Commit Graph

194 Commits

Author SHA1 Message Date
SkyratBot 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>
2023-09-09 10:32:37 -04:00
Bloop 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>
2023-08-22 17:18:58 -04:00
lessthanthree 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
596ca8b6d4). Basically, we leverage the
code that was already being used in the DME Validator but then expand it
a bunch via using JSON Schemas that correspond to the type of scan we
want to run. Even though sorting unit tests alphabetically is a bit
different than sorting the tgstation DME, it's good to leverage the
already existing framework rather than create a copy-pasta "lesser" code
runner. This went through strenous testing on my end, so let me know if
anything seems off.

While in the area, I added some other niceties that I've found work
really well in GitHub Runners environments, as well as local testing in
case you really like doing that before you make a PR for some reason.
## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/34697715/307161d7-cef1-418b-9a51-2a7bf6c5b678)

This is what it looks like pre-596ca8b6d4cc49cd69fc104b53b7f4973497a2e5
(this is now merged, so it will pass CI)

De-hardcodes some stuff and allows for some neater flexibility, less
cringe unit tests being coded and not being ticked in the file, etc.
etc.
## Changelog
Nothing for players to care about.

Let me know if you have a better idea than the schemas, I couldn't think
of one that could be really extensible and flexible in the same way this
is.
# Conflicts:
#	code/modules/unit_tests/_unit_tests.dm
#	tools/validate_dme.py

* Modular tick enforcement

* Update tgstation_dme.json

* Update tgstation_dme.json

* Update tgstation.dme

* Update unit_tests.json

* Modular tick enforcement

* oop

* Update ticked_file_enforcement.py

I cannot python what the heck

* Update ticked_file_enforcement.py

* Update ticked_file_enforcement.py

* Update ticked_file_enforcement.py

* Update ticked_file_enforcement.py

ugh

* Update ticked_file_enforcement.py

* You have got to be kidding me.....

* Update _unit_tests.dm

* Update _unit_tests.dm

* Update _unit_tests.dm

* Update unit_tests.json

* Update unit_tests.json

* Update _unit_tests.dm

* Update unit_tests.json

* Update _unit_tests.dm

* Update _unit_tests.dm

* Update

* Update unit_tests.json

* Update ci_suite.yml

* Update ci_suite.yml

* Update ci_suite.yml

* Update _unit_tests.dm

* Update

* Ughdate

* Ughdate

* Ughdate

* Debug time

* Update ticked_file_enforcement.py

* Update _unit_tests.dm

* Update tgstation.dme

* Revert "Update tgstation.dme"

This reverts commit 4e82ad6b0be937d26ac36884f2d00d6718d72029.

* Update _unit_tests.dm

* What

* Hmm

* Update unit_tests.json

* Ugh

* Update ticked_file_enforcement.py

* This is so jank

* hnnng

* Update ticked_file_enforcement.py

* what. do. you. want.

* Update ticked_file_enforcement.py

* Now let's see if it works

* Revert "Now let's see if it works"

This reverts commit 915c40d99da8b7a869db1205e48e4f7178da9b8e.

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-19 15:32:38 -04:00
SkyratBot 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 (71fe46511a), as the
fact it broke again is a regression. Will fail until that PR is merged,
as you might expect.

* Adds a unit test to check items are dropped when the arm holding them is dismembered.

---------

Co-authored-by: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com>
2023-08-19 11:45:58 -04:00
SkyratBot 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>
2023-08-16 04:08:15 -04:00
SkyratBot 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
(d3575161ca)), so I decided to spend a few
hours to crack out a unit test to ensure that I (and no one else) falls
for this stupid thing again.

Let me know if there's a smarter way to code something like this, but I
couldn't figure out a better way to accomodate the current framework and
be as agnostic to certain oddities as possible.
## Why It's Good For The Game
Catches stuff like this:

```txt
[2023-08-11 21:10:04.019]     FAILURE #1: The mob Garden Gnome does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #2: The mob the morph does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #3: The mob the guard spiderling (946) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #4: The mob the ambush spiderling (255) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #5: The mob the scout spiderling (375) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #6: The mob the flesh spiderling (337) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #7: The mob the hunter spiderling (869) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #8: The mob the nurse spiderling (629) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #9: The mob the tangle spiderling (19) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #10: The mob the broodmother spiderling (855) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #11: The mob the viper spiderling (519) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #12: The mob the tarantula spiderling (963) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
 -     FAILURE #13: The mob the spiderling (100) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
```

