Commit Graph

916 Commits

Author SHA1 Message Date
SkyratBot
8248bb90df [MIRROR] Polymorph belt blacklists several biotypes instead of allowing only organics [MDB IGNORE] (#23620)
* Polymorph belt blacklists several biotypes instead of allowing only organics (#78229)

## About The Pull Request

Title; this makes the belt able to morph into _more_ mobs, but _less
problematic/abusable_ mobs hopefully. It still only functions on
basic/simple_animals, however.

~~Headslugs get a `MOB_UNDEAD` bioflag to prevent morphing into them
completely. Though catching a sentient ling slug and morphing everyone
into it is funny, it's only funny the first 5 times someone does it.
(disclaimer: this is an approximation, i did not actually see a
polymorph belt in-game because i currently play miner and like 10 games
a week tops)
Arguably, this isn't ideal, but it's the closest we get unless we rename
`MOB_EPIC` or something into `MOB_SPECIAL` and let that one be the go-to
bioflag for mobs we don't want **fun** things happen to.~~
`MOB_EPIC` is now `MOB_SPECIAL`. Headslugs get that.
I think the alternative methow could use whatever the gold cores use to
determine what to spawn but that would shift the mobs available for the
belt even more and I can't be assed to figure out how _much_ of a shift
that would be. Dragons or slimes or lavaland mobs would be out, for
example. Don't really vibe with that.

Fixes headslug's description bit that discerns a sentient slug from an
AI one showing up on a dead slug. It can't move while it's dead, no
matter its mind/AI.

Also adds simple dmdoc comments to the defines to help discern a few of
them more easily. Non-quip text suggestions welcome.

## Why It's Good For The Game
- Resolves #77756
- Resolves #78227

More mobs available for the funny belt but less _fun_ mobs should allow
for more stable use of the damn thing. Arguably, some of the mobs that
have been found to be incompatible with the belt are simply lacking a
`MOB_ORGANIC` flag, some of them with no apparent reason. However,
blacklisting potentially problematic biotypes should be easier to design
the unwanted mobs around.
Also consistency, less all-ling stations, code clarity. Whatever.

## Changelog

🆑
balance: polymorph belt now blacklists mobs that are undead, humanoid,
robotic or spiritual (in nature, not religiously), as well as megafauna
balance: however, this means that it works with more mobs that it should
logically work with, like slimes/bugs/lightgeists etc
fix: fixed headslug shenanigans with the polymorph belt hopefully for
good this time
fix: fixed headslug description mentioning its movement despite the slug
being dead
/🆑

* Polymorph belt blacklists several biotypes instead of allowing only organics

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
2023-09-10 21:43:42 -04:00
SkyratBot
5f829cffac [MIRROR] Medical/roller beds [MDB IGNORE] (#23520)
* Medical/roller beds

* medical beds

* Update ninja_den.dmm

* medicell

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-09-04 13:41:52 -07:00
SkyratBot
e3f8dd884e [MIRROR] Better alert/announcment sounds and Status displays [MDB IGNORE] (#23481)
* Better alert/announcment sounds and Status displays

* skyrat edits

* Update status_display.dmi

* Update flavor_misc.dm

* Update communications.dm

* skyrat edits

* Update status_display.dmi

* Update _sm_delam.dm

* typo

* Update status_display.dmi

* Update status_display.dmi

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-09-03 00:43:12 -07:00
SkyratBot
0edc0e3b0c [MIRROR] Adds 2 new maintenance ambience tracks. [MDB IGNORE] (#23474)
* Adds 2 new maintenance ambience tracks. (#78053)

## About The Pull Request

Check em
ambimaint6.ogg
https://voca.ro/18Z7uzi10WEu
ambimaint7.ogg
https://voca.ro/1kRJ2akcYxdy

both around the same length as the other ambimaint tracks

theres no attributions bcuz all samples used are of my own creation

## Why It's Good For The Game

I have heard that maintenance ambience as it stands is considered
repetitive and in need of more clanky clonky sounds

## Changelog

🆑
sound: 2 new ambient tracks for maintenance tunnels
/🆑

* Adds 2 new maintenance ambience tracks.

---------

Co-authored-by: Capsandi <38051413+Capsandi@users.noreply.github.com>
2023-09-02 17:39:41 -04:00
SkyratBot
42c25e5674 [MIRROR] Added sounds for unlocking achievements. [MDB IGNORE] (#23403)
* Added sounds for unlocking achievements. (#77968)

## About The Pull Request
Unlocking an achievement now plays a sound. Which sound is played
depends on the associated preference of the player, found in the Sound
category of the game preferences UI.
The current options are a [glockenspiel
ping](https://freesound.org/people/FunWithSound/sounds/456965/), a
[beeps jingle](https://freesound.org/people/Eponn/sounds/619838/) and a
["tada!"
fanfare](https://freesound.org/people/plasterbrain/sounds/397355/), with
the obvious fourth option to not play a sound at all.

All sounds are from Freesound and are public domain. As such,
attributions are not required. The sounds have been also converted to
.OGG mono 44.1 Khz in accordance to the standards.

## Why It's Good For The Game
Enhancing the player feedback for unlocking an achievement with
choosable sounds.

## Changelog

🆑
sound: Unlocking an achievement now plays a sound by default. You can
change it in the Sound category of the game preferences.
/🆑

* Added sounds for unlocking achievements.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-30 16:29:27 -04:00
SkyratBot
91837e26b4 [MIRROR] Progress bars & cleaning particles will centre on the tile occupied by large icon objects [MDB IGNORE] (#23394)
* Progress bars & cleaning particles will centre on the tile occupied by large icon objects (#77940)

## About The Pull Request

Do_after bars always draw based on the top-left corner of the targetted
atom, for atoms with sprites that are larger than 32x32 this gives them
a weird offset instead of being centred, which bugs me.
I have tried my best to figure out a way to reverse this which does not
interfere with atoms which use pixel_x/pixel_y to visually appear to be
on a different tile.

## Why It's Good For The Game

Before:

![image](https://github.com/tgstation/tgstation/assets/7483112/a1127695-58fa-40fc-aa0a-6bc8a0589e74)
he hates how you missed him completely 😦

After:

![image](https://github.com/tgstation/tgstation/assets/7483112/deb4fbb8-e286-46b4-84a7-82b65b4f1eee)
now you're cleaning his feet 🙂

## Changelog

🆑
image: progress bars and cleaning particles are now centered on the tile
occupied by the target, if it is a big sprite
/🆑

* Progress bars & cleaning particles will centre on the tile occupied by large icon objects

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-28 23:40:16 -04:00
SkyratBot
f4ff22e017 [MIRROR] Achievements now show how many people have unlocked them. [MDB IGNORE] (#23344)
* Achievements now show how many people have unlocked them. (#77083)

## About The Pull Request
Checking the achievements UI now shows a line below the Unlocked/Locked
status for normal achievements, informing the user of how many players
have unlocked said achievement. It also contains a tooltip; within it is
a percentile comparison with the most unlocked achievement.

