mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-06-01 03:57:07 +01:00
996d022afe8eeaaf661d1642ba7679f64ae8fbca
554 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
6620bffa84 |
[MIRROR] Collected food fixes [MDB IGNORE] (#23596)
* Collected food fixes (#78190) I went through the code and tried to find all of the remaining places we forgot to update the arguments passed into `item/food/Initialize` after more arguments were added to it, because there were a couple and they caused things to stop working. Most notably, golems were unable to eat anything because nothing would correctly spawn "golem food". _Additionally_ we were using a bunch of named arguments in new whenever crafting or cooking food. This runtimed, causing the food not to init properly. _On top of that_ a late code review on a recent PR processed a list into a string_assoc_list twice causing it to become null. Finally, we were trying to check the food preferences of examining ghosts or dogs or other non-human mobs. We shouldn't do that. I also added a unit test for moth and golem food in the hopes that we'll notice them breaking. * Collected food fixes --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
||
|
|
e9acaff140 |
[MIRROR] Attempts to fix the leash unit test CI failures [MDB IGNORE] (#23556)
* Attempts to fix the leash unit test CI failures (#78157) ## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/77704 Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23467 Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23511 What it says on the tin. This has started causing CI failures with the Tramstation test in almost every single PR downstream and it's gotten to the point where it's become a major headache. I don't know why it's happening only only on Tramstation, or why it's happening at all-- but I will say it instantly began ramping up in frequency immediately after merging https://github.com/tgstation/tgstation/pull/75924 , which was the same PR that was also causing the progressbar harddels previously to crop up every time @ LemonInTheDark . This attempts to fix it by doing 2 things: ~~1) Make sure the `COMSIG_LEASH_PATH_COMPLETE` always gets sent, which will prevent needless false 'timeouts' whenever every iteration of the check_distance() loop returns early. Now it will only timeout when it actually times out.~~ 1) Increases the timeout timer to 80 seconds. Why so long? Well, I've looked at a number of individual CI failures and it looks like it tries to complete the path somewhere between 40-75 seconds after the time out failure. Most of the time it should not take this long though and will just finish right away as normal. <details><summary>Timeouts with timestamps shown here so you can see what I am talking about</summary>   </details> <details><summary>And here</summary>   </details> <details><summary>And here</summary>   </details> 2) Moves the priority of the test down so it happens later, with the other long tests. This might even fix the issue on its own--haven't seen the test take more than 0.1s to complete so far in any of my runs. Maybe things just needed some more time to load? So far I've done about 10 test runs and haven't seen a single timeout with these two changes. I'm fairly confident the issue is fixed but we'll see. Test functioning:  ## Why It's Good For The Game Stops a PR blocking spurious CI failure. ## Changelog 🆑 fix: leash unit test will time out less often and increases the timer until it is considered 'timed out', to reduce false CI failures /🆑 * Attempts to fix the leash unit test CI failures --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
2bcbb36ab9 |
[MIRROR] [TEST-MERGE FIRST] Allows all limbs to be dismembered and significantly refactors wounds [MDB IGNORE] (#23407)
* [TEST-MERGE FIRST] Allows all limbs to be dismembered and significantly refactors wounds * ah fuck it * test * edaawdawd * Revert "edaawdawd" This reverts commit 47be710fe61a1f4ca79212b29b3e88bf05ec9a3a. * nothing but sheer hatred * freaawd * dzfxg * Fixing some diffs here while we are at it. * These are deprecated and should be removed --------- Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com> Co-authored-by: nikothedude <simon.prouty@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
18b0abe4b3 |
[MIRROR] minebots basic bots [MDB IGNORE] (#23529)
* minebots basic bots (#78032) ## About The Pull Request Transforms the minebots into basic robots. You can now command these minebots to extract minerals for you. To activate automated mining mode, simply instruct them with the command "mine." They will then proceed to autonomously mine walls and gather ores. If you wish to make the bot deposit all the collected ores, use the command "drop." Alternatively, you can leave it in collection mode, and it will gather all the ores you mine. Additionally, the bot now responds to several more commands; you can instruct it to follow you, toggle its lights on or off by saying "lights." In attack mode, it refrains from mining or collecting ores but will engage in combat alongside you. If it detects you as deceased or unconscious, it will alert all miners, request assistance, and relay your coordinates via the mining communication channel. to power it on u will need to feed it any type of ore first so it may listen to ur commands ## Why It's Good For The Game makes the non sapiant minebots more useful ## Changelog 🆑 refactor: the minebots have been refactored please report any bugs add: minebots can now mine walls and collect ores automatically and they will alert everyone if they find u dead /🆑 * minebots basic bots * Modular --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
