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99ca6be8919668db901b18bf1799a87f33c09701
408 Commits
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223badbebb |
Eye wounds, scars and a new ~Pirate~ RP quirk (#87209)
## About The Pull Request Upon getting stabbed in your eyes or having a bullet fly through your head there's a chance (minor for stabbing, extremely low for headshots) you'll receive a new "Eye Puncture" wound which causes profuse bleeding out of your now-empty eye hole. Once healed you'll have to deal with a scar on your eye which cannot be cured and requires surgical replacement. Eye scarring will reduce your eyes' max health by 15, give you a minor screen tint and a fancy visual on your character sprite. Getting scarring on both eyes will turn you completely blind.  This PR also introduces a new quirk which gives you eye scarring on the eye of your choice and an eyepatch to go alongside it, just make sure that it sits on the right eye. Also added medical(white) subtype of eyepatches to loadout for those who want that version instead. Credits to AnturK on discord for the idea. ## Why It's Good For The Game Its a neat lil' feature that makes the game more immersive, and unlocks more roleplay opportunities for players. New quirk gives access to this feature for players who want to make it a part of their character's backstory (or maybe as a part of permanent scar roleplaying). ## Changelog 🆑 add: Getting stabbed or shot in the eyes has a chance of giving you a new wound and a semi-permanent scar, blinding you on one side add: Added new "Scarred Eye" quirk which blinds you on one eye but gives you a fancy eyepatch add: Medical eyepatches have been added to loadout /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> # Conflicts: # code/_globalvars/traits/_traits.dm # code/_globalvars/traits/admin_tooling.dm # code/modules/surgery/organs/internal/eyes/_eyes.dm |
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a455a5650b |
Move permanent limp to modular (#2576)
## About The Pull Request Forgot to check if I could make it modular before making pull request, it can be. Updating a previous PR to be modular where it makes sense. Some files are left as commented edits where it makes more sense to do so. ## Why It's Good For The Game Better follows contribution guidelines. ## Proof Of Testing Functions the same way/no changes in how it runs, just how code is structured. |
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f9cbe69b19 |
Add permanent limp quirk (#2560)
## About The Pull Request Adds a permanent limp quirk, negative with a cost of -3. Allows adding a minor, moderate, or major limp to a characters leg that cannot be treated short of limb replacement. ## Why It's Good For The Game Requested by a player. Allows for players to have a character that limps naturally without having to dislocate a leg in round. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary>    </details> ## Changelog 🆑 Cerami add: Adds a new negative quirk: permanent limp /🆑 Edit: Changed cost to -3 Made incompatible with paraplegic and hemiplegic |
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8d733c4f2d |
Adds the Fundamentally Evil quirk. Interactions with Empathy and Honorbound. (#87045)
## About The Pull Request Adds the Fundamentally Evil quirk. The quirk does nothing in of itself. If an Empath examines you, they will be shaken up by the fact that you are totally evil. Mindreaders can literally see that you're evil. If they're ALSO evil, it gives a gives a unique message. Honorbound chaplains can freely attack you without first declaring you evil. You are already evil. There is no outward tells for this fact, but if the chaplain pays attention to the medical records, you might have a problem on your hands. You are significantly harmed by holy water and holy explosions. So don't drink holy water if you can help it. ## Why It's Good For The Game I just think it'd be funny to have some crew, for whatever reason, be fully committed to being evil for no reason other than it is funny to bother empaths. I want a chaplain to come to the realization that I'm evil and see what happens. ## Changelog 🆑 add: Fundamentally Evil quirk. You might act normal, but you know deep down that you totally don't give a shit about anyone but yourself. Empaths better watch out. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> # Conflicts: # code/controllers/subsystem/processing/quirks.dm |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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d94676a411 |
ai controllers that fail to make a plan no longer process until theyre able to plan again (#86600)
## About The Pull Request ai controllers that fail planning no longer process until theyre able to plan again. this makes it so /process is called less thus you'll have less AI competing against one another for cpu. also converts idle behaviors into singletons ## Why It's Good For The Game AIs that dont have a plan dont do anything during processing so its better to just make them sit out the cycle instead of draining cpu ## Changelog 🆑 /🆑 |
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f8faccd70a | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-10a | ||
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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0771b1b3a7 |
adds some "factory" machines (#86063)
## About The Pull Request https://github.com/user-attachments/assets/4ceb4c0f-d5ef-4fc0-8436-d7eec5b6f396 https://github.com/user-attachments/assets/56ddd387-7376-4c35-a067-1adccbddeecd https://github.com/user-attachments/assets/dda6cc2b-614a-4adb-a8f4-2c03b51162e0 https://github.com/user-attachments/assets/fa7697fb-f484-48a0-bb85-ee0c2f4867e2 https://github.com/user-attachments/assets/02de4b24-2fa0-4a1e-b147-df9500109b3c https://github.com/user-attachments/assets/b56c03ab-49c9-487f-a99f-fcba5ce038ac https://github.com/user-attachments/assets/52bae5a4-68b0-4f25-99c1-1b677b99790a i didnt feel like recording the lathe and crafter for a suitable file size again but essentially the crafter crafts and the lathe lathes all machines but the router and sorter are cable powered (suitable on lavaland) theyre researched roundstart they can receive any resource that bumps into it if that resource is on the conveyor ## Why It's Good For The Game more fun engineering stuff and perhaps mining given these are more efficient but require effort to set up https://hackmd.io/@jimmyl/S1dZRZosC ## Changelog 🆑 add: added the manufacturing smelter,router,sorter,crafter,lathe,crusher,unloader /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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613fb4c08a |
ai controllers that fail to make a plan no longer process until theyre able to plan again (#86600)