Beside that, I've added a check in the achievement unit test to
ascertain that all award categories are actually present in the UI, and
as well moved all `ui_data` to `static_ui_date` considering it is not
the sort of interface that has to be constantly updated like an air
alarm or an APC.

Here's a screenshot of the UI, with the tooltip where my cursor would be
(the hot damn! achievement was var-edited of course):
![Hot damn
th](https://github.com/tgstation/tgstation/assets/42542238/d80bfe3a-e755-4036-a360-276d5d3395dc)

## Why It's Good For The Game
This should provide some fundamental statistics for achievements, from
which contributors and players can deduct the rarity and bragging
rights.

## Changelog

🆑
qol: The Achievements UI now shows how many people have unlocked a given
achievement.
fix: The "Skills" Category for achievements should no longer be hidden.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Jordie0608 <4343468+Jordie0608@ users.noreply.github.com>

* Achievements now show how many people have unlocked them.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Jordie0608 <4343468+Jordie0608@ users.noreply.github.com>
2023-08-26 10:49:51 -07:00
SkyratBot
4d2196c7cc [MIRROR] New Backpack Type: Messenger Bags! [MDB IGNORE] (#23287)
* woo yeah baby

* i find myself of a potent dislike for the antichrist

* she was forced to do data entry

* lmao

* wew

* New Backpack Type: Messenger Bags!

* Update clothing.dm

* Update clothing.dm

---------

Co-authored-by: Snakebittenn <12636964+Snakebittenn@users.noreply.github.com>
Co-authored-by: Nerevar <12636964+Nerev4r@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-24 22:47:13 -04:00
SkyratBot
30d57e41dc [MIRROR] Replaces Camera bug with Camera tablet app [MDB IGNORE] (#23275)
* Replaces Camera bug with Camera tablet app

* Modular changes

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-23 16:33:01 -04:00
SkyratBot
f25cb55f3a [MIRROR] Adds a Heresy phobia, fixes some typos in heretic code, places the stargazer and fire shark under heretic_summon [MDB IGNORE] (#23227)
* Adds a Heresy phobia, fixes some typos in heretic code, places the stargazer and fire shark under heretic_summon (#77306)

## About The Pull Request

Instead of a supernatural phobia, sacrificed people will now get a
HERESY phobia, which specifically targets heretic stuff, instead of all
of magic. Other heretics, however, do not get this, but instead get
knowledge points sapped from them, as their mind is ruined in a
different way than normal people. This comes with different flavour text
and a harsher but shorter lasting mood debuff. Also fixes some
"knowlege" code typos and places the star gazer and fire shark all in
under heretic_summon
## Why It's Good For The Game

Heretics, Wizards, Chaplains and Cultists will now be able to keep
playing the game after getting sacrificed without overdosing on
psicodine, while still retaining the phobia's original design purpose.
placing the fire shark and star gazer under the same type also is useful
as they share a lot of values. typos bad.
## Changelog
🆑
add: Sacrificed heretic targets will now receive a phobia of heresy
instead of a phobia of the supernatural. Sacrificed heretics will not
get this phobia, but will lose knowledge points instead.
/🆑
Huge thanks to Helg2 for doing the original PR and helping me with this
one, couldn't be done without them

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@ users.noreply.github.com>

* Adds a Heresy phobia, fixes some typos in heretic code, places the stargazer and fire shark under heretic_summon

---------

Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@ users.noreply.github.com>
2023-08-20 22:00:25 -04:00
SkyratBot
508b43d7b3 [MIRROR] Settler Quirk: Tame the Outdoors! Have trouble with tall shelves... [MDB IGNORE] (#23157)
* Settler Quirk: Tame the Outdoors! Have trouble with tall shelves...

* Update quirks.dm

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-17 17:46:43 -04:00
SkyratBot
57272c8d22 [MIRROR] Basic Watchers & Basilisks [MDB IGNORE] (#23137)
* Basic Watchers & Basilisks (#77630)

## About The Pull Request

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

**Basilisks**

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

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

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

**Watchers**

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

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

**Other accompanying changes**

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

## Why It's Good For The Game

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

## Changelog

🆑
refactor: Basilisks and Watchers now use the basic mob framework. Please
bug report any unusual behaviour.
sprite: Basilisks have new sprites.
add: Basilisks will go into a frenzy if heated by energy weapons or
temperature beams as well as by lava.
add: Watcher eyes will be illuminated briefly when they are ready to
fire at you.
add: Watchers can now briefly put you into "Overwatch" and penalise you
for moving while they can see you.
add: Wounded watchers will occasionally punish players who look at them.
balance: Unusual watcher variants are more likely to appear.
/🆑

* Basic Watchers & Basilisks

* Modular paths

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-16 20:20:53 -04:00
SkyratBot
2644a9e37d [MIRROR] New Mech UI and equipment refactor [MDB IGNORE] (#23098)
* New Mech UI and equipment refactor

* Update mecha_defense.dm

* Update clothing.dm

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-15 19:59:50 -04:00
SkyratBot
d2b4b475cb [MIRROR] Spiders don't automatically grant an antag datum [MDB IGNORE] (#23029)
* Spiders don't automatically grant an antag datum (#77523)

## About The Pull Request

Fixes #77501

Spider egg ghost role spawners grant the spider antag datum, rather than
the act of being a spider.
This means that gold core, mapstart, polymorph belt, and other spiders
will not have an antagonist datum.

While doing this I also made a new abstract `mob/living/basic/spider`
type which all three kinds of spider life stage (`spiderling`, `young`,
`giant`) extend from, because there was a gross amount of copied code.
Now there isn't.

Also the Flesh Spider and Event Midwife eggs now simply hatch adult
spiders instead of child ones.
This is because there is no reason for either of these to have a two
minute wait time before they get going. Midwife spiders spawned by the
event should just start spidering immediately, and Flesh Spiders are
made by changelings and shouldn't be effected by measures introduced to
balance the spider gamemode.
Eggs which are laid during a round and _can_ hatch into midwife spiders
still hatch baby spiders.

Also I swapped some white pixels on the animation of the ambush
spiderling for a different colour because they looked bad.

## Why It's Good For The Game

While the policy is always "if you turn yourself into something, you're
not an antagonist" the presence of the antag datum still confuses
people. Plus that code was gross and I didn't like it.

