.
## Changelog
No player facing changes
2025-03-17 01:43:21 +01:00
Ghom
7c703fc712 Food types are now passed down when cooking from recipes. (#89706)
## About The Pull Request
~~I have some beef with the cooking system.~~

Cooking recipes are coded in a way that disregard the possibility for
their components to have different foodtype flags than the ones you
would find normally find.
For example, if I wanted to make corned beef, but instead of a standard
steak, I used a killer tomato "steak", the result would still have the
meat food type, even if none of the components has it.

I've had to resort to a few hacky lines of code to manipulate the food
types from the edible component, but that can be easily fixed if #89687
is merged.

## Why It's Good For The Game
This also makes cooking recipes less strict about their food types and
can help us spot inconsistencies with recipes.

## Changelog

🆑
qol: Food types are now passed down when cooking from recipes. For
example, a plate of corned "beef" made from giant killer tomato slabs no
longer counts as meat but only vegetables now.
fix: Fixed a metric ton of inconsistencies with food types and recipes.
fix: Dank-pockets (the weed variant) can now be microwaved.
/🆑
2025-03-13 20:06:35 +01:00
SmArtKar
eb2796831b [MDB Ignore] Refactors pills, patches, and generalizes stomach contents, nothing to see here. (#89549)
## About The Pull Request

Currently patches are a subtype of pills, and while they have the
``dissolveable`` var set to FALSE, barely anything checks it (because
people don't expect patches to be pills in disguise) so we end up
patches being dissolveable and implantable, which is far from ideal.
Both have been moved into an ``/obj/item/reagent_containers/applicator``
class, which handles their common logic and helps handling cases where
either one fits. As for gameplay changes:
* Pills no longer dissolve instantly, instead adding their contents to
your stomach after 3 seconds (by default). You can increase the timer by
dropping sugar onto them to thicken their coating, 1s per 1u applied, up
to a full minute. Coating can also be dissolved with water, similarly
-1s per 1u applied. Pills with no coating will work like before.
* Patches now only take half as long to apply (1.5s), but also slowly
trickle in their reagents instead of instantly applying all of them.
This is done via embedding so you could theoretically (if you get lucky)
stick a ranged patch at someone, although they are rather quick to rip
off. The implementation and idea itself are separate, but the idea for
having a visual display has been taken from
https://github.com/Monkestation/Monkestation2.0/pull/2558.

![dreamseeker_Ywd4jQcy3t](https://github.com/user-attachments/assets/7ce0e549-9ecd-4a8a-98ea-12e00754bdd9)
* In order to support the new pill mechanics, stomachs have received
contents. Pills and items that you accidentally swallow now go into your
stomach instead of your chest cavity, and may damage it if they're
sharp, requiring having them surgically cut out (cut the stomach open
with a scalpel, then cauterize it to mend the incision). Or maybe you
can get a bacchus's blessing, or a geneticist hulk to gut punch you,
that may also work. Alien devour ability also uses this system now. If
you get a critical slashing wound on your chest contents of your cut
apart stomach (if a surgeon forgot to mend it, or if you ate too much
glass shard for breakfast) may fall out. However, spacemen with the
strong stomach trait can eat as much glass cereal as they want.

Pill duration can also be chosen in ChemMaster when you have a pill
selected, 0 to 30 seconds.

![image](https://github.com/user-attachments/assets/1f40210e-74dd-49c2-8093-432a747ac8dd)

## Why It's Good For The Game

Patches and pills are extremely similar in their implemenation, former
being a worse version of sprays and pills, with only change being that
pills cannot be applied through helmets while patches and sprays ignore
both. This change makes them useful for separate cases, and allows
reenactment of some classic... movie, scenes, with the pill change. As
for stomach contents, this was probably the sanest way of implementing
pill handling, and everything else (item swallowing and cutting stomachs
open to remove a cyanide pill someone ate before it dissolves) kind of
snowballed from there. I pray to whatever gods that are out there that
this won't have some extremely absurd and cursed interactions (it
probably will).

## Changelog
🆑
add: Instead of dissolving instantly, pills now activate after 4
seconds. This timer can be increased by using a dropper filled with
sugar on them, 1s added per 1u dropped.
add: Patches now stick to you and slowly bleed their reagents, instead
of being strictly inferior to both pills and sprays.
add: Items that you accidentally swallow now go into your stomach
contents.
refactor: Patches are no longer considered pills by the game
refactor: All stomachs now have contents, instead of it being exclusive
to aliens. You can cut open a stomach to empty it with a scalpel, and
mend an existing incision with a cautery.
/🆑
2025-03-13 17:31:37 +01:00
Hatterhat
0ff75d301e SKS interaction tweaks and bolt-action rifle interaction fix (#89760)
## About The Pull Request
The SKS was repathed to the bolt rifle subtype in order to make it not
eject its entire magazine, and to make it act more like its real
counterpart (e.g. you have to keep the bolt open/locked back in order to
load more ammo).

Also fixes the issue where bolt-actions' interaction blocking was
non-functional due to being moved to a different proc, so now you need
to open the bolt on bolt-actions (and now the SKS) to load ammo.)

## Why It's Good For The Game
Ejecting your entire magazine on-use kind of sucked. The
bolt-open-to-load thing is for funsies.

## Changelog

🆑
fix: The Sakhno SKS no longer ejects its entire internal magazine upon
interaction. To facilitate this, it now requires the bolt to be open
like its bolt-action contemporaries in order to load ammunition.
fix: You can no longer force ammunition into Sakhno precision rifles and
other bolt-action-likes through a closed bolt.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-03-07 19:49:56 +01:00
necromanceranne
0619c2a21c Replaces the surplus rifle from the gang mode era with the Sakhno SKS semi-automatic rifle (#89453)
## About The Pull Request

No. Not the Sakhno M2442 Army. It isn't the Sakhno Precision Rifle. I'm
talking about the dinky shitty rifle you find in the snow resort away
mission. The one with a 3 second cooldown between shots and fires 10mm.

The Sakhno SKS semi-automatic rifle fires at the same rate as standard
semi-automatic weapons, and fires .310 Strilka caseless rounds. It has a
x0.5 damage multiplier (so does 30 damage rather than 60 damage per
shot), and has 10 rounds in its internal magazine. Stripper clips come
in sets of 5, so you'll need two clips to fully load the rifle.


![image](https://github.com/user-attachments/assets/5de3752f-a664-4c8f-8d44-9f3ea6a3d8d1)

You can get the Chekhov version of the weapon from the resort, but you
can also acquire a parts kit from the black market. Put together with a
stock and receiver, you get yourself a (empty) fresh new SKS. You can
also acquire the ammo via the black market as well.


![image](https://github.com/user-attachments/assets/d5af5abd-3dba-463d-81dd-402291f534b6)

## Why It's Good For The Game

This gun is a travesty. It is so ancient that it can be carbon dated to
around when our codebase was moved to Github. It actively has the worst
statistic of any weapon in the game. And it exists in this strange
half-existence in a ruin as, I guess, some purpose that is barely
understood or remembered today.

The irony of it being called Chekhov's gun yet finding no functional use
in the map is either the joke itself, or a failing of the map.

