Commit Graph

149 Commits

Author SHA1 Message Date
Bloop
5961aa3b53 Fixes improper static list declarations + adds grep for it (#87207)
## About The Pull Request

I randomly came across a `var/list/static` in the code, which does not
actually do what was intended, and thought it was silly. A ctrl+f
revealed that this was a fairly common mistake, so I went and fixed all
the instances of it I could find.

~~Including one in lighting code, which it looked like they were trying
to create a global list to cache generated lighting sheet values for
speed, but it was just a normal list that got created each time
pointlessly. Now those values are actually being cached (using a global
var, because a `static` list was not the right thing to use there in the
first place).~~

Nevermind, it seems that this was in fact being cached even if it
shouldn't have been, because byond. Just rearranged it there seeing as
it works either way.

## Why It's Good For The Game

Code that does what it's supposed to

## Changelog

🆑
fix: fixes a bunch of improper static list declarations
/🆑
# Conflicts:
#	code/game/objects/items/kirby_plants/kirbyplants.dm
2024-11-16 00:44:53 -08:00
Majkl-J
e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00
Waterpig
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
2024-10-19 08:04:33 -07:00
SmArtKar
d4ac95a0e1 Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request
123 changed files and multiple crashes after writing broken regex, I
replaced most remains of direct spans with macros. This cleans up the
code and makes it easier to work with in general, see justification for
the original PR. I also fixed a bunch of broken and/or unclosed spans
here too.
I intentionally avoided replacing spans with multiple classes (in most
cases) and spans in the middle of strings as it would impact readability
(in my opinion at least) and could be done later if required.

## Why It's Good For The Game

Cleaner code, actually using our macros, fixes borked HTML in some
places. See original PR.

## Changelog
Nothing player-facing
2024-09-26 19:36:13 +00:00
grungussuss
58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
Ben10Omintrix
ef52709343 fixes leaper polymorph outbreak (#86559)
## About The Pull Request
fixes a bug where if people ride animals that share abilities with their
rider, and this animal happens to be polymorphed, players would be able
to turn into it by clicking that ability. this pr makes it so riders are
unable to use the ridden mob's polymorph ability, or if they are, it
will only transform the ridden.

## Why It's Good For The Game
closes #85114 , closes #85122

## Changelog
🆑
fix: fixes being able to transform into polymorphed mobs by riding them 
/🆑
2024-09-10 12:05:56 -04:00
Waterpig
4c4930c71d Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit 2024-09-08 00:59:39 +02:00
Ben10Omintrix
91baa94ac5 event based incapicated and able_to_run (#86031)
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)

## Why It's Good For The Game
slightly improves the performance of basic mob AI

## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
2024-09-04 10:02:49 -04:00
Ghom
d2ab513332 Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request
This PR reintroduces #85759, #85892 and #85894.
#85892 has post-wallening arrows, but it isn't a big deal because they
fit the top-down or 3/4 style we've for a lot of things.

## Why It's Good For The Game
Reintroducing lost features and improvements. Remember to remove the
'Lost in the wallening revert' label from those PRs when this is merged.

## Changelog
N/A
2024-09-04 06:50:04 -04:00
tgstation-ci[bot]
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
PROGRESS):

  - [x] #85777 - Reverted in 3
  - [x] #85767 - Reverted in 2
  - [x] #85763 - Reverted in c
  - [x] #85762 - Reverted in 2
  - [x] #85760 - Reverted in dbc19df13b033ac8bb5a83fa38c5cf140cf31836
  - [x] #85733 - Reverted in 22f17d057eac71661b86c3f2186489568c130043
  - [x] #85721 - Reverted in 6d90643dbbc90f3d21f2d25dc85dc4d4f706d6a3
  - [x] #85719 - Reverted in c52954648309ad4786238f409cd33142d486190f
  - [x] #85705 - Reverted in 3b5ddabfd5ab2cfec226a643be6e8a8fd656c831
  - [x] #85684 - Reverted in cbc1839625f44ba67bcd5489c3629ef98e31b2d4
  - [x] #85662 - Reverted in 69cac24e236604c262093abea7b9566ecbd092c4
  - [x] #85663 - Reverted in f394c3b1430d346b0598abf19fe511b30c3f4676
  - [x] #85673 - Reverted in 8a9ae0411488c9c779a54c5c41076238c230a304
  - [x] #85718 - Reverted in f8f18d8b626e963b06555f76850702740d5de0c3
  - [x] #85667 - Reverted in a1365766d178b727b6c6b503ad410e9d88d57ddd
  - [x] #85683 - Reverted in 3bdb0207d883de8db6f726d976025517cc6d3cba
  - [x] #85676 - Reverted in 0a5d667b2c8a9a2519af2a4fda8cd39f568e5049
  - [x] #85661 - Reverted in 49fc6bc1815133644d7173aa7914ede6c900218a
  - [x] #85682 - Reverted in b41efe96fd72228b079319ac07c660f4cd974af6
  - [x] #85695 - Reverted in 89a173b136cb0297070cef39c5bc9783b6323f02
  - [x] #85654 - Reverted in 1e4836b5173a40fbeb8755e0fb76ebc8d39fe1e0
  - [x] #85655 - Reverted in b4dde41eebd0422e1ec440b4d8d54229fc9617f4
  - [x] #85634 - Reverted in 0c352fc785762da025a68873438593b508f757d9
  - [x] #85700 - Reverted in 1327cf7fe48d7f4fd227120508f77c831aefa4ca
  - [x] #85633 - Reverted in c71c8c9d43112a1f4c6331bbba546881dcffd59d
  - [x] #85649 - Reverted in 73484337077f616878e63208d9bf2309f0d2e579
  - [x] #85475 - Reverted in 839f700001a57646109e75332d5311fe27bbc957
  - [x] #85467 - Reverted in 6f08421f64d01b13775d146cf7a451f9f38e195a
  - [x] #85472 - Reverted in 63c6a9b04e72e8130df5eeb2861c75f80a97e3de
  - [x] #85300 - Reverted in 7c776034f34ee6a76810c1a3779f169f2430c418
  - [x] #85249 - Reverted in 257d02273751fc1f939f76756f70b614a6e06789
  - [x] #85236 - Reverted in f9f4c444c8fc027dea87d4dbe0ebb8dd6bc67154
  - [x] #85299 - Reverted in f24ddff51dc3fec7145a2e97f057f1b286921db3
  - [x] #85228 - Reverted in cb8c318f7e2183d9f941c582f79e4c8b2503d95c
  - [x] #84910 - Reverted in 2a562ca26d9d13f335c276487f66edaa0d21b3bd
  - [x] #84889 - Reverted in 679da6885b034bcd8843f7f4c855388bce263733
  - [x] #84766 - Reverted in 4035dd7adee74af0fed82c14a8749585b2ab1c96
  - [x] #85607 - Reverted in dc9a0462b4c287cee2d541925f8a9988d18d9d85
  - [x] #85618 - Reverted in 2a06f57c89939dc31e9273ef250bd050cff17ff1
  - [x] #85619 - Reverted in b98661affc90e44c68a58c05e57cdf1dfd094c93
  - [x] #85608 - Reverted in 57a935126233f90255aef0a55dab16524be1faac
  - [x] #85648 - Reverted in ab82c66a95d4fbff86040b421a86cc82dca73009
  - [x] #85692 - Reverted in f04fac92bd3594f12f244bae9ea0c5c300c737fb
  - [x] #85544 - Reverted in 7b1198eb5c700e85ec163e60828c01fac55a9909
  - [x] #85631 - Reverted in 81c04ceb553f9887d59f8edf8b2526ff3807264b
  - [x] #85529 - Reverted in 2a7e2c8e3856d67cdefda0d25803393070a6e996
  - [x] #85525 - Reverted in 6ed2d9f28a9333c705eafd21acf54771b8e4db36
  - [x] #85514 - Reverted in a4fa2aa79d93b69d15e0fb9cb1fb7a5bc288bb34
  - [x] #85520 - Reverted in 6e1bd4b11cd55e36cab332c5a0c90c76a2e43703
  - [x] #85521 - Reverted in 79afdac194da5f42b38fb0fdfc394f2b8d485266
  - [x] #85519 - Reverted in a967cae1fb3feea23fdf196595e496431740f52d
  - [x] #85513 - Reverted in e3934edf8794f93a37dc7f63c60aa64ed7b60736
  - [x] #85498 - Reverted in cf1fadbc54a1365362aaeb142cbbd4e2c3be6f15
  - [x] #85485 - Reverted in 2a650ef9c0454bd650d6a13d10c0cb71bb134b2b
  - [x] #85494 - Reverted in bbb97958010dc0f74cee279fd304a7fcaccb625e
  - [x] #85552 - Reverted in f1780715bd054300e50e9102ad150c76690d4ca1
  - [x] #85724 - Reverted in 6933699cef8b01f9aef989f36ca079680a2777ff
  - [x] #85735 - Reverted in a6564f19226ef3969bec0573b49fa772d6e6df31
  - [x] #85729 - Reverted in f728d121a2f27a3cc7973fc2041df9b7193b796d
  - [x] #85704 - Reverted in 38f5b034a3370eda4657a2a5a6adcf3df6ec280c
  - [x] #85660 - Reverted in 7db39869d37ff5b39574d88ffc872449ab5b457c
  - [x] #85752 - Reverted in 1f2988028b7cccad121fc658d6547d89453703b7
  - [x] #85592 - Reverted in 263cbcfcb54746a9361369d86b44cc3e2d375199
  - [x] #85580 - Reverted in a92d53624198dce844c108b5dbea09cf2a16cd10
  - [x] #85573 - Reverted in a7d51042355798038ced44f64e987261b85e93bc
  - [x] #85534 - Reverted in 31787e7d1ce4fec2ce20776672099bf35486a296
  - [x] #85511 - Reverted in 2567a2eb56cdb7058f89ea298e53197147198d82
  - [x] #85508 - Reverted in 69de2ac16c20d968adcd19f0732fd2f84a4ae90e
  - [x] #85680 - Reverted in 44437ac406c708b9a3ab3b47f4e3c10e77a0b91b
  - [x] #85551 - Reverted in 7f17d428fd2787a6982534bfc9ac9188fd4b8675
  - [x] #85478 - Reverted in bd9e575dafc62dc7e1259e8c19199ba15d82be4f
  - [x] #85476 - Reverted in 4ce8052076de0bb52f1ed87663920e98482ade62
  - [x] #85593 - Reverted in 9ff5924d3d56fcba3f180fc4b539568fb2013323
  - [x] #85441 - Reverted in db96015adaec01f3fbcb978796a0d7abd5668932
  - [x] #85567 - Reverted in 62696ad04fb34fd946708309bd3e439db9b3f488
  - [x] #85337 - Reverted in 1267e9f002d03c33187afd2e734e95a78a5ca6ac
  - [x] #85348 - Reverted in 4fcc3c659ee2a38d978e137252309644d5adde8f
  - [x] #85350 - Reverted in e691c833dd5aca2e7808591516e8443e8ccf1b27
  - [x] #85744 - Reverted in 251578d2868a691981b824a268c540b9c15a424e
  - [x] #85772 - Reverted in bc6804a04aa9368074bcc853e689c8fe6de2cb3a
  - [x] #85797 - Reverted in a05e36ec4a0129ff6901ea07488120b54a8ee124
  - [x] #85787 - Reverted in a5393f94b9e71d9ea0625e5fcfb5baaf16af38d3
  - [x] #85742 - Reverted in cd99a2aeaa1347b790c9bfdae35e41900e2ada9a
  - [x] #85440 - Reverted in 8b5ead7c7f0d8087b41256a296e730443752f17d
  - [x] #85739 - Reverted in 3511aae5a4798104220b79ad0e5b2b357dc1e83b
  - [x] #85293 - Reverted in fc687ca36ef476ab9080f0c62b427ab0af533d68
  - [x] #85716 - Reverted in 130b32a222a7585cfdde71aa561fb8b2c7d8083b
- ~~[ ] #85848 - Reverted in f6c46ca2f5cb2d039e4b26731570ca801741cc5d~~
(SKIPPED)
  - [x] #85795 - Reverted in 4684c3325a9135b6bf10eb43026f373993bf605d
  - [x] #85859 - Reverted in 0e0838fe11b7d9af4f62af4f7388ed8fb57bf49c
  - [x] #84873 - Reverted in 34407b79a45718a305f3bfe3fac7f129b4f1c51f
  - [x] #85864 - Reverted in 4b25a209c5019bb65922cd793aff339f20c3d026
- ~~[ ] #85845 - Reverted in a326246e81b7b9242bbf45e7ab3b31caf9ce8147~~
(SKIPPED)
  - [x] #85844 - Reverted in bdf1e6c1e3469884550d3211e51ec9303a022482
- ~~[ ] #85843 - Reverted in 41a8acb196af0988372b06ade7131d07d03daab3~~
(NOT BEING INCLUDED)
- ~~[ ] #85840 - Reverted in 4807bacea8418000f84d62ca0fb122846cab4929~~
(NOT BEING INCLUDED)
- ~~[ ] #85837 - Reverted in bc9edfa8666de14ca4e57e466146d753182a3a71~~
(NOT BEING INCLUDED)
  - [x] #85865 - Reverted in 14c958b465af40f0ff28b100047c4c572919ae19
- ~~[ ] #85818 - Reverted in a77256f74e2d330f5f76141eb9c994a8e5e45810~~
(NOT BEING INCLUDED)
  - [x] #85822 - Reverted in caba685be95fd336f0b09e88bccfb8856d5ad9b4
  - [x] #85794 - Reverted in 0d4de984eb8513d065e8ac724e8cde11f01d4ef7
  - [x] #85756 - Reverted in 9c5a7e1a5f895851493e149ccb5cd50e35cd6101
  - [x] #85852 - Reverted in 74303e5bbae8426a073d068ef4342d8acc420a09
- ~~[ ] #85841 - Reverted in e5831ce3cc87765cb13e6d342417bc1730780392~~
(NOT BEING INCLUDED)
- ~~[ ] #85834 - Reverted in 1be665204da791ec7520d0799c015157fc625953~~
(NOT BEING INCLUDED)
  - [x] #85792 - Reverted in 33b4e48175040f9f76ef83d3154f10c69589b6ad
  - [x] #85646 - Reverted in fd23a0d6c4c96470b688dc0a35370c61c7e32f61
- ~~[ ] #85799 - Reverted in 4a7a6d812f2f301c1e749c92f324223f9bde8a39~~
(NOT BEING INCLUDED)
  - [x] #85819 - Reverted in 8bf001b7889d3a4282947cd332833c473b98eac1
  - [x] #85479 - Reverted in 6aeb5ef4582c03febe0c914185d29f75df4d5d94
- ~~[ ] #85824 - Reverted in 9ca3edfaa17d97306ac73207ef32fd1272061f6b~~
(SKIPPED)
  - [x] #85406 - Reverted in 702280ff48c8aef44f4da9a85eb33a7bc5faa013
  - [x] #85778 - Reverted in ce0ec5c685aadb02ae049d6714f1d2fd6dae1f26
- ~~[ ] #85851 - Reverted in 610c68b275cf3c54181d36ce48bd97b0cce0665c~~
(NOT BEING INCLUDED)
  - [x] #85754 - Reverted in 5cbdda00c5335db79ea50aedba097de1d06bf91b
  - [x] #85266 - Reverted in abdfec798e5223dfa9d67e1967d7618454dbec28
- ~~[ ] #85823 - Reverted in 86b766abd3d77af8ad835a3464fc5ff95cc11079~~
(NOT BEING INCLUDED)
- ~~[ ] #85842 - Reverted in 7ddd47e26ef1bc336e92a6675a33ec3191039c16~~
(NOT BEING INCLUDED)
  - [x] #85857 - Reverted in e32312ee20e9fdccb6dd7c4dc2d185540bd2276b
  - [x] #85856 - Reverted in 7d5d74c2b55a08ef5553568e996053157359dbe2
  - [x] #85276 - Reverted in 1d6fa881e4aef1e6b368d5b6809bccb021fbbd2a
  - [x] #85886 - Reverted in f27d6cabdf8f06f29926616345fa82c4e1e48708
- ~~[ ] #85771 - Reverted in 019d898b601c9ef4d45b7ee0f2144518ee127ca9~~
(SKIPPED)
  - [x] #85464 - Reverted in adc00417795deb85f8aa6170b0f0a07c40c8798c
- ~~[ ] #85870 - Reverted in d69b998420bfb39693bb59b9b9a20611880fdafa~~
(NOT BEING INCLUDED)
- ~~[ ] #85869 - Reverted in 0063c69f111bb67144f9b379476250ce86c99eee~~
(NOT BEING INCLUDED)
  - [x] #85530 - Reverted in b40c93399411d277b3899e149196f3eb974f841f
- ~~[ ] #85871 - Reverted in 63908bbd0a71d0a2bd0a4691816c17cc9eb5310c~~
(NOT BEING INCLUDED)
- ~~[ ] #85832 - Reverted in b29dab083f091198d65a9b0754536f13a935dc2c~~
(SKIPPED)
- ~~[ ] #85825 - Reverted in d072b294ca3bc526df5128df45653db97ba38fe1~~
(NOT BEING INCLUDED)
  - [x] #85632 - Reverted in 290092c7d826aa5b100a38cd4bacc5330b39a934
  - [x] #85902 - Reverted in 76118d620e71f1819a9385863b689d9a8d4ea810
  - [x] #85906 - Reverted in 82623c2cc0fd9aee3e79c95fe5558146c59bc941
  - [x] #85907 - Reverted in 68b7305f21240ca28c33afc904ee532966b7c4bd
  - [x] #85449 - Reverted in ab86a79339ef7b01ceb08dc7279c698927ebcbfa
- ~~[ ] #85875 - Reverted in 0a1fcda90e638e66d574c247e93f0669d0c27b0e~~
(NOT BEING INCLUDED)
- ~~[ ] #85861 - Reverted in 6dad5111aa144860371c93a2d78094fe3d39a7e1~~
(NOT BEING INCLUDED)
  - [x] #85264 - Reverted in dc1d2dcc995f33fc5773e037f5171e9516897281
  - [x] #85726 - Reverted in dbd9ec81586c87c1ab2afc43d43c4f020907dc1b
  - [x] #85730 - Reverted in 7de2c2a1d012ccb03f82c6beabd71a66aa0f910a
  - [x] #85880 - Reverted in 02169d2f28611765997fa332dda69c8031436fd1
  - [x] #85176 - Reverted in e3c85aae1cf665c9892bf7280b7b48ea42323198
- ~~[ ] #85887 - Reverted in 56b35f294b303fd30fbd7685011d37b456d584c7~~
(NOT BEING INCLUDED)
  - [x] #85883 - Reverted in 53be06a505ebd8581114bba8590e378d387b6c1a
- ~~[ ] #85882 - Reverted in a8877ff0083ca5753e3d3b1b9c9edc3613fa6570~~
(NOT BEING INCLUDED)
  - [x] #85895 - Reverted in 741235d41b3a19a40434653f1c14fc0999fac9c3
- ~~[ ] #85746 - Reverted in b7aebb6e5788f6c484173f0a5e29f042ea0c8560~~
(NOT BEING INCLUDED)
- ~~[ ] #85889 - Reverted in d677231d8c55efcd2cf427d510d961cd00f186c7~~
(NOT BEING INCLUDED)
- ~~[ ] #85888 - Reverted in 693f79abae54980ee098d602ed79926d51d5094b~~
(NOT BEING INCLUDED)
  - [x] #85898 - Reverted in 4f41fda23e6b9711aef5d00836591c1ac230612e
- ~~[ ] #85821 - Reverted in 738c9a75f65c4a376da36ad208e1fd8fdeac1ff0~~
(NOT BEING INCLUDED)
  - [x] #85694 - Reverted in f7ea4d19cdaa2067c87c43362b514c684b56b1f3
  - [x] #85308 - Reverted in 4a89b62774da5e9ec9ea241c60ec2a99f51f9bed
  - [x] #85904 - Reverted in 999dbe1773cc7488c629bb8d0d21be5454dbef60
- ~~[ ] #85901 - Reverted in bbf832da9e0c61ad25221530df3b1e93cace25dd~~
(NOT BEING INCLUDED)
- ~~[ ] #85896 - Reverted in 542fe408728faaef8a16869e13c4661018a8a07c~~
(NOT BEING INCLUDED)
  - [x] #85927 - Reverted in 7dc87df28e79ef3e9f3fad83cc0907d2dc867c47
  - [x] #85908 - Reverted in bcca80f073a486ca7908e9636d0e8b275c2085bf
  - [x] #85929 - Reverted in 094bf3610a73961f6433a52ada1a52f25d853738
  - [x] #85877 - Reverted in 5874cafd0dab8d3bd61cf1f662793c2708f42dcc
  - [x] #85903 - Reverted in b3ba8fffc5548e0f2ae6bada3baf10bad3c75e54
- ~~[ ] #85913 - Reverted in 67f7ec48d20f9a64ce4664fa2c452a25b60db59e~~
(SKIPPED)
  - [x] #85914 - Reverted in 7efcd3a5f7fef33c2a1625386bfead80a6ed5309
  - [x] #85917 - Reverted in fc50a5ff998d0e7269131a029e533e90e9dc3c54
- ~~[ ] #85949 - Reverted in 10a8e0f5c69e3ca1eb6e26f00945bfe226598bc2~~
(NOT BEING INCLUDED)
- ~~[ ] #85338 - Reverted in 847549ab938f77464829b1392a1b6f2b2f4b9e8f~~
(SKIPPED)
- ~~[ ] #85922 - Reverted in 3d9388249b8c322aac5dd4980d4ab4673ca01006~~
(SKIPPED)
  - [x] #85923 - Reverted in 2c6ffa4decf40eb52a92353aeb98aee8cbc7b4a2
- ~~[ ] #85920 - Reverted in 1de5b03981d9fcf9c2e6823bffa515fb939aa541~~
(NOT BEING INCLUDED)
  - [x] #85919 - Reverted in 1773e9baccdc941285f56ccb416f5c7125b031ef
  - [x] #85271 - Reverted in aecf8002cf2807a76b6b295867e50392b4bc4534
  - [x] #85918 - Reverted in 023ec3a4d1b1b2fc8f596fea65a77ddc9a06689f
  - [x] #85924 - Reverted in e4886079ad90f33628ac59e0793dfbbc8b8b9420
  - [x] #85928 - Reverted in 7470b7d5ac40be21c345e8825f4c4efc4738e29f
  - [x] #85926 - Reverted in 7761c9e3a1f442f37d4db4b27e5d78fae95edf00
  - [x] #85900 - Reverted in 633736cb0655dc464e9794666c63ae6ec7689826
  - [x] #85909 - Reverted in a47c7ec8a77bd02f8b7bb1ce3c621efbe57077c3
- ~~[ ] #85931 - Reverted in 9bc7a412982da6fbdb9cd24570d98877b76a45c3~~
(NOT BEING INCLUDED)
- ~~[ ] #85894 - Reverted in c15e1711656929aeb59f482145ecf029b40d58b8~~
(SKIPPED)
- ~~[ ] #85759 - Reverted in f45d70be0ffb9bf007bfa18a1bd1b5ce23d6dcfc~~
(SKIPPED)
- ~~[ ] #85892 - Reverted in fc08dc1a7160f584c94e368962eb56c18dccc86a~~
(SKIPPED)
- ~~[ ] #85915 - Reverted in 428f475c26f383998a689560a16de86da3f17557~~
(NOT BEING INCLUDED)
  - [x] #85222 - Reverted in 66e7ac2f00735c90acdb69a50c9e485a0f4e1552
  - [x] #85150 - Reverted in 3079387f926e41febb576105ec0b3acec2f7beba
  - [x] #85935 - Reverted in ce6114f644593ead295763362a61d19077f22acf
- ~~[ ] #85936 - Reverted in f601fa796bce7e70645a84fff91391cbb6ed8e37~~
(NOT BEING INCLUDED)
  - [x] #85937 - Reverted in 64242f589df3d9118fd5c09d19574758260c76a1
- ~~[ ] #85940 - Reverted in a979c6c24705a8729efab5eca40840f1c8070f1d~~
(NOT BEING INCLUDED)
- ~~[ ] #85942 - Reverted in 9562c14083212fc962b8687663ba5fac2ebfdd1a~~
(NOT BEING INCLUDED)
  - [x] #85944 - Reverted in adf8e1927e4b9886c9042d6a0eaaef74e4e0e102
  - [x] #85605 - Reverted in 88dbfb4f859f12549e8cf8ed5204ee8d7183d40f
  - [x] #85945 - Reverted in dea9e79a9c298eae05b8d173d8df4a37218e2d9c
  - [x] #84964 - Reverted in 234481fb1d92a266768fcbca49245151236803ed
  - [x] #85952 - Reverted in c62d87ab54d687db64b1551b319195527ca92924
  - [x] #85953 - Reverted in bd0e46245ccb597081b8baa4f81ff85949f672be
- ~~[ ] #85943 - Reverted in 697b6841391354885ef2d314d9185b8eee7a5cb0~~
(NOT BEING INCLUDED)
  - [x] #85946 - Reverted in f4afd4d330b6fc28397f7707bca8773d44cb15ed
  - [x] #85950 - Reverted in 394fffcb836f32f4e1b1fd91a621249e0e5d7d67
  - [x] #85955 - Reverted in 2230a5bc141cd11fc79ccf6b4b653257508a7e65
  - [x] #85319 - Reverted in fdaddd9cd6ed0bdd1cd78ba3c9729035936abcbd
- ~~[ ] #85934 - Reverted in 41bb6122b6d6e3c38c500d5ddf63808836ab090e~~
(NOT BEING INCLUDED)
- ~~[ ] #85255 - Reverted in 3e213b8554b40e53f6429969d6e9dbaa357fb09e~~
(SKIPPED)
- ~~[ ] #85961 - Reverted in 6f3d000b3601dc7f75f7edd221fab3edc3bbbd8c~~
(NOT BEING INCLUDED)
  - [x] #85956 - Reverted in a5bf22a93ca1a149ca839e6c874d088b32c7c25f
  - [x] #85958 - Reverted in c964a46741bd26a600bb75bc6463c629c11c914f
- ~~[ ] #85969 - Reverted in b599cd4bd3ae223210eb0d3b47c3bd814e1cb08c~~
(NOT BEING INCLUDED)
  - [x] #85252 - Reverted in 5a0e2f31a6e1093ab47970056f5bb3af54172e12
  - [x] #85984 - Reverted in b000da82f62bb48b059a881d596f3a2e7d985d21
  - [x] #85137 - Reverted in 1f31b558e41fc66d5da9db30a83d89cbb9949eae
  - [x] #85881 - Reverted in f3913f94c4557c4fc9d5605cd8e875accabebda6
  - [x] #85972 - Reverted in d3afed87a3a8eed7e0016512d2186b6aded0fca9
  - [x] #85998 - Reverted in 3d286b763cf2f7fe11b6f0ccb2456130570726c2
  - [x] #85358 - Reverted in 75f84bda1b3c80d54ae94a567bf96016aaae45b2
- ~~[ ] #85964 - Reverted in be1aeb010afa20c1b6949218d8911ee9e900b3d7~~
(SKIPPED)
  - [x] #85960 - Reverted in 69cbfce1529377ce7cd998ab474add0d61650d7f
  - [x] #85992 - Reverted in 89e4a7bb0b793461338ba1b0a3d332bf78ef140c
  - [x] #85967 - Reverted in d398e418eb340f309be523514ae0befdf1869560
  - [x] #84888 - Reverted in bb98eb09f06a1fdc0bbb733d6a42d711e6d477bc
- ~~[ ] #85983 - Reverted in 81152a9cd347eb7b4073758e2e96490e6e729ca9~~
(NOT BEING INCLUDED)
  - [x] #85976 - Reverted in 93c091347ca8f04763b91fd4c39ccdff848a0d50
- ~~[ ] #85962 - Reverted in de32ea25b534c725e3d55418ef0363145f0ed2b0~~
(NOT BEING INCLUDED)
  - [x] #85977 - Reverted in 393652a1ef065014748ae6977a9f36b32c99dc7c
  - [x] #85959 - Reverted in 52e6e07eb98bcb74a423934b14d5850dbf2c6647
- ~~[ ] #85988 - Reverted in a5853ccde46b5fee2d9eb31755384de15e7a5a87~~
(SKIPPED)
- ~~[ ] #85974 - Reverted in eab20ba04e6b06f862a0fb35cedb6374af7b93c0~~
(SKIPPED)
  - [x] #85939 - Reverted in ca85b05692f55f6b3e4bd0b3f30c63f89531c33f
  - [x] #85878 - Reverted in 3b3d3dbff9148e46b01f3af28f17f66bef4dfd16
  - [x] #85858 - Reverted in 08d6082e62d07117170ff5ffd065daad1278e853
  - [x] #85651 - Reverted in b76ab4a2114dd0eb78336878b2825d9919c210cc
  - [x] #85505 - Reverted in 0958eaa7b6f4d48400bea4e215e11edaa933ba8a
- ~~[ ] #85352 - Reverted in 620cec18618e514bbe4d3eb0a0d0db1528b9d312~~
(SKIPPED)
  - [x] #85279 - Reverted in ba0fd529ef94ba793fe2eee40975533fe8f475e3
  - [x] #85954 - Reverted in d7fe0336f2a968b93fd02361814930236e3b8ddf
- ~~[ ] #85996 - Reverted in 5fbd62139e0c1b668aaaf35d249d527cdc276b93~~
(SKIPPED)
  - [x] #85994 - Reverted in c99a03c6833ac58e0288111953573f697488234f
  - [x] #85470 - Reverted in fbd5ac46d84d27455cbcf5f998741124ed6de625
- ~~[ ] #85981 - Reverted in dc74c75011ddfb1b16d644fd2ca5607599532d6f~~
(NOT BEING INCLUDED)
  - [x] #86011 - Reverted in b14b42e70e2bd21f19d443065b2342e4591c5e05
  - [x] #85820 - Reverted in 26248546b9f7d0fedec52e7b2f7def40d457e29f
  - [x] #86013 - Reverted in e17ac14f53d08be988f0516e7c39d31496a35184
  - [x] #85986 - Reverted in 4021ffea0b1bbb1f6c5b26a296abd5a8bda1d5b3
  - [x] #86019 - Reverted in c0801b3aa5dbdd33ca7c6c81e80c9fa573ada9e1
  - [x] #86010 - Reverted in 10dff005729305b75deaf1c5755a94125fa5141d
  - [x] #86029 - Reverted in 664619213db52930fa22007561dad01fe8bb3de4
  - [x] #86024 - Reverted in e74ea4368cbd2cd085aa6e8bbe83db07800b0bd4
  - [x] #86022 - Reverted in 0b2fc6a1f478c48546b161fd3ddd571f7ed6000f
  - [x] #86015 - Reverted in b99d93592dbf8840a035f22f26b64bcf27c817cb
  - [x] #85415 - Reverted in d6102c7339838675c03eb771d7a3b5a9bea4035d
- ~~[ ] #85703 - Reverted in 339b7edf3c0318f9f02922018d6918211660234f~~
(SKIPPED)
  - [x] #85890 - Reverted in 4e54f376e07071f84ed283e7468e334aaf6e4e02
  - [x] #86046 - Reverted in 0bbe2c9a048c229d151682e08aca1fa176c3ad91
  - [x] #86008 - Reverted in a0a0635cd6618618c49fda7cf150231d62a14236
  - [x] #86042 - Reverted in fa376315a064b945ed9846225c7f48e38e9b55ed
  - [x] #85891 - Reverted in 603dcd691e9eaad0a610c60c94fee522391bd2b3
  - [x] #86040 - Reverted in e42fc7618194b4b01cb68ca0c61385e465d0cb05
  - [x] #86025 - Reverted in 536bb25fe91845fe05bb7d512d8e73cc193b67ff
  - [x] #86012 - Reverted in 5cb4ec5bdf87653a5bb651c536f21423db30887e
  - [x] #86004 - Reverted in e9536143e78e3b0614d3ce6ee2c9a40005ba9b91
  - [x] #85989 - Reverted in 88a92322c2f028d2e3a2be18951d35d1135a6268
  - [x] #86044 - Reverted in d0a5fb5956be23144e325d3d51f53cb103dd5bbe
  - [x] #86001 - Reverted in 195c3597044315c9b10d002e6196911ac0622c45
  - [x] #86030 - Reverted in 5265796286b481d34fc91a1f8c58b6373d23415e
  - [x] #86055 - Reverted in e82138798cda028b673fe7ac83890e5a6b9e16d2
  - [x] #86057 - Reverted in c921900e6151552aa0768b4c9d7cc58c58dfbcc0
  - [x] #86014 - Reverted in c004d4e989a2faa672793f58fd98bd6fded8194e
  - [x] #85304 - Reverted in 611510bd7f65ee06738b7344326d72f57a131f8a
  - [x] #86061 - Reverted in f14b0a245dcf164bb99f7696e180847bb5be9b11
  - [x] #86075 - Reverted in 5339fe6c098d48769eda3f9935aa3488faa73097
  - [x] #86089 - Reverted in 10b5398e6b55f4799ca7d6740ac50c031e157c43
  - [x] #86081 - Reverted in ba86f43383cd2e8417c0a465c23fe3227fcd5520
  - [x] #85609 - Reverted in 9e5208feaca3163b7f4237c316d880161933777f
  - [x] #86114 - Reverted in cf410a97b8348381f96cc784a6489d7c1dea49ba
  - [x] #86023 - Reverted in a7a2e95c0c1b0598f15019934c80ccc80a9f89af
  - [x] #86027 - Reverted in 9cf71611befac64d26d326c060ef082262aeca70
  - [x] #86016 - Reverted in b67fa06e1559c8de87899bd06d09891b4c7ae947
  - [x] #86095 - Reverted in dc5abd827bb56e1609afe5a9d2bdd957d40cc75c
  - [x] #86105 - Reverted in f5b8e7ecbe99cb38e829a98a4f6eb2c200af8b91
  - [x] #86070 - Reverted in 6c460bbc22827bdbc566b524b8e6a959cbb61c37

After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
Waterpig
0f1fced38f Icon unit test fixes (#29530)
* Fish

* Revert "[MIRROR] Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#29461)"

This reverts commit e6e2af8b4c.

* asset protection fix
2024-08-22 18:59:44 +02:00
SkyratBot
9b5501647c [MIRROR] wheelchair + ridden mobs buff (#29462)
* wheelchair + ridden mobs buff (#85222)

## About The Pull Request

wheelchairs + mobs that are ridden no longer double their movement
cooldown if you moved diagonally

## Why It's Good For The Game

this times two multiplier i have no clue why it exists and it apparently
seems to only be there to fuck you over if you move diagonally
this makes moving in wheelchairs and on ridden mobs slightly easier

## Changelog
🆑
balance: wheelchairs no longer double your movement cooldown if you
moved diagonally
/🆑

* wheelchair + ridden mobs buff

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2024-08-21 07:12:06 +07:00
SkyratBot
e6e2af8b4c [MIRROR] Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#29461)
Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip).

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-21 07:10:59 +07:00
jimmyl
09fae31ecb wheelchair + ridden mobs buff (#85222)
## About The Pull Request

wheelchairs + mobs that are ridden no longer double their movement
cooldown if you moved diagonally

## Why It's Good For The Game

this times two multiplier i have no clue why it exists and it apparently
seems to only be there to fuck you over if you move diagonally
this makes moving in wheelchairs and on ridden mobs slightly easier

## Changelog
🆑
balance: wheelchairs no longer double your movement cooldown if you
moved diagonally
/🆑
2024-08-18 22:52:39 +02:00
Ghom
ce0a9c932e Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#85892) 2024-08-18 16:08:08 -04:00
SkyratBot
490ea588e4 [MIRROR] Holy skateboard improvement + actually fixing space movement with hoverboards. (#28858)
* Holy skateboard improvement + actually fixing space movement with hoverboards. (#84790)

## About The Pull Request
Added anti-magic support for things that mob can buckle to, so that we
don't have to add the anti-magic component to the mob riding the holy
skateboard but the skateboard itself.

Also, made it possible for the holy skateboard to soar space and open
space with no support without falling, at the cost of a moderate
slowdown.

## Why It's Good For The Game
It's a first-time contributor that added this skateboard to the game,
and it looked like he couldn't find a solution to some of the issues I
brought on in my review. Plus the holy skateboard being usable in spess
has some real Space Jesus vibes to it.

## Changelog

🆑
fix: ACTUALLY fixed hoverboards being able to be used in space.
balance: However, you can soar space with the holy skateboard. at a
slower speed.
/🆑

* Holy skateboard improvement + actually fixing space movement with hoverboards.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-16 10:45:25 +05:30
Ghom
7eb93ed00b Holy skateboard improvement + actually fixing space movement with hoverboards. (#84790)
## About The Pull Request
Added anti-magic support for things that mob can buckle to, so that we
don't have to add the anti-magic component to the mob riding the holy
skateboard but the skateboard itself.

Also, made it possible for the holy skateboard to soar space and open
space with no support without falling, at the cost of a moderate
slowdown.

## Why It's Good For The Game
It's a first-time contributor that added this skateboard to the game,
and it looked like he couldn't find a solution to some of the issues I
brought on in my review. Plus the holy skateboard being usable in spess
has some real Space Jesus vibes to it.

## Changelog

🆑
fix: ACTUALLY fixed hoverboards being able to be used in space.
balance: However, you can soar space with the holy skateboard. at a
slower speed.
/🆑
2024-07-15 14:04:15 +01:00
SkyratBot
ba6867eb78 [MIRROR] [no gbp] fixes watchers making raptors freak out (#28689)
* [no gbp] fixes watchers making raptors freak out (#84719)

## About The Pull Request
i meant for these changes to be station-side only

## Why It's Good For The Game
closes #84655

## Changelog
🆑
fix: raptors don't easily stress out in lavaland environments
/🆑

* [no gbp] fixes watchers making raptors freak out

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2024-07-08 14:51:59 +05:30
SkyratBot
eb9f43d7ba [MIRROR] [NO GBP] Fixes hoverboard being able to be used in space. (#28697)
* [NO GBP] Fixes hoverboard being able to be used in space. (#84533)

## About The Pull Request
Apparently I've left out that `isopenspaceturf(A)` returns false on
normal (not multi-z) space turfs because they're of a different path.
This should fix the fact you can use hoverboards as a substitute
jetpacks, which wasn't intended. You can still use them in space if
there's lattice/catwalk underneath, or another kind of turf on the
z-level below however.

## Why It's Good For The Game
Unintended bit from the skateboard buff PR I had made months ago.

## Changelog

🆑
fix: Hoverboards properly dysfunction in space without any kind of
support underneath them.
/🆑

* [NO GBP] Fixes hoverboard being able to be used in space.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-08 14:50:18 +05:30
Ghom
32aa798d36 [NO GBP] Fixes hoverboard being able to be used in space. (#84533)
## About The Pull Request
Apparently I've left out that `isopenspaceturf(A)` returns false on
normal (not multi-z) space turfs because they're of a different path.
This should fix the fact you can use hoverboards as a substitute
jetpacks, which wasn't intended. You can still use them in space if
there's lattice/catwalk underneath, or another kind of turf on the
z-level below however.

## Why It's Good For The Game
Unintended bit from the skateboard buff PR I had made months ago.

## Changelog

🆑
fix: Hoverboards properly dysfunction in space without any kind of
support underneath them.
/🆑
2024-07-07 15:18:08 -04:00
Ben10Omintrix
f1f89e5ecc [no gbp] fixes watchers making raptors freak out (#84719)
## About The Pull Request
i meant for these changes to be station-side only

## Why It's Good For The Game
closes #84655

## Changelog
🆑
fix: raptors don't easily stress out in lavaland environments
/🆑
2024-07-07 15:04:47 -04:00
SkyratBot
68cb34a2b4 [MIRROR] Tones down the settler speeds by a considerable margin (both slowdown and speedup) (#28642)
* Tones down the settler speeds by a considerable margin (both slowdown and speedup) (#84639)

## About The Pull Request

Reduces the upper and lower speed adjustments of the Settler's
Roughrider trait.

## Why It's Good For The Game

I added this to settler as a suggestion from goof, but I promised myself
that should this get overused to the point that it is abused on a
regular basis, I was putting a bullet straight into the back of its
head.

Unfortunately, because of this quirk, raptors had to get super nerfed
just to account for the extra speed because people wouldn't stop
bringing them up to the station to outspeed everyone on foot. People
have since moved onto different mounts. This is going to keep
continuing, so unfortunately for everyone this can no longer persist.

I brought it into this world, and now I'm...limiting it because I would
like people to not worry about a quirk ruining the balance of their cool
mount additions.

## Changelog
🆑
balance: Settlers are a bit slower on their steeds.
/🆑

* Tones down the settler speeds by a considerable margin (both slowdown and speedup)

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2024-07-05 22:59:06 +05:30
necromanceranne
f58287646e Tones down the settler speeds by a considerable margin (both slowdown and speedup) (#84639)
## About The Pull Request

Reduces the upper and lower speed adjustments of the Settler's
Roughrider trait.

## Why It's Good For The Game

I added this to settler as a suggestion from goof, but I promised myself
that should this get overused to the point that it is abused on a
regular basis, I was putting a bullet straight into the back of its
head.

Unfortunately, because of this quirk, raptors had to get super nerfed
just to account for the extra speed because people wouldn't stop
bringing them up to the station to outspeed everyone on foot. People
have since moved onto different mounts. This is going to keep
continuing, so unfortunately for everyone this can no longer persist.

I brought it into this world, and now I'm...limiting it because I would
like people to not worry about a quirk ruining the balance of their cool
mount additions.

## Changelog
🆑
balance: Settlers are a bit slower on their steeds.
/🆑
2024-07-05 16:30:51 +01:00
Ben10Omintrix
3cc5a0d77c station side raptor tweaks (#84306)
## About The Pull Request
nerfs on station raptors. now raptors will freak out if hit by an energy
gun of any kind, or if they recieve any form of stamina damage (for
example from a baton) and will knock their rider off rendering them
disabled for a few seconds. im open to other suggestions and feedback

## Why It's Good For The Game
i was a bit saddened to learn these are still being brought up station
and some being abused for on-station combat as meatshields. they were
primarily balanced around the lavaland tower defense minigames which
might make them too tanky of a vehicle on station and unfair for whoever
has to deal with them. this pr hopefully restores them to only serve
their original purpose, which was to be super nieche mining tools

## Changelog
🆑
balance: raptors will now knock off their rider and disable them if hit
by any energy projectiles or if they recieve any stamina damage
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2024-06-30 19:47:39 -04:00
Ben10Omintrix
c1d9f688e3 station side raptor tweaks (#84306)
## About The Pull Request
nerfs on station raptors. now raptors will freak out if hit by an energy
gun of any kind, or if they recieve any form of stamina damage (for
example from a baton) and will knock their rider off rendering them
disabled for a few seconds. im open to other suggestions and feedback

## Why It's Good For The Game
i was a bit saddened to learn these are still being brought up station
and some being abused for on-station combat as meatshields. they were
primarily balanced around the lavaland tower defense minigames which
might make them too tanky of a vehicle on station and unfair for whoever
has to deal with them. this pr hopefully restores them to only serve
their original purpose, which was to be super nieche mining tools

## Changelog
🆑
balance: raptors will now knock off their rider and disable them if hit
by any energy projectiles or if they recieve any stamina damage
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-06-30 23:43:30 +00:00
SkyratBot
cb7943b601 [MIRROR] Settler partially atomized into traits, ashwalkers given some settler traits (#28298)
* Settler partially atomized into traits, ashwalkers given some settler traits

* Update declarations.dm

---------

Co-authored-by: Joshua Kidder <49173900+Metekillot@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-06-22 10:10:51 +05:30
Joshua Kidder
94cf89f2d7 Settler partially atomized into traits, ashwalkers given some settler traits (#84090)
## About The Pull Request

So my previous PR was to give ashwalker the settler trait so they'd get
some of the benefits of settler (better riding, fishing, and taming) but
it was suggested that Settler be atomized into different traits instead.
I've done that here.

Ashwalkers now get
TRAIT_ROUGHRIDER
TRAIT_BEAST_EMPATHY
TRAIT_EXPERT_FISHER

which will, respectively, make them better riders, better tamers, and
better at fishing. I also made a small change to the riding code that
references riding speed boosts for people with the ROUGHRIDER trait
(would, at the moment, only be ashwalkers and settlers) that gives
ashwalkers the maximum bonus, to represent their primal connection with
the beasts in the area.

## Why It's Good For The Game

Ashwalkers are described in the lore as being denizens of lavaland, the
same as all the other messed up shit down there. This change brings them
in line with that. The improvements to the handling of the settler trait
will also open up avenues for expanding or improving on related systems

## Changelog
🆑 Bisar
add: Ashwalkers are now better at riding, taming animals, and fishing.
code: Behavior for the settler trait has been partially atomized into
several traits instead.
/🆑

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-06-20 20:10:08 +01:00
Ben10Omintrix
fb286deaed fixes riding mobs through space (#83345)
## About The Pull Request
this fixes being able to ride all mobs through space, apart from things
which actually can like carps

## Why It's Good For The Game
fixes being able to ride all mobs through space

## Changelog
🆑
fix:  fixes being able to ride all mobs through space
/🆑
2024-05-20 14:02:59 -04:00
Ben10Omintrix
9076dc9205 fixes riding mobs through space (#83345)
## About The Pull Request
this fixes being able to ride all mobs through space, apart from things
which actually can like carps

## Why It's Good For The Game
fixes being able to ride all mobs through space

## Changelog
🆑
fix:  fixes being able to ride all mobs through space
/🆑
2024-05-20 12:00:47 -06:00
SkyratBot
61c379045c [MIRROR] lavaland raptors (#27746)
lavaland raptors (#82537)

adds raptors to lavaland. these are creatures that have been created
through countless xenobiological experiments by nanotrasen to breed an
animal that can withstand the harsh conditions of lavaland and aid
miners. theres now a new ranch miners can access bottom right to the
mining base

![ranch](https://github.com/tgstation/tgstation/assets/138636438/20d9e358-15a5-48e2-aee3-9364ca139e43)
this ranch starts somewhat empty as most raptors have escaped
containment and are now scattered all across lavaland, u can find them
and return them to ur ranch.

in order to tame a raptor, u first need to prove to it that ur a capable
master. when u try to ride it, a little minigame prompt will pop up

![minigame](https://github.com/tgstation/tgstation/assets/138636438/dcc13102-7100-40c8-ae7a-089cd4daf868)
in this game, the bird's icon rapidly changes direction and u have to
quickly click the arrow thats OPPOSITE to the direction its facing
several times before the direction changes. if you fail 3 times itll
knock you off and run away, however if u win it will deem u a suitable
master and listen to your orders.

There's many different breeds of raptors you can find across lavaland,
all with different capabilities:
red raptors: these excel at combat and can be very useful for dealing
with lavaland mobs or defending the node drone
yellow raptors: are very speedy mounts, theyll get u from point A to
point B in record time
green raptors: they are the tankiest type of raptor and are very good
miners. while mounted, they will clear any rock walls in their path
purple raptors: can store items in them. they have a decent storage size
allowing players to carry more items across trips
white raptors: are able to heal other injured raptors. having one in ur
party would be very useful as they can nurse the combat raptors back to
full health when they need it
blue raptors: produce very nutritious milk with healing capabilities.
having 1 or 2 of these back at ur ranch would be very useful
black raptors: by far the rarest breed, its very unlikely that ull be
able to get one of these, but in the case u do, they have the combat
capabilities of the red raptor, speed of the yellow raptor, and
tankiness of the green raptor.

Breeding different colored raptors together can net u an entirely new
colored raptor. each breed has atleast 1 guaranteed combination of
parents that it will result out of.

you will also need to maintain a good friendship bond with ur raptors,
this is done by feeding them, grooming them, and petting them. u can see
the strength of ur bond by SHIFT clicking them. more hearts indicate a
stronger bond

![hearts](https://github.com/tgstation/tgstation/assets/138636438/5662c5a7-2df3-4f98-99f4-a11faa17b569)
having higher friendship bonds means ur raptors will perform better in
combat, and in the case of blue raptors, they will produce more milk.
Maintaining friendship bonds with baby raptors and keeping them happy
will also encourage them to grow faster

U can also analyze raptors using the new raptor-dex device available at
ur ranch

![pokedex](https://github.com/tgstation/tgstation/assets/138636438/82b92c0c-b7db-4a0d-997e-384a69c0ecbe)
the inherit modifiers indicate how strong this raptor's offspring will
be. raptors inherit attack and health stats from both their parents,
breeding raptors with higher inherit modifiers means the offspring will
be stronger.

raptors will also inherit some traits from their parents that will
change how they will act around u and around other raptors, some of them
being:
Playful: raptors will play with their masters and tease them
motherly: raptors will care for baby raptors, this will encourage baby
raptors to grow quicker
depressed: means its hard to keep this raptor happy and friendship bonds
will deteriorate faster if not given enough care.
coward: makes them flee combat if severly injured, ditching u to the
wolves
trouble maker: makes them attack other raptors at the ranch. however,
trouble maker raptors will not attack other trouble maker raptors,
instead they will form posses and bully raptors together. it might be a
good idea to isolate them from the other raptors

raptors primarily consume ores. to feed raptors, you need to place ore
into the food troughs at the ranch. they are too civilized to eat ores
off the ground or directly from ur hand, they will only eat it if its in
their trough

![trough](https://github.com/tgstation/tgstation/assets/138636438/70723cc7-5743-4ace-9955-4307879e7a83)

beautiful raptor sprites by spessmenart! (rest are codersprites)

adds a new layer to lavaland mobs, and gives miners new interesting
tools and ways to tackle the challenges of lavaland.

🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie
add: adds lavaland raptors and the raptor ranch
/🆑

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2024-05-18 11:40:59 -04:00
Ben10Omintrix
761b14ef7c lavaland raptors (#82537)
## About The Pull Request
adds raptors to lavaland. these are creatures that have been created
through countless xenobiological experiments by nanotrasen to breed an
animal that can withstand the harsh conditions of lavaland and aid
miners. theres now a new ranch miners can access bottom right to the
mining base

![ranch](https://github.com/tgstation/tgstation/assets/138636438/20d9e358-15a5-48e2-aee3-9364ca139e43)
this ranch starts somewhat empty as most raptors have escaped
containment and are now scattered all across lavaland, u can find them
and return them to ur ranch.

in order to tame a raptor, u first need to prove to it that ur a capable
master. when u try to ride it, a little minigame prompt will pop up

![minigame](https://github.com/tgstation/tgstation/assets/138636438/dcc13102-7100-40c8-ae7a-089cd4daf868)
in this game, the bird's icon rapidly changes direction and u have to
quickly click the arrow thats OPPOSITE to the direction its facing
several times before the direction changes. if you fail 3 times itll
knock you off and run away, however if u win it will deem u a suitable
master and listen to your orders.

There's many different breeds of raptors you can find across lavaland,
all with different capabilities:
red raptors: these excel at combat and can be very useful for dealing
with lavaland mobs or defending the node drone
yellow raptors: are very speedy mounts, theyll get u from point A to
point B in record time
green raptors: they are the tankiest type of raptor and are very good
miners. while mounted, they will clear any rock walls in their path
purple raptors: can store items in them. they have a decent storage size
allowing players to carry more items across trips
white raptors: are able to heal other injured raptors. having one in ur
party would be very useful as they can nurse the combat raptors back to
full health when they need it
blue raptors: produce very nutritious milk with healing capabilities.
having 1 or 2 of these back at ur ranch would be very useful
black raptors: by far the rarest breed, its very unlikely that ull be
able to get one of these, but in the case u do, they have the combat
capabilities of the red raptor, speed of the yellow raptor, and
tankiness of the green raptor.

Breeding different colored raptors together can net u an entirely new
colored raptor. each breed has atleast 1 guaranteed combination of
parents that it will result out of.

you will also need to maintain a good friendship bond with ur raptors,
this is done by feeding them, grooming them, and petting them. u can see
the strength of ur bond by SHIFT clicking them. more hearts indicate a
stronger bond

![hearts](https://github.com/tgstation/tgstation/assets/138636438/5662c5a7-2df3-4f98-99f4-a11faa17b569)
having higher friendship bonds means ur raptors will perform better in
combat, and in the case of blue raptors, they will produce more milk.
Maintaining friendship bonds with baby raptors and keeping them happy
will also encourage them to grow faster

U can also analyze raptors using the new raptor-dex device available at
ur ranch

![pokedex](https://github.com/tgstation/tgstation/assets/138636438/82b92c0c-b7db-4a0d-997e-384a69c0ecbe)
the inherit modifiers indicate how strong this raptor's offspring will
be. raptors inherit attack and health stats from both their parents,
breeding raptors with higher inherit modifiers means the offspring will
be stronger.

raptors will also inherit some traits from their parents that will
change how they will act around u and around other raptors, some of them
being:
Playful: raptors will play with their masters and tease them
motherly: raptors will care for baby raptors, this will encourage baby
raptors to grow quicker
depressed: means its hard to keep this raptor happy and friendship bonds
will deteriorate faster if not given enough care.
coward: makes them flee combat if severly injured, ditching u to the
wolves
trouble maker: makes them attack other raptors at the ranch. however,
trouble maker raptors will not attack other trouble maker raptors,
instead they will form posses and bully raptors together. it might be a
good idea to isolate them from the other raptors

raptors primarily consume ores. to feed raptors, you need to place ore
into the food troughs at the ranch. they are too civilized to eat ores
off the ground or directly from ur hand, they will only eat it if its in
their trough

![trough](https://github.com/tgstation/tgstation/assets/138636438/70723cc7-5743-4ace-9955-4307879e7a83)

beautiful raptor sprites by spessmenart! (rest are codersprites)

## Why It's Good For The Game
adds a new layer to lavaland mobs, and gives miners new interesting
tools and ways to tackle the challenges of lavaland.

## Changelog
🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie
add: adds lavaland raptors and the raptor ranch
/🆑

---------

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2024-05-16 19:54:00 -07:00
SkyratBot
1224f1d6e6 [MIRROR] Removes goliath rider reacharound (#27264)
* Removes goliath rider reacharound (#82550)

## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/82544
Goliaths can't grab themselves with their tentacles and shouldn't grab
their riders either.
Now if you're riding a Goliath you simply can't be grabbed by tentacles,
they'd grab your mount instead (who is immune).

I didn't make this a carte blanche "your tame goliath will never
friendly fire you" because I want them to be able to do that when you
are not riding them.

## Changelog

🆑
fix: Goliaths can't grab their own riders with tentacles
/🆑

* Removes goliath rider reacharound

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-04-15 22:23:56 -04:00
Useroth
59d74624b1 Upstream power stuff combined and shit (#27284)
* Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579)

Removes all arbitrary energy and power units in the codebase. Everything
is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you
are going to multiply by time. This is a visible change, where all
arbitrary energy units you see in the game will get proper prefixed
units of energy.

With power cells being converted to the joule, charging one joule of a
power cell will require one joule of energy.

The grid will now store energy, instead of power. When an energy usage
is described as using the watt, a power to energy conversion based on
the relevant subsystem's timing (usually multiplying by seconds_per_tick
or applying power_to_energy()) is needed before adding or removing from
the grid. Power usages that are described as the watt is really anything
you would scale by time before applying the load. If it's described as a
joule, no time conversion is needed. Players will still read the grid as
power, having no visible change.

Machines that dynamically use power with the use_power() proc will
directly drain from the grid (and apc cell if there isn't enough)
instead of just tallying it up on the dynamic power usages for the area.
This should be more robust at conserving energy as the surplus is
updated on the go, preventing charging cells from nothing.

APCs no longer consume power for the dynamic power usage channels. APCs
will consume power for static power usages. Because static power usages
are added up without checking surplus, static power consumption will be
applied before any machine processes. This will give a more truthful
surplus for dynamic power consumers.

APCs will display how much power it is using for charging the cell. APC
cell charging applies power in its own channel, which gets added up to
the total. This will prevent invisible power usage you see when looking
at the power monitoring console.

After testing in MetaStation, I found roundstart power consumption to be
around 406kW after all APCs get fully charged. During the roundstart APC
charge rush, the power consumption can get as high as over 2MW (up to
25kW per roundstart APC charging) as long as there's that much
available.

Because of the absurd potential power consumption of charging APCs near
roundstart, I have changed how APCs decide to charge. APCs will now
charge only after all other machines have processed in the machines
processing subsystem. This will make sure APC charging won't disrupt
machines taking from the grid, and should stop APCs getting their power
drained due to others demanding too much power while charging. I have
removed the delays for APC charging too, so they start charging
immediately whenever there's excess power. It also stops them turning
red when a small amount of cell gets drained (airlocks opening and shit
during APC charge rush), as they immediately become fully charged
(unless too much energy got drained somehow) before changing icon.

Engineering SMES now start at 100% charge instead of 75%. I noticed
cells were draining earlier than usual after these changes, so I am
making them start maxed to try and combat that.

These changes will fix all conservation of energy issues relating to
charging powercells.

Closes #73438
Closes #75789
Closes #80634
Closes #82031

Makes it much easier to interface with the power system in the codebase.
It's more intuitive. Removes a bunch of conservation of energy issues,
making energy and power much more meaningful. It will help the
simulation remain immersive as players won't encounter energy
duplication so easily. Arbitrary energy units getting replaced with the
joule will also tell people more meaningful information when reading it.
APC charging will feel more snappy.

🆑
fix: Fixes conservation of energy issues relating to charging
powercells.
qol: APCs will display how much power they are using to charge their
cell. This is accounted for in the power monitoring console.
qol: All arbitrary power cell energy units you see are replaced with
prefixed joules.
balance: As a consequence of the conservation of energy issues getting
fixed, the power consumption for charging cells is now very significant.
balance: APCs only use surplus power from the grid after every machine
processes when charging, preventing APCs from causing others to
discharge while charging.
balance: Engineering SMES start at max charge to combat the increased
energy loss due to conservation of energy fixes.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Corrects Suit Storage Unit charge rate  (#82192)

## About The Pull Request

Adjusts SSU charge rate according to the new conversion ratio. 

Betcha didn't know SSUs recharge suit and MOD cells? 

This number is actually supposed to be equal to the rate a recharger
station does it.
I don't know if we have some macro for it. 

## Changelog

🆑 Melbert
fix: Fixed Suit Storage Unit cell charging rate
/🆑

* Corrects EVA thermal regulator cell cost (#82195)

## About The Pull Request

Another unit not converted to watts / joules

## Changelog

🆑 Melbert
fix: Fixed space suit thermal regulators cell usage.
/🆑

* Fixing cell power usage (Part 1) (#82197)

## About The Pull Request
Yeah i am not about to create 30 different PR's to address 1 issue at a
time. The changes are small enough to be grouped together in bulk.

This fixes the following issues specified in #82196
- Borg & exosuit RCD (Fixes #82193)
- Motorized wheelchair
- Canister shielding
- Electrolyser
- Potato cell
- Space heater
- Microwave

## Changelog
🆑
fix: Fixed cell energy usage for a bunch of stuff(Part 1). See PR 82197
for details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* Fixing cell power usage (Part 2) (#82198)

## About The Pull Request
Continuation of #82197.

Fixes these issues in #82196
- Cyborg self repair
- Cyborg lollipop dispenser
- Mauna mug
- Plasma cutter (Initial charge not the number of laser shots so partial
fix)

## Changelog
🆑
fix: Fixed more energy usages for cells(Part 2). See PR 82198 for
details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* Fixing cell power usage (Part 3) (#82204)

## About The Pull Request
Continuation of #82198

Fixes these issues in #82196
- Borg hypo spray
- Borg projectile dampen
- Borg chameleon
- Firelance
- MODlink scryer
- Emergency light usage

## Changelog
🆑
fix: Fixed more energy usages for cells(Part 3). See PR 82204 for
details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* [NO GBP]Fixes static power usage not always drawing the remaining energy of an APC cell. (#82205)

## About The Pull Request
Makes APC static power draw consume the remaining energy of the cell if
there's not enough energy.
## Why It's Good For The Game
Prevents a niche issue where an area composed entirely of static power
users with no dynamic users from running forever with no power supply.
## Changelog
🆑
fix: Fixes static power usage from being able to not draw power.
/🆑

* Fixes recharge stations charge rates (#82191)

## About The Pull Request
- Fixes #82190

Have to now use the assigned constants and not magic number `10000`.
Also stuff will take the exact charge needed without any wastage.

## Changelog
🆑
fix: recharge stations draw the same amount of power as before but
directly from grid(without using apc cell power) and won't waste any
excess power
/🆑

---------

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

* Fixes space heater power usage (#82208)

## About The Pull Request

Related to https://github.com/tgstation/tgstation/issues/82196 fixes the
space heater power cell usage relating to power per tile heated.

Space heater calculates the amount of power required to heat a tile, but
only uses power at the end of the processing loop. Fixes so the power
consumption matches the calculated usage per tile.

Reverts changes to space heater power efficiency in
https://github.com/tgstation/tgstation/pull/82197 that causes the heater
to instantly drain the cell.

Fixes https://github.com/tgstation/tgstation/issues/82228

## