* Desouls Hivelord (#78213)
## About The Pull Request

Replaces the sprite of the hivelord with a new one, in my continuing
quest to annihilate the old asteroid mob sprites.
A (never completed) asteroid mob resprite was actually my first PR, this
one is my 200th.
I am also planning on fucking with basic mob versions of these mobs some
time but the sprites can be atomised out.
In addition to replacing the old-ass MSPaint sprites, this PR also adds
a short death animation effect to the hivelord brood (from hivelords or
legions) which looks nicer than them just vanishing instantly upon
death.
Look at this video for an example of the animation:
https://www.youtube.com/watch?v=cKaskN5-y2A
## Why It's Good For The Game
Looks nicer.
## Changelog
🆑
image: Hivelords have a new sprite.
image: Hivelord and Legion brood have a death animation.
/🆑
* Desouls Hivelord
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Fixes hitting RCD effects when they're done (#77896)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/77641 made it so that RCD
effects can be hit while they're constructing to stop their
construction. however, the construction effect itself lingers a bit
after things are done constructing, allowing it to eat up clicks. this
fixes it by removing the flag when it's done constructing.
## Why It's Good For The Game
fix good 👯👯♂️👯♀️🎉🏖️🐝
## Changelog
🆑
fix: You should no longer attack RCD effects when they're done
constructing.
/🆑
* Fixes hitting RCD effects when they're done
---------
Co-authored-by: iwishforducks <65363339+iwishforducks@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
* Loads Away Missions for Unit Testing (#76245)
Hey there,
A pretty bad bug (#76226) got through, but it was fixed pretty quickly
in #76241 (cf92862daf). I realized that if
we were testing all the away missions, that this could theoretically get
caught and not happen again. Regardless, unit testing gateway missions
has been on my to-do list for a while now, and I finally got it nailed
down.
Basically, we just have a really small "station" map with the bare bones
(_teeny_ bit of fluff, maploading is going to take 30 seconds tops
anyways let me have my kicks) with a JSON map datum flag that causes it
to load all away missions in the codebase (which are all in one folder).
Just in case some admins were planning on invoking the proc on
`SSmapping`, I also decided to gate a `tgui_alert()` behind it because
you never can be too sure of what people think is funny these days (it
really does lock up your game for a second or so at a time).
I also alphabetized the maps.txt config because that was annoying me.
Things that break on production could(?) be caught in unit testing? I
don't know if the linked issue I mentioned above would have been caught
in retrospect, but it's likely to catch more than a few upcoming bugs
(like the UO45 atmospherics thing at the very top) and ensure that these
gateway missions, which tend to be the most neglected part of mapping,
stay bug-free.
This is also helpful in case someone makes a new away mission and wants
to see if stuff's broken. Helps out maptainers a bit because very, very
technically broken mapping will throw up runtimes. Neato.
Nothing that players should be concerned about.
Let me know if there's a better way to approach this, but I really think
that having a super-duper light map with the bare basics to load up
gateway missions and then all nine-ish gateway missions can sequentially
load during init. I can't think of a better way to do it aside from some
really ugly `#ifdef` shit. Also also, it has the added benefit of being
a map that will always load your away mission without touching a single
shred of config (and it's not likely to break if you follow sane
practices such as making your own areas)
* Update gateway_test.json
* Map Reset
* Gets rid of an area that was in a space turf
* Attempting to fix some runtimes
* Map Reset
* Lets remains spawn in xen water
* and acid, too
* Update remains.dm
* Removes extra airlock helper
* Delete research2.dmm
Surely this was a mistake?
* Merge branch 'master' into pr/22534
* Map Reset
* Update snowdin.dmm
* Revert "Update snowdin.dmm"
This reverts commit c860c6f4fbb463954d5b8da1b494305a2f45b44b.
* Update snowdin.dmm
* Update snowdin.dmm
* Revert "Update snowdin.dmm"
This reverts commit 47e7916056a47e12adfcb8b94b9748b7e56f378d.
* Update snowdin.dmm
* Revert "Update snowdin.dmm"
This reverts commit c82576bee69e09eda649d3cbf63d96dddaeeb380.