Anyway, so I decided to go all out and replace it with an SKS. Because I
figured someone would like that.

## Changelog
🆑
add: Replaces the 10mm semi-automatic surplus rifle with the Sakhno SKS
semi-automatic rifle.
add: You can acquire a SKS parts kit from the black market.
/🆑
2025-02-21 14:25:42 +00:00
Jacquerel
940e2d31cf tgstation is back online and you are a horrible goose (#89204)
## About The Pull Request

Converts geese to basic mobs.
Nobody else did this one because two separate other developers have said
they started and then examining what the goose does made them feel
mildly ill, but I am stronger.

I will admit though I wasn't 100% committed to making it work exactly
the same way, I rewrote the entire system to use interfaces I like more
(read: I put all this shit in a status effect which means any mob can be
given the ability to vomit out everything in its contents) and if that
means the behaviour is only "inspired by" that didn't bother me that
much.

**Geese:**
- Wander randomly around.
- Peck people who attack them.
- Occasionally start pecking other nearby animals for absolutely no
reason.
- Eat any food they randomly wander within one tile of, but don't seek
it out further than that.
- Eat anything made of plastic that they randomly wander within one tile
of.
- Choke to death over 30 seconds if they eat anything made of plastic.
- Vomit out whatever it was that they choked on when they die.
- Honk (this is new).

The more famous subtype of goose is Birdboat. Birdboat is a unique goose
present on several maps with some additional behaviour.

**Birdboat:**
- Is chill and doesn't start pecking people for no reason.
- Is occasionally possessed by ghosts.
- Builds up an internal vomit-meter as he eats things. Moving around and
just sort of generally hanging will start rolling dice to find out when
Birdboat's tummy gets upset.
- May start vomiting instead of choking to death on plastic, thereby
saving his own life.
- Vomits out everything that he just ate while running around, making a
mess of the floor.
- Starts eating everything he just vomited out again.

Unlike regular geese who just eat your food and it's gone, Birdboat's
miraculous digestion preserves all of the food he eats so if he consumes
the entire kitchen counter it will eventually come back out again the
way it went in. Although you might not want to eat it any more.

The precise way in which this manifests may be slightly different, but
largely this is also what these animals did before.

Other stuff:

I noticed a bunch of find/set behaviours were not setting a search
range? I think that means they were never finding anything?
I did not actually test any of them to see if they were broken, but it's
possible that a bunch of broken AI behaviours like "climbing trees" may
now actually start triggering because they have a search radius greater
than an orange of 0.

I added "keep this in contents instead of deleting it" as a parameter
for generic eating and slapped it on the goldgrub, as it is used in two
places and may end up being used in more.

## Why It's Good For The Game

This kills off the last user of the `retaliate` subtype and makes our
list so so much closer to finish.
It's like... a couple of bots, a handful of oddballs (I'll probably
handle these soon), and then just the mining bosses and minibosses to
go.

If you give a human the vomit goose ability (now that I made it work on
any mob) they will eject all their organs and body parts via the mouth
until they die, if you don't do the brain or heart first you can vomit
your own head off.

## Changelog

🆑
refactor: Geese have been moved to the basic mob subsystem, please
report any unusual behaviour.
/🆑

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2025-01-27 14:54:34 +02:00
Jacquerel
2aeeed086f Basic Dark Wizards (#89147)
## About The Pull Request

Simple animal Dark Wizard => Basic mob Dark Wizard.
This mob is I think used in literally one ruin, and very occasionally
spawned in deathmatch.
They don't really do anything except shoot you with slowing projectiles
and hit you with sticks.

I gave them a version of blink with a longer cooldown that they use when
attacked in melee range purely to make them very marginally more
wizard-like, and they will also now try to back away from you while
shooting you instead of running towards you.

They will also retaliate against anyone who attacks them including as a
response to friendly fire from other Dark Wizards, because I think it is
funny if they have very little loyalty to each other and that's a fun
thing to trigger when you are playing Doom.

Finally, we have a component called "revenge ability" which is mostly a
standin for AI responses to getting attacked. I made all existing uses
of it turn off if you're controlled by a sapient player who can hit
those buttons themselves, because they can choose when they want to use
those abilities themselves.

## Why It's Good For The Game

The march of progress is almost complete

## Changelog

🆑
refactor: refactored some code
balance: Dark Wizards now teleport when attacked, but are more likely to
turn on their allies
/🆑
2025-01-22 20:50:07 -07:00
Jacquerel
6dee384568 Basic Mob Vatbeast (#89158)
## About The Pull Request

Another pretty easy conversion; this mob doesn't really do anything
except melee people and become rideable after you feed it cheese fries.
Changes in behaviour are that it will now seek out cheese fries by
itself if they happen to be lying around, and if it stays mad at you for
10 seconds it will use its powerful tentacle slap ability to hurl you
across the room, probably breaking a bone. Really just don't approach
this thing if you don't have cheese fries.

This mob basically only exists from cytology so I would be surprised if
it has existed in more than one round in the past four months.

## Why It's Good For The Game

I'm working down the remaining simple animals and a lot of them turn out
to still be quick fixes.

## Changelog

🆑
refactor: The Cytology Vatbeast now uses the basic mob framework, please
report any unusual behaviour.
/🆑
2025-01-22 20:44:35 -07:00
Bloop
4a1fedf64f Fixes an UpdatePaths script that was written backwards (#89128)
## About The Pull Request

Tin. This script when run would actually undo any instances of the thing
and revert it back to the invalid version. I found this out after
running it and becoming confused when it seemingly undid their pr.

## Why It's Good For The Game

Working scripts for downstreams are nice. I think.

## Changelog

N/a
2025-01-21 19:03:46 -07:00
Jacquerel
c5396ab66c Basic Mob Zombies (#89153)
## About The Pull Request

Simple to Basic ruin zombies.
Zombies are about as simple as you can get so I am surprised they
weren't converted already.
I didn't make any particular changes, except canonising a commonly-used
map varedit into a subtype and made them groan occasionally.

It's a little weird that the default zombie wears a doctor's outfit but
no point changing it until/unless it actually causes a problem.

## Why It's Good For The Game

2025 year of no more simple animals.