f0b265b6bb |
[MIRROR] Foodening [MDB IGNORE] (#23440)
* Foodening * Update chem_dispenser.dm * Juicening? * Update big_mortar.dm * Adds crafting complexities to modular foods * Olive oil repath * Cooking oil repath --------- Co-authored-by: Andrew <mt.forspam@gmail.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
b9e07d2129 |
[MIRROR] Actually fixing fishable contents for some sources. [MDB IGNORE] (#23465)
* Actually fixing fishable contents for some sources. (#78030) ## About The Pull Request During my first fishing related PR, I hadn't yet know that for the `fish_counts` var to work, its contents also had to be within the `fish_table` list, thus I ended up adding stuff that's not actually fishable. Also there was no unit test to enforce that design, which is lame. ## Why It's Good For The Game Fixing the issues explained above. Basically #78019 but done right. ## Changelog 🆑 fix: You can now actually fish soggy wallets from toilets, rare ores on ice moon, some boney stuff in oil puddles (good luck finding them) and lube-fishes by the seawater. /🆑 * Actually fixing fishable contents for some sources. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
2c80bd2e03 |
[MIRROR] Culls the Simple Animal Boss Framework [MDB IGNORE] (#23450)
* Culls the Simple Animal Boss Framework (#78031)
## About The Pull Request
The only thing that ever actually needed to use this (Paper Wizards)
were refactored in #76688 (
|
||
|
|
0a5ee4ccd9 |
[MIRROR] Adjustments to the new Cargo sprites, and updates to a few missed sprites [MDB IGNORE] (#23393)
* Adjustments to the new Cargo sprites, and updates to a few missed sprites * Modular icon files are upsetting Updates digi sprites * Some fixes * Adds 'vanilla' cargo jumpsuits to loadouts as job restricted * Screenshot test * Fixes path * Update loadout_datum_under.dm --------- Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
f8b2329771 |
[MIRROR] Fixes issue where role banned players can still play roles they're banned from. [MDB IGNORE] (#23399)
* Fixes issue where role banned players can still play roles they're banned from. * Update sql_ban_system.dm * Some formatting updates --------- Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
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):  ## 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> |
||
|
|
a9cabfabb6 |
[MIRROR] Fixes Define Sanity [MDB IGNORE] (#23331)
* Fixes Define Sanity (#77845) ## About The Pull Request Hey there, This was broken in an update from #74573 ( |
||
|
|
57abd05851 |
[MIRROR] Separate init_possible_values() from icon generation [MDB IGNORE] (#23221)
* Separate init_possible_values() from icon generation * Update clothing.dm * Update lizard.dm * Modular * Runtime fix * Modular adjustments * Fixes icon offset for undershirt * Update mutant_parts.dm * Update mutant_parts.dm * Fix a merge skew * Update mutant_parts.dm * More of a catch-all solution * Update _preference.dm --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
||
|
|
f93eca396b |
[MIRROR] SPESSMEN 2.0: le cargo resprite (no mining) ((i hate mining)) [MDB IGNORE] (#23280)
* SPESSMEN 2.0: le cargo resprite (no mining) ((i hate mining)) * Update role_tablet_presets.dm * Revert "Update role_tablet_presets.dm" This reverts commit ef1373dcd5e101030dcb6147e0c0739a612f74c9. * Update role_tablet_presets.dm * Screenshot test file was missed for some reason. * Add to loadout items * Digi sprites * Digi flags * Update cargo_digi.dmi * Update cargo_digi.dmi * Update loadout_datum_suit.dm --------- Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
66529c6b0e |
contractor mod now protects underclothes, ft. typo fixes (#23116)
* flabable * why is there enclave uniforms in the donator tab * forgot this bit * flammable pants and sealable helmets * my continued hubris on not hitting ctrl shift b * the pants were sticking out this whole time?? --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
||
|
|
32d188f17b |
[MISSED MIRROR] Include temporary library for getting sleeping procs (#77773) (#23258)
* Include temporary library for getting sleeping procs (#77773) @LemonInTheDark wanted this to be able to hunt down the progress bar hard dels. Code is here: https://gist.github.com/Mothblocks/06b415afd75672fb03637804435350d2 Intended to be reverted once we figure out the issue, or if we realize it's not related. This library is not stable. * Update tgstation.dme --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
1258594041 |
[MIRROR] Goldgrub basic [MDB IGNORE] (#23255)
* Goldgrub basic * Update riding_mob.dm --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
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> |
||
|
|
3569f9fd94 |
[MISSED MIRROR] Loads Away Missions for Unit Testing (#76245) (#22534)
* Loads Away Missions for Unit Testing (#76245)
Hey there,
A pretty bad bug (#76226) got through, but it was fixed pretty quickly
in #76241 (
|
||
|
|
8121f57ea9 |
[MANUAL MIRROR] Ensures that all Unit Tests are ticked in _unit_tests.dm (#76404) (#22176)
* Ensures that all Unit Tests are ticked in `_unit_tests.dm` (#76404)
## About The Pull Request
Ensures we don't get a repeat of #76345 (unit test that wasn't ticked in
the `_unit_tests.dm` file, fixed in
|
||
|
|
015be230f3 |
[MIRROR] Adds a unit test to check items are dropped when the arm holding them is dismembered. [MDB IGNORE] (#23201)
* Adds a unit test to check items are dropped when the arm holding them is dismembered. (#77646)
## About The Pull Request
What it says on the tin. First time ever making a unit test, so
critiques and feedback are very much appreciated.