(ignore the part about gnomes and morphs, this was an earlier version of
the unit test. everything else was relevant and is fixed)
## Changelog
🆑
fix: Growing spiders will now retaliate against you like they were
always meant to.
/🆑

* Unit Tests for AI Planning Subtrees not having required element/component

---------

Co-authored-by: san7890 <the@san7890.com>
2023-08-12 18:34:53 -04:00
SkyratBot 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>
2023-08-12 10:15:53 -04:00
SkyratBot 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>
2023-08-11 23:49:18 -04:00
SkyratBot 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>
2023-08-08 23:34:14 -04:00
SkyratBot 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>
2023-08-08 09:31:41 -04:00
SkyratBot 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>
2023-07-30 16:24:44 -04:00
SkyratBot 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>
2023-07-27 20:08:55 -04:00
SkyratBot 60df7291ce [MIRROR] [READY] Fishing and aquarium expansion. [MDB IGNORE] (#22731)
* [READY] Fishing and aquarium expansion.

* Update general.dm

* Update production_skill.dm

* Merge conflict

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

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-27 18:41:43 -04:00
SkyratBot edf52faefc [MIRROR] Unit tests for bone livers [MDB IGNORE] (#22160)
* Unit tests for bone livers

* Fixes the merge conflict

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-07-18 17:17:38 -04:00
SkyratBot 02648adcd6 [MIRROR] Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests [MDB IGNORE] (#22348)
* Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests

* Fixing merge conflicts

* don't forget to ctrl+s!

* Another forgotten file

* urgh

* gets rid of vestiges of update_atom_languages()

and mind language holders

* No longer needed

* Fixes some modular grant_language calls

* Deprecated code

* This was up here before..

* Fixes failing unit tests, refactors silverscale lizards language a bit removing the need for skyrat edits

Removes some no longer needed code

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-13 22:38:45 -04:00
SkyratBot 0e0ac6dcbf [MIRROR] Unit test gaining and removing traumas [MDB IGNORE] (#22390)
* Unit test gaining and removing traumas (#76748)

## About The Pull Request

Requires #76744

Tests the granting and removing of brain traumas.

## Why It's Good For The Game

See
https://github.com/tgstation/tgstation/pull/76744#issuecomment-1630066603

## Changelog

Not necessary unless it finds something funky

---------

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

* Unit test gaining and removing traumas

* skyrat changes

* Update trauma_granting.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-07-13 10:52:32 -04:00
Zergspower 9371340945 [Manual mirror fix] Fixes and includes clothing_under_armor_subtype_check.dm in the unit tests. (#22411)
* Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-76184

* Akula's are angry apparently

* Video Search is a liar

* wetsuit pain
2023-07-12 21:36:29 -04:00
SkyratBot 27952f3232 [MIRROR] Fix Too Slowing people with high fives [MDB IGNORE] (#22086)
* Fix Too Slowing people with high fives  (#76277)

## About The Pull Request

At some point with the refactors to offering it was made so that
dropping the item stops the offer, unfortunately too slowing people with
high fives relied on this behavior (dropping not stopping the offer).

Restores that behavior with a bit more code tweaking.

## Why It's Good For The Game

How can I be too slow?

## Changelog

🆑 Melbert
fix: You can once again "too slow" someone with a high five
/🆑

* Fix Too Slowing people with high fives

* d'oh!

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-07-12 15:22:07 -04:00
SkyratBot ee58caa1f6 [MIRROR] Removes amount_list_postion from reagent containers, adds related unit test. [MDB IGNORE] (#21869)
* Removes amount_list_postion from reagent containers, adds related unit test. (#76057)

We had more issues like what #76013 addressed, now they're gone.
Variable transfer amount is now explicit.
Amount is now inferred from current value, performance concern here is
minimal. Less work and mistakes when making new types.

* Removes amount_list_postion from reagent containers, adds related unit test.

* update modular

* Fixes the failing unit test, hopefully

---------

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-06-19 17:32:22 -04:00
SkyratBot da5da42a18 [MIRROR] Refactors the worst list ever, Stun Absorptions, into status effects + makes status flags more accurate (making certain mobs more vulnerable to incapacitations?) [MDB IGNORE] (#21884)
* Refactors the worst list ever, Stun Absorptions, into status effects + makes status flags more accurate (making certain mobs more vulnerable to incapacitations?) (#76000)