## Changelog

🆑
refactor: NPC zombies found in ruins now use the basic mob framework.
Please make an issue report if they exhibit any unusual behaviour.
/🆑
2025-01-21 18:36:13 -07:00
jimmyl
4b512f1239 makes mimics into basicmobs (#88910)
## About The Pull Request

mimics are basicmobs now
the only change not carried over worth mentioning is that all mimics are
a consistent speed because i cant imagine a gun or object with aimbot
going at you mach 2 would be very fun

mimic crates had some stuff changed compared to their simple animal
variant
they open and close their lid when attacking (unless locked) to be like
menacing or something like animals flash colors to ward off people
attempting to open a nonsentient hostile crate mimic will make it lock
itself (if it contains anything) and attack you

mimics are a really stupid naming for these because like
mimic crates pretend to be crates
anything else inheriting from mimics are just used to make objects alive



https://github.com/user-attachments/assets/34a733a4-45a3-409e-8a6a-b2a8c7540898



ranged mimics now use viscontents (they also keep trying to pointblank
people for some reason i think thats ok though unless its a wand of
fireball)
ranged mimic (any ranged weapon animated by a bolt of animation)


https://github.com/user-attachments/assets/c3f1d2f5-cfb8-46a9-a58c-255c53a034db



## Why It's Good For The Game
fixes #85668

## Changelog
🆑
refactor: mimics (bolt of animation, malf ai Machine Override, etc) are
basicmobs
fix: crate mimics may now be opened
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2025-01-19 21:29:49 +00:00
Hatterhat
81e1b149ee Magazine Miscellany (and a very small tidbit of gun examine QoL) (#88889)
## About The Pull Request
- Makarov magazines no longer have a placeholder description from the
base type.
- Standardized pistol magazines' descriptions and extended descriptions
for ammo types.
- Repathed the gangs-era surplus rifle's magazines (these still exist?
wow) from m10mm/rifle to /sr10mm so they no longer fit in Ansems.
- Ammo counts from examined guns are now bolded to be slightly easier to
notice at a glance.
- Magazines now show ammo count on a new line.

![image](https://github.com/user-attachments/assets/8a30a631-24fb-4d23-b2ca-895bfe24cbc3)


## Why It's Good For The Game
Makarov description being an obvious placeholder bugged me and then
things got out of scope.
The bold ammo count thing is really small but it might come in handy for
someone? Possibly?

## Changelog
Surplus rifle changes not mentioned in changelog because it's
unobtainable in-game and also just really bad as a gun in general.
🆑
qol: Examining a gun or magazine now shows the ammo capacity in bold.
spellcheck: Standardized pistol magazine descriptions, fixing Makarov
magazines having a placeholder description.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-01-06 03:22:43 +01:00
larentoun
91ac612707 Renames UpdatePath script name for consistency (#88520) 2024-12-24 18:58:02 +01:00
necromanceranne
e9471b00b0 Adds the NT BR-38 Battle Rifle. A sci-fi hybrid gun, but better than the last attempt. Only SOMETIMES fails at existence. (#88095)
## About The Pull Request

A repeat of the first half of
https://github.com/tgstation/tgstation/pull/86853

The NT BR-38 Battle Rifle is a semi-automatic
railgun...marksman...carbine...rifle...thingy that uses .38 ammunition
and is magazine fed from a 15 round magazine. It comes with a scope, and
is bulky.


![image](https://github.com/user-attachments/assets/456aba07-ba0a-4ad3-993c-7fc2bc1395d6)

Sprites by OrcaCora.

### Some of its features

The gun shoots at a higher than normal velocity for .38. This means it
hits harder (30 damage compared to the standard 25), and flies faster
through the air.

The gun, however, suffers from degradation as it is used. It has a 10
shot buffer before suffering degradation. After the 10 shot buffer, it
has a 10% chance each shot to increase in degradation stage. From stage
1 to stage 5 (the maximum stage), it begins to lose fire rate and
projectile flight speed.

To recalibrate the gun, you can do one of two things; 
A) Use a multitool on the gun. This completely resets the gun, but its
pretty slow.
B) Insert it into a weapon recharger to recharge its buffer and reduce
its degradation stages.

### Some of its downsides

The weapon is EMP vulnerable. If it gets EMP'd, it immediately degrades
and loses any buffer it has. While EMP'd, there is a 75% chance it
doesn't fire when you pull the trigger. This is also true if the gun has
hit maximum degradation. Keep your guns in good shape.

It can be emagged. While emagged, the gun has increased damage (40 for
standard ammunition), but once it hits maximum degradation, it
immediately begins to catastrophically fail. It also degrades
significantly faster while emagged. There is no way to reverse this
effect, and the explosion is extremely lethal.

### Where can I find it? What about ammo?

You can purchase the gun from cargo at a significant premium, as well as
some additional magazines of some basic ammo types.

There is exactly one of these in the armory, and you can print more
magazines from the security protolathe. As research progresses, you can
print different, specialized ammunition for the rifle. (and also the
detective .38 revolver, obviously)

### New .38 ammunition types

True Strike bounces accurately between targets, but deals significantly
less damage than other ammo types (15 base, 18 in this rifle).

It is printed once the station gets Exotic Ammo.

## Why It's Good For The Game

This is a followup on my previous PR, where I tested this weapon and
gathered a whole bunch of feedback on it. Most people quite liked it.
but had some concerns that I feel this addresses.

Much of the justifications given there apply here. Obviously ignoring
anything to do with the combat shotgun removal.

Some stuff obviously has not come back from the original test. Notably,
the TRAC changes were probably a little too powerful. As much as I liked
a default entirely nonlethal ammunition type, TRAC itself is better left
as a late research goal.

In addition, I moved the explosion part to an emag effect. It's funny,
and lends itself to the original intention of the weapon; a callback to
the WT-550 incident. But it isn't a standard part of the guns mechanics.
2024-12-13 19:46:24 +00:00
larentoun
ac670224cb Added missing updatepath file for floorbots->repairbots (#88039)
## About The Pull Request
Added missing updatepaths from
https://github.com/tgstation/tgstation/pull/86084 , which updates
floorbots path to repairbots

Checked it by applying it, downstream map has correctly changed

## Why It's Good For The Game
Easier to apply changes on downstream maps
2024-11-21 02:38:04 +02:00
Ghom
7663b39cc8 Refactoring aquariums into components (feat: portable fish tanks) (#87866)
## About The Pull Request
I've been meaning to do this for some time. I need this for
portable/handheld aquariums/fishtanks to be possible. I'll sprite and
code them before I call this PR ready, however suggestions and code
reviews are welcome in the meantime.

Being a pretty heavy refactor, some things might break (we have more
than a few unit tests so perhaps not) while others, coincidentally,
might be fixed without me knowing. Anyway I'm sure this PR fixes
aquarium beauty, which wasn't really working to begin with because the
code was so fucking bad. Nothing really worth of a CL entry tho.


TODO:
- [x] handheld aquariums, craftable with a kit and little plastic or
buyable from the fun vendor ig.
- [x] an aquarium upgrade for handheld aquariums to bypass possible
restrictions.
- [x] update the beauty element to consider items, which shouldn't
contribute to the area beauty when held or otherwise not on a turf.

## Why It's Good For The Game
This should make handheld aquariums possible.

## Changelog

🆑
refactor: refactored aquariums heavily. Please report any fishy bug.
add: Added portable/handheld fish tanks to the game. They can be crafted
with an aquarium kit and 5 sheets of plastic. While portable, they
cannot store fish that are too big or if there're too many already. This
restriction can be removed by using the new "bluespace fish tank kit"
techweb item.
map: Replaced the lawyer's stationary pet aquarium with a fish tank, so
you can carry McGill around.
balance: Reduced the iron cost of stationary aquariums a little.
/🆑
2024-11-21 09:45:49 +13:00
Waterpig
46d4ac9d8e Mech fabricator output direction can now be changed with a drag pull (#87828)
## About The Pull Request

See name, makes it consistent with all the other printing machines. For
some reason we have three different paths for all of them but
refactoring is out of scope for me.