If anyone thinks of other relevant edge cases, please do bring them up.
## Why It's Good For The Game
Requested in #77613 (
|
||
|
|
a0a9a43562 |
[MIRROR] Refactors Regal Rats into Basic Mobs (more titles edition) [MDB IGNORE] (#23188)
* Refactors Regal Rats into Basic Mobs (more titles edition) (#77681) ## About The Pull Request I literally can't focus on anything nowadays, so I just did this to break a never-ending chain of distress. Anyways, regal rats! These fellas are mostly player controlled, but did have _some_ AI capabilities (mainly tied to their actions), so that was incorporated too. Everything should work as-expected (as well as look a shitload cleaner). Instead of doing weird and awful conditional signals being sent out, I made the `COMSIG_REGAL_RAT_INTERACT` (not the actual name) have a return value so we can always rely on that working whenever we have that signal registered on something we attack. I also cleaned up pretty much every proc related to regal rats, gave them AIs to reflect their kingly nature (and action capabilities (as well as move the action to `mob_cooldown`)). Since I thought they needed it, Regal Rats now get a special moniker! This is stuff like "the Big Cheese" and what-not, like actual regents in history. That's nice. ## Why It's Good For The Game Two more off the list. Much better code to read. Way smarter rats with spawning their army as part of a retaliatory assault (war). More sovl with better regal rat names. The list goes on. ## Changelog 🆑 refactor: Regal Rats have been refactored into basic mobs. They should be a bit smarter and retain their docility (until attacked, in which case you should prepare to get rekt by summoned rats), and properly flee when they can instead of just sit there as you beat them to death. The framework for them interacting with stuff (i.e. opening doors while slobbering on food) is a bit more unified too, now. They also have cooler names too! /🆑 FYI: Beyond a few code touchups, I haven't touched the actions at all. I do not believe myself to be enthusiastic about fixing anything involving the actions code as of this moment so that this PR is more overbloated unless it's unbelievably stupid or easy to fix. * Refactors Regal Rats into Basic Mobs (more titles edition) --------- Co-authored-by: san7890 <the@san7890.com> |
||
|
|
071b5fe938 |
[MIRROR] [no gbp] Lavaland should no longer spawn one million goliaths and watchers [MDB IGNORE] (#23185)
* [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> |
||
|
|
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**   - 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> |
||
|
|
32f4007f93 |
[MIRROR] mega arachnid basic monster [MDB IGNORE] (#23135)
* mega arachnid basic monster (#77601) ## About The Pull Request the mega arachnid is now a basic monster. he is a very tricky and opportunistic creature he will plan his attacks carefully and only attack the weak. he will first try to throw fleshy legcuffs at his victims, if the victim becomes cuffed he will move in to attack him, otherwise he will run away from him while trying to throw restraints at his legs. while he is running away he will also release slippery acid to slip his prey. also when he is looking for his prey, he will be transparent for more stealth. after he finds his prey the transparency will wear off. he is also a very stealthy creature, he will break any lights and cameras near him and he can also climb trees to hide in them while he is looking for a victim. ## Why It's Good For The Game add more combat depth for the mega arachnid ## Changelog 🆑 refactor: the mega arachnid is now a basic monster ,please report any bugs feature: the mega arachnid now have an ability to slip victims /🆑 * mega arachnid basic monster --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
||
|
|
3b01999db7 |
[MIRROR] Fixes Ticked File Enforcement and Missing Unit Test (and makes said Unit Test Compile) (and genericizes the C&D list to the base unit test datum) [MDB IGNORE] (#23117)
* Fixes Ticked File Enforcement and Missing Unit Test (and makes said Unit Test Compile) (and genericizes the C&D list to the base unit test datum) * Updates ignores --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
f3072d7377 |
[MIRROR] Adds a unique medibot to the Syndicate Infiltrator [MDB IGNORE] (#23084)
* Adds a unique medibot to the Syndicate Infiltrator (#77582) ## About The Pull Request Adds a unique medibot to the Syndicate Infiltrator. It doesn't like nukes - when one is armed, disarmed, or detonating, it says an unique line. Players can optionally enable personalities on it if they want to. Probably best to just let it stay on the shuttle though. (It's also in the Interdyne Pharmaceuticals ship, renamed) Fixed an issue that made mapload medibots unable to load custom skins. This PR adds a medibot subtype to the simple animal freeze list, which I don't think is a big deal as this isn't a 'true' simplemob but just a slightly altered medibot, similarly to my 'lesser Gorillas' in the summon simians PR. ## Why It's Good For The Game > Adds a unique medibot to the Syndicate Infiltrator. It doesn't like nukes - when one is armed, disarmed, or detonating, it says an unique line. Players can optionally enable personalities on it if they want to. Probably best to just let it stay on the shuttle though. I know what the inmediate reaction is here - but hear me out. Besides the meme of the month, it really, genuinely is cute and amusing to have a friendly medibot that shows dismay when you're arming the nuke and horror when it blows up (with you, hopefully, at the syndibase), and still fits quite well within SS13's charm and flavor. The reference isn't overt and in-your-face. Besides that, slip-ups, friendly fire, and accidents are semi-common on the shuttle and, just like Wizards, nukies deserve a bot to patch their wounds up. > (It's also in the Interdyne Pharmaceuticals ship, renamed) I think it makes sense for the pharmacists to have an evil medibot! > Fixed an issue that made mapload medibots unable to load custom skins. Fixed "bezerk" skin not appearing. Didn't fix it being ugly as sin though. ## Changelog 🆑 add: Adds a unique medibot to the Syndicate Infiltrator. It doesn't like nukes - when one is armed, disarmed, or detonating, it says an unique line. Players can optionally enable personalities on it if they want to. Probably best to just let it stay on the shuttle though. (It's also in the Interdyne Pharmaceuticals ship, renamed) fix: Fixed an issue that made mapload medibots unable to load custom skins. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> * Adds a unique medibot to the Syndicate Infiltrator --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> |
||
|
|
3bbd9a254a |
[MIRROR] basic ice whelps [MDB IGNORE] (#23077)
* basic ice whelps (#77493) ## About The Pull Request i have refactored ice whelps into basic mobs. They are now the artistic sort as theyll mark their territory by seeking out icy rocks and carve out statues of theirselves using their claws to serve as a warning to players/animals that this is dragon turf and theyll also go out of their way to burn any trees in vicinity just for the hell of it. they are now gruesome cannibals if they find a corpse of one of their kin near them theyll go eat it for nurishment. AS for combat, they have a new ability which allows them to release fire in all directions however theyll only use this ability once their enraged meter is full. to make it fair ive given them a new component which allows them to telegraph abilities and only do them after a delay so players can react in time for it. ## Why It's Good For The Game basic mob refactor ## Changelog 🆑 refactor: ice whelps have been refactored to basic mobs add: ice whelps have a new dangerous ability which theyll use once their enraged meter is full /🆑 * basic ice whelps * Modular paths --------- Co-authored-by: SMOSMOSMOSMOSMO <95004236+SmoSmoSmoSmok@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
b4989ba05b |
[MIRROR] Unit Tests for AI Planning Subtrees not having required element/component [MDB IGNORE] (#23047)
* Unit Tests for AI Planning Subtrees not having required element/component (#77539)
## About The Pull Request
Hey there,
I've personally fallen for this stupid thing twice (in #77503 and #75627
(
|
||
|
|
94c3d31fab |
[MIRROR] Refactors Morphs into Basic Mobs (there is now a swag action for morphification) [MDB IGNORE] (#23046)
* Refactors Morphs into Basic Mobs (there is now a swag action for morphification) (#77503) ## About The Pull Request I was bored, so did this. Probably one of the neatest refactors I've done, sorry if there's some oddities because I was experimenting with some other stuff in this so just tell me to clean them up whenever I can. Anyways, morphs are basic mobs now. We are able to easily refactor the whole "eat items and corpses" stuff in the basic mob framework, but the whole "morph into objects and people" turned out to be a bit trickier. That was easily rectified with a datum mob cooldown action and copy-pasting the old code into that code, as well as doing some nice stuff with traits and signals to ensure the one-way communication from the action to the mob. Old Morph AI didn't seem to be existant whatsoever, they inappropriately leveraged some old procs and I have no idea how to make it work with new AI. They DEFINITELY don't spawn outside of admin interference/ the event anymore, and will always be controlled by a player, so this shouldn't be too bad of an issue. I gave them something to seem alive just in case though, but I think adding legitimate prop-hunt AI would be such a laborious task that I am unwilling to do it in this PR. ## Why It's Good For The Game If admins want to add the ability for Ian to assume the form of the HoP, they can do that now! The datum action cooldown is quite nice for simple and basic mobs... but it is currently not compatible with carbons. That is not within scope for this PR, but I am dwelling on ways to extend it to carbon but they all sound really awfully bad. Also morphs are smarter, and we tick another simple animal in need of refactoring off the list. ## Changelog 🆑 refactor: Morphs are now basic mobs with a nice new ability to help you change forms rather than the old shift-click method, much more intuitive. admin: With the morph rework comes a new ability you can add to mobs, "Assume Form". Feel free to add that to any simple or basic mob for le funnies as Runtime turns into a pen or something. /🆑 ~~Does anyone know if there's a (sane) way to alias a cooldown action as a keypress? I can't think of a good way to retain the old shift-click functionality, because that does feel _kinda_ nice, but I think it can be lived without.~~ I added it. Kinda fugly but whatever. * Refactors Morphs into Basic Mobs (there is now a swag action for morphification) --------- Co-authored-by: san7890 <the@san7890.com> |
||
|
|
d4074241c1 |
[MIRROR] convert the eyeball a basic monster [MDB IGNORE] (#23043)