## About The Pull Request

- Refactors the stun absorption list into a status effect

- Does a fair bit of cleanup around stun code

Weird thing involved in this.
Check out this define.
`IS_STUN_IMMUNE(source, ignore_canstun) ((source.status_flags & GODMODE)
|| (!ignore_canstun && (!(source.status_flags & CANKNOCKDOWN) ||
HAS_TRAIT(source, TRAIT_STUNIMMUNE))))`
Notice anything odd about it?
It only checks for `CANKNOCKDOWN`.
What does this mean?
Well, *every single* one of the stun procs used this macro for checking
stun immunity. Which means every method of stun checked the
`CANKNOCKDOWN`.
This means that, say you have a mob which has `CANSTUN` but not
`CANKNOCKDOWN`.
Intuitively this means that the mob cannot be knocked down, but can be
stunned.
But instead, this means the mob can't be stunned either.
This doesn't affect humans, they have all the status flags, but it does
affect some other mobs.
Alien adults (not queens) have `CANUNCONSCIOUS|CANPUSH`. Before, they
didn't have `CANKNOCKDOWN`, so they were fully immune to stuns and
sleeps. But now, they can be knocked unconscious.
However, overall it doesn't change much, as most mobs that flipped off
`CANKNOCKDOWN` flipped off the others too.
For consistency though it makes sense for these flags to work as they
imply.

- `incapacitate` didn't have a signal, now it does

## Why It's Good For The Game

More consistent, better code? I may use this in the future.

## Changelog

🆑 Melbert
refactor: Refactored Stun Absorptions (Bastard Sword, His Grace)
refactor: Refactored Stun Immunity. Note this means that some mobs
which, prior, were immune to all forms of incapacitation are now
vulnerable to some. Notably, adult non-queen xenomorphs are now
vulnerable to falling unconscious.
/🆑

* Refactors the worst list ever, Stun Absorptions, into status effects + makes status flags more accurate (making certain mobs more vulnerable to incapacitations?)

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-06-18 14:18:06 +01:00
SkyratBot 8c0af345d8 [MIRROR] New traitor item: Mail Counterfeit Devices [MDB IGNORE] (#21508)
New traitor item: Mail Counterfeit Devices (#75390)

## About The Pull Request

This PR will add new (antag) device, that will allow players to
counterfeit mails, putting (almost) anything they want and arming it, if
they liked to.

Upon activation this device will give you multiple choices like:
- Is it gonna be an envelope or a normal mail?
- Is it gonna be armed?
- Who is gonna be a recipient?
- If it is a non private mail, then what title it is gonna have?

Those devices can put any single normal sized item inside a mail, that
is gonna be activated upon opening if mail armed. Mail creator and other
ditalis will be shown to admins upon activation for admin purposes.
By activation i mean `attack_self` proc of an item.

Armed mail can be disarmed by using, BUT! Only owner can disarm it with
100% success rate. Other people will have 50% chance of fail, that will
activate a trap.

Those devices also have few more admin-only variations:
```
/obj/item/storage/mail_counterfeit_device/advanced
/obj/item/storage/mail_counterfeit_device/bluespace
```
They can put more items inside a mail.

### How to get those naughty devices?
- Those devices can be purchased in uplink. One device goes for one TC.
- QM and Cargo Technicians have special kits that costs 2 TC and have 6
devices.

And yeah, i also fixed issue with envelopes, they actually have 2 items
inside, but player were given only first one.

Proof of testing:

![dreamseeker_ngVIMHxdQf](https://github.com/tgstation/tgstation/assets/121913313/2bd997a9-8de6-4c32-878b-b13438f1a51e)
(minibomb was set to instant detonation before recording)

## Why It's Good For The Game

This PR will give a lot of new possibilities for traitors. Those mails
can be used not only as bombing tools, but also for contraband and other
purposes. Also those mails can be used for (b)admin stuff.

## Changelog

🆑
add: added a mail counterfeit device that can make custom (and also
armed) mails. Traitors have those devices in their uplinks.
add: added new kit for QM and Cargo Technicians that have multiple mail
counterfeit devices for neat price.
fix: fixed envelopes that were giving only their first item, even tho
they had two items insede.
image: added new icon for mail counterfeit device.
/🆑

---------

Co-authored-by: HWSensum <121913313+HWSensum@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2023-06-01 16:24:27 -07:00
SkyratBot 35581924cc [MIRROR] Turf Icons Unit Test [MDB IGNORE] (#21298)
* Turf Icons Unit Test (#75488)

unit tests turf icons to find... well, missing icons. honk.

fixes #75372
corrects a bunch of things messed up in #65504

🆑 ShizCalev
code: Made a new unit test to find turfs with broken/missing icons!
Rejoice!
fix: Fixed a bunch of incorrect and missing turf icons.
/🆑

* Turf Icons Unit Test

* Turf icon unit test modularity support update

* Should hopefully fix all of the failing turf icon tests

---------

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-05-31 23:31:05 -04:00
Gandalf f2b328e14a Post Mirror Grounding (#21034)
* PT1 MAP RESET

* Lints

* [MDB Ignore] Adds a unit test for typepaths that are required to be mapped onto each station map (#74985)

Inspired by #74967 and #68459 , and the fact that Tramstation regresses
very often -

Adds a unit test, `required_map_items`, which ensures that certain
typepaths which should definitely be mapped onto every map is mapped
onto every map

It can also be used to ensure that items which should not be mapped in
multiple times are not, among other things.