Comes with updatepaths too

## Why It's Good For The Game

No more confusion with how to change the direction, it's the same as all
the other ones now.

## Changelog

🆑
qol: mech fabricator output direction can now be changed with a drag
pull
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2024-11-13 12:57:48 +01:00
Ghom
e5472d9be4 Fishing bluespace capsules (#87639)
## About The Pull Request
With this PR, I'm introducing fishing bluespace capsules to the game.
They can be found on the black market, but I'll get a couple more ways
to get them before it's ready.

Anyway, they're special bluespace capsules that spawn a fishing spot of
your choice. The fishing spot can be changed by alt-clicking the
capsule, and so far it has 5 choices, plus 2 locked behind emagging for
obvious reasons:
- Freshwater: pretty basic, you get freshwater fish from this.
- Saltwater: mainly saltwater fish.
- Tiziran: You get tiziran fish here, like the gunner jellyfish,
armorfish, needlefish, dwarves moonfish and the new, bigger zagoskian
moonfish. By the by, moonfish now periodically lay moonfish eggs, a
staple of lizardfolk cuisine.
- Ice fishing spot: A small ice turf with a hole dug in it; salmon,
arctic char, arctic chrabs and the bonemass (skeleton fish).
- Hot Spring: Somehow the new home to the ought-to-be-extinct
sacabambaspis. It also doubles as a better shower overall, with mild
healing on top of stamina recovery. Felinids still hate it though, and
won't benefit from the healing.
- Lava: A 2x2 square of pure lava. Requires an emag for obvious reasons.
- Plasma: Ditto, but it's plasma instead of lava.

As a sidenote, unlike standard shelter capsules, these require their
area to be clear of pipes and cables on top of the other requirements,
unless emagged. Obviously, I've done some changes to allow pipes and
cables to not be hidden by water turfs, though I'm still keeping these
reqs because I don't think these fishing spots would look great if
riddled with cables and pipes. I may remove this extra req later if it
proves to be a tad too tedious.

Also they don't knock you back when expanding.

Screenshot from a recent test (fixed the misplaced decal and tweaked a
few things since then):

![immagine](https://github.com/user-attachments/assets/6bbcddfb-ff1c-4e96-834a-2129cadbb31f)


## Why It's Good For The Game
The idea stems from how not all fishing spots aren't designed to be
accessible every round, which is fine, because we have the fish-porter
for that. However, even the fish-porter should have its limits in terms
of what it can provide by itself (linking is all fair and game), so I've
thought having something of a middle point would been neat, also as a
way to mess around with the station layout a bit, to empower the player
with a little extra "terraforming".

## Changelog

🆑
add: Added fishing bluespace capsules to the game, which can be used to
spawn a variety of fishing spots, from freshwater to tiziran sea to hot
springs, and also lava and plasma if emagged.
add: Added two new fish: the zagoskian moonfish and the sacabambaspis.
Moonfish will now periodically lay moonfish eggs.
map: The 'crashed pod' lavaland ruin now has a hot spring, and the
cursed hotspring on icemoon now has a plastic chair and a fishing
toolbox.
/🆑
2024-11-11 08:01:09 +13:00
Ghom
6386b6c706 [NO GBP] You can now use fish feed cans on aquariums while the control panel is open. (#87761) 2024-11-10 12:35:04 +01:00
Ghom
778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
Bloop
feb474550f Removes vestigial req_access from vending machines + some cleanup (#86550)
## About The Pull Request

Once upon a time, vending machines were access locked I guess? It's been
so many years since that has been the case that most people don't
remember (including myself).

This just removes all the old unused req_access lists that reside on the
various vending machines.

## Why It's Good For The Game

Less chance of cargo culting something that serves no purpose anymore.

## Changelog

Nothing player facing I should hope

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-10 14:41:42 +00:00
Ghom
d2ab513332 Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request
This PR reintroduces #85759, #85892 and #85894.
#85892 has post-wallening arrows, but it isn't a big deal because they
fit the top-down or 3/4 style we've for a lot of things.

## Why It's Good For The Game
Reintroducing lost features and improvements. Remember to remove the
'Lost in the wallening revert' label from those PRs when this is merged.

## Changelog
N/A
2024-09-04 06:50:04 -04:00
tgstation-ci[bot]
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
PROGRESS):

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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
Ghom
e5761e0bfc Porting and adapting food sprites from other repos (plus a couple original resprites) (#85759) 2024-08-18 16:07:35 -04:00
LemonInTheDark
4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
Jacquerel
8233d67bbd Separates tabletop/wallmounted ID authorisation panels (#85124)
## About The Pull Request

We have an ID authorisation panel machine used for things like red
alert, where you need to swipe a card in two different places to
validate it.
_Normally_ this is mounted on a wall in an office, but sometimes it is
on a table. We use the same machine code and sprite for both,

This _mostly_ works but is going to become problematic after the
Wallening.
Resultingly, I've added a sprite and typepath for a desktop version.

![image](https://github.com/user-attachments/assets/10c2828e-53fa-44e0-a2fb-d8f65132f6ae)
Wow! (We need desktop buttons too now that I look at this, I hope the
wallening branch already has that!)

This sprite is secretly the wall-mounted version from the Wallening
(made by Imaginos), but flipped upside down so it looks like it is on a
table not a wall. Delightfully devious (and proposed by "Kok0nut" on
discord).

Also as a result of doing this, I've made wallmounted ID card auth
devices _actually_ attach to the wall in terms of "If the wall goes,
they go too". This may or may not be a good idea given that as far as I
can tell they aren't constructible (and probably shouldn't be given that
then you'd just activate both with one ID card all the time) but seems
broadly sensible to me?

## Why It's Good For The Game

Wallmounted devices should generally deconstruct when associated walls
are destroyed.
Tablemounted devices are going to need different visuals to the
wall-mounted versions.

## Changelog

🆑 Jacquerel, Kok0nut, Imaginos
image: Wall-mounted and Table-mounted ID card authorisation machines now
use different sprites
fix: Wall-mounted ID card authorisation devices will now be destroyed if
their wall is destroyed
/🆑
2024-07-23 13:30:39 -06:00
Andrew
c04af38744 Dehydrator, machine version of drying rack (#85141)
## About The Pull Request


![image](https://github.com/user-attachments/assets/7b2cf788-7590-4d0b-a5f3-bfeec8276565)

Added dehydrator, a machine version of drying rack.

Replaced the second fryer with this rack on some maps to be available
roundstart.

Also changed the colors of Smart Fridge to be more in line with other
kitchen appliances.

## Why It's Good For The Game

We have plenty of recipes requiring dried items, and it's silly that the
chef has to break down a cafeteria table to build a rack for regular
recipes.

## Changelog

🆑
add: Dehydrator, a machine version of drying rack, with a circuit board
and available on some kitchens roundstart.
image: Updated the color palette of Smart Fridge
/🆑
2024-07-21 21:59:05 -07:00
lessthanthree
3e4721b9d4 Incident displays: wallening edition (#84812)
## About The Pull Request

Redoes the delam/tram incident displays to be wallening compatible.