## Changelog

🆑
fix: Giant Spiders only have an antag datum if created by the round
event.
balance: Flesh spider eggs hatch into adult spiders instead of baby
spiders.
balance: The eggs spawned by the start of the spider infestation event
hatch into adult Midwife spiders instead of baby ones.
/🆑

* Spiders don't automatically grant an antag datum

* Modular paths

* Modular paths

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-12 00:17:56 -04:00
SkyratBot
b82a1d0a3a [MIRROR] Adds hauntium as a reagent with new fun uses. [MDB IGNORE] (#23027)
* Adds hauntium as a reagent with new fun uses. (#77471)

## About The Pull Request
Adds the material hauntium as a reagent, along with bringing some unique
effects with the reagent.

There are a few new ways to get it other than just the camera obscura as
before, such as grinding certain ghostly things.

Unique effects it brings:

- It works in metalgen (I believe the metalgen recipe is still broken as
of making this) to make hauntium infused metalgen.

https://github.com/tgstation/tgstation/assets/58376695/121ca6b2-00b7-4203-bc6a-48976b1af802

- Any object touched by the chem will temporarily have the haunted
effect, letting it teleport around randomly and even attack people.

https://github.com/tgstation/tgstation/assets/58376695/103aeee5-ed3e-4fdd-85e4-ac7338823c46

- If you put it in your body, it hurts your "soul" (soul being heart and
mood)

![image](https://github.com/tgstation/tgstation/assets/58376695/34182a4c-face-4fe7-b170-a7b10122a14d)
...unless you are morbid or undead, in which it gives a slight mood
boost and acts like an addiction-less drug
## Why It's Good For The Game
Hauntium previously was super niche and not very useful other than
making funny haunted toolboxes from it. This expands it's usage and
makes it a lot more interesting. I also know a good few people who have
also wished this was available to use in metalgen and now you can!
## Changelog
🆑
add: Lets you grind things into a hauntium reagent which works similarly
to the solid form but is versatile and has some unique effects.

/🆑

---------

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

* Adds hauntium as a reagent with new fun uses.

---------

Co-authored-by: die_amond <58376695+dieamond13@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2023-08-11 23:49:29 -04:00
SkyratBot
fc4b15b830 [MIRROR] removes dextrous_hud_type and healable var [MDB IGNORE] (#22992)
* removes dextrous_hud_type and healable var (#77244)

## About The Pull Request

I was working on some basic mob stuff and noticed this is a little
messy, so I made these changes separately.
I removed ``dextrous_hud_type`` because ``hud_type`` exists and can just
be used instead.
I also removed the ``healable`` var, because it was incorrectly used
(with the expectation that basic mobs had it too). Instead it will rely
on the mob being Organic, the check right under it, and I gave mob
biotypes to mobs that were not healable and had no biotype already.
I made a new biotype for slimes because I didn't find any other ones
that fit it (and gave it to slimepeople), but it is not used anywhere
other than to prevent them from healing from sutures, as I didn't want
to just set it to NONE. Thought this may be useful for the future.

## Why It's Good For The Game

``healable`` is checked on simple animals and basic mobs, despite basic
mobs not having this var. I do not want to add this var to basic mobs
either, I think checking for them being organic makes much more sense
and avoids having to make basic mobs less basic.

## Changelog

Nothing player-facing.

* removes dextrous_hud_type and healable var

* Modular

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-10 13:19:53 -04:00
SkyratBot
af53b642e4 [MIRROR] Dissection experiments are handled by autopsy surgery. Removes redundant dissection surgery. You can repeat an autopsy on someone who has come back to life. [MDB IGNORE] (#22936)
* Dissection experiments are handled by autopsy surgery. Removes redundant dissection surgery. You can repeat an autopsy on someone who has come back to life.

* Update all_nodes.dm

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-08 09:29:33 -04:00
SkyratBot
96d686b963 [MIRROR] [no GBP] Goliaths use TRAIT_NO_GLIDE instead of a movement cooldown element [MDB IGNORE] (#22885)
* [no GBP] Goliaths use TRAIT_NO_GLIDE instead of a movement cooldown element (#77370)

## About The Pull Request

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

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

## Why It's Good For The Game

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

## Changelog

🆑
fix: Goliaths no longer intermittently reset their target and retarget
something else.
fix: Goliaths can once again step diagonally.
/🆑

* [no GBP] Goliaths use TRAIT_NO_GLIDE instead of a movement cooldown element

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-05 10:36:04 -04:00
SkyratBot
b9f559776e [MIRROR] Replaces Upgraded Cybernetic Ears with two new variants [MDB IGNORE] (#22854)
* Replaces Upgraded Cybernetic Ears with two new variants  (#75931)

## About The Pull Request
Adjusts the placement of basic and upgraded cybernetic ears in the
research tree and adds two new variants: Whisper-sensitive Cybernetic
Ears, which make it slightly easier to hear whispers from a tile away,
at the cost of higher vulnerability to flashbangs and other loud noises;
and Wall-penetrating Cybernetic Ears, which allow you to 'hear through
walls' so to speak, also at the cost of higher vulnerability to loud
noises.

Basic cybernetic ears are now in basic medical tech node, meaning that
medbay can print them roundstart the same as other basic cybernetics.
The upgraded cybernetic ears are now unlocked with the other tier 2
cybernetics. The two new ear variants are unlocked with the other tier 3
cybernetic organs, and the luminiscent and welding shield eyes have also
been moved there from the cybernetic implants node for consistency
reasons.

The whisper ears allow you to clearly hear whispers from up to seven
tiles away, the same range where you can hear normal speech. The
wall-penetrating ears allow you to hear normal speech within seven tiles
even through walls. Due to technical limitations, runechat popups do not
show up for people you can't see, but the messages will still show up in
chat.
## Why It's Good For The Game
Currently, upgraded cybernetic ears are very underwhelming compared to
other high-tier cybernetic organs. All other high tier organs provide
some sort of benefit; even if the benefit is minor like a built-in
flashlight, a slightly higher tolerance to alcohol and toxins, or higher
tolerance to disgusting food. This change is intended to grant similarly
minor but useful benefits to the cybernetic ears.
## Changelog
🆑
add: Added whisper-sensitive cybernetic ears, which make it much easier
for the user to hear whispers at the cost of being more vulnerable to
loud noises
add: Added wall-penetrating cybernetic ears, which allow you to hear
speech through walls
balance: Basic cybernetic ears and upgraded cybernetic ears are now
unlocked with the other basic/normal cybernetics
balance: The welding shield and luminiscent cybernetic eyes are now
unlocked with the other upgraded cybernetics
/🆑

* Replaces Upgraded Cybernetic Ears with two new variants

* Modular adjustments

* Linters

* Linters

---------

Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-03 06:51:26 -04:00
SkyratBot
3ea0f05168 [MIRROR] kinesis changes + smaller misc modsuit stuff [MDB IGNORE] (#22846)
* kinesis changes + smaller misc modsuit stuff (#77241)

## About The Pull Request
renames plasmaman helmet exempt flag to stackable helmet exempt. hat
stabilizer now cares about this instead of letting you stack eva helmets
on top of modsuit helmets
improves some code that dripped in quality when i was on break
kinesis has some tweaks
previously it used to stun for a set amount of time - i think this is
because the creator couldnt figure out how to stop movement while being
held? this is changed, now as long as youre holding someone they are
immobilized
you can cancel your kinesis without throwing or moving out of range by
using right click on the click catcher
adds an admin version of kinesis just for the admin suit. it can grab
(almost) ANYTHING and config menu lets you enable phasing, which makes
it so the atom you grabbed phases through everything. pick up that can.