I included a few examples -
- Min 1, max inf of each head of staff stamps
- Min 1, max 1 departmental order consoles
- Min 1, max inf comms console
- Min 1, max 1 Pun Pun
- Min 1, max 1 Poly
- Min 1, max 1 Ian

If, in the future, a mapper decides they (for some reason) do not want a
certain previously-required item on their map, the test can be adjusted
such that it allows excluding or something, but currently it should be
for items which require conscious thought about.

I attempted to make this a linter before realizing two things
1. Someone might make a spawner which spawns the items, or they might
get placed in a locker, in any case this accounts for everything on init
2. Linters run on every map, non-station maps included

So I went with a test

Why is it always the CMO stamp?

Not necessary (unless I find a map missing something, then this will be
updated)

* yay

* Update VoidRaptor.dmm

* Update blackmesa.dmm

* wew

* New sand and water sprites (ported from Bay) (#75254)

* e

* Update AntagInfoClock.tsx

* Update LimbsPage.tsx

* Update area_spawn_entries.dm

* Update LimbsPage.tsx

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-05-10 01:24:11 +00:00
SkyratBot 80c3fa0504 [MIRROR] Adds a unit test that all roundstart spawnable jobs have a landmark to spawn at [MDB IGNORE] (#20942)
* Adds a unit test that all roundstart spawnable jobs have a landmark to spawn at

* Update _job.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-10 00:40:23 +01:00
SkyratBot b44715db5d [MIRROR] ex_act() will work on basic mobs again (lol) + Unit Test [MDB IGNORE] (#20919)
* `ex_act()` will work on basic mobs again (lol) + Unit Test

* COnflict

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:51:49 +01:00
SkyratBot 374d002403 [MIRROR] Unit Test Font Awesome icons and Quirk icons [MDB IGNORE] (#20442)
* Unit Test Font Awesome icons and Quirk icons

* skyrat edits

* icons

* fex

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 01:57:33 +01:00
SkyratBot 4085ed014c [MIRROR] Expands conversion unit test coverage [MDB IGNORE] (#20516)
* Expands conversion unit test coverage (#74563)

## About The Pull Request

Requires #74562 and #74556 be merged first.

Unit tests cult conversion and throws in a case for rev AOE flashes

## Changelog

Not necessary

---------

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

* Expands conversion unit test coverage

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-04-14 14:37:53 +01:00
SkyratBot e7a6f94460 [MIRROR] Moves revolution code of out of flash code, fixes April Fool conversion forcesay never working in any cirumstances [MDB IGNORE] (#20358)
* Moves revolution code of out of flash code, fixes April Fool conversion forcesay never working in any cirumstances (#74411)

## About The Pull Request

- Signallizes head revolutionary flash conversion code, moving it out of
core flash code.
- Removes "tacticool" flashing from head revs, but they can still
convert from any direction

- Fixes April Fools "You son of a bitch! I'm in" force say never
working.
   - Revs are muted on conversion so they couldn't talk.
       - Fixed by only muting revs on non-holidays
   - Cultists are unconscious on conversion so they couldn't talk
       - Fixed by only unconscious-ing cultists on non-holidays
- Brainwash victims are more often than not unconscious / asleep so they
couldn't talk
       - Just left this one.

- Reduced the chance of them occurring and limits it to April Fools only
- A 1% chance of the force says ocurring means they will happen pretty
much once a week, given multiple rev / cult rounds happen every week and
on average like, 20 people are converted. A little absurd, it's good
that it never worked?

## Why It's Good For The Game

Antag code in core item code is bad

It's funny this meme has existed for like 2, 3 years now? No one's
tested it, it's never worked

## Changelog

🆑 Melbert
refactor: Removes Rev code from core flash code
fix: Getting converted on April Fools now triggers the meme force say as
always intended
del: The meme force say can no longer trigger on any day (it didn't work
before anyways)
/🆑

* Moves revolution code of out of flash code, fixes April Fool conversion forcesay never working in any cirumstances

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-04-06 02:07:43 +01:00
SkyratBot 8bc4d03b14 [MIRROR] Fixes slimes not having a mischievous face [MDB IGNORE] (#20357)
* Fixes slimes not having a mischievous face (#74483)

## About The Pull Request

The icon state was improperly named, so it didn't actually exist.
This fixes that.