## About The Pull Request ai controllers that fail planning no longer process until theyre able to plan again. this makes it so /process is called less thus you'll have less AI competing against one another for cpu. also converts idle behaviors into singletons ## Why It's Good For The Game AIs that dont have a plan dont do anything during processing so its better to just make them sit out the cycle instead of draining cpu ## Changelog 🆑 /🆑 |
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a4e9a56b4c |
Small refactor on station trait lobby buttons. (#86624)
## About The Pull Request So, I've been looking into manually loading job traits today, and it seems the buttons don't appear until you reconnect. Upon further investigations, it turns out that the code doesn't support showing lobby buttons outside of SSstation init. To add injury only up to three buttons can be displayed for some stupid reason (the lack of code for x offsets), plus the buttons aren't relocated when one is removed, thus possibly leaving behind an empty gap. This PR fixes all of that, while removing some crumbs of shitcode from new players' HUDs and making sure to remove datum traits and references are removed when the trait is deleted (usually never the case outside VV).  ## Why It's Good For The Game Lobby buttons should ALWAYS be shown to the player if the relative trait is loaded, the only exception being the conditions set by the trait itself (for job traits is the job age and whether the game has started or not), while the offsets of the lobby buttons should stay synced with how many are being displayed to the new player at any given time, so if a button is deleted, the others are relocated to avoid having leaving an empty gap behind. Beside, this is necessary for the lobby button for the playable pun pun to show up during Monkey Day. ## Changelog N/A, all backend. |
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06ba9d93eb |
Pun Pun Station Trait, But it's only active on Monkey Day (14 December, every round) (#86091)
## About The Pull Request This is a remake of https://github.com/tgstation/tgstation/pull/84501 with a few small changes to avoid mapping issues. This time it's restricted to a once-in-a-year event, mainly because neither Jacq and Lemon were ok with the possibility of Pun Pun being posibly playable all year, however Jacq said he's fine with it being available on the holiday, while Lemon isn't around on Discord atm so I don't know what he's to say. The trait makes pun pun playable and gives them the job of being a busser (waiter) in the cafeteria. They're clever and can use tools most other monkeys can't, but cannot be humanized, while also being unable to speak Galactic Common. Should they roll traitor, they'll be able to buy syndicate monkey reinforcements and equipment, which it can also use, being a monkey itself. ## Why It's Good For The Game This is a fairly unique job, like the Cargo Gorilla, due to the fact it's not a conventional humanoid crew member nor the AI or a cyborg. I thought this was a fun idea, though I met some obstacles and the original PR was DNM'ed and then closed. However, the trait perfectly fits the theme of the holiday, making a good compromise since Pun Pun will stay AI-controlled the rest of the year, as Jacquarel and Lemon want it to be. It can also be added by an admin through VV, whether they're planning some shenanigean or just want to add something more to the round. ## Changelog 🆑 add: Pun Pun is a playable crewmember during Monkey Day (14 December). /🆑 |
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023bfd0e5d |
Autowiki for fishing. (#86035)
## About The Pull Request I've come to realize manually updating all fishing stuff on the very much outdated wiki would be a colossal pain in the rear, so I've decided to automate a few bits to generate autowiki lists containing information about fish, fish traits, bait, hooks, reels, fishng rods, fish sources and fish experiments. Now tested. ## Why It's Good For The Game Making a huge autowiki for a feature that's being constantly updated (by me) but still has a particularly lame and outdated page on the wiki. ## Changelog N/A |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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10c2b7364e |
The fishening v3: Fishing lures. (#86007)
## About The Pull Request Over half of the line changes are merely from splitting the fish_types.dm into several files since it was over 1k lines already. One of the small issues with fishing right now is RNG. You want to get some specific fish, and you go through all the micromanaging with hooks, reels and baits only for the random number god to say "nope", and that's only going to get worse the more fish are in the game. However, I've a solution: (unconsumable/reusable) fishing lures, each of which attracts different fish based on different conditions. The only caveat is that they require to be spun at set intervals (usually 1 to 3 seconds, depending on the lure, with a second-long window). Worry not, there're visual cues in the form of a green/red light hovering the fishing float, so you won't get screwed up by the server slowing down or whatever. The whole box of lures (12 so far) can be from cargo for the fair price of 450 credits. I've also added 5 new fish: monkfish, plaice, pike, another punnier variant of the pike, perch and squid. The latter is quite special because of the ink production trait, which lets players use it to blind others at a close range and when butchered, it yields an ink sac, which can be processed into a can of squid ink (one less item exclusive to the produce console), or thrown at people in a sort-of-similar fashion of banana cream pies (except it's ink). <details> <summary>Images</summary> Fishing lures (forgot to take my cursor off the veggie one before the screenshot):  The five new fish:  </details> <details> <summary>A table of fish catchable wth each lure (excluding holodeck)</summary>  </details> A few more things in the CL, baitfish are a thing now. ## Why It's Good For The Game There should be ways to contrast some of the RNG fishing has. After all, it's only going to get more random the more fish are in the game. Furthermore, I find it disappointing that a lot of food stuff is exclusive to the ingredients console and there're no other ways to get it. ## Changelog 🆑 add: Added fishing lures to the game. They don't get used up like baits and let you catch specific kinds of fish, though they need to be spun every few seconds. The whole set can be ordered from cargo for 450 credits. balance: The magnet hook now removes dud chances. add: Added five new fish types: perch, two types of pike, monkfish, plaice and squid. Squids have a fairly special ink production trait, which lets you use them (unless dead) to ink people face at close range, and can be butchered for an ink sac, which can either be processed into canned squid ink, or thrown at someone. fix: Refactored throwing a little. Some items (specifically components/elements) won't be triggered when caught. no more plates shattering despite being caught for example. add: Goldfish, lavaloops, needlefish and armorfish can now be used as baits. /🆑 |
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24399318eb |