## Why It's Good For The Game
its fun

## Changelog
🆑
balance: hat stabilizer module can now hold what plasmaman helmets can
hold
qol: kinesis module can be stopped without launching an object with
right click
balance: kinesis module stuns last until the kinesis stops
add: admin suit has a version of kinesis that can pick up anything at
any range and can be configured to make grabbed mobs phase through walls
:)
/🆑

* kinesis changes + smaller misc modsuit stuff

* modular adjustments

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-02 21:17:05 -04:00
GoldenAlpharex
4844839beb Hemophagus, The Hemophage Revamp, Part Four: Blood Depravity (#22625)
* First step, it compiles

* The tongue likes BLOODY again

* Properly implemented organ corruption, and componentalized the behavior of corrupted organs

* Fixes the stomach not working properly

* Properly handles the liked and disliked foodtypes for the corrupted tongue

Also adds it to the bitflags variables (WHY IS IT THREE COPYPASTED LISTS WHYYYYYYYYYY????)

* Fixes Hemophages having lungs (again)

* Adds an owner check to the tumor changes

* Refactored the blood_drain code, so it's a bit cleaner and spread between more procs
2023-08-02 17:16:18 -04:00
SkyratBot
e99862325b [MIRROR] [NO GBP] Actually fixing the greyscale_modify_menu. [MDB IGNORE] (#22823)
* [NO GBP] Actually fixing the greyscale_modify_menu. (#77208)

## About The Pull Request
EDIT: So, I've to admit and bow my head: #77165 fucked up because I
hadn't properly tested the code. However, this time around, I can assure
you it's been tested.

## Why It's Good For The Game
Fixing my mistakes. This will fix #77246

## Changelog
N/A.

* [NO GBP] Actually fixing the greyscale_modify_menu.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-01 18:03:41 -04:00
SkyratBot
62ab5e77f4 [MIRROR] Refactors Slaughter/Laughter Demons into Basic Mobs [MDB IGNORE] (#22801)
* Refactors Slaughter/Laughter Demons into Basic Mobs (#77206)

## About The Pull Request

On the tin, the former "imp" is now refactored into basic mob code. Very
simple since these are only meant to be controlled by players, and all
of their stuff was on Signal Handlers and Cooldown Actions anyways. Just
lessens the amount of stupidity.

Did you know that we were trying to make demons spawn in a `pop`'d cat
named "Laughter"? Embedded in the list? I've literally never seen this
cat, so I'm under heavy suspicion that the code we were using was broken
for the longest time (or may have never worked), and we now instead just
do it a much more sane way of having a cat spawn on our demise.

## Why It's Good For The Game

Cleaner code! Less simple mob jank to deal with. Trims down the list of
simple animals to refactor. No more duplicated code that we were already
doing on parent! It's so good man literally everything was seamless with
a bit of retooling and tinkering. The typepath is also no longer `imp`,
it's actually `demon`, which I'm happy with because there's no other
demons to have it be confused with anymore.

We were also doing copypasta on both the demon spawner bottle and the
demon spawning event so I also just unified that into the mob. I also
reorganized the sprites to be a bit clearer and match their new
nomenclature

## Changelog
🆑
refactor: Slaughter and Laughter Demons have been refactored, please
place an issue report for any unexpected things/hitches.
fix: Laughter Demons should now actually drop a kitten.
/🆑

* Refactors Slaughter/Laughter Demons into Basic Mobs

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-31 20:01:50 -04:00
SkyratBot
60df7291ce [MIRROR] [READY] Fishing and aquarium expansion. [MDB IGNORE] (#22731)
* [READY] Fishing and aquarium expansion.

* Update general.dm

* Update production_skill.dm

* Merge conflict

* Merge branch 'upstream-merge-76531' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-76531

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-27 18:41:43 -04:00
SkyratBot
c70043425f [MIRROR] Metastation Medbay Lighting Tweaks [MDB IGNORE] (#22668)
* Metastation Medbay Lighting Tweaks (#77012)

## About The Pull Request

Adjusts some of the lights in metastation medbay to improve overall
theming of specific rooms.
Rooms changed:
- Morgue
- Medbay Hallway
- Cold Storage
- Chem Storage
- Break Room
- Clinic
- Primary Surgical Theatre
- Psychiatrists Office

This makes use of a new preset, Dim Cold Lights, and also implements a
Dim Warm Light counterpart.
## Why It's Good For The Game

More presets for mappers to use for lights, and subtle changes to the
lights in medbay to make each light feel more impactful, darkening the
rooms more when lights break and improving the overall theme of specific
rooms via the use of color temperature and intensity.
## Changelog
:cl:Senefi
add: Some Metastation Medbay lights have been moved and adjusted.
/🆑

* Metastation Medbay Lighting Tweaks

---------

Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
2023-07-25 02:25:05 -04:00
SkyratBot
38dc811b6b [MIRROR] NEW STATION TRAIT: Radioactive Nebula [MDB IGNORE] (#22614)
* NEW STATION TRAIT: Radioactive Nebula

* Update job_boxes.dm

* Increase the intensity increment time so that shields will last longer

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-24 02:07:40 -04:00
SkyratBot
8fba8b0690 [MIRROR] Ice Cream Vat QoL: Elevated surface, placing in hands, not using usr [MDB IGNORE] (#22656)
* Ice Cream Vat QoL: Elevated surface, placing in hands, not using usr (#76959)

## About The Pull Request
- Ice cream vats now count as elevated surfaces for preventing germs
from getting on your ice cream cones.
- Ice cream vats now try to dispense cones into your hands first, and
defaulting to regular placement afterwards.
- Put-in-hands behavior for germ-sensitive items has been changed;
instead of looking solely for tables, it checks for any suitably
elevated surface to put things on, which now includes icecream vats.
- Ice cream vats' HTML no longer uses usr. Not player-facing, simple
find-replace. Probably doesn't qualify as code improvement.

Anyways, shoutout to ice cream vats' HTML still using usr. Not sure if
what I did to the put-in-hand code is too expensive or not, but it
should be fine.