## Why It's Good For The Game

Fixes a bug

## Changelog

🆑
fix: Slimes' mischievous emote now works.
/🆑

* Fixes slimes not having a mischievous face

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-04-06 02:07:16 +01:00
SkyratBot 16e9175153 [MIRROR] Unit Test connected station areas [MDB IGNORE] (#20219)
* Unit Test connected station areas (#74367)

## About The Pull Request

Ensures that we don't get station areas which are disconnected
### Mapping March
Ckey to receive rewards: N/A

## Why It's Good For The Game

"Drake, why is this room depressurized?"
## Changelog

* Unit Test connected station areas

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-03-31 15:43:34 -07:00
SkyratBot 63feb20ef0 [MIRROR] Organ Unit Tests & Bugfixes [MDB IGNORE] (#19968)
* Organ Unit Tests & Bugfixes

* e

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* e

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

---------

Co-authored-by: Dani Glore <fantasticdragons@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-03-31 04:04:45 +01:00
SkyratBot 79bb4facfc [MIRROR] Removes networks from the game [MDB IGNORE] (#20083)
* Removes networks from the game (#74142)

## About The Pull Request

This is a continuation of
https://github.com/tgstation/tgstation/pull/74085 - I announced in the
comments there that this would be my next PR, and this is it.

Removes SSnetwork, ``/datum/ntnet``,
``/datum/component/ntnet_interface``, ``var/network_root_id``, the
network unit test, and a lot of other things related to networks.

- NTNet circuits now check for an Ntnet relay, and uses signals to
operate.
- Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you
can no longer see what ruins exist using it (why should Wirecarp know
that Oldstation spawned? The flavor is that they dont know its there).
- Removed it from MULEbots entirely, I don't think it even did anything
for them? Botkeeper seems to work without it, so it's possibly there
from pre-tgui PDAs.
- Moves assigning random names to a base proc instead of being tied to
network, this is things like random-naming scrubbers/vents. The behavior
hasn't changed at all.
- Makes Ntos work for consoles when relays are down, as the comments
said they're supposed to (because they're wired). I think this was an
accidental change on my part, so this is a revert of that.

## Why It's Good For The Game

Ntnet is ancient code that hasn't given us much that we can't do with
already existing alternatives, we've been slowly moving away from it for
init times, and though a large portion of that was limited to airlocks,
I still don't think this is a system worth keeping around.
It's way too complex to expect feature coders to do anything with it,
and too old with better alternatives for anyone to want to improve any
of it.

## Changelog

🆑
fix: Computers are now properly connected to Ethernet, and can use Ntos
when Relays are down.
refactor: Removes Ntnet and Ntnet interfaces, which was only used by
Ntnet circuits (which now directly checks for a Relay to work) and
MULEbots, which did nothing with it.
balance: Wirecarp no longer tells you what ruins spawned in a round,
instead it's limited to PDA logs, and tells you the source too. This
means the RD can catch someone running illegal programs if they don't
make any attempt at hiding it.
qol: Wirecarp logs is now set to save 300 at once, instead of 100 and
being increased to 300 by the RD during the round. This is pretty
insignificant, since there's no reason to NOT want as many logs as
possible.
/🆑

---------

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

* Removes networks from the game

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
2023-03-27 03:28:18 +01:00
SkyratBot 6e029611ac [MIRROR] Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test [MDB IGNORE] (#19959)
* Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test

* MISSED MIRROR https://github.com/tgstation/tgstation/pull/71606

* Update modules_supply.dm

* Update tgstation.dme

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-27 03:26:52 +01:00
SkyratBot d4c8a4ed9e [MIRROR] Resolves mutant species keeping old organs they shouldn't have [MDB IGNORE] (#19958)
* Resolves mutant species keeping old organs they shouldn't have (#73728)

## About The Pull Request

regenerate organs never removed invalid organs when regenerating
## Why It's Good For The Game

Fixes https://github.com/tgstation/tgstation/issues/73640
adds a unit test to prevent regressions in the future

## Changelog
🆑
fix: Plasmamen don't have hearts, again
/🆑

* Resolves mutant species keeping old organs they shouldn't have

* https://github.com/tgstation/tgstation/pull/68168

* Now everything should pass, yes, even appendixes for synths

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
2023-03-26 13:28:28 -04:00
lessthanthree 0d983be692 [MANUAL MIRROR] Fix: DNA Infuser & Unit Tests, Organs Bugfixes (#19211)
* Fix: DNA Infuser & Unit Tests, Organs Bugfixes (#73003)

>_"I don't remember buying tickets to Mutants on Ice."_
>-Duke Nukem

This PR is (hopefully the final) part of a series of my continuing
refactors of the DNA Infuser. This PR represents a "quality pass" which
should also iron-out the rest of the most impactful bugs.