* Update immerse.dm
* Revert "Update immerse.dm"
This reverts commit 2ad622f3029a3ed17a05f8269299d0f25e747d11.
* Update immerse.dm
* Update maps.txt
* Fix hard dels in area spawn
* Update gateway_test.json
* Actually we can just get away with keeping a list of types here, no refs needed.
* Update area_spawn_subsystem.dm
* Update automapper.dm
* Let's just test to see if getting rid of black mesa stops the segfaults...
* Let's try deleting astrum too
* Revert "Let's just test to see if getting rid of black mesa stops the segfaults..."
This reverts commit de9a05708d451abbb78a635a3e03b2f460004496.
* Revert "Let's try deleting astrum too"
This reverts commit 2121a6357a54faf5719a42a762ba8b4698c008fb.
* Update waypointstation.dmm
* Update blackmesa.dmm
* Update decaySS.dm
* Update gateway_test.json
* Revert "Update gateway_test.json"
This reverts commit 93adc08819f05aecc8599980385e3fb10d02a1d2.
* Testing
* Revert "Testing"
This reverts commit 1d476d236953daac6adf59b93e56f2fab218085b.
* Testing
* Revert "Testing"
This reverts commit de05a74636c1f43e50fb7ec9f24978d270db4b88.
* Now try and actually fix the stupid thing
* Update clockwork_research.dm
---------
Co-authored-by: san7890 <the@san7890.com>
* [no gbp] Lavaland should no longer spawn one million goliaths and watchers (#77716)
## About The Pull Request
Fixes#77709
I made a very smart and sensible and handsome change in a recent PR to
replace `mob/goliath/random` and `mob/watcher/random` subtypes with
spawner effects rather than mobs which qdel themselves on init sometimes
however I neglected to account for how the lavaland map generation was
reliant on those typepaths to space mobs apart
resultingly the map generator would attempt to place lavaland mobs about
12 spaces apart _unless_ they were goliaths or watchers which it would
spawn basically as much as it wanted wherever it wanted
## Why It's Good For The Game

## Changelog
🆑
fix: the goliath and watcher mating season has ended and population has
returned to normal levels
/🆑
* [no gbp] Lavaland should no longer spawn one million goliaths and watchers
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Gives engineers the RCD round start and nerfs its base abilities to compensate (#77641)
## About The Pull Request
- Gives engineers an RCD as part of their round start equipment
- RCD by default will build/deconstruct slower if you already have
another one in progress. This can be upgraded with the new cooling
upgrade disk. Reconstructing (anything that was there roundstart as per
the destructive scan) doesn't have this downside, only
construction/deconstruction.
- RCD construction effects can now be attacked in order to cancel them.
This can be deterred with the anti-disruption upgrade disk.
- RCDs for nukies and whatever don't have these downsides
- The CE's roundstart RCD also doesn't have these downsides
## Why It's Good For The Game
Construction and reconstruction are currently one of the worst aspects
of SS13--they are so slow and tedious that any sort of mass destruction
goes unfixed for 10-30+ minutes, if fixed at all. This limits us because
it means people don't want traitors to create large explosions, for
instance--I do and so I think it's crucial that we fix construction.
Reconstruction has already been improved on the RCD with the destructive
scans, but I see no reason to limit this to something so out of the way.
Ideally the RCD even gets more functionalities, like the ability to
print stock parts (or having stock parts removed), etc, in order to
lessen this burden.
## Changelog
🆑
add: Engineers now have an RCD round start.
balance: RCD construction/deconstruction effects can now be attacked in
order to cancel them. You can get the anti-disruption upgrade disk to
prevent this.
balance: RCD construction/deconstruction is now slower if you already
have another effect up. This does not effect reconstruction.
balance: Both of the above effects do not effect the CE's roundstart
RCD, nor any other RCDs such as combat RCDs.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Gives engineers the RCD round start and nerfs its base abilities to compensate
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Makes the ectoplasm anomaly not randomly move so deadchat can actually control it (#77598)
## About The Pull Request
ectoplasmic anomalies randomly move. this makes it so trying to control
it as deadchat is like wrangling a fish. it's probably an oversight more
than anything as most other deadchat controlled things don't move on
their own for no reason
## Why It's Good For The Game
this is probably an oversight more than anything. ectoplasm anomalies
are supposed to be deadchat controllable but they move so damn often
that really isn't feasible. discovered when deadchat was wondering why
the anomaly was just wandering off into nowhere
## Changelog
🆑
fix: Makes the ectoplasm anomaly not randomly move so deadchat can
actually control it
/🆑
Co-authored-by: oilysnake <63020759+oilysnake@ users.noreply.github.com>
* Makes the ectoplasm anomaly not randomly move so deadchat can actually control it
---------
Co-authored-by: DeerJesus <willgiscool@gmail.com>
Co-authored-by: oilysnake <63020759+oilysnake@ users.noreply.github.com>
* Fixes harddel in particle holders (#77627)
## About The Pull Request
The harddel hunt continues...

This stupid mythril coin has come up a bunch of times in our CI recently
and it is starting to annoy me. This should fix it hopefully.
Attempts to get rid of a potential source of harddels in
particle_holder.dm
## Why It's Good For The Game
## Changelog
🆑
fix: fixes a harddel in particle holders
/🆑
* Fixes harddel in particle holders
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Reflavors the Mosin to be a surplus rifle from the past IC 200 years, rather than from 670 years ago in game. Allergy warning: May contain microscopic silverscale buff
* oorah
* im sure more will come up eventually
---------
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Fixes particle holders sometimes dropping from objects (#77302)
## About The Pull Request
Particle holders are placed into the contents of the thing they're
showing the particles off of. This creates problems as some items can
drop all their contents to the ground or, in the case of storage items,
use their contents in some way
## Why It's Good For The Game
Fixes particle holders falling out of items.
## Changelog
🆑
fix: Fixed particles sometimes being left behind when an object drops
all of its contents whilst having a particle active.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Fixes particle holders sometimes dropping from objects
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* fixes cursor catchers not working without widescreen (#77372)
## About The Pull Request
apparently vis x and vis y dont exist unless the object is transformed
## Changelog
🆑
fix: sniper scope and kinesis should work without widescreen
/🆑
* fixes cursor catchers not working without widescreen
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Portals now have a colorful glow (#77298)
## About The Pull Request
Most instances of /obj/effect/portal now faintly glow their respective
color.

This was taken in the dark, the glow isn't as noticeable in the light.
Anomaly/jaunter/mech wormholes do not glow, since they use the
black-and-grey swirly sprite and don't look like they'd emit any kind of
light.
Also autodocs some portal related vars and changes one proc to not use
single char vars.
I also tried adding a soundloop but it sounded kind of crappy so I
decided against it.
## Why It's Good For The Game
Makes the portals a little bit prettier :)
## Changelog
🆑 Rhials
qol: Most of the colored oval-shaped portals faintly glow now. Cool!
/🆑
* Portals now have a colorful glow
---------
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
* Updates all the icons in under/suits.dmi and related sorting/cleanup (#76865)
Somebody was pointing out how our suits varied WILDLY in quality
Figured I'd go through and tidy them up
* Updates all the icons in under/suits.dmi and related sorting/cleanup
* Rename Amish suit, remove scratch suit (was removed upstream)
* Fixes a rogue path
---------
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* [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.

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

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.

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

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)

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.

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

**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>
* Optimization pass focused on foam code (saves about 30% of cpu usage I think) (#76104)
## About The Pull Request
Foam is crummy at high load rn, both because it runs on a low priority
background subsystem, and because it wastes a bit of time.
Let's reduce usage (while speeding up a bunch of other stuff too), and
give it more cpu generally.
[Optimizes reagent processing
somewhat](https://github.com/tgstation/tgstation/commit/d409bd4afc3c208cd6f00ff406e1e9f78d5ac5ad)
Turns out most of the cost of foam is the reagents it carries, and the
varying effects they have
I'm doing my best here to optimize them without touching "user space"
too much
That means doing things like prechecking if we're gonna spawn on top of
an existing decal (from glitter, flour, etc), and using that same proc
to also avoid spawning on unacceptable turfs (I had to convert
inheritance to a bitflag system to make this work, but I think that's ok
since we want it imparative anyhow)
It's actually nice for code quality too, since it lets me clean up code
that was using raw locates and weird var pong.
god I wish I had implied types man
[Optimizes foam spreading in its most accursed aspect, reagent
copying](https://github.com/tgstation/tgstation/commit/5cc56a64ad1a22ba7467cb0446b9558560259437)
Holy shit reagent code is a lot.
I'm doing a bunch of small things here. istype in init -> typecache,
removing procs that are called once and loop over a list we JUST looped
over (ph and the caching for reactions in particular)
I am mainly trying to optimize copy_to here, since that's what foam
spams
As a part of this, I removed a pair of update_total and handle_reactions
calls that were done on the reagents we are copying FROM
I have no god damn idea why you would want to do that, but if anything
is relying on the copy proc modifying the source, then that code
deserves to break
Speaking of, I cleaned up handle_reaction's main filter loop a lot,
removed a lot of redundant vars and changed it from a full loop w
tracker vars to an early exit pattern
This meant using a loop label, which is unfortunate, but this is the
fastest method, and it does end up cleaning up the code significantly,
Which is nice
Oh also I made the required_other var function even if there is no atom
attached to the reaction, since I don't see why it wouldn't
This last bit is gonna get a bit esoteric so bear with me
Failing calls (which are most of them) to handle_reactions are going to
be fastest if they need to check as few reactions as possible
One reagent in a reaction's required list is marked as the "primary",
and thus gets to trigger checking it.
We need all the reagents to react anyhow, so we might as well only check
if we have one particular one to avoid double checking
Anyhow, in order to make most calls the fastest, we want these reactions
distributed as evenly as possible across all our reagents.
The current way of doing this is just taking the first reagent in the
requirements list and using it, which is not ideal
Instead of that, lets figure out how many reactions each reagent is in,
then divy reactions up based off that and the currently divvied
reactions
This doubles the reagent index count, and takes the most common reagent,
water, from 67 reactions to I think like 22
Does some other general cleaning in reagent code too, etc etc etc
[Fixes runtimes from the forced gravity element being applied more then
once](https://github.com/tgstation/tgstation/commit/941d0676114fd455a585f2c65ffc79b81e8438b7)
I feel like this element should take a trait source or something to make
them potentially unique, it's too easy to accidentally override one with
another
[Removes connect_loc usage in atmos_sensitive, replaces it with direct
reg/unreg](https://github.com/tgstation/tgstation/commit/de1c76029d5c49dff152f0ea168b9e6c4a4a04aa)
I only really used it because I liked the componentization, but it costs
like 0.2 seconds off init alone which is really stupid, so let's just do
this the very slightly harder way
[Micros foam code slightly by inlining a LinkBlockedWithAccess
call](https://github.com/tgstation/tgstation/commit/744da3694cd4a85b3bdf44d754de57d7570bdd1c)
This is in the space of like 0.05 seconds kinda save so I can put it
back if you'd like, the double loop just felt silly
[Changes how foam processes
slightly](https://github.com/tgstation/tgstation/commit/ee5e633e3256fe7df229af71d78424d502459c16)
Rather then treating spreading and processing as separate actions, we do
both in sync.
This makes foam fade faster when spreading, which is good cause the
whole spread but unclearing foam thing looks silly.
It also avoids the potential bad ending of foam spreading into itself,
backwards and forwards. This is better I promise.
[Bumps fluid priority closer to heavy eaters, moves it off
background](https://github.com/tgstation/tgstation/commit/811797f09db7b060f75f15ad06d0ce8982375f47)
Also fixes a bug where foam would travel under public access airlocks.
## Why It's Good For The Game
Saves a lot of cpu just in general, from both init and live.
In theory makes foam faster, tho I'd have to test that on live at
highpop to see if I've actually succeeded or not. Guess we'll see.
* Optimization pass focused on foam code (saves about 30% of cpu usage I think)
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
* Macros multi-z code, removes the false premise of manual offsets (#76248)
## About The Pull Request
[Removes the pretense of relative multiz
levels](https://github.com/tgstation/tgstation/pull/76248/commits/0293fdc2bd8c8af7a0d18da33265e060789c71f7)
Our multiz system does not support having a z level that is only
connected one way, or which goes down backwards or anything like that.
That's a fiction of the trait system, the actual backend has never
really supported this.
This pr removes the assumptions we were making backend around this, and
uses that to save cpu time.
I am also converting multiz_levels from an assoc list to a pure one,
which saves significantly on access times and cleans up the code
somewhat.
Also I'm making the get_below/get_above procs into macros, for the sake
of cpu time.
[Converts the starlight disease to use BYOND's directional defines
instead of our
own](https://github.com/tgstation/tgstation/commit/7d698f02d991eb4e1bde56314c657cf6e48ceb5d)
To some extent spurred on by
https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known
before
## Why It's Good For The Game
Faster multiz code, faster init, etc etc etc
* modular files how very dare you
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Converts sec armories to using the (not) random mapping spawners (#76392)
## About The Pull Request
Title.
## Why It's Good For The Game
Armories aren't really a dense area mapping wise, just a few guns there,
armor there, and some fluff security stuff (like HUDs or whatever).
This PR just converts most of the heavy stuff (armor, helmets, guns)
into spawning helpers with the aim to make mapping armories just a tad
bit quicker and easier.
The only thing this does kinda nuke is the neatly stacked stuff, which
the mapping helpers kinda suck at doing, but its not totally woeful.
## Changelog
🆑 Jolly, timothymtorres
code: Jolly: Armories across all maps have been tweaked slightly. Report
to a Nanotrasen security advisor for any missing guns, armor, helmets or
anything else that was there previously (that means, post an issue on
Github if theres an issue!!)
code: timothymtorres: Random item spawners now support better control of
their X/Y pixel offset.
/🆑
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
* Adds the spawners to the modular armories where applicable
* Update random_spawners.dmi
* grr
---------
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Tim <timothymtorres@gmail.com>
* 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>
* Fixes silly siding sprites (#76586)
## About The Pull Request
Detaches siding code from the macro in #74171 because it wasn't doing
its job properly. I tried to fix it, but I'm not a very good coder and
opted to manually define each of the variations of siding. So this is
more of a bandaid fix than anything.
## Why It's Good For The Game
Fixes#76195, fixes#75059
Correct turf decals look better than wrong ones
look at how much nicer this corner looks now

## Changelog
🆑
image: Siding now uses the correct sprite on corners and endpieces.
/🆑
* Fixes modular icon states
---------
Co-authored-by: norsvenska <73006946+norsvenska@users.noreply.github.com>
* Goliath basic mob (#76754)
## About The Pull Request
Converts Goliaths to the basic mob framework and gives them some new
moves because I can't leave things well enough alone.
I am planning on touching all the lavaland fauna and then maybe even the
icebox ones if I haven't got bored. The Golaith is the first because it
is iconic.
https://www.youtube.com/watch?v=JNcKvMwT4-Q
Here's me getting killed by one as a demonstration. Despite my poor
performance I would contend that they aren't a _lot_ more dangerous, but
they are a little more dangerous.
The chief difference here is that they have two new attacks which they
will only use in response to being attacked.
If fired at from range, they will target the attacker with a line of
tentacles (it doesn't track you, so is easily sidestepped).
If attacked in melee, they will surround _themselves_ with tentacles, on
a longer cooldown.
Something else you may notice in this video: I discovered that basic
mobs are actually _too smart_ to be Lavaland fauna.
Typically (unlike their old form) a mob on our new AI system is smart
enough to attack someone _the moment they come into range_ rather than
only checking on predictable ticks, which would make using the Crusher
an essentially unviable prospect.
To counteract this, Goliaths now have a delayed attack component which
gives you a visual warning and short duration to get out of range before
they swing at you. I will probably put this on all mining fauna that get
reworked, it wouldn't be a terrible thing to put on other mobs to be
honest.
Other changes: The goliath stun is now a status effect with _buckles_
you to the tentacle as if grabbed, as well as its previous effects.
While this seems purely worse, any nearby helpers can now help-click on
you to instantly remove the debuff.
Experiencing the effect of a Lobstrosity Rush Gland makes you immune to
being grabbed by tentacles and an implanted one will automatically
trigger and free you if you are hit, and the explosive effect of
Brimdust also causes the tentacle to retract (although you'd need to
take damage for this to happen). Using the tools of the land, you can
make these creatures less threatening.
The ability for a Goliath to chain-apply the ability has now also been
reduced, it won't refresh its duration if you are hit when already
buckled.
When not occupied hounding miners, Goliaths will intermittently dig up
the asteroid sand and eat any worms that this produces.
I also made some new sprites for riding a Goliath because they've been
broken since the Lavaland mob update and also kind of were ugly before
then anyway:

Other code changes:
- I made an element which only lets an attached object move every x
seconds. This is because Goliaths are far too slow to use the speed
system (the glide just looks bugged as hell) but one thing I am invested
in when converting these is to make sure that they share the same
behaviour when player or AI controlled. This is disabled while you're
riding them because it was interminably slow.
- The Goliath tentacle trail uses a supertype object now shared with the
Meteor Heart which did something kind of similar.
## Why It's Good For The Game
It begins the process of moving one of our larger subsets of NPCs onto
the newer framework for NPC behaviour.
It adds a little bit more life to an iconic but slightly uninteresting
foe which mostly just walked at you slowly.
This PR contains a few components I expect to apply more widely to other
mobs in the future.
## Changelog
🆑
refactor: Goliaths now use the Basic Mob framework, please report any
unusual behaviour.
add: Goliaths learned a couple of new attacks which they will use in
self-defence.
balance: Help-clicking a miner grabbed by Goliath tentacles will
immediately free them, as will the effect of several items you can
scavenge from around Lavaland.
image: New sprites for the Goliath saddle.
/🆑
* Goliath basic mob
* Update ash_rituals.dm
* fixes icon diff
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Icon folder cleaning wave one
* Fixe a merge conflict
* Fixes some more merge conflicts
* Fixes some modular icon paths
* Fixes even more modular icon paths...
Hopefully that's the last of them
* Fixes some merge discrepencies
* More merge issues
* ok
* not ok
---------
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
Various spider fixes (#76528)
## About The Pull Request
Fixes#76484
Then I noticed some weird stuff which slipped through the PR and poked
at that too.
- Spiderlings and Spiders once more have names ending in (###)
- Removed an unused property on Spiderlings.
- Rewrote the descriptions for a bunch of web-abilities and web-objects
to be clearer and have better capitalisation.
- Refactored the "Web Carcass" ability to not extend from "lay web" as
it didn't need to perform most of that behaviour.
- Also I renamed it and made the description give you a hint about why
you would want to instantly spawn a statue.
- The web effigy now despawns at the same rate as the ability cools down
so you're not dumping spider statues all over the place.
- I made spiderlings move at about the same speed as humans except if
they're on webs in which case they're still pretty fast.
To be honest I am not certain an instant statue spawning button is great
to begin with and I didn't even know it was added to the game but I am
not interested in messing much with the balance for now.
This made me look at spiderlings enough that I'm going to try and make a
new sprite for them that isn't awful.
## Why It's Good For The Game
Lets you differentiate individual spiders a little bit.
Makes usage of abilities clearer.
## Changelog
🆑
balance: Guard spider web statues despawn as the ability comes back off
cooldown.
balance: Spiderlings now only move at light speed if they're on webs,
stay safe little guys.
fix: Spiders once again have random numbers after their names.
/🆑
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Mini Fridges now have a grimy subtype, can go over tables, and start off anchored. (#76517)
## About The Pull Request
/obj/structure/closet/mini_fridge is now a clean nice one, which only
spawns beverages and does not have that cockroach reference in the
description, and starts off anchored. now
/obj/structure/closet/mini_fridge/grimy works like the old mini-fridge,
with syndicake, moldy bread, and now the chance of an ACTUAL cockroach.
I've replaced them on maps according to each one's needs, So, as an
example, Northstar gets a regular one (it var edited it before) while
tram maints get the grimy subtype.
mini-fridges now can properly go over tables, so you don't have to
deconstruct said table to put it on top again.
## Why It's Good For The Game
I've found the need for a nice subtype while doing a ruin, and so has a
few other mappers apparently, as northstar had a var edited variant. The
fact that it couldn't go over tables and started off unanchored was
annoying on tram and icebox, where it is present on the kitchen and you
could easily push it to the ground and suffer.
## Changelog
🆑
qol: It has been issued brand new mini-fridges for our active stations,
Featuring more booze and less moldy pizza!
/🆑
* Mini Fridges now have a grimy subtype, can go over tables, and start off anchored.
---------
Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Fixes some inconsistencies with the chaplain revolver and gets rid of a weird ammo define (#76237)
## About The Pull Request
Firstly, I gave the revolver a new sprite. I mean, this isn't so much of
an improvement as it is a reference I wanted to go with, so if people go
'no not a new sprite' I don't mind reverting.
What's the reference? Check the new name I added as a potential name
roll.

Secondly; I applied to the gun itself revenant bane, the ability to
clear runes, and proper magic immunity as a full null rod would enable.
This last bit was a deliberate design choice, but the divine bow has
full magic protection, so I think this is now more of a consistency
consideration compared to the divine bow.
Thirdly, the revolver is a .38 revolver, HOWEVER, it uses a damage
multiplier to bring it back to the damage it did originally. It also
cannot be reloaded without the prayer action. No cheating. Effectively,
this is the same mechanically as it was before.
It rarely does a funny crit fanfare. This does nothing mechanically, I
just thought it was a funny nod to the sprite's reference (and I guess
another game that the crit fanfare is based on). Borrowed parts of the
code and sprite from this April Fool's pr by Wallemations >
https://github.com/tgstation/tgstation/pull/74425
## Why It's Good For The Game
I think this might have been a little forgotten since implementation now
that we have another projectile weapon for the chaplain. So I'm brushing
it up a bit.
## Changelog
🆑
fix: Makes the chaplain's revolver consistent with its immediate
sibling, the Divine Bow, by giving it similar statistics.
code: Makes the chaplain revolver a .38 but prevents it from being
loaded without using the special prayer action. Also applies a damage
multiplier to keep it at the original 18 force. Mechanically, no
different.
sprite: Gives the chaplain revolver a new sprite.
code: Removes an unnecessary admin log when removing runes.
/🆑
* Fixes some inconsistencies with the chaplain revolver and gets rid of a weird ammo define
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
* Destroys /obj/vehicle/sealed/mecha/working with a W80 nuclear warhead (#76296)
## About The Pull Request
Title.
Also, fixes https://github.com/tgstation/tgstation/issues/75568 at the
request of @ TheVekter
## Why It's Good For The Game
This subtype only exists to append ore box behavior and is clearly a
relic of pre-2020 mechcode.
Keeping it around will only make it harder in the future to add new
mechs with ore box support.
## Changelog
🆑
fix: Clarke ore box now has a less confusing dump contents button.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Destroys /obj/vehicle/sealed/mecha/working with a W80 nuclear warhead
* updatepaths
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
* Fix balloon alert runtime(timer added on deleted object) when spider webs are destroyed by hand (#76255)
## About The Pull Request
**Reproduction**
- Spawn a spider web
- Try destroying it with a wire cutter or any other object, but it must
be by hand
- If you are lucky (50% probability as the web uses the prob() proc) at
the moment the web is destroyed a balloon alert at the same time "stuck
in web" gets called causing the runtime because it added a timer on the
deleted spider web
**Solution**
Use loc for balloon alerts as that does not get deleted.
## Changelog
🆑
fix: fixes balloon alert runtime when spider webs are destroyed.
/🆑
* Fix balloon alert runtime(timer added on deleted object) when spider webs are destroyed by hand
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Expanding the Experimental MODsuit Bepis Node with three new modules. (#75801)
## About The Pull Request
So, I've had this idea to make a contribution to the Bepis feature with
some modsuit stuff. The gimmicky stuff is ok and a good way to even out
the better content since it has game of chance design it has (you can
find those disks in space anyway so...). However, the Experimental
MODsuit node feels very underwhelming right now, compared to how big
that feature is.
This PR adds three MOD modules to the Experimental MODsuit node, plus
two more:
- Magneto Charger: While the Modsuit is activated, each step the user
takes will charge the installed power cell by a tiny bit, enough to
sustain a standard modsuit of generic slow speed with only a few, easy
modules installed. It won't work in zero G, while flying, pulled by
someone else, on a conveyor belt, riding a vehicle or crawling on the
floor, though.
- Recycler: It collects (most) garbage and casings off the ground and
recycles them into material sheets that can be dispensed on an adjacent
location or storage with with Middle Mouse Button. Doesn't clean debris,
and scuffed because most trash doesn't yield material anyway.
- - It also has two subtypes, unbound from the node: one that dispenses
riot foam darts and can be found on the black market, and another that
dispenses the more innocuous foam darts, rarely found in maints.
- Shooting Assistant: A configurable module. On Stormtrooper mode, it
will give the user a faster fire rate (the double tap trait) at the cost
of accuracy. On Sharpshooter mode, it will improve the user accuracy and
make their shots ricochet against walls at least once (if the hit atom
allows that, that is, e.g. lasers don't ricochet against iron walls), at
the cost of movement speed. Both modes also prevent the user from dual
wielding guns.
To make the Stormtrooper mode stackable with the poor aim quirk and
refrain from making a new trait for the sharpshooter mode, the gun
spread code in gun.dm has also received a little refactor and cleanup.
Also, it's been tested.
## Why It's Good For The Game
The Experimental MODsuit node is quite shabby and could use something
extra to make it more appealing to MODsuit enjoyers.
Also doubles down as a small addition to the black market and maint
loot, and code cleanup, since gun code gives off some garbled vibes.
## Changelog
🆑
add: Expanded the Experimental MODsuit Bepis node with three new
modules: Magneto Charger, Recycler and Shooting Assistant.
add: Added a Riot Foam Recycler module to the black market, as well a
more innocuous version as maint loot.
/🆑
* Expanding the Experimental MODsuit Bepis Node with three new modules.
* update modular, I hate this file btw
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Maptext 2023 tweaks [NO GBP] (#76397)
## About The Pull Request
- In PR https://github.com/tgstation/tgstation/pull/76356 missed a few
bits of maptext around, such as shuttle signs and the supermatter. Small
text adjustments/fixes here.
- Large amount of feedback about the context tooltips. Increases size,
lightens default color as to not be too imposing.
🆑 LT3
qol: Context tooltip size increased
fix: Fixed remnants of old maptext code on various things
/🆑
* Maptext 2023 tweaks [NO GBP]
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Makes decals only caught on mapload & removes turf_loc_check (#76130)
Theres one player-facing change in this PR and it's that I removed human
gibs from being valid in space turfs, making it more consistent with the
other gib decals.
I've cleaned up many instances of decals spawning in bad turfs on
mapload in https://github.com/tgstation/tgstation/pull/75189, but making
it error anytime in-game a decal is put over an invalid turf is bad as
it punishes contributors for not optimizing their decals properly.
This changes it so it only errors if it's on mapload, unit testing or
not.
I've also removed ``turf_loc_check`` and replaced instances of it with
overwriting ``NeverShouldHaveComeHere``, which gives us greater control
of where decals can be placed.
This let me remove 2 subtypes that were made to have decals in specific
places (which then got placed elsewhere, ruining it all).
Mappers are still able to set decals to be placed anywhere, they just
need to add it as a valid turf for that decal.
* Makes decals only caught on mapload & removes turf_loc_check
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>