## Why It's Good For The Game
It's probably a good thing for ice cream to not fall onto the floor and
become dirty upon being dispensed.
## Changelog

🆑
qol: Ice cream vats now count as elevated surfaces for preventing germs
from getting onto germ-sensitive items (food).
qol: Ice cream vats now dispense cones into your hands first, if
possible.
fix: Germ-sensitive items that fail to be placed in-hand now check for
all elevated surfaces, not just tables.
/🆑

---------

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

* Ice Cream Vat QoL: Elevated surface, placing in hands, not using usr

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
2023-07-24 01:53:30 -04:00
SkyratBot
46ee262598 [MIRROR] made the bee a basic insect [MDB IGNORE] (#22652)
* made the bee a basic insect (#76971)

## About The Pull Request
the bee now a baisc insect he will now go to find his home and he will
go and pollinated the plants and helped the queen make children by
polliniting the plants and he will. the queen will leve the hive more
rarely than the normal bees so she can stay in the hive to make kids

## Why It's Good For The Game
the bee now is a basic insect so it means he have a better ai

## Changelog
🆑
balance: the bee now can fly over the machines so its easy for him to go
to the hydroponics machine
fix: player bees now will not be stuck inside the hive if he entered it,
they can now leave it
fix: fixed a har deleted when the hive is deleted all the bees still
have a refence to the hive now its fixed
fix: now when a player interacted with the bee hive the bees will now
leave the hive to defend the hive (it was glitched)
refactor: the bees now are a basic insect.
/🆑

* made the bee a basic insect

* Merge conflict

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-24 01:21:59 -04:00
SkyratBot
81a8bc4acc [MIRROR] The Leaning Update (and Density Refractor) [MDB IGNORE] (#22606)
* The Leaning Update (and Density Refractor)

* Merge conflicts

---------

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-22 22:39:10 -04:00
SkyratBot
08c90f2116 [MIRROR] [MDB IGNORE] Angled Lights & Lighting Prototyping Tool [MDB IGNORE] (#22582)
* [MDB IGNORE] Angled Lights & Lighting Prototyping Tool  (#74365)

## About The Pull Request

Hello friends, I've been on a bit of a lighting kick recently, and I
decided I clearly do not have enough things to work on as it is.
This pr adds angle support to static lights, and a concepting/debug tool
for playing with lights on a map.

Let's start from first principles yeah?

### Why Angled Lights?

Mappers, since they can't actually see a light's effect in editor, tend
to go off gut.
That gut is based more off what "makes sense" then how things actually
work
This means they'll overplace light sources, and also they tend to treat
lights, particularly light "bars" (the bigger ones) as directional.
So you'll have two lights on either sides of a pillar, lights inside a
room with lights outside pointing out, etc.

![image](https://user-images.githubusercontent.com/58055496/228785032-63b86120-ea4c-4e52-b4e8-40a4b61e5bbc.png)

This has annoying side effects. A lot of our map is overlit, to the
point that knocking out a light does.... pretty much nothing.
I find this sad, and would like to work to prevent it. I think dark and
dim, while it does not suit the normal game, is amazing for vibes, and I
want it to be easier to see that.

Angled lights bring how lights work more in line with how mappers expect
lights work, and avoids bleedover into rooms that shouldn't be bled
into, working towards that goal of mine.

### How Angled Lights?

This is more complex then you'd first think so we'll go step by step

![image](https://user-images.githubusercontent.com/58055496/228786117-d937b408-9bc2-4066-9aee-aae21b047151.png)

Oh before we start, some catchup from the last time I touched lighting
code.
Instead of doing a lighting falloff calculation for each lighting corner
(a block that represents the resolution of our lights) in view we
instead generate cached lightsheets. These precalculate and store all
possible falloffs for x and y distances from a source.

This is very useful for angle work, since it makes it almost totally
free.

Atoms get 2 new values. light_angle and light_dir
Light angle is the angle the light uses, and light_dir is a cardinal
direction it displays in

We take these values, and inside sheetbuilding do some optional angle
work. getting the center angle, the angle of a pair of coords, and then
the delta between them.
This is then multiplied against the standard falloff formula, and job
done.

We do need some extra fenangling to make this all work nicely tho.

We currently use a pixel turf var stored on the light source to do
distance calculations.
This is the turf we pretend the light source is on for visuals, most
often used to make wall lights work nice.
The trouble is it's not very granular, and doesn't always have the
effect you might want.

So, instead of generating and storing a pixel turf to do our distance
calculations against, we store x and y offset variables.
We use them to expand our working range and sheet size to ensure things
visually make sense, and then offset any positions by them.

I've added a way for sources to have opinions on their offsets too, and
am using them for wall lights.
This ensures the angle calculations don't make the wall behind a light
fulldark, which would be silly.

### Debug Tool?

In the interest of helping with that core problem, lights being complex
to display, I've added a prototyping tool to the game.
It's locked behind mapping verbs, and works about like this.

Once the verb is activated, it iterates over all the sources in the
world (except turfs because those are kinda silly), outlining and
"freezing" them, preventing any future changes.
Then, it adds 3 buttons to the owners of a light source.

![image](https://user-images.githubusercontent.com/58055496/228776539-4b1d82af-1244-4ed6-8754-7f07e3e47cda.png)
The first button toggles the light on and off, as desired.
The third allows you to move the source around, with a little targeting
icon replacing your mouse
The second tho, that's more interesting.

The second button opens a debug menu for that light

![image](https://user-images.githubusercontent.com/58055496/228777811-ae620588-f08a-4b50-93a0-beea593aea77.png)
There's a lot here, let's go through it.

Bit on the left is a list of templates, which allow you to sample
existing light types (No I have no idea why the background is fullwhite,
need to work on that pre merge)
You can choose one by clicking it, and hitting the upload button.

This replaces your existing lighting values with the template's,
alongside replacing its icon and icon state so it looks right.
There are three types as of now, mostly for categorization. Bar, which
are the larger typically stronger lights, Bulb, which are well, bulbs,
and Misc which could be expanded, but currently just contains floor
lights.

Alongside that you can manually edit the power, range, color and angle
of the focused light.
I also have support for changing the direction of the light source,
since anything that uses directional lighting would also tie light dir
to it.
This isn't *always* done tho, so I should maybe find a way to edit light
dir too.

My hope is this tool will allow for better concepting of a room's
lights, and easier changing of individual object's light values to suit
the right visuals.

### Lemon No Why What

Ok so I applied angle lights to bars and bulbs, which means I am
changing the lighting of pretty much every map in the codebase.
I'm gonna uh, go check my work.

Alongside this I intend to give lighting some depth. So if there's room
to make a space warmer, or highlight light colors from other sources, I
will do that.

(Images as examples)

![image](https://user-images.githubusercontent.com/58055496/228786801-111b6493-c040-4199-ab99-ac1c914d034c.png)

I also want to work on that other goal of mine, making breaking lights
matter. So I'll be doing what I can to ensure you only need to break one
light to make a meaningful change in the scene.

This is semi complicated by one light source not ever actually reaching
fullbright on its own, but we do what we must because we can.