![image](https://github.com/tgstation/tgstation/assets/83487515/34c4c930-7fe8-4dda-b95a-60d3011cb047)

## Why It's Good For The Game

Looks better, and won't be jank when wallening comes.

## Changelog

🆑 LT3
image: Incident displays got a makeover
/🆑
2024-07-10 22:54:00 -06:00
OrionTheFox
ddef344307 Resprites Catwalk Tiles to match TG's floortiles (#84819)
## About The Pull Request
Forgive me Maintainers, for I have sinned.
Months ago, a year ago, maybe longer, I PR'd some new and improved
sprites for the Catwalk Tiles here to TG. And when I did, I did not use
the right tile palettes for reference.

I have come to atone.


![image](https://github.com/tgstation/tgstation/assets/76465278/16605b30-455c-4c17-863b-00451a76fe27)

![image](https://github.com/tgstation/tgstation/assets/76465278/2d91e1b0-37c9-4916-b02a-9b23db0e3028)

![image](https://github.com/tgstation/tgstation/assets/76465278/c4233dec-1871-42ac-848b-2e8e94454dbc)

![image](https://github.com/tgstation/tgstation/assets/76465278/d8f09852-a8aa-4093-a4fd-68ddcbbc51af)

![image](https://github.com/tgstation/tgstation/assets/76465278/ff219529-d91c-459c-b8dc-b95e44890fa6)

Additionally, I removed a duplicate white catwalk tile (flat_white - the
one left is iron_white) and changed the `none`/error icon in the file to
double as both an error marker, and a template of the catwalk mesh for
future catwalk tile sprites.
## Why It's Good For The Game
Consistent matching tile sprites are much, much nicer to look at.
## Changelog
🆑
image: re-sprited Catwalk Floor Tiles to fit with TG floor tiles
/🆑
2024-07-11 02:27:39 +02:00
Andrew
d4765c0657 Cytology without plumbing (#84235)
## About The Pull Request

Makes Growing Vat work as a normal machine akin hydrotray. 
Doesn't need plunger to clear reagents, doesn't need plumbing to input
reagents.
Still has the plumbing port, but can be used without it.
Also made the examine text a bit more compact.

Removed science plumbing RCD from the game.
Removed plumbing tools from cytology equipment, and added a protein
powder jug instead.


![image](https://github.com/tgstation/tgstation/assets/3625094/40d2d33e-f78d-4dc9-96e6-4b0fd231035f)

Automatically fixes #84573

## Why It's Good For The Game

Plumbing was an unnecessary complication for Cytology.

Growing vat is a relatively simple machine that shouldn't require
plumbing knowledge.
Now it works more like hydrotray, and you can pour reagents directly,
and clear them out with a right click.

## Changelog

🆑
refactor: Vat grower is a normal machine now that doesn't need plumbing
qol: Cytology petri dish smartfridge starts with 3 random samples
add: Added protein powder condiment bottle, available in the cytology
supplies locker and the cargo pack
del: Removed science variant of plumbing RCD
fix: Fixed a bug when machines without stock parts didn't spawn frames
on deconstruction
fix: Fixed vat grower not growing
/🆑
2024-07-04 12:04:31 -07:00
Ghom
35484728f1 Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request
Since non-clothing items can also be worn on several slots, there's no
need for cigarettes/vapes to be subtypes of masks anymore, since that
comes with a few oddities like #82870.

## Why It's Good For The Game
This should fix #82870, with about no side-effect aside them no longer
being edible by moths 🤢.
2024-06-29 12:44:48 -05:00
Ben10Omintrix
13d759b1a8 basic firebots refactor (#83861)
## About The Pull Request
this refactors firebots into basic bots. also this adds a small addition
of emagged firebots giving out (extremely dubious) fire safety hazard
tips!

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

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

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

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
2024-06-27 00:40:54 +00:00
Ben10Omintrix
abbd040526 basic vibebot (and small rework) (#84143)
## About The Pull Request
this refactors vibebots and reworks them to be a little more useful.
vibebots can now play a range of MIDI songs. they will seek out
depressed players and play an upbeat tune for them and celebrate with
them to cheer them up and increase their mood a little bit. if its ur
birthday, it will play a happy birthday tune for u. emagged vibebots are
ruthless, they will look for sad people and go play grim music for them
to ruin their day even more and decrease their moods.

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

## Changelog
🆑
refactor: vibebots are not basic bots
add: vibebots will now seek out the depressed and cheer them up
/🆑
2024-06-24 22:28:52 -04:00
Watermelon914
0db2a23faf Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request
As the title says. A standard power cell now only stores 10 KJ and
drains power similar to how it did before the refactor to all power
appliances.

The new standard megacell stock part stores 1 MJ (what cells store right
now). APCs and SMESs have had their power cells replaced with these
megacell stock parts instead. Megacells can only be used in APCs and
SMESs. It shouldn't be possible to use megacells in any typical
appliance.

This shouldn't change anything about how much 'use' you can get out of a
power cell in regular practice. Most should operate the same and you
should still get the same amount of shots out of a laser gun, and we can
look at expanding what can be switched over to megacells, e.g. if we
want mechs to require significantly more power than a typical appliance.

Thanks to Meyhazah for the megacell icon sprites.

## Why It's Good For The Game
Power cell consumption is way too high ever since the power appliance
refactor that converted most things to be in joules. It's a bit
ridiculous for most of our machinery to drain the station's power supply
this early on.

The reason it's like this is because regular appliances (laser guns,
borgs, lights) all have a cell type that is identical to the APC/SMES
cell type. And it means that if we want to provide an easy way to charge
these appliances without making it easy to charge APCs/SMESs through a
power bug exploit, we need to introduce a new cell type to differentiate
between what supplies power and regular appliances that use power. This
is primarily what the megacell stock part does.

This moves us back to what it was originally like before the power
refactor, where recharging power cells wouldn't drain an exorbitant
amount of energy. However, it maintains the goal of the original
refactor which was to prevent people from cheesing power generation to
produce an infinite amount of power, as the power that APCs and SMESs
operate at is drastically different from the power that a regular
appliance uses.

## Changelog
🆑 Watermelon, Mayhazah
balance: Drastically reduces the power consumption and max charge of
power cells
balance: Added a new stock part called the battery, used primarily in
the construction of APCs and SMESs.
add: Suiciding with a cell/battery will shock you and potentially dust
you/shock the people around you if the charge is great enough.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2024-06-25 00:32:19 +00:00
Ben10Omintrix
55c41fb9ad basic honkbots (#81920)
## About The Pull Request
this refactors honkbots into basic mobs. its mostly a faithful 1:1
refactor but i couldnt keep my hands to myselves so i gave them some new
behaviors.