Upstream Merge 23/8/2024 (#1996)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Proof Of Testing <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Added new mechanics or gameplay changes add: Added more things del: Removed old things qol: made something easier to use balance: rebalanced something fix: fixed a few things sound: added/modified/removed audio or sound effects image: added/modified/removed some icons or images spellcheck: fixed a few typos code: changed some code refactor: refactored some code config: changed some config setting admin: messed with admin stuff server: something server ops should know /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> Co-authored-by: Changelogs <action@github.com> |
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b919441215 |
Feline traits description adjustment (#29534)
* correct felinid vs tajaran * missed update |
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659e6f0ca2 |
Fishing expansion 2: one-year later boogaloo (#85252)
## About The Pull Request This PR mainly adds more fish and more fishing spots to the game, while refactoring a few aspects of the fishing minigame. Listing out with the new fish: - Arctic char: mainly filler content for the ice hole fishing spot - Sockeye Salmon: ditto but also provides better fillets that boost the quality of resulting food items when cooked or used in recipes - Soulfish: joke content, found by the cursed spring ruin - Skin Crab: also a joke found by the cursed spring - Bump-Fish: filler for the sand fishing spot - Burrower Crab: ditto, reusing a fish sprite I made last year - Sand Surfer: ditto - Three-Eyed Goldfish: It's a reference, doh - Stingray: A modestly weaponizable fish (whoops I've forgot to set the hit sounds), it possess a few traits that make it deliver bits of venom each time you hit someone with it - Swordfish: Huge-ass fish that may require two hands to wield (or not, if the RNG wants to make it smaller). Stats-wise, it's more or less the equivalent of the captain sabre, if not stronger (and more unwieldy due to size and weight). Becomes weaker when dead. Also gives better quality fillets. - Chainsawfish: A mutation of the goldfish with some size, weight and traits requirements, but can also be found on emagged fishing portals. Stronger than the swordfish, it behaves sort of like a chainsaw, with the similar tool behaviour and var values. Also becomes weaker when dead. As for the fishing spots, you can now fish on sand turfs, at the cursed springs or on ice. Rivers/jungle water now has its own fishing spot datum, and no longer uses the generic fishing portal one. To fish on ice, you first have to carve a hole with a pick or a shovel. I've also refactored the fish "AI" hardcoded stuff used in the fishing minigame into their own datums, which let me add a few fancier ways to how the fish moves during the minigame (i.e. the soulfish moving at 1 FPS or the chainsawfish getting faster and faster). As for the sword and chainsaw fish, their potential strength is balanced out by the need of keeping them alive, as well as the potential cumbersomeness, two-handed wielding and potential slowdown from the excessive weight of the fish (Thank you Big Slappy for the inspiration). Other minor changes include: Pufferfish giving better quality fillets (too bad they're poisonous, I'll go and make a skillchip to let cooks safely separate the poisonous liver from the fillets); McGill The lawyer's goldfish) having a 15% of being three-eyed; the aforementioned slowdown from fish weight and two-handed carry from fish size; a couple new fish icons (the ones that hint you on what you're trying to catch) for the fishing minigame; a few adjustments to prevent self-reproducing fish from ignoring the population cap and let fish with a stable population of 1 to crossbreed (also gotta make a different PR to let it happen rarely without the crossbreeding trait). This PR is still a WIP, gotta test it several times. ## Why It's Good For The Game Fishing is something I've been working on for about a year now, but there are still a few places where it's kinda lackluster, like there's not enough diverse fishing spots or useful fish (I'll be working on a separate PR to make the logistic of a carrying a fish around without letting it die a tad easier). Also, look at these sprites:  Can you guess which is which? ## Changelog For the sake of not dumping players with niche information 90% of the players won't understand, I'll keep the CL pretty generic 🆑 add: Added twelve new fish types to the game. Some are cool, other are not, some come with their own special traits and some are straight-up weapons. add: Added more fishing spots to the game. Sand, ice, rivers, the cursed spring... balance: A few fish like salmon, swordfish and pufferfish (poisonous btw) now give better quality fillets when butchered, which can improve the quality of food that uses them even further. balance: Excessive fish weight will make the fish slowier to carry, while excessive size may make it require two hands. balance: Adjusted size, weight and cooldowns of several fish, for the better. /🆑 |
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330cf42ff9 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-08c | ||
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97e8c044ed |
[MIRROR] idle basic mobs can plan again (#29351)
* idle basic mobs can plan again * ready --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> |
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4273fc9dd9 |
idle basic mobs can plan again (#85348)
## About The Pull Request idled basic mobs now instead of completely shutting off, will be delegated to a much lower priority subsystem to do their planning. ## Why It's Good For The Game Mobs can now perform their functions without needing players to be nearby in a way that doesnt starve other subsystems. this allows animals such as goldgrubs to eat ores, lobstrosities to fish, seedlings to tend plants (and many others) without needing any players nearby ## Changelog 🆑 fix: idle basic mobs will now plan behaviors rather than completely shut down /🆑 |
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9da38495b6 | Merge master | ||