Granular list of changes:
- This PR adds unit tests for the DNA Infuser organs and
`/datum/status_effect/organ_set_bonus` as recommended by @AnturK
- I noticed that the base `/datum/infuser_entry` was being used in the
machine for the Fly and "rejected" infusions, whereas usually we would
expect it to be a base type used only as a development template. I
corrected this issue and created `/datum/infuser_entry/fly` to be used
for that use-case instead.
- Added `/mob/proc/can_mutate()` and `/mob/living/carbon/can_mutate()`
to replace a few copied lines across several files. The proc is normally
used in the context of mutating a Human via their DNA.
- I fixed a ton of typos in organ-related code, specifically where
"receiver" was typo'd as "reciever". There are far more of those typos,
but I limited the scope of my changes to organs.
- I noticed a bug in `/datum/species/proc/regenerate_organs` wherein a
race condition caused an organ to remove itself before it's done
inserting itself. This happens because the Fly organ set bonus runs
`regenerate_organs` which calls `Remove` on the organ while `Insert` is
still in the call-stack. I added `INVOKE_ASYNC` as a workaround, and
also changed the order the signals are emitted to prevent future bugs.
This bug primarily only impacted the flyperson species transformation,
which was part of the DNA Infuser's flyperson infusion organ set bonus.
- In my last refactor PR #72745 I also introduced a bug in
`/obj/machinery/dna_infuser/proc/infuse_organ` wherein I forgot to add
the usage of `new` when attempting to implant new organs, and this PR
fixes the erroneous code.
- Fxed a bug which causes the organ set bonus to activate when mixing
organs from different sources, which is caused by a developer oversight
wherein all `/datum/status_effect/organ_set_bonus` had identical IDs.
- Added a cleaner `replacetext`-based way of handling pronouns in
`/datum/element/noticable_organ/proc/on_receiver_examine`, using custom
macros `%PRONOUN_S` and `%PRONOUN_ES` as advised by @MrMelbert
- This PR also fixes #72767

With the changes in this PR the machine will finally work as we expect
it to. By adding unit tests we will also be able to ensure that it works
as expected from now on. I feel confident saying that the completeness,
algorithmic correctness, and code health of the DNA Infuser is much
better than it was before.

🆑 A.C.M.O.
fix: Fully fixed the DNA Infuser, which will now infuse organs as
expected.
fix: Fixed flyperson species transformation and organ set bonus, which
was throwing a runtime.
fix: Fixed many typos in organ-related source code.
/🆑

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>

* *shrug

* Uncommented the line Gandalf wanted uncommented

* Properly fixes CI on this one, hopefully.

---------

Co-authored-by: Dani Glore <fantasticdragons@gmail.com>
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-03-17 18:29:15 -04:00
SkyratBot 37953d4bcf [MIRROR] Makes Lesser Form into one ability & unit tests it [MDB IGNORE] (#19521)
* Makes Lesser Form into one ability & unit tests it

* Update headcrab.dm

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 06:08:19 +00:00
SkyratBot 7f29afc8ec [MIRROR] Refactors species mutanthands into human component [MDB IGNORE] (#19355)
* Refactors species mutanthands into human component

* wew

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 02:39:41 +00:00
SkyratBot f5e63175ec [MIRROR] Fixes all antag datum moodlets being removed when any single antag datum is removed [MDB IGNORE] (#19237)
* Fixes all antag datum moodlets being removed when any single antag datum is removed (#73305)

## About The Pull Request

All antag datums operated under the `antag_moodlet` mood category, which
is clearly an issue when you can (and commonly) have multiple antag
datums of different types on your mob.

New antag datums of different type will now no longer override older
antag datum moodlets, now they will stack. This means traitor
revolutionaries are the most zealous folk on the station.

This has a few potential oversights down the line:
- Someone adds an antag datum players can have duplicates of, and also
has a moodlet associated
- Re-used moodlets in antag datums that can easily be stacked will be
noticed
- Most solo antags used `focused` right now, but none can stack outside
of admemes

But I don't think it's an issue for now.