![image](https://user-images.githubusercontent.com/58055496/228786483-b7ad6ecd-874f-4d90-b5ca-6ef78cb70d2b.png)

I'm as I hope you know biased towards darker spaces, I think contrast
has vibes.
In particular I do not think strong lights really suit maintenance.

Most of what is used there are bulbs, so I'm planning on replacing most
uses with low power bulbs, to keep light impacts to rooms, alongside
reducing the amount of lights placed in the main tunnels

![image](https://user-images.githubusercontent.com/58055496/228786594-c6d7610c-611e-478b-bcba-173ebf4c4b12.png)

**If you take issue with this methodology please do so NOW**, I don't
want to have to do another pass over things.
Oh also I'm saving station maps for last since ruins are less likely to
get touched in mapping march and all.

### Misc + Finishing Thoughts

Light templates support mirroring vars off typepaths using a subtype,
which means all the templates added here do not require updating if the
source type changes somehow. I'd like to expand the template list at
some point, perhaps in future.

I've opened this as a draft to make my intentions to make my changes to
lights known, and to serve as motivation for all the map changes I need
to do.

### Farish Future

I'm unhappy with how we currently configure lights. I would like a
system that more directly matches the idea of drawing falloff curves,
along with allowing for different falloffs for different colors,
alongside extending the idea to angle falloff.
This would make out of engine lighting easier, allow for nicer looking
lights (red to pink, blue to purple, etc), and improve accessibility by
artists.

This is slightly far off, because I have other obligations and it's
kinda complicated, but I'd like to mention it cause it's one of my many
pipedreams.

## Changelog
🆑
add: Added angle lighting, applies it to most wall lights!
add: Adds a lighting prototyping tool, mappers go try it out (it's
locked behind the mapping verb)
/🆑

---------

Co-authored-by: MMMiracles <lolaccount1@ hotmail.com>

* [MDB IGNORE] Angled Lights & Lighting Prototyping Tool

* Update north_star.dmm

* Revert "Update north_star.dmm"

This reverts commit bb5b8b5a549f7edc3e23a369a147ed96bab41991.

* Updatepaths

* Update nukie_base.dmm

* Newer version of northstar with the penguins

* Update northstar_cryo.dmm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: MMMiracles <lolaccount1@ hotmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-21 00:43:21 -04:00
SkyratBot
8f6dd1c466 [MIRROR] Adds in the smoothbore disablers. [MDB IGNORE] (#22528)
* Adds in the smoothbore disablers.

* Resolve merge conflicts + ammo HUD stuff

* No better way to do this than a skyrat edit since the proc sleeps

* Fixes a changed path

---------

Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-19 00:13:46 -04:00
SkyratBot
2d668fb9dc [MIRROR] Fixes ethereals' hair. Separates fixed hair color from the 'fixed_mut_color' var [MDB IGNORE] (#22573)
* Fixes ethereals' hair. Separates fixed hair color from the 'fixed_mut_color' var (#76930)

The series of "species nuking" prs made it so that the `fixed_mut_color`
also applies to hair. The problem with that is you may not want that in
some cases. It also introduced a bug where that var prevents ethereals'
hair from changing colors when they die.

So I have moved hair out of the things that gets `FIXED_MUT_COLOR` trait
applied to it in favor of its own thing.

`FIXED_HAIR_COLOR` trait is now used for ethereals to get a fixed hair
color.

Ethereals' hair should go out now when they die again, and it comes back on when they are revived.

* Fixes ethereals' hair. Separates fixed hair color from the 'fixed_mut_color' var

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-18 19:18:06 -04:00
SkyratBot
cac04b48c4 [MIRROR] Creates an ambience global list for icebox and adds 10 new tracks to the exterior! (THANK YOU JOHN WILLARD!) [MDB IGNORE] (#22569)
* Creates an ambience global list for icebox and adds 10 new tracks to the exterior! (THANK YOU JOHN WILLARD!) (#76905)

## About The Pull Request

Creates an ambience global list for icebox and adds ten new tracks to
the exterior. Among the tracks are 5 instrumental stings, 4 microsong
melodies, and 1 thematic song.

HUGE thanks to John Willard for managing the coding aspect of this. All
the music is my creation, but without him, it'd just be sitting on my
hard drive. Love the guy.

## Why It's Good For The Game

Differentiates lavaland and icebox stylistically in their tones, key,
and musical instrumentation. Makes the world feel more alive!
If you want to add more ambient tracks for the zone, all of the tracks
come in the following keys:
G# HARMONIC MINOR
G# NATURAL MINOR
Db NATURAL MINOR

## Changelog

🆑
add: Ambient tracks for icebox.
add: Independent global_list for icebox.
/🆑

---------

Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@ users.noreply.github.com>

* Creates an ambience global list for icebox and adds 10 new tracks to the exterior! (THANK YOU JOHN WILLARD!)

---------

Co-authored-by: RICK IM RI <77305289+tommysalami3@users.noreply.github.com>
Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@ users.noreply.github.com>
2023-07-18 18:39:41 -04:00
GoldenAlpharex
e5f29e7999 [MIRROR] SPECIES NUKING 2023 EXTRA: Makes skin tones a trait instead of a species variable [MDB IGNORE] (#22571)
* SPECIES NUKING 2023 EXTRA: Makes skin tones a trait instead of a species variable (#76410)

very similar to https://github.com/tgstation/tgstation/pull/76297, much
simpler though
removes the uses_skintones variable for similar reasons

Species variables are less useful and modular than traits.
If for some reason we ever add a mechanic that for some reason makes
your character use skin tones instead of whatever their original color
is, it will be much simpler to be handled.

not player facing

* Fixes all of the remaining issues

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
2023-07-18 18:38:59 -04:00
SkyratBot
49f61b14a9 [MIRROR] make the pinguen a basic animal [MDB IGNORE] (#22568)
* makes the pinguin a basic animal (#76790)

## About The Pull Request
the penguin now is a basic animal and also now he can go and layed
penguin eggs to make penguin babys also the baby have a new behavier he
will now go and looked for his mom and when he found his mom he will
went to her and be happy when he close to his mom or if he mom is died
he will went to her body and he will be sad and also i putted this
behavier in the baby chicken. also now the pinguen mom will go and
looked for her eggs and when she find a egg she will putted it in the
middile of her legs and walked with it
![penguin with a
eggs](https://github.com/tgstation/tgstation/assets/138636438/e5f3d741-edc0-438f-b1b3-9e4ed2280532)

## Why It's Good For The Game
the pinguen now is a advance ai
## Changelog
the pinguen now have a more advance

🆑
refactor: the penguin is a basic animal
add: the penguin now layed eggs
add: the penguin and the chicken babys will go look for adult penguin or
chicken and be happy when he is near the adult
/🆑

* make the pinguen a basic animal

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2023-07-18 17:00:04 -04:00
SkyratBot
9d449629db [MIRROR] Ethereal Pirates (Re-pr) [MDB IGNORE] (#22298)
* Ethereal Pirates (Re-pr) (#76554)

Other pr had some weird check failure, making a new pr to see if it
fixes it.