* convert the eyeball a basic monster (#77411) ## About The Pull Request I have created a basic eyeball monster with new abilities and behaviors. The eyeball has a unique power that allows it to glare at humans and make them slow for a short period. However, this ability only works if the human can see the eyeball monster. If a person is blind or unable to see the eyeball, the ability won't affect them. Also, if someone turns their back to the eyeball, it cannot use the ability on them. But be cautious because the eyeball will try to position itself in front of the person's face to use its power. The eyeball is hostile towards all humans except for the blind ones and those with significant eye damage. It has a compassionate side too, as it loves to help people with eye damage by providing small healing to their eyes. Furthermore, the eyeball has a fondness for eating carrots, which not only satisfies its appetite but also grants it a small health boost. To add to its appearance, I've given it a new, larger, and scarier sprite. However, I am open to changing it back to the old sprite if the player prefers it that way. Additionally, the eyeball displays emotions, and if you hit it, it will cry tears as a sign of pain or sadness.  ## Why It's Good For The Game the eyeball now have more depth and character to his behavier. ## Changelog 🆑 refactor: the eyeball is a basic monster, please report any bugs sprites: the eyeball now is bigger and scarier and now he will cry when u hit him /🆑 * convert the eyeball a basic monster --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
||
|
|
fac322455a |
[MIRROR] Adds a unit test for client colours. [MDB IGNORE] (#23038)
* Adds a unit test for client colours. (#77484) ## About The Pull Request I'm adding a unit test for the sanity of client colours, ancient datums which I had refactored a long time ago. This also affects the `color_to_full_rgba_matrix()` proc, which I had also worked on. ## Why It's Good For The Game Ever since that aforementioned years old refactor, there have always been a few issues with client colours. The most annoying one being the monochromacy client color lingering even after the blindness status effect is ok. It's unlikely this will fix that. However, this should clear a few other runtimes with the feature. ## Changelog N/A. * Adds a unit test for client colours. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
8d8eeff690 |
[MIRROR] Fixes Shadow Walk [MDB IGNORE] (#23030)
* Fixes Shadow Walk (#77518) ## About The Pull Request Phased mobs are not turfs so the new check failed. Fixes this and adds a unit test for it. Also makes shadow walk VV-able to any level of lightness. ## Changelog 🆑 Melbert fix: Fixes Shadow Walk /🆑 * Fixes Shadow Walk --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
||
|
|
4d97e5c279 |
[MIRROR] Hunting Progress Bars For Sport (harddel shit) [MDB IGNORE] (#23018)
* Hunting Progress Bars For Sport (harddel shit) (#77504) ## About The Pull Request They are hard deleting without actually dumping data. This makes sense because I was forestalling the actual period of hard deleting forever, in an attempt to save cpu in the worst case. I no longer think this is worthwhile, so we'll now fully process the queue during create and destroy. There is ALSO a risk of the bar being created AFTER create and destroy runs. If that's what happening I'm gonna go cry in the dirt. I'm adding protection against it here just in case, alongside changing the timeout to use real time rather then world.time, since that barely increments in this case ## Why It's Good For The Game More resilient tests, hopefully actually catches progress bars this time * Hunting Progress Bars For Sport (harddel shit) --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
||
|
|
d5655c3c55 |
[MIRROR] Adds Summon Simians & Buffs/QoLs Mutate [MDB IGNORE] (#22970)
* Adds Summon Simians & Buffs/QoLs Mutate (#77196) ## About The Pull Request Adds Summon Simians, a spell that summons four monkeys or lesser gorillas, with the amount increasing per upgrade. The monkeys have various fun gear depending on how lucky you get and how leveled the spell is. If the spell is maximum level, it only summons normal gorillas. Added further support for nonhuman robed casting: Monkeys, cyborgs, and drones can all now cast robed spells as long as they're wearing a wizardly hat as well. Made monkeys able to wield things again. Wizard Mutate spell works on non-human races. It also gives you Gigantism now (funny). If the Race can't support tinted bodyparts, your whole sprite is temporarily turned green. Made Laser eyes projectiles a subtype of actual lasers, which has various properties such as on-hit effects and upping the damage to 30. Improved some monkey AI code. ## Why It's Good For The Game > Adds Summon Simians, a spell that summons four monkeys or lesser gorillas, with the amount increasing per upgrade. The monkeys have various fun gear depending on how lucky you get and how leveled the spell is. If the spell is maximum level, it only summons normal gorillas. It's criminal we don't have a monky spell, and this is a really fun spin on it. Total chaos, but total monky chaos. It's surprisingly strong, but! it can very well backfire if you stay near the angry monkeys too long and your protection fades away. Unless you become a monkey yourself!! > Wizard Mutate spell works on non-human races. This spell is great but it's hampered by the mutation's human requirement, which is reasonable in normal gameplay. Wizards don't need to care about that, and the human restriction hinders a lot of possible gimmicks, so off it goes. Also, wizard hulk does't cause chunky fingers for similar reasons > Made Laser eyes projectiles a subtype of actual lasers, which has various properties such as on-hit effects and upping the damage to 30. Don't really caer about the damage so much, this is more so that it has effects such as on-hit visuals. Can lower the damage if required, but honestly anything that competes against troll mjolnir is good. > Added further support for nonhuman robed casting: Monkeys, cyborgs, and drones can all now cast robed spells as long as they're wearing a wizardly hat as well. SS13 is known for 'The Dev Team Thinks of