## Why It's Good For The Game

Prevents a quick revolution from stripping you of your joy.

Fixes #67313

## Changelog

🆑 Melbert
fix: Revolutionary Heretics and Cultists Traitors no longer lose all of
their joy in life after being de-converted from their respective causes.
/🆑

* Fixes all antag datum moodlets being removed when any single antag datum is removed

* fix

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2023-03-03 06:28:53 +00:00
SkyratBot fce25b931a [MIRROR] Fixes an issue with nightmare revival, Unit tests some fully heal stuff [MDB IGNORE] (#19599)
* Fixes an issue with nightmare revival, Unit tests some fully heal stuff (#73612)

## About The Pull Request

- Same issue as Ethereals. Owner was `null`ed because the heart was
recreated. I opted for a more permanent solution, that being introducing
a new flag to avoid recreating organs.

- Adds some unit tests for fully heal stuff to make sure it works.

## Why It's Good For The Game

More cases of revival working as expected

## Changelog

🆑 Melbert
fix: Nightmare revival acts less funky - stops it from re-creating the
Light Eater.
/🆑

---------

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

* Fixes an issue with nightmare revival, Unit tests some fully heal stuff

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-03-01 01:15:12 -08:00
SkyratBot db625af910 [MIRROR] Optimize cardboard cutouts saving 1.5s+ on init times [MDB IGNORE] (#19435)
* Optimize cardboard cutouts saving 1.5s+ on init times (#73404)

New regression in init times. Closes
https://github.com/tgstation/dev-cycles-initiative/issues/32. CC @ Fikou

- Instead of creating a human and icon for *every* cardboard cutout when
initialized, only creates the one we're actually using. When you're
about to use a crayon, creates all of them.
- Instead of using getFlatIcon, uses appearances directly.

* Optimize cardboard cutouts saving 1.5s+ on init times

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-02-19 22:52:00 +00:00
SkyratBot dfbaf63d71 [MIRROR] Fix underlying armor logic and fix bug with constructed ripleys having zero armor [MDB IGNORE] (#19310)
* Fix underlying armor logic and fix bug with constructed ripleys having zero armor (#73319)

## About The Pull Request

See title
## Why It's Good For The Game

Messed up one of the armor procs; it changed the given values but never
carried over existing values.
So you would end up with an armor of that one specific value and nothing
else.

This wasn't actually used anywhere other than mecha, lava burning, and
sentient viruses, so the issue isn't that bad.
It's still an issue however.
## Changelog
🆑
fix: Mechs no longer have zero armor when built.
/🆑

* Fix underlying armor logic and fix bug with constructed ripleys having zero armor

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-02-12 22:17:07 -08:00
SkyratBot 1fe0d145a3 [MIRROR] Converts blindness and nearsightedness to status effects, scratches some VERY dumb blindness handling that resulted in mobs becoming "incurably" blind [MDB IGNORE] (#18760)
* Converts blindness and nearsightedness to status effects, scratches some VERY dumb blindness handling that resulted in mobs becoming "incurably" blind

* Fixes the conflicts and makes shit compile!

* Fixes other things that didn't show up because I hadn't updated

* Fixes the lints.

* Okay NOW it's ready (please don't add anything else that touches blindness I beg you)

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-02-03 16:08:32 -05:00
Funce 60bfb76832 [MIRROR] Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) [MDB IGNORE] (#18884)
* Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) (#72517)

revive of #68760
this time a proc, not an element
this time supports cardboard cutouts
this time supports mob corpses

![image](https://user-images.githubusercontent.com/23585223/211064291-81070650-189f-4afa-8116-81b687e3ea35.png)

prevents these icons ever being outdated, they'll always look what they
are supposed to, saves spriting work

🆑 Fikou, a hood by Viro
refactor: humanoid mobs and cardboard cutouts automatically generate
their sprites, they no longer will be outdated
/🆑

Co-authored-by: Time-Green <timkoster1@hotmail.com>

* Modular!

* Fix signal override merge skew (#72882)

Caused by https://github.com/tgstation/tgstation/pull/72517, with
https://github.com/tgstation/tgstation/pull/72561 raising an error that
was being hidden before

This changes equip logic somewhat so that set_wearer was being called
twice.

I don't think this should be being run in visualsOnly at all, as it does
a ton of stuff like registering signals, updating UI, etc etc etc. Don't
have time to investigate further.

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-01-27 13:56:00 -05:00
GoldenAlpharex 86dc0cdf65 [MIRROR] Water will now make you wet (#72844) (#18888)
Water will now make you wet (#72844)

Water, when exposed to a mob either via `TOUCH` or `VAPOR` application,
will now apply wet stacks to said mob according to the amount of water
used. For touch application, the ratio is 0.5 wet stack per unit of
water, whereas for vapor application (so for foam and sprays), that
ratio is lowered to 0.1 wet stack per unit of water. Yes, that would
mean that you could now put someone out by spraying enough water at them
with a spray bottle (usually around 50-150u), and I think that is quite
simply hilarious.

I also updated the unit test of water's `expose_mob()` proc, to check
that wet stacks were being applied properly, hopefully making sure that
there's no regression on that part in the future.
2023-01-22 16:20:02 -08:00
SkyratBot 78cc603187 [MIRROR] Fixes strange geyser and geyser regen [MDB IGNORE] (#18808)
Fixes strange geyser and geyser regen (#72221)

Called the random reagent code after it was initialized
Registered the reagent del/remove signal on the geyser, not the reagent
datum of the geyser

Closes #72037 

🆑
fix: Strange geysers have random reagents again
fix: Geysers regen reagents again
/🆑

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2023-01-19 15:27:26 -05:00
Tastyfish c44843b738 [MANUAL MIRROR] Abstract away stuff that acts on baseturfs directly into their own procs, and kills some dead code related to baseturfs + tests (#72117) (#18655)
Abstract away stuff that acts on baseturfs directly into their own procs, and kills some dead code related to baseturfs + tests (#72117)

Adds some new procs relating to baseturfs that replaces some code that
reads and sets them directly. Moves them to their own file. **To
reviewers: Any proc in baseturfs.dm that is snake_case is mine, anything
else is just moved**.

Adds tests for the existing procs of baseturfs.

I'm going to be doing some optimizations to baseturfs that change the
actual representation of baseturfs, and so I'm prepping these to be
implementation agnostic.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-01-12 12:18:28 -08:00
SkyratBot 509b89f45c [MIRROR] Contextual tutorials for swapping hands and dropping items [MDB IGNORE] (#18604)
* Contextual tutorials for swapping hands and dropping items

* Fixes

* Oops

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2023-01-10 14:26:08 +01:00
SkyratBot be18901411 [MIRROR] [ready] unit tests all worn icons [MDB IGNORE] (#18491)
* [ready] unit tests all worn icons (#72370)

Fixes #71692

🆑 ShizCalev
code: Added a unit test for ALL worn icons.
fix: Fixed a bunch of broken worn icons!
/🆑

* [ready] unit tests all worn icons

* Should have fixed most of the failures now

* Here, hopefully that should fix what was left

* Okay maybe it just hadn't been fixed yet

* I can be a bit dumb sometimes

* Okay, now it's going to work, I promise

* I'm so tired of this

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-01-09 21:10:28 -05:00
Tastyfish 01b1dafbf8 [MIRROR][Cherrypicked] Reworks how legs are rendered yet again because it was very convaluted i hated it (#18557)
* Reworks how legs are rendered yet again because it was very convaluted i hated it

* merge conflicts

* correct comment

* Fixes husk appearances not working, adds a screenshot test for it (#72190)

## About The Pull Request

Fixes #72159

Before this proc used to early return when the limb was husked
The leg refactor changed it to no longer early return and as a result it
overrided the generated husk icon with a normal limb icon
So I just wrapped even more of the proc in `!is_husked`, since like most
of it is not supposed to run

Screenshot tests husks too

## Why It's Good For The Game

Husks are good(?)

## Changelog

🆑 Melbert
fix: Husked bodies look husked again
/🆑

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-01-07 23:35:56 -08:00
SkyratBot cf660f2b1e [MIRROR] Unit Tests Door/Airlock Access Working [MDB IGNORE] (#18568)
* Unit Tests Door/Airlock Access Working (#72461)

I screwed up with my access changes (on my local, I made sure I could
still open doors rather than be kept out of places), and #72458 fixes
that. However, let's also add a unit test to prevent that regression
again. We just do five different access "checks", and see if all five
different scenarios should work as intended.

As you can see, this PR will not pass unit tests. This is supposed to
happen, because at the time of this PR is opened, we will be in a
regression state that the aforementioned PR fixes. When the
aforementioned PR is merged, it should clear CI without any difficulties
(I know this because I ran the unit test myself)

* Unit Tests Door/Airlock Access Working

Co-authored-by: san7890 <the@san7890.com>
2023-01-07 08:29:10 -08:00