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012487c475 |
[Merge ready] Adds, well Ports Echolocation (#29108)
* I See Clearly Now: customizable echolocation quirk (#525) * Add echolocation quirk w/ customizable echo overlay, and echo types * Make sure echolocation can't be taken with similar quirks * Actually use the right path * Static type and reorder dme * Remove some leftover test comments * Modularization improvements Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> * Further modularization and dejankify client_colour handling * Clean up client_colours in remove() * Add stall/toggle power to echolocation quirk holders --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> * all fixed * No more NOVA * We are blind, so its not fair to not get points. * Unbreaks it, and QOL * Waterpig's epic fixes * that is buffed * Moves quirks around to a new module because holy fuck * Update echolocation.dm --------- Co-authored-by: Ephemeralis <Ephemeralis@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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7cb3b3f472 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-07b | ||
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62e0bc6cc8 |
[MIRROR] Fixed quirk conflict between transhumanist and prosthetic limb (#28610)
* Fixed quirk conflict between transhumanist and prosthetic limb (#84325) ## About The Pull Request Transhumanist and prosthetic limb no longer conflict. If you pick the same limb for both it uses the weaker prosthetic (dumbass) Made the name for prosthetic limb global list more intelligible ## Why It's Good For The Game > Transhumanist and prosthetic limb no longer conflict. If you pick the same limb for both it uses the weaker prosthetic (dumbass) I wanted to RP a guy with a robotic voicebox and prosthetic limb but the game didn't let me, which I thought was pretty lame! Since the root issue is likely that both can have the same limb which ends up as Free Points as transhuman takes priority, I just added a check to ensure that can't happen and is overridden by the negative instead. Any transhumanist mood point benefits are made up for by the bad limb. > Made the name for prosthetic limb global list more intelligible It was bad ## Changelog 🆑 qol: Transhumanist and prosthetic limb no longer conflict. If you pick the same limb for both it uses the weaker prosthetic (dumbass) code: Made the name for prosthetic limb global list more intelligible /🆑 * Fixed quirk conflict between transhumanist and prosthetic limb --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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0d05492e73 |
Fixed quirk conflict between transhumanist and prosthetic limb (#84325)
## About The Pull Request Transhumanist and prosthetic limb no longer conflict. If you pick the same limb for both it uses the weaker prosthetic (dumbass) Made the name for prosthetic limb global list more intelligible ## Why It's Good For The Game > Transhumanist and prosthetic limb no longer conflict. If you pick the same limb for both it uses the weaker prosthetic (dumbass) I wanted to RP a guy with a robotic voicebox and prosthetic limb but the game didn't let me, which I thought was pretty lame! Since the root issue is likely that both can have the same limb which ends up as Free Points as transhuman takes priority, I just added a check to ensure that can't happen and is overridden by the negative instead. Any transhumanist mood point benefits are made up for by the bad limb. > Made the name for prosthetic limb global list more intelligible It was bad ## Changelog 🆑 qol: Transhumanist and prosthetic limb no longer conflict. If you pick the same limb for both it uses the weaker prosthetic (dumbass) code: Made the name for prosthetic limb global list more intelligible /🆑 |
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d9707a228e |
[MIRROR] Adds Character Loadout Tab to preferences (with just a small handful of items to start) (#28126)
* Adds Character Loadout Tab to preferences (with just a small handful of items to start) * step one rip out all the old nasties * fixes, current bugs: donator lock, ckey lock, one item in case * opps * sanity checks, fixed, donator implementation, ckey locking. fixes. * wew * final fixes * Update loadout_categories.dm * Update loadout_items.dm * Update loadout_items.dm * Update declarations.dm --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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55550cb524 | Upstream fixes | ||
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58ab268888 |
[MIRROR] Adds Character Loadout Tab to preferences (with just a small handful of items to start) (#28126)
* Adds Character Loadout Tab to preferences (with just a small handful of items to start) * step one rip out all the old nasties * fixes, current bugs: donator lock, ckey lock, one item in case * opps * sanity checks, fixed, donator implementation, ckey locking. fixes. * wew * final fixes * Update loadout_categories.dm * Update loadout_items.dm * Update loadout_items.dm * Update declarations.dm --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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e96f29d4a5 |
Merge remote-tracking branch 'Skyrat-SS13/master' into upstream-2024-06-16
# Conflicts: # _maps/_basemap.dm # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/skyrat/automapper/automapper_config.toml # code/__DEFINES/surgery.dm # code/datums/weather/weather_types/radiation_storm.dm # code/modules/antagonists/changeling/changeling.dm # code/modules/clothing/neck/_neck.dm # code/modules/events/_event.dm # code/modules/jobs/job_types/_job.dm # code/modules/mining/equipment/kinetic_crusher.dm # code/modules/mob/living/basic/vermin/frog.dm # modular_skyrat/modules/borgs/code/robot_upgrade.dm |
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ca19d4d7b0 |
[MIRROR] Fixes station trait based event weight modifiers being added for events that aren't valid on the current map (#28159)