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

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

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

## Changelog
🆑
refactor: honkbots are now basic mobs, please report any bugs
add: honkbots will try to slip people on banana peels
/🆑
2024-06-05 10:17:34 -04:00
John Willard
8442124bcd Gondolas are now basic mobs (#83451)
## About The Pull Request

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

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

## Why It's Good For The Game

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

## Changelog

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

---------

Co-authored-by: san7890 <the@san7890.com>
2024-05-31 16:48:31 -06:00
Ben10Omintrix
761b14ef7c lavaland raptors (#82537)
## About The Pull Request
adds raptors to lavaland. these are creatures that have been created
through countless xenobiological experiments by nanotrasen to breed an
animal that can withstand the harsh conditions of lavaland and aid
miners. theres now a new ranch miners can access bottom right to the
mining base

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

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

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

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

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

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

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

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

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

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

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

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

beautiful raptor sprites by spessmenart! (rest are codersprites)

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

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

---------

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2024-05-16 19:54:00 -07:00
John Willard
430896b5cf Blueprints tgui (#82565)
## About The Pull Request

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

Video demonstration:

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

The 4 blueprint types:

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

## Why It's Good For The Game

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

Like, come on

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

Look at all this wasted space

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

## Changelog

🆑
refactor: Blueprints now use TGUI.
qol: Blueprints can now be used while lying down.
/🆑
2024-04-10 11:55:29 -07:00
Thunder12345
5bef7fadcf 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
/🆑
2024-03-31 20:05:22 +02:00
Profakos
b20c982404 Converts slimes to basic mobs (#82176)
## About The Pull Request

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

General

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

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

Hunger 

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

Environment

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

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

## Why It's Good For The Game

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

also
fixes #81463

## Changelog

🆑
refactor: Slimes are now basic mobs. Please report any strange
behaviours!
balance: Slimes only stun you for two seconds when they shock you, the
rest of the duration is a knockdown.
balance: Slimes are not stunned from the cold, but rather, get frozen in
a freon icecube. BZ also puts them in complete stasis, instead of making
them unconscious. Their speed is likewise unchanged by temperatures.
balance: Slimes do not passively heal, they instead rely on feeding.
fix: Slimes can use the buckling screen alert to unbuckle and stop
feeding, along with clicking on the mob they are riding
/🆑
2024-03-27 16:40:52 -06:00
John Willard
2163f60527 Simple animal xenos are now basic animal xenos (#82187)
## About The Pull Request

We currently have 2 types of xenos in the codebase, simple animal and
carbon.
I'd like to unite them both under basic, and I thought I should go for
simple animal first since it's more of a conversion than a remake.
This helps set a base for a future basic-only xeno, which would require
the following:
- Basic mobs (or just anything than Carbon) to have Organs, which we can
then use for things like referring to their plasma sac for egg-laying,
etc.
- All xeno types having a basic mob variant, preferably with an AI so
they would work without a player.
- Something be done about larva, either we'd split basic xenos into
"larva" and "adult" (like carbon) or have it be a separate path that can
also have organs so they can still have hivemind.

Everything else seems to have been done overtime as simple animals have
been converted to basic (HUDs and holding things now seem possible,
etc.)

Even if this doesn't work out, at least this cuts off a good chunk of
the remaining simple animals to convert to basic.

Sprites used (for mapping helpers):

Fire medkit
Toxin medkit
Oingo Boingo punch face (i tried to shrink it down)

## Why It's Good For The Game

This helps advance us move away from simple animals, and helps move
carbon xenos to basic mob later too if that's what we want to go for.

## Changelog

🆑
refactor: Xenomorphs (Lavaland & Oldstation ones) are now basic mobs.
/🆑
2024-03-26 15:28:58 -06:00
xXPawnStarrXx
409527e3e3 New GaGs clothing: Part 1 - 'Dress'ing up! (#81785)
## About The Pull Request
I'm going to keep this simple, I have added four GaGs configs and the
sprites for some outfits, I intend to expand on the recolouring
abilities, so you will be able to use more than just spraycans.
The outfits are as follows; The Cardigan skirt (formerly named black
skirt), the Evening gown (It's no longer the 'RED' gown, since it can be
any colour), the striped dress and the sailor dress.


![image](https://github.com/tgstation/tgstation/assets/53197594/04c2e2ee-1d26-484e-9dde-b90cb7c33175)

![image](https://github.com/tgstation/tgstation/assets/53197594/e2ca4171-7b28-4fb2-9cc0-e6916367995e)

![image](https://github.com/tgstation/tgstation/assets/53197594/2c5a0985-b4fc-4fc3-8da1-13923f2742fb)

![image](https://github.com/tgstation/tgstation/assets/53197594/537006c0-1e67-4278-89d6-b4e294c335e8)
## Why It's Good For The Game
Customisation is always good, allowing players to express their
character how they want isn't a bad thing!
## Changelog
🆑
image: added gags sprites for; Sailor dress, Evening gown, Cardigan
skirts and striped dresses.
/🆑
2024-03-15 17:23:47 -04:00
Jacquerel
9d9da3a790 Spider web graphics (#81839)
## About The Pull Request

Here is what webs look like.
It looks like pure ass and I hate seeing it.

![image](https://github.com/tgstation/tgstation/assets/7483112/fe3279e6-4d69-48d3-abb7-fb4b1c61396e)

Here's my attempt at making them look nicer.

![image](https://github.com/tgstation/tgstation/assets/7483112/0a5b1034-f021-4a5b-bc93-c590334c7d42)

Notes: Genetics Power webs now have a slight purple tint to
differentiate them from regular spider webs, so spiders aren't confused
about why they can't cross these ones.

On the backend I condensed a lot of these typepaths to inherit from each
other instead of not doing that. In the future I am going to use this to
cut down on the excessive amount of action buttons we have for these
too.

Here's (most of) what the action buttons look like. this screenshot also
demonstrating that we have a serious problem with how many buttons we
give to spiders.

![image](https://github.com/tgstation/tgstation/assets/7483112/c78ce4f3-dbfd-4434-b318-dfe2a88ce838)

After this is merged I will embark on two further projects:
- Wallening version
- Reworking spider web placement to not be a function of having 15
action buttons, it's _so bad_.

While I was working on this I noticed that AI spiders would not
automatically place webs on certain crossable tiles, because we forgot
to pass an argument to a proc. I fixed that too.


Oh also final change I almost forgot to document:

![dreamseeker_MiooTij0sG](https://github.com/tgstation/tgstation/assets/7483112/7ae262d9-7b89-45b9-beb3-f6921963e04e)

I made you jiggle if you get stuck in a web.

## Why It's Good For The Game

The previous sprites looked bad and these look less bad.

## Changelog

🆑
fix: AI-controlled spiders can correctly recognise where they can place
webs.
image: New sprites for most kinds of spider web
/🆑
2024-03-06 16:05:49 -07:00
Ghom
88bdabe53b Adds a small cafeteria behind the right wing shutters of the museum. (#81465)
## About The Pull Request
I was thinking to contribute something to the new away mission map to
make it better. Mapping and all takes too much time for me, so I could
do little. Though it comes with its own unique gimmicks.

To reach the cafeteria, one has to complete a couple puzzles.
The first set is opened by inputing the correct PIN on the password
panel beside it. There're several clues to help you guess this fairly
easy puzzle, in the form of several number graffitis, a scrapped piece
of paper full of numbers, and a board filled with colored dots also
found just beside the panel.
The second one is opened by a keycard, and is generally lazier. To find
it, you'll need to do a bit of (toilet) searching.