## About The Pull Request
After he ended up finishing his pirate pr before I could, SethLafuente
graciously offered to let me roll my in-progress pirate pr into his
overall pirate expansion project.

This pr essentially adds a new faction of pirates, along with a new
subspecies of Ethereals a-la silverscales.

- The Lustrous:

A unique subspecies of Ethereal, with years of exposure to bluespace
dust mutating them into crystalline abominations sporting a new pointy
head, pressure resistance, and a permanent bluespace prophet brain
trauma. They're still as fragile as ever, but far more capable of
getting in and out of sticky situations.

- Geode Pirates:

A hollowed out asteroid manned by three Lustrous, equipped with
switchblades, traitor PKAs, jump boots, two teleporting turrets, and an
upgradable bluespace launchpad.

However, they lack proper armor and ship defenses, forcing them to adopt
a coordinated hit-and-run playstyle.

![asteroid](https://github.com/tgstation/tgstation/assets/63932673/1ab420fd-4bf3-4a54-94be-fde73cf66edf)

![shuttle](https://github.com/tgstation/tgstation/assets/63932673/00574b29-54be-4efb-b6d6-0085c3bc5cfb)

![piratas](https://github.com/tgstation/tgstation/assets/63932673/d1586a30-a1e5-42e0-b16b-9793db1340ad)
## Why It's Good For The Game

When I started working on this project, I wanted to implement this
faction to cover for the loss of psykers and as a means of creating a
"rock-paper-scissors" system to how standard pirate playstyles would
work; with default pirates being offensive, Silverscales defensive, and
Lustrous mobile.

With Seth's pr, things are a little different now, but I still believe a
glass cannon mobility-focused pirate faction would be a welcome addition
to the pirate roster.
## Changelog
🆑
add: Adds the Lustrous, ethereal pirates in a big bluespace geode!
sound: Unique scream sound for the Lustrous species.
image: Unique head icon for the Lustrous species.
/🆑

---------

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

* Ethereal Pirates (Re-pr)

* Fixes some merge whackiness

---------

Co-authored-by: Toastgoats <63932673+Toastgoats@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-16 23:06:18 -04:00
SkyratBot
5950d1b15d [MIRROR] You can opt out of heretic rolls for the rest of the round [MDB IGNORE] (#22505)
* You can opt out of heretic rolls for the rest of the round

* Update poll_ignore.dm

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-16 23:05:41 -04:00
GoldenAlpharex
4aec91cc06 [MANUAL MIRROR] Fixes carbon bodytypes not always being synchronized with bodyparts + Fixes dumb usage of TRAIT_LIVERLESS_METABOLISM i caused [MDB IGNORE] (#22519)
* Fixes carbon bodytypes not always being synchronized with bodyparts (#76522)

Fixes https://github.com/tgstation/tgstation/issues/76481
TLDR /mob/living/carbon/human/species subtypes were NOT updating their
bodytypes on spawn due to absurd and wacky carbon bodypart creation code
that meant try_attach_limb() never got called (What the FUCK?)

* Fixes CI too

* [NO GBP] Fixes dumb usage of TRAIT_LIVERLESS_METABOLISM i caused (#76500)

## About The Pull Request

TRAIT_LIVERLESS_METABOLISM should do what it implies, and make you
always metabolize as if you were liverless.
This was a stupid mistake on my part because I wasn't aware
TRAIT_STABLELIVER was a thing.

## Why It's Good For The Game

TRAIT_LIVERLESS_METABOLISM and TRAIT_STABLELIVER should not behave the
exact same.

## Changelog

Not quite player facing.

* I fucking swear I fixed this before

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
2023-07-16 20:33:33 -04:00
SkyratBot
0a03e8a2a7 [MIRROR] Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types [MDB IGNORE] (#22481)
* Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types

* Resolve merge conflicts

* Modular adjustments

* destroy this double return on destroy

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 22:51:23 -04:00
SkyratBot
6b69b10361 [MIRROR] Bots no longer require PAIs to become sapient [MDB IGNORE] (#22361)
* Bots no longer require PAIs to become sapient

* Fixes merge conflicts

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 20:17:22 -04:00
Bloop
a6dc498a14 [MISSED MIRROR] Alcoholic quirk (#76510) (#22464)
Alcoholic quirk (#76510)

So you're telling me we have a smoker quirk and we DON'T have an
alcoholic quirk?
What a travesty! Time to fix that.

This quirk is essentially equivalent to smoker, but instead of a
favorite brand you get a favorite *brandy* (as in, favorite type of
booze).

![image](https://github.com/tgstation/tgstation/assets/82850673/f3883f76-414a-48a8-8f69-76f1bc01d020)

More quirk variety with decent roleplay value.
What will we do with a drunken sailor?

🆑
add: Added Alcoholic as a negative quirk.
/🆑

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-07-15 19:27:24 -04:00
Zergspower
bb3d041572 [Manual Mirror Fix] Removes shitty "status" variable on organs, makes them use organ_flag (#22480)
* Removes shitty "status" variable on organs, makes them use organ_flags instead (#76350)

Title.

Seriously this shit pisses me off, why are ORGAN_SYNTHETIC and
ORGAN_ROBOTIC two different things?

not applicable unless i fucked up

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>

* Modulars

* Some merge skew

* More diffs

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 17:27:49 -04:00
GoldenAlpharex
7a827df807 [MIRROR] SPECIES NUKING 2023: Nukes species_traits, good night sweet prince [MDB IGNORE] (#22458)
* SPECIES NUKING 2023: Nukes species_traits, good night sweet prince (#76297)

IT'S OVER.

Species traits are a relic of a time before the trait system was added
to generalize this kind of behavior.
They are clunky and overall less useful than inherent_traits -
Converting these makes it easier to make these behaviors modular and
usable not only by species.

🆑
refactor: A significant species refactor happened, report any issues on
the github.
/🆑

---------

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

* Makes it all work

* Fix widespread vampirism (#76414)

## About The Pull Request

Removing code you think is not necessary but is actually is always a
recipe for disaster (#76297)


![image](https://github.com/tgstation/tgstation/assets/51863163/8ea9fdcc-2f95-47d4-a00f-cc8ebeb319f9)

## Changelog

🆑 Melbert
fix: Fix everyone being vampires
/🆑

* Whoops, missed one!