Everything' and I believe this is a sorely lacking part of this or something. It's funny. I want to see a monkey wizard. > Made monkeys able to wield things again. I really don't know why this was a thing and it was breaking my axe and spear wielding primal monkeys. Like, why? ## Changelog 🆑 add: Adds Summon Simians, a spell that summons four monkeys or lesser gorillas, with the amount increasing per upgrade. The monkeys have various fun gear depending on how lucky you get and how leveled the spell is. If the spell is maximum level, it only summons normal gorillas. balance: Wizard Mutate spell works on non-human races. It also gives you Gigantism now (funny). If the Race can't support tinted bodyparts, your whole sprite is temporarily turned green. balance: Made Laser eyes projectiles a subtype of actual lasers, which has various properties such as on-hit effects and upping the damage to 30. add: Added further support for nonhuman robed casting: Monkeys, cyborgs, and drones can all now cast robed spells as long as they're wearing a wizardly hat as well. balance: Made monkeys able to wield two-handed things again. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> * Adds Summon Simians & Buffs/QoLs Mutate * Updates our modular file to take this into account (I hate that this exists) --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
||
|
|
d80d42dd8a |
[MIRROR] Abductor / general "Summon Item" spell QoL [MDB IGNORE] (#22947)
* Abductor / general "Summon Item" spell QoL * Update _unit_tests.dm * Update _unit_tests.dm --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
||
|
|
96d47042e5 |
[MIRROR] Adds Unit Tests for Radio Messages [MDB IGNORE] (#22950)
* Adds Unit Tests for Radio Messages (#77392) ## About The Pull Request In light of the issues caused by #77350, it would be good to add unit tests for radio messages so that this doesn't happen again. I have tested the unit tests, they will pass with the current code but correctly fail if the aforementioned bug is still present. ## Why It's Good For The Game Unit tests are good. ## Changelog No player-facing changes, just unit tests. * Adds Unit Tests for Radio Messages --------- Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com> |
||
|
|
52bd1b6233 |
[MIRROR] Kills seconds_per_tick from status effect tick, replaces it with seconds_between_ticks to clarify some things [MDB IGNORE] (#22931)
* Kills `seconds_per_tick` from status effect `tick`, replaces it with `seconds_between_ticks` to clarify some things (#77219) ## About The Pull Request https://github.com/tgstation/tgstation/pull/66573#discussion_r861157216 `status_effect/proc/tick(seconds_per_tick)` is wildly misleading and I feel like I should address it For a majority of status effects, they process on fast processing but do not tick every fastprocessing tick This means that using `seconds_per_tick` here is not giving you the seconds between status effect ticks, it's giving you seconds between processing ticks (`0.2`) This is how it's misleading - If you have a tick interval of `1 SECONDS`, you'd think `seconds_per_tick` is, well, one. But it's actually one-fifth. So all of your effects are now 80% weaker. I have replaced the use of `seconds_per_tick` in tick with `seconds_between_ticks`. This number is, quite simply, the initial tick interval of the status effect divided by ten. An effect with the tick interval of `1 SECONDS` has a `seconds_between_ticks` of 1. As a consequence, some things which were inadvertently made weaker, such as fire and some heretic things (at a glance), are now a little stronger. ## Why It's Good For The Game See above. Makes it more clear what you're doing when working with effects. ## Changelog 🆑 Melbert code: Updated some status effect tick code to be more clear of how long is elapsing between ticks. Some effects that were inadvertently weakened are now stronger as a result (fire and some heretic effects). /🆑 * Kills `seconds_per_tick` from status effect `tick`, replaces it with `seconds_between_ticks` to clarify some things * Modular updates --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
add685c986 |
[MIRROR] make the hive bot a basic bot [MDB IGNORE] (#22938)
* make the hive bot a basic bot (#77274) ## About The Pull Request i make the hivebot a basic bot also the old hivebot simple bot he was chaneged apperence when he finded a target so i maked a new element to allowed this behavier so now when the basic finded a target he apperence can also changed and this elememt can be gived to another basic monsters so they can changed apperence when they found a target. i give him new behaviers now the hivebot will look for ech other and when he finded ech other they will comunicated with binyary messages and now the mechanic hivebot he will go to look for broked machines so he can repair him ## Why It's Good For The Game the hivebot is a basic and he have a better behaver ## Changelog 🆑 refactor: the hivebot is now a basic please report any bugs /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> * make the hive bot a basic bot * Update salvagepost.dmm --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
a4cf2e451c |
[MIRROR] Adds a system for logging metadata about hard deletes [MDB IGNORE] (#22878)
* Adds a system for logging metadata about hard deletes (#76956) ## About The Pull Request I'm sick of the progress bar harddel, and I've ran into this problem in the past, so I'm just gonna do something about it If you want to provide an individual logged bit of info about a harddel, you can override `/datum/proc/dump_harddel_info()` and return a string containing "whatever" Use of this should be limited, this could potentially clutter del logs, especially if it's used on something that fails often, like pipes I do think it's still useful tho. It's output ingame, in the logs, and in unit test failures. Hopefully all nicely tho I'm only really 100% sure about in game. * Adds a system for logging metadata about hard deletes --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
||
|
|
a7b4a03537 |
Fixes strange rocks appearing as black squares in the rock (#22876)
* Fixes strange rocks appearing as black squares in the rock * Fixes the CI and the icebox strange ores too! * Added our modular file for mineral turfs to the turf_icons test |
||
|
|
377bf92754 |
[MIRROR] Basic Lobstrosity [MDB IGNORE] (#22827)
* Basic Lobstrosity (#77253) ## About The Pull Request I'm slowly chipping away at mining mobs. These ones also got some new sprites because the old ones were a bit weird except when facing South.  Arctic Lobstrosities are now hairy to give them a little more visual distinction from Lavaland ones. In terms of behaviour, they're now a little faster and can charge you from further away. They will _only_ attack players who are incapacitated in some way (primarily from being hit by their charge, but could be from a Goliath or something too) and will otherwise keep their distance until they can charge again. They move slower for a short duration after charging though, so you have time to slap them a bit. If a Lobstrosity downs you then it will try to snip off one of your arms, then retreat in order to eat it. Obviously nobody likes losing an arm, but this does give you an opportunity to get away while it is distracted? Funnily enough the way our health system works means that sometimes losing that arm actually takes you out of soft crit so you can stumble back to the station for a replacement (or try to wrestle yours back?) All of these things are achievable also by a player if you make one sapient, they will pull arms off mobs they attack which are in crit and can eat arms if they see them lying around if they want. I added an element to let you dismember people with your bare hands, maybe someone evil can use it to add a beheading attack some day. Here's a video of their new behaviours: https://www.youtube.com/watch?v=9eKxsH7hD7Q ## Why It's Good For The Game Gives mobs more character. Reduces our list of frozen simple mobs. Replaces some ugly side sprites. Medbay enrichment? ## Changelog 🆑 refactor: Lobstrosities are now basic mobs and have different AI behaviour. Please report anything which seems like it shouldn't be happening. add: Lobstrosities will now only opportunistically attack things they have knocked over with their charge, and are otherwise timid. add: Lobstrosities are hungry for fingers and will steal one of your arms if they defeat you in combat, although this gives you time to crawl away. sprite: New sprites for Lobstrosities. /🆑 * Basic Lobstrosity * Modular paths --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
e47459a21b |
[MIRROR] fixes station trait unit test and gives coroner a cybernetic revolution implant [MDB IGNORE] (#22792)
* fixes station trait unit test and gives coroner a cybernetic revolution implant (#77235) ## About The Pull Request what the title says, the implant is a bone tongue ## Why It's Good For The Game bone tongue kinda fits as a unique implant. we should have more implants though cause we kinda ran outta them ## Changelog 🆑 fix: coroner has an implant during cybernetic revolution /🆑 * fixes station trait unit test and gives coroner a cybernetic revolution implant * Gives modular jobs cybernetics * Update tgstation.dme * ctrl+s fail * Merge branch 'upstream-merge-77235' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-77235 * Fine --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
72b1a979ff |
[MIRROR] Improves the RPG loot wizard event. [MDB IGNORE] (#22800)
* Improves the RPG loot wizard event. (#77218) ## About The Pull Request As the title says. Adds a bunch more stat changes to various different items and a somewhat simple way of modifying them whilst minimizing side-effects as much as possible. Added a new negative curse of polymorph suffix that can randomly polymorph you once you pick up the item. Curse of hunger items won't start on items that are not on a turf. Curse of polymorph will only activate when equipped. Bodyparts, two-handed melees, bags, guns and grenades, to name a few, have a bunch of type-specific stat changes depending on their quality. Some items won't gain fantasy suffixes during the RPG loot event, like stacks, chairs and paper, to make gamifying the stats a bit harder. I'm sure there'll still be other ways to game the event, but it's not that big of a deal since these are the easiest ways to game it. High level items also have a cool unusual effect aura ## Why It's Good For The Game Makes the RPG item event cooler. Right now, it's a bit lame since everything only gains force value and wound bonus on attack. This makes the statistic increases more type-based and make it interesting to use It's okay for some items to be powerful since this is a wizard event and a very impactful one too. By making the curse of hunger items not spawn on people, it'll also make it a less painful event too. ## Changelog 🆑 add: Expanded the RPG loot wizard event by giving various different items their own statistic boost. /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> * Improves the RPG loot wizard event. --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> |
||
|
|
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> |
||
|
|
cab87c97e5 |
[MIRROR] Add leash component to pAIs that keeps them within range instead of directly teleporting them back, increases default range to max range [MDB IGNORE] (#22745)
* Add leash component to pAIs that keeps them within range instead of directly teleporting them back, increases default range to max range (#77030) ## About The Pull Request Tries to keep pAIs in range of their owner by moving them closer when the owner moves, rather than jarringly teleporting every time the owner gets out of range. Does this by calculating the closest path a nearby tile and forcefully moving you there. Still a bit janky at times but is better than teleporting directly onto the owner 100% of the time I feel. Also prevents you from moving out of range, rather than forcefully teleporting you back. Increases the default pAI range to the maximum (9 tiles) ## Why It's Good For The Game New leashing makes being a leashed pAI significantly less jarring and obvious. Ideally we would also have a visible max range too. Default pAI range was pretty small in my testing and I think it's not unreasonable to think a lot of people won't bother changing it. That they are leashed at all is the important part. ## Changelog 🆑 qol: pAIs now try to stay within range of their owner, and teleport back only when necessary qol: Default max pAI range has been changed to the maximum range you can choose (9 tiles) /🆑 --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> * Add leash component to pAIs that keeps them within range instead of directly teleporting them back, increases default range to max range * Fixes the leash enable/disable * A workaround because the procs are private. * Update card.dm * Update card.dm what I get for rushing * Update card.dm --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
c7e49e5fa3 |
[MIRROR] Doubles the time you can get the "Long shift" achievement, makes it not grant on admin restarts [MDB IGNORE] (#22771)
* Doubles the time you can get the "Long shift" achievement, makes it not grant on admin restarts (#77195) ## About The Pull Request - "Long shift" can now be earned from sub 10 minute rounds rather than sub 5 minute rounds - Admin restarts no longer give out "Long shift" ## Why It's Good For The Game I do not think this achievement can *possibly* be earned right now. Like at all. Nuke Ops and cult are the only antags that can possibly do it and it's incredibly infeasible (requiring that they nuke the station or summon Nar'sie in just 3 minutes!) So I bumped up the timer to 10 minutes. This means that ops can get it if they nuke the station in 8 minutes, cult can get it if they REALLY speedrun, and revs can get it if they beeline the heads. I checked the DB for stats on this achievement and it's only been earned in 3 rounds across the last year - `208780` (admin restart due to a bug) `192892` (admin restart due to a bug?) `186192` (admin restart). So I also prevented admin forcing the round to end. (I don't know if it catches admin reboots directly I'll have to check that.) ## Changelog 🆑 Melbert balance: The "Long Shift" achievement is now feasibly obtainable, and admins can no longer trigger it unknowingly /🆑 * Doubles the time you can get the "Long shift" achievement, makes it not grant on admin restarts --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
||
|
|
3fa227223a |
[MIRROR] convert the bear to a basic mobster [MDB IGNORE] (#22751)
* convert the bear to a basic mobster * Merge conflicts * Fixing the diffs * Merge conflicts * Update mob.dm * Update VoidRaptor.dmm * why is this pr so cursed --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
7fe39be6a0 |
[MISSED MIRROR] make the mushroom a basic monster (#76570) (#22760)
make the mushroom a basic monster (#76570) ## About The Pull Request i maked the mushrom from the simple monster to a basic monster so he is dont a simple anymore but now he is a basic.i followe the instrucions in the guide learn-ai.md to maked this pr. i also give the mushrom a extra feture he will go and hunt food mushroms on the floor to ate them and when he ate them he will heal small his hp ## Why It's Good For The Game he is now a basic monster so he is not simple anymore. it is good because he is a more advance ai and he will stil go and do the same stuf he did when he is simple but he is now a basic ## Changelog 🆑 refactor: Mushrooms have been refactors, please report any bugs/unintended behavior add: the mushroom basic mob can eat the mushroom plant to heal itself /🆑 --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> |
||
|
|
888801fd05 |
[MIRROR] Adds a unit test to stop elements from using identical lists for their arguments. [MDB IGNORE] (#22732)
* Adds a unit test to stop elements from using identical lists for their arguments. (#76322) ## About The Pull Request Ok, so a few days ago I made an issue report about multiple instances of identical elements being generated because of uncached lists. ninjanomnom (the mind being the element datums) cleared it up and said an implementation of GetIdFromArguments() that also checks the list contents wouldn't be worth the performance cost, while adding that a unit test should be written to check that it doesn't happen at least during init, which should catch a good chunk of cases. Also, i'm stopping RemoveElement() from initializing new elements whenever a cached element is not found. Ideally, there should be a focus only unit test for that too, but that's something we should tackle on a different PR. Some of the code comments may be a tad inaccurate, as much as I'd like to blame drowsiness for it. Regardless, the unit test takes less than 0.2 seconds to complete on my potato so it's fairly lite. ## Why It's Good For The Game This will close #76279. ## Changelog No player-facing change to be logged. * Adds a unit test to stop elements from using identical lists for their arguments. * Fixes unit test * seeing double --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
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> |