* Fixes station trait based event weight modifiers being added for events that aren't valid on the current map (#83897) ``` [2024-06-12 02:12:22.135] RUNTIME: runtime error: Cannot execute /datum/round_event_control/met... (/datum/round_event_control/meteor_wave/dust_storm).valid for map(). - proc name: New (/datum/station_trait/random_event_weight_modifier/New) - source file: code/datums/station_traits/negative_traits.dm,296 - usr: null - src: Dust Stormfront (/datum/station_trait/random_event_weight_modifier/dust_storms) - call stack: - Dust Stormfront (/datum/station_trait/random_event_weight_modifier/dust_storms): New() - Station (/datum/controller/subsystem/processing/station): setup trait(/datum/station_trait/random_ev... (/datum/station_trait/random_event_weight_modifier/dust_storms)) - Station (/datum/controller/subsystem/processing/station): SetupTraits() - Station (/datum/controller/subsystem/processing/station): Initialize() - Master (/datum/controller/master): init subsystem(Station (/datum/controller/subsystem/processing/station)) - Master (/datum/controller/master): Initialize(10, 0, 1) - ``` 🆑 ShizCalev fix: Fixed a bug with station traits being added to modify weights for events that couldn't actually occur on the current map! /🆑 * Fixes station trait based event weight modifiers being added for events that aren't valid on the current map --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> |
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114c87c943 |
Fixes station trait based event weight modifiers being added for events that aren't valid on the current map (#83897)
``` [2024-06-12 02:12:22.135] RUNTIME: runtime error: Cannot execute /datum/round_event_control/met... (/datum/round_event_control/meteor_wave/dust_storm).valid for map(). - proc name: New (/datum/station_trait/random_event_weight_modifier/New) - source file: code/datums/station_traits/negative_traits.dm,296 - usr: null - src: Dust Stormfront (/datum/station_trait/random_event_weight_modifier/dust_storms) - call stack: - Dust Stormfront (/datum/station_trait/random_event_weight_modifier/dust_storms): New() - Station (/datum/controller/subsystem/processing/station): setup trait(/datum/station_trait/random_ev... (/datum/station_trait/random_event_weight_modifier/dust_storms)) - Station (/datum/controller/subsystem/processing/station): SetupTraits() - Station (/datum/controller/subsystem/processing/station): Initialize() - Master (/datum/controller/master): init subsystem(Station (/datum/controller/subsystem/processing/station)) - Master (/datum/controller/master): Initialize(10, 0, 1) - ``` 🆑 ShizCalev fix: Fixed a bug with station traits being added to modify weights for events that couldn't actually occur on the current map! /🆑 |
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d244c86ce6 |
Adds Character Loadout Tab to preferences (with just a small handful of items to start) (#83521)
## About The Pull Request Adds a Character Loadout Tab to the preference menu This tab lets you pick items to start the round with  This also has some additional mechanics, such as being able to recolor colorable items, rename certain items (such as plushies), set item skins (such as the pride pin)  ## Why It's Good For The Game This has been headcoder sanctioned for some time, just no one did it. So here we are. Allows players to add some additional customization to their characters. Keeps us from cluttering the quirks list with quirks that do nothing but grants items. ## Changelog 🆑 Melbert add: Character Loadouts del: Pride Pin quirk (it's in the Loadout menu now) /🆑 |
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2fa4c6f04b |
Rebalances being a lardass (#1417)
## About The Pull Request The overweight quirk no longer makes you fat all the time, and works like it did before the upstream merge, with applying just a 50% movespeed penalty. Being overweight is now a negative trait, worth -4. Adds a new quirk: Obese. It works like the current overweight quirk where it makes you fat AND applies a 50% movespeed penalty. ## Why It's Good For The Game Upstream made the overweight quirk make you fat and apply a custom 50% movespeed penalty. This means that on top of the existing fat movespeed penalty, it also gave you a 50% movespeed penalty which made you movie at Snellie speed. This PR fixes that while also adding a new trait in case people want that for some reason. ## Proof Of Testing Untested. Uncompiled. Unhinged. ## Changelog 🆑 BurgerBB balance: Rebalances the overweight quirk, and adds a new obese quirk. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: Swift <jackwars4@gmail.com> Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> |
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fa65d517dd | fixups | ||
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ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570) ## About The Pull Request I completely screwed up and told the original PR author of #82415 ( |
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45e52eb774 |
Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts: # _maps/RandomRuins/SpaceRuins/hilbertresearchfacility.dmm # _maps/RandomRuins/SpaceRuins/skyrat/interdynefob.dmm # _maps/map_files/Birdshot/birdshot.dmm # _maps/map_files/Deltastation/DeltaStation2.dmm # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/map_files/MetaStation/MetaStation.dmm # _maps/map_files/NorthStar/north_star.dmm # _maps/map_files/VoidRaptor/VoidRaptor.dmm # _maps/map_files/tramstation/tramstation.dmm # _maps/shuttles/pirate_ex_interdyne.dmm # code/__DEFINES/mobs.dm # code/__HELPERS/~skyrat_helpers/is_helpers.dm # code/datums/mood.dm # code/game/objects/effects/spawners/random/random.dm # code/modules/admin/verbs/adminhelp.dm # code/modules/clothing/head/jobs.dm # code/modules/mob/living/brain/brain_say.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly.png # code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly_stargazer.png # code/modules/uplink/uplink_items/job.dm # config/lavaruinblacklist.txt # icons/mob/actions/actions_changeling.dmi # icons/mob/clothing/mask.dmi # icons/obj/mining.dmi # modular_skyrat/master_files/code/modules/client/preferences/headshot.dm # modular_skyrat/master_files/code/modules/mob/living/examine_tgui.dm # modular_skyrat/master_files/code/modules/research/techweb/all_nodes.dm # modular_skyrat/master_files/icons/mob/clothing/under/skirts_dresses.dmi # modular_skyrat/master_files/icons/obj/clothing/under/skirts_dresses.dmi # modular_skyrat/modules/aesthetics/airlock/icons/airlocks/multi_tile/metal_overlays.dmi # modular_skyrat/modules/colony_fabricator/code/appliances/space_heater.dm # modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm # modular_skyrat/modules/hyposprays/code/hypospray_kits.dm # strings/traumas.json # tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/character_preferences/skyrat/headshot.tsx |
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63edbff450 |
[MIRROR] Small optimization for Aura Healing (#27346)
* Small optimization for Aura Healing (#82674) ## About The Pull Request - Makes use of the byond internal optimization for `view` to speed up aura healing a tiny bit. - In case you didn't know, byond has an optimization for `view` which speeds up iterating over objects in view if you provide it a type. This use of a ternary (likely) prevented this optimization from kicking in, and since worst-case we're doing view(7) it can add up. - Test case: 2 staff of Ascelpius users surrounded by 15 humans and 15 random objects constant being damaged. ~8 minutes of testing. - Profile: ``` /datum/component/aura_healing/proc/heal_old 0.789 6.590 6.596 0.000 4076 /datum/component/aura_healing/proc/heal_new 0.682 6.443 6.442 0.000 4081 ``` - Generalizes `SSaura_healing` to `SSaura`, makes "damage aura" component (which is totally 99% copied from "healing aura" but that's for another pr) use it as well ## Changelog 🆑 Melbert refactor: Staff of Healing should perform slightly better. /🆑 * Small optimization for Aura Healing --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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af2144f2dd |
Small optimization for Aura Healing (#82674)
## About The Pull Request - Makes use of the byond internal optimization for `view` to speed up aura healing a tiny bit. - In case you didn't know, byond has an optimization for `view` which speeds up iterating over objects in view if you provide it a type. This use of a ternary (likely) prevented this optimization from kicking in, and since worst-case we're doing view(7) it can add up. - Test case: 2 staff of Ascelpius users surrounded by 15 humans and 15 random objects constant being damaged. ~8 minutes of testing. - Profile: ``` /datum/component/aura_healing/proc/heal_old 0.789 6.590 6.596 0.000 4076 /datum/component/aura_healing/proc/heal_new 0.682 6.443 6.442 0.000 4081 ``` - Generalizes `SSaura_healing` to `SSaura`, makes "damage aura" component (which is totally 99% copied from "healing aura" but that's for another pr) use it as well ## Changelog 🆑 Melbert refactor: Staff of Healing should perform slightly better. /🆑 |
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d554ab7766 |
RPG Loot: Revisited & READY (#82533)
## About The Pull Request Revival of #72881 A new alt click window with a tarkov-y loading spinner. Replaces the object item window in stat panel. ## Videos <details> <summary>vids</summary> toggleable grouping:  now lists the floor as first obj:  in action:  </details> ## features: - search by name - 515 image generator is much faster than alt click menu - opening a gargantuan amount of items shouldnt freeze your screen - groups similar items together in stacks by default, toggleable - shows tile as first item - <kbd>Shift</kbd> and <kbd>Ctrl</kbd> compatible with LMB 🖱️ - RMB points points at items (sry i could not get MMB working) - key <kbd>Esc</kbd> to exit the window. For devs: - A new image generation tech. - An error refetch mechanic to the Image component - It does not "smart track" the items being added to the pile, just reopen or refresh. This was a design decision. ## Why It's Good For The Game Honestly I just dislike the stat panel Fixes #53824 Fixes  ## Changelog 🆑 add: Added a loot window for alt-clicking tiles. del: Removed the item browser from the stat panel. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: AnturK <AnturK@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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031e483e4d |
[MIRROR] New station trait job: Human AI (#26823)
* New station trait job: Human AI (#81681) This PR does many things, I'll try to explain the basic/background stuff to the main thing first: 1. Adds a new remote that allows a human to function like an AI. It controls a fly that will fly around the station slowly, and when it reaches a machine then the person can interact with it as if they were an AI. This required changing a lot of silicon/AI checks with one that also checks for this remote, and some messing with shared ui state. 2. Moves req_access from the obj and bot to ``/atom/movable`` which lets it be shared between the two, no more copy-paste and one side lacking features/checks/signals the other has. 3. Adds a check for AI config for AI-related station traits, which was lacking prior Now for the good part... Adds a new station trait that replaces the AI with a Human. This person is equipped with an AI headset (including Binary), an advanced camera console, an omni door wand, the machine controller, and their laws. They are immune to the SAT's turrets (even if set to target borgs) and are slow outside of the SAT, mimicing the actions of the AI. They interact with the world through their advanced camera console, which allows them to do most AI stuff needed, and the holopad they can connect to without having to ring first (like Command can). They are given a paper with the laws they must follow, but since they are human they are able to bend it. Cyborgs that run the default lawset are "slaved" to them via an unremovable law 0, so the Human AI can bend the laws if they really need to (for their own survival n such), and make the cyborgs obey their commands above laws, but in general this shouldn't be a frequent occurrence. This does take into account the unique AI trait, so it's not guaranteed Asimov. When this station trait rolls, all Intellicards, AI uploads, and AI core boards are destroyed and are unresearchable. They can be spawned by admins in-game if necessary. Maybe in the future we can also exclude Oldstation from this but I haven't really decided. Extra perks: Human AI spawns with a Robotic voicebox (unless they are a body purist) and teleport blocking implant, so they can't use teleporters to bypass their on-station slowdown. They also have an infinite laser pointer that can be used to blind through their camera console. This is unfortunately nerfed from the recent borg balance PR that removed its stun. This was meant to be the alternative to no longer being able to permanently lock borgs down like AIs can (or more than one, for that matter). They aren't affected by Roburgers, Acid, and Fuel's toxicity. Bots salute them like they do Beepsky (which is now a trait) They spawn with SyndEye to replace the AI's tracking ability They do not have a bank account The machine remote has a little fly in it that flies to the machines it is pointed to, working as the arms and legs of the Human AI. It scans the machine and punches in the action the AI does, and is how the AI accesses basically anything. This fly slowly moves from one machine to the next, and can be recalled with Alt Click. It works on machines and bots. https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8 I've seen a funny screenshot one day of a person replacing the AI by using a bunch of door remotes, camera console, crew monitoring console, and a few other things. I've been thinking about that for a few years and really wanted to make it official if not easier to make possible, because it is an incredibly funny interaction. This makes it a reality, and while they aren't as powerful as regular AIs, I think it makes for better and funnier in-game moments. With the same weight as Cargorilla (1), I hope this wouldn't be rolling too often and ruin rounds, but instead show off the different capabilities that Humans and AIs can do, to do the job of an AI. You win some you lose some. 🆑 JohnFulpWillard, Tattax add: Adds a new station trait job: The Human AI. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Oh right * so this works * whoooops --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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064c49a0f9 |
[DONE] Adds the weakness to sol quirk (#1255)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request You know how bloodsuckers are weak to Sol? Now you can be too! Only as a hemophage. Features included: The very same warnings and UI that bloodsuckers get to know when they are in danger! This quirk also makes healing in a coffin cost only half blood, neat huh? <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game People wanted to suffer, and why am I to deny them pain? <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Proof Of Testing HUD/ burning / healing works fine <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Adds the hemophage-only quirk, Sol weakness code: Refactors the sol subsystem so that itself decides if it should run or not based on if anyone is using it. code: Refactors bloodsucker UI elements so that they can function fine outside a bloodsucker antag datum code: bloodsucker_blood_volume, humanity_lost, bloodsucker_level and bloodsucker_level_unspent are now private variables due to them being used for UI updates, if you need to change them, use the procs that are written in the autodoc code: Quirk species whitelists no longer use bitflags, but use the species ID's. Easily allowing you to add new whitelists without having to mess around with making a new bitfield /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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34abde5249 |
[MIRROR] Instrument editor now uses TGUI (#26889)
* Instrument editor now uses TGUI (#81923) ## About The Pull Request Instruments now use TGUI as their editor which is pretty cool. It's mostly a 1:1 remake of the HTML UI except I did make a change to make the playback options a little more compact, leaving some more space for the editor before you have to scroll, and some other minor things that were made to make the UI hopefully nicer to look at and mess with. When there's a song to play - While playing, Repeat section can't be edited  Help section and UI when there's no song put in  ## Why It's Good For The Game It is yet another step in finishing up https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view Instruments especially were in a poor spot because they didn't respect things like ``IN_USE`` to not refresh if it's not the "UI" you are on, and such. ## Changelog 🆑 refactor: Instruments now use TGUI. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Instrument editor now uses TGUI --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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dce4a8754a |
Lift him (PR that makes it so you can be lifted) (#1131)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Source inspiration: https://github.com/Bubberstation/Bubberstation/pull/1042 This PR adds an optional 1-point positive quirk that allows you to be picked up. This has no real functional difference from the fireman's carry. Naturally, this trait is mutually exclusive with the oversized quirk. <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> https://github.com/Bubberstation/Bubberstation/assets/110273561/795a66fb-2073-457e-9aab-333fae67117b ## Proof Of Testing  <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 ReturnToZender (quirk code), TeshariEnjoer (original PR) add: New positive trait, featherweight. Allows you to be picked up instead of fireman's carried. This dipshit yours? /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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bd8c1aebff |
Instrument editor now uses TGUI (#81923)
## About The Pull Request Instruments now use TGUI as their editor which is pretty cool. It's mostly a 1:1 remake of the HTML UI except I did make a change to make the playback options a little more compact, leaving some more space for the editor before you have to scroll, and some other minor things that were made to make the UI hopefully nicer to look at and mess with. When there's a song to play - While playing, Repeat section can't be edited  Help section and UI when there's no song put in  ## Why It's Good For The Game It is yet another step in finishing up https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view Instruments especially were in a poor spot because they didn't respect things like ``IN_USE`` to not refresh if it's not the "UI" you are on, and such. ## Changelog 🆑 refactor: Instruments now use TGUI. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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e5652ecc24 |
[MIRROR] Add compile option for compiling in MAP_TEST mode, which disables common annoyances when testing new maps (#26792)
* Add compile option for compiling in `MAP_TEST` mode, which disables common annoyances when testing new maps (#81697) ## About The Pull Request Adds `MAP_TEST` compile flag. This compile flag blocks common things which make it difficult to test a map. Things this applies to: - Rats no longer spawn. - Rat spawning will (obviously) break up the powernet, which is INCREDIBLY annoying when trying to test if all the rooms of the station are wired correctly (or testing which rooms lose power first, etc) - Light tubes no longer break on initialize. - Random light breakages can easily cause mappers to accidentally over light a room. - Roundstart command report is not printed. - Might be a personal preference, but it's kinda annoying to hear the alert over and over again. - Random events do not trigger. - Some events such as gravity generator outage can trigger with 0 population. - Random camera breakage event can cause over-placement of cameras. - Other stuff tends to just get in the way. - Station traits do not trigger. - Probably the biggest annoyance. Many traits modify the map in some way which disrupts testing. - Roundstart landmarks don't self deletes. - Allows mappers to use sdql to find them. - Mapping verbs start enabled. Obviously more things can be added if they come up. * Add compile option for compiling in `MAP_TEST` mode, which disables common annoyances when testing new maps --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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9ac81e1a64 |
New station trait job: Human AI (#81681)
## About The Pull Request This PR does many things, I'll try to explain the basic/background stuff to the main thing first: 1. Adds a new remote that allows a human to function like an AI. It controls a fly that will fly around the station slowly, and when it reaches a machine then the person can interact with it as if they were an AI. This required changing a lot of silicon/AI checks with one that also checks for this remote, and some messing with shared ui state. 2. Moves req_access from the obj and bot to ``/atom/movable`` which lets it be shared between the two, no more copy-paste and one side lacking features/checks/signals the other has. 3. Adds a check for AI config for AI-related station traits, which was lacking prior Now for the good part... Adds a new station trait that replaces the AI with a Human. This person is equipped with an AI headset (including Binary), an advanced camera console, an omni door wand, the machine controller, and their laws. They are immune to the SAT's turrets (even if set to target borgs) and are slow outside of the SAT, mimicing the actions of the AI. They interact with the world through their advanced camera console, which allows them to do most AI stuff needed, and the holopad they can connect to without having to ring first (like Command can). They are given a paper with the laws they must follow, but since they are human they are able to bend it. Cyborgs that run the default lawset are "slaved" to them via an unremovable law 0, so the Human AI can bend the laws if they really need to (for their own survival n such), and make the cyborgs obey their commands above laws, but in general this shouldn't be a frequent occurrence. This does take into account the unique AI trait, so it's not guaranteed Asimov. When this station trait rolls, all Intellicards, AI uploads, and AI core boards are destroyed and are unresearchable. They can be spawned by admins in-game if necessary. Maybe in the future we can also exclude Oldstation from this but I haven't really decided. Extra perks: Human AI spawns with a Robotic voicebox (unless they are a body purist) and teleport blocking implant, so they can't use teleporters to bypass their on-station slowdown. They also have an infinite laser pointer that can be used to blind through their camera console. This is unfortunately nerfed from the recent borg balance PR that removed its stun. This was meant to be the alternative to no longer being able to permanently lock borgs down like AIs can (or more than one, for that matter). They aren't affected by Roburgers, Acid, and Fuel's toxicity. Bots salute them like they do Beepsky (which is now a trait) They spawn with SyndEye to replace the AI's tracking ability They do not have a bank account ### The machine remote The machine remote has a little fly in it that flies to the machines it is pointed to, working as the arms and legs of the Human AI. It scans the machine and punches in the action the AI does, and is how the AI accesses basically anything. This fly slowly moves from one machine to the next, and can be recalled with Alt Click. It works on machines and bots. ### Video (Low quality to fit Github) https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8 ## Why It's Good For The Game I've seen a funny screenshot one day of a person replacing the AI by using a bunch of door remotes, camera console, crew monitoring console, and a few other things. I've been thinking about that for a few years and really wanted to make it official if not easier to make possible, because it is an incredibly funny interaction. This makes it a reality, and while they aren't as powerful as regular AIs, I think it makes for better and funnier in-game moments. With the same weight as Cargorilla (1), I hope this wouldn't be rolling too often and ruin rounds, but instead show off the different capabilities that Humans and AIs can do, to do the job of an AI. You win some you lose some. ## Changelog 🆑 JohnFulpWillard, Tattax add: Adds a new station trait job: The Human AI. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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5f2f9e67ad |
Add compile option for compiling in MAP_TEST mode, which disables common annoyances when testing new maps (#81697)
## About The Pull Request Adds `MAP_TEST` compile flag. This compile flag blocks common things which make it difficult to test a map. Things this applies to: - Rats no longer spawn. - Rat spawning will (obviously) break up the powernet, which is INCREDIBLY annoying when trying to test if all the rooms of the station are wired correctly (or testing which rooms lose power first, etc) - Light tubes no longer break on initialize. - Random light breakages can easily cause mappers to accidentally over light a room. - Roundstart command report is not printed. - Might be a personal preference, but it's kinda annoying to hear the alert over and over again. - Random events do not trigger. - Some events such as gravity generator outage can trigger with 0 population. - Random camera breakage event can cause over-placement of cameras. - Other stuff tends to just get in the way. - Station traits do not trigger. - Probably the biggest annoyance. Many traits modify the map in some way which disrupts testing. - Roundstart landmarks don't self deletes. - Allows mappers to use sdql to find them. - Mapping verbs start enabled. Obviously more things can be added if they come up. |
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e8f9767a11 | Merge remote-tracking branch 'Skyrat/upstream-merge-81373' into upstream-2024-3 | ||
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df6cbe4b7a |
[MIRROR] Adds a Touchy quirk (#26462)
* Adds a Touchy quirk (#81387) ## About The Pull Request Adds a new quirk for -2 points that requires you to be next to something to examine them, like blindness but without the timer or actual blindness itself. ## Why It's Good For The Game For the player using the quirk, it's 2 points for losing the ability to simply examine everything around you, making it harder to tell what someone has in their hands when they are charging at you, for example. You need to get up and close to things to see what they are. For people being examined, it's just another possible excuse to be near them, opening up plausible deniability for actions such as sleepy pens, changeling stings, etc. ## Changelog 🆑 Atlasle, JohnFulpWillard add: Adds the Touchy quirk, you need to be next to something to examine it, for 2 extra quirk points. /🆑 * Adds a Touchy quirk * skyrat fix --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: jjpark-kb <mccorvey.norman@gmail.com> |