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-07-14 21:38:54 -04:00
SkyratBot
b6f130d011 [MIRROR] SPECIES NUKING 2023: Makes tongues handle liked/disliked food instead of species datum [MDB IGNORE] (#22066)
* SPECIES NUKING 2023: Makes tongues handle liked/disliked food instead of species datum

* Fixes all of the left-over issues

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/22137

https://github.com/tgstation/tgstation/pull/76359

* Applies https://github.com/Skyrat-SS13/Skyrat-tg/pull/22251

https://github.com/tgstation/tgstation/pull/76537

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-07-14 16:54:10 -04:00
SkyratBot
e3cd27ab6d [MIRROR] The Laser Musket (2023) (Settlement Helper Edition) [MDB IGNORE] (#22156)
* The Laser Musket (2023) (Settlement Helper Edition) (#76231)

## About The Pull Request
This adds a craftable laser musket to the game. It's slow and unwieldy,
but consistent! I'd be happy to tweak the numbers if it's too good/bad.

This PR also adds an independent militia ERT, who travels the spinward
sector to help defend stations!

TO DO LIST:

- [x] Finish worn sprites
- [x] Add a crafting recipe on par with the pipegun
- [x] Add bayonets
- [x] Separate charging into two stages and REDO THE AUDIO AAAA
- [x] Clean up code (Needs review, totally)

Scrapped:

- Possibly add overcharge mechanic (This is just beyond my skill level
for now)
- Find a unique sound for the weapon firing (We have a unique
projectile, and I can't a sound that fits more than the laser gun one)

![image](https://github.com/tgstation/tgstation/assets/73589390/40ee8f1d-5c1f-4638-af70-ff1215b85c9e)

![1211
(1)](https://github.com/tgstation/tgstation/assets/73589390/1a4b9856-a878-4500-96ce-4fd83587fa81)

![musket (2) (2)
(2)](https://github.com/tgstation/tgstation/assets/73589390/2ebdc2ed-6f78-4761-9deb-a1b2d337a02d)

![aaaa1
(1)](https://github.com/tgstation/tgstation/assets/73589390/6076edd3-97c9-41ec-a67a-90717f97eab0)

![image](https://github.com/tgstation/tgstation/assets/73589390/c47e44bd-3f4b-44b3-aaa5-9b1c25a72cad)

Inhands by RedSentry27
Suit sprite by Kinnebian
Prime Laser Musket sprites by RedSentry27

Balance Considerations (ew):
25 damage (30 on prime)
Normal wound
40 Stamina damage (45 on prime)
Weak to armour (prime not weak to armor)
2 second charge time, needs to be charged twice
No overcharge
Requires two hands to hold (like a chainsaw)

Crafting Recipe:
One rifle stock
Fifteen Cable Coils
Four Iron Rods
One micro laser
One capacitor
One pair of prescription glasses
One drinking glass
Craft for 10 seconds with a wirecutter and screwdriver

Prime crafting recipe: (REQUIRES READING MAINTENANCE LOOT: "journal of a
space ranger")
One laser musket
Fifteen cable coils
Five silver
One water recycler
Fifteen units of nuka cola
Craft for 30 seconds with a screwdriver while wearing cowboy boots and a
cowboy hat
## Why It's Good For The Game
The idea of assistants and revs forming firing lines in the halls to
shoot eachother sounds hilarious. Besides, we need a parallel to the
pipegun, and this is the funniest way to do so.
## Changelog
🆑 Cheshify, Kinnebian, and RedSentry27
add: Maintenance engineers have sent out blueprints across the sector
for a new laser musket.
admin: A new energy-gun toting ERT is available to send to the crew.

---------

Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>

* The Laser Musket (2023) (Settlement Helper Edition)

* Update guns.dm

* Update guns.dm

* Fixes vox/teshari greyscale config paths

---------

Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-14 15:21:42 -04:00
Bloop
4537b1e980 [MISSED MIRROR] New space ambient track (#76547) (#22449)
New space ambient track (#76547)

## About The Pull Request

Adds a new space ambient track made by me to the game, supposed to be a
bit scarier than the others that were recently added as I feel that
they're a bit too happy (not to diss I really like them), also cleaned
up a bit of ambience.dm as the medical portion of it didn't follow the
same rules as the other ones. also also this will only be used for
tgstation so license wise I think this is CC BY-SA 3.0 but I'm not sure
so correct me if I'm wrong, also this is my first PR so yeah. Here's a
link to listen to the track https://voca.ro/18WvrGORDDdR

## Why It's Good For The Game

Variety is the spice of life.

## Changelog

🆑
sound: A new ambient track will now play in space
/🆑

Co-authored-by: atlasle <132299254+atlasle@users.noreply.github.com>
2023-07-14 13:11:28 -04:00
SkyratBot
ae36263265 [MIRROR] Bilingual can now choose their language [MDB IGNORE] (#22296)
* Bilingual can now choose their language

* Fix a merge error, removes a skyrat edit in favor of modular override

* uh what

* Moves the setup of GLOB.all_languages back into the subsystem + makes it load before SSAssets

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-13 14:26:00 -04:00
SkyratBot
a91fa63b08 [MIRROR] Plasmaman Clown's clothes is now swabable. [MDB IGNORE] (#22415)
* Plasmaman Clown's clothes is now swabable. (#76758)

## About The Pull Request
Added swabable component to plasmaclown's cloth so you can get clown
microbes from it. Copypasted all parameters so its discussable.
Also added plasmaclown's helmet and gloves to the list of phobia. It
already has envirosuit so why wouldn't it have helmet and gloves?
## Why It's Good For The Game
More clownsteins.
## Changelog
🆑
add: You can now swab plasmaman clown clothes to get clown microbes.
add: Clown phobia makes you fear plasmaman clown's gloves and helmet.
/🆑

* Plasmaman Clown's clothes is now swabable.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
2023-07-12 21:32:55 -04:00
SkyratBot
e5db7ba5bb [MIRROR] Fixes few phobias not being scared of mobs. [MDB IGNORE] (#22335)
* Fixes few phobias not being scared of mobs. (#76659)

## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/76645
## Why It's Good For The Game
More reasons to ghost
## Changelog
🆑
fix: snakes, security, spiders and skeletons phobias now properly react
on mobs
/🆑

* Fixes few phobias not being scared of mobs.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
2023-07-12 02:09:18 -04:00
SkyratBot
15dee9b93f [MIRROR] Destroying the greentext item properly restores players' colors [MDB IGNORE] (#22359)
* Destroying the greentext item properly restores players' colors (#76642)

## About The Pull Request
Title. Colors appear to always be stored in lowercase, so the check
against uppercase text was missing it. Also changed the added colors to
lowercase for consistency.
Though comparing colors like this in the first place feels a bit hacky,
so I'm open to other suggestions
## Why It's Good For The Game
Fix bugs!
## Changelog
🆑
fix: Destroying the fabled "green text" now properly releases its
victims from their curse.
/🆑

* Destroying the greentext item properly restores players' colors

---------

Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
2023-07-11 12:56:41 -05:00