As for the unique things this PR adds:
- A fire extinguisher... that actually contains welding fuel
- A (dirt-cheap) hotdog vending machine*
- A completely ornamental maneki-neko (that's the name of the
luck-bringing, paw-waving cat figurine)
- A piggy bank that carries money between rounds. It has a cap of 10k
credits worth of holochips, cash and coins, which is pretty high, but
I'm confident people will just destroy it for its contents the moment
they find it. His name is Pigston Swinelord VI.
- More, totally legit and not actually fake bombable walls :^)

*By the by, you can also find it during the national hotdog day.

Screenshots of the new location:
![museum
cafe](https://github.com/tgstation/tgstation/assets/42542238/1c0d93b7-90d5-4459-a48d-81430f0d3613)
![museum
restrooms](https://github.com/tgstation/tgstation/assets/42542238/5a9e049d-6acc-464b-998d-901e43154bae)


## Why It's Good For The Game
You know how most away missions are not that special at all? Yeah,
@mc-oofert set an example of a pretty decent one actually, if not a tad
small. I thought it could use a touch of another mind actually
contributing to it too, because it deserves it.

Also, this sets the basis for other persistent piggy banks. I don't
think they should all have that 10k cap like this one, perhaps 1k is
enough. Beside, the code that mothblocks did for json database datum is
pretty good, so there is not a whole lot of shitcode here.

## Changelog

🆑
add: Added a cafeteria to the museum away mission, with a few special
things to it. To reach it, you'll have to complete a couple puzzles
however.
map: The museum away mission now has a couple restrooms.
add: Hotdog vending machines may spawn during the National Hot Dog Day.
/🆑
2024-03-05 18:19:39 -07:00
SyncIt21
df2ce692ee General maintenance for all things boulder related. (#81358)
## About The Pull Request
**1. Qol**
- Adds screen tips & examines for screwdriver & crowbar acts on BRM,
Refinery & Smelter
- Adds examines to display number of boulders stored inside a refinery &
maximum number of boulders it can hold. Right click screentip to remove
boulders
- Adds examines to display maximum number of boulders than can be
teleported by a BRM & screentips for interacting with wires
- More audio & visual feedback for refinery processing. If a boulder
requires multiple steps you will get a balloon alert saying "crushing"
for refineries & "smelting" for smelters along with a sound per process
tick(which is every 2 seconds so no need for cooldown) giving you a
better idea of what's happening in the pipeline
- BRM now will display all lights when the "Automatic boulder retrieval"
is on & turn off the lights when disabled along with examines giving you
a visual indicator of its state

**2. Code Improvements**
- Splits types of boulders into its own file `boulder_types.dm` for easy
maintainability
- Moves beacon for refinery machines into its own file
`boulder_processing/beacon.dm` for easy maintainability
- Moves the cooldown for processing a boulder `processing_cooldown` into
the refinery machine itself. Since 100's of boulders can be created per
round this var can take up memory quickly so by moving them into the
refinery machine it gives us some savings
- Compressed & merged procs such as `create_mineral_contents()` ,
`flavour_boulder()` etc with the vent code. These procs were only used
by the vent 1 time & by merging the code we removed if conditions to
check if a parent vent was passed or not(since now that's always the
case). Helped in removing boilder plate code

**3. Fixes**
- **Fixes vents always spawning "Small size boulders" & not medium, nor
large boulders.**
 Once a vent generates a boulder it calls  `flavour_boulder()`

084f56938c/code/game/objects/structures/lavaland/ore_vent.dm (L385)
however this proc also accepts 2 more params `size` which would always
default to `BOULDER_SIZE_SMALL` and `is_artifact` which is simply unused
in the proc

fb83617ff9/code/modules/mining/boulder_processing/boulder.dm (L219)
Therefore vents would always generate small boulders giving us no
varity. Now the boulder size is set depending on the vent size &
durability for each boulder is set to a random value between 2 & the
boulder max size giving us the flavour we actually wanted

- **Fixes "Expanded Gulag boulders" using "normal gulag material list"
when setting its custom materials.**
If you look at the `add_gulag_minerals()` proc it always picks from the
`gulag_minerals` list & accepts no params

fb83617ff9/code/modules/mining/boulder_processing/boulder.dm (L235-L236)
So when we try to pass params to this proc which in reality doesn't
accept any we were wasting our time doing this

fb83617ff9/code/modules/mining/boulder_processing/boulder.dm (L274)
And for our case `expanded_gulag_minerals` list was simply unused
because our proc doesn't care about it and it went back to just using
`gulag_minerals` list thus ignoring our list

fb83617ff9/code/modules/mining/boulder_processing/boulder.dm (L282)
As i said in the "Code Improvement` section when i moved boulder types
into it's own unique file this was fixed & now expanded gulag boulders
actually has a chance to spawn with bluespace crystals inside them

- **Fixes manual tapping of ore vents by hand not using a cooldown**
`produce_boulder()` accepts a cooldown var for when you need to manually
tap the vent by hand.

e8b5b52d54/code/game/objects/structures/lavaland/ore_vent.dm (L374)
This var was always set to FALSE because we never passed `TRUE` into it.
Not once here

e8b5b52d54/code/game/objects/structures/lavaland/ore_vent.dm (L124)
Nor here

e8b5b52d54/code/game/objects/structures/lavaland/ore_vent.dm (L131)
Now we just pass `TRUE` so tapping these vents by hand have a cooldown

- **Fixes BRM off icon state never being used**
When the room ran out of power it would still look on. Now we use that
state correctly

- **Fixes Automatic Boulder Retrieval by the BRM not actually being
automatic**
You must have noticed that once you do "Right click" and wait for all
the boulders it can teleport (determined by `boulder_processing_max`) to
be teleported it stops permanently after that. Even if more boulders get
generated it won't do anything, You have to again "Right click" &
retoggle automatic boulder retrieval on again, thus forcing someone to
stand there & monitor the BRM

Now once you set Automatic Boulder Retrieval on you can leave & forget.
It will teleport boulders as & when available thus enabling automation
properly.

- **Fixes boulders ejected from refineries via right click from getting
teleported back into the machines loc**
Fixes
https://github.com/tgstation/tgstation/pull/78524#issuecomment-1911666995.
The problem is refinery machines & the BRM keep track of all the
boulders that entered into it via the `boulders_contained` list.

Now we directly check `contents` for boulders so we don't have to
maintain 2 seperate lists to keep track of boulders. It also now uses
`processed_by` var of boulders to ensure refinerries don't retake in the
same boulder it just processed. Not sure where exactly the problem got
fixed but implementing these 2 measures fixed it regardless.

- **Fixes boulders with 0 durability[a.k.a steps] from getting ejected
out**
Fixes
https://github.com/tgstation/tgstation/pull/78524#issuecomment-1914551952.
So inside `process()` we constantly decrease the durability of the
boulder till it becomes 0.

0a496f180c/code/modules/mining/boulder_processing/_boulder_processing.dm (L159)

  When it reaches 0 it calls `breakdown_boulder()`

0a496f180c/code/modules/mining/boulder_processing/_boulder_processing.dm (L164-L165)

This proc has a chance to reject the boulder if it could not process any
materials

0a496f180c/code/modules/mining/boulder_processing/_boulder_processing.dm (L219-L222)
  
  **"Without resetting its durability"** over here

0a496f180c/code/modules/mining/boulder_processing/_boulder_processing.dm (L241)

So it ends up rejecting a "0" or worse -1 durability boulder. Now we set
the durability in `remove_boulder()` so regardless of what circumstances
the boulder is ejected it always gets a positive durability

- **Fixes BRM & Refinery from rapidly spitting out boulders in their loc
which causes lag in the long terms**
Fixes #81404. Basically even if there is 1 boulder sitting at a BRM's
loc or an refineries loc. Operations are haulted i.e. the BRM will not
teleport any more boulders & the refinery will keep their already
processed boulders inside till their locs are cleared from boulders.
This prevents large number of boulders from pilling up in long rounds

- **[Priority : High] Fixes refineries incorrectly removing materials
from processed boulders**
Fixes #81109. This bug is quite serious because it can't literarily
affect any random item with custom materials in game. This one line of
code over here can break the entire material economy as we know it

0a496f180c/code/modules/mining/boulder_processing/_boulder_processing.dm (L217)
  
**"DONT DO THIS"**. The `custom_materials` list is a **"read only"**
list & if you ever want to change it call the `set_custom_materials()`
proc with your new values but do not edit this list manually as it is
done here.
  
All lists related to materials are cached by the `SSmaterials`
subsystem. List values are cached & shared across multiple objects so
when you edit those values like here, you might end up effecting an
item/multiple items in some random corner of the map that shares this
list.

This also causes boulders with empty list of materials to get spawned at
random so yeah again plzz don't do this

**4. Refactors**
- Repathes `obj/machinery/boulder_processing/brm` -> just
`obj/machinery/brm`.
Even though semantically it looks nice that the brm is a subtype of
`obj/machinery/boulder_processing` from a code & operation perspective
they have 0 similarities.

1) The BRM does not accept boulders feed into it from a conveyer belt
unlike a refinery but instead picks boulders from `SSore` subsystem &
put it on the conveyer belt. This means procs for accepting boulders
such `CanAllowThrough()`, `breakdown_boulder()`, `accept_boulder()` etc
have no use in the BRM. Their just code clutter at this point
2) The BRM overrides `process()` & does not call its parent proc making
that code wasted
3) It has no use for silo materials & mining points making those vars go
to waste

With so much wasted code its better to just let go off all of it & just
make it a basic instance of `obj/machinery` making maintainence easy

- BRM now teleports boulders in a batch (batch size determined by
`boulders_processing_max` max value from upgraded parts is 7) with a
boulder appearing every 1.5 seconds rather than spawning all at once.
After a batch is processed it has a cooldown of 3 seconds before
repeating the process if automatic boulder retrieval is on. This stops
the conveyer belt from getting crowded with boulders and makes the
refining process more efficient.

With this BRM wires are removed because only it had only 1 wire
responsible for toggling boulder retrieval but now since this process is
automatic, we have true control over the timing of boulders spawned &
don't want to leave it in the hands of players

## Changelog
🆑
qol: adds examines & screentips for crowbar, screwdriver acts to BRM &
refinery machines
qol: adds examines about the number of boulders stored & processed to
BRM & refinery machines
qol: BRM now has its lights turn on/off depending on wether automatic
boulder retrieval is on/off for visual clarity along with examines
qol: refinery machines now display ballon alerts & plays sounds more
frequently when processing boulders for better feedback
fix: vents now spawn boulders of all sizes & not just small ones
fix: expanded gulag boulders now have correct materials in them.
fix: manual tapping of vents now has a cooldown applied as intended.
fix: BRM has its light turned off when area power goes off
fix: boulders ejected from refineries by hand no longer teleport all
over the place occasionally.
fix: refineries no longer eject boulders with 0 durability
fix: Boulders & refineries no longer pile up on top of BRM's &
refineries in long rounds. Their locs have to be clear of boulders
before they spit out more boulders to prevent a large pile of boulders
from causing lag
fix: sheets ejected from lathes no longer get rejected when inserted
back which could happen at random, no more boulders with empty materials
code: splits boulder types into its own file along with other items
code: merges & autodocs procs, vars related to boulders
refactor: repaths BRM to a simpler subtype
refactor: BRM now spawns boulders in batches(batch size can be increased
with upgraded parts) with a boulder appearing every second. After a
batch is processed a 3 second cooldown is applied to stop the conveyer
belt from clogging up, With this BRM wires are removed as there is no
need for timers to be attached to wires which intefers without our batch
processing timings.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-18 03:40:57 +01:00
Ghom
16009a3ccf [MDB Ignore] Converts random bedsheets to spawners + 3 bedsheets I made long time ago. (#81435) 2024-02-16 01:46:29 -07:00
lessthanthree
0207210990 MuleBOT UI/ID Fixes (#81380)
## About The Pull Request

- Fixes https://github.com/tgstation/tgstation/issues/81363
- Fixes unable to set MuleBOT home from control panel
- Fixes missing MuleBOT ID from Botkeeper PDA app
- Adds input validation for changing MuleBOT ID from control panel
- Removes hardcoding of MuleBOT IDs and home destinations
- MuleBOT will now automatically set its home to the navigation beacon
on its initialization turf

## Changelog

🆑 LT3
fix: MULEbot will correctly display its loaded cargo on BotKeeper
fix: MULEbot home beacon can be set from control panel
code: MULEbot home location is automatically set on init
/🆑
2024-02-11 01:39:54 +01:00
Jolly
084f56938c [MDB IGNORE] Adds a map lint against using dir-var and icon-var edited windoors (#81272)
## About The Pull Request
Title.

Another big updatepaths PR thats been on my radar for awhile.

The dir banned var edit is self explanatory. However, I banned
icon_state from them as well as there are a big handful of windoors that
are either regular, and look like security doors, OR are their mirrored
counter part (a south right door var edited to look like a south left
door).

## Why It's Good For The Game

Avoid mapping sins like this


![image](https://github.com/tgstation/tgstation/assets/70232195/e672f64f-5bba-46f2-9043-c702497d08b2)

## Changelog

N/A to players
2024-02-07 18:20:21 -07:00
Ben10Omintrix
af67bd7490 basic cleanbots refactor and new janitor skillchip (#80128)
## About The Pull Request
this pr refacotrs cleanbots into basic bots. also adds a new skillchip
for janitrs. this skillchip will allow janitors to communicate with
cleanbots and order them around, like pointing at something and telling
them to clean it. also now the cleanbot has an inbuilt mop which it will
use to smack mice and cockroaches

## Why It's Good For The Game
refactors cleanbots into basic bots and fixes them getting stuck
sometimes while patrolling. also janitors being able to order them
around can make them a bit more useful as tools for the janitor

## Changelog
🆑
refactor: cleanbots are refactored into basic bots. please report all
bugs
fix: fixes cleanbots getting stuck sometimes while patrolling
add: janitors get a new skillchip which allow them to communicate with
cleanbots
/🆑
2023-12-08 16:26:10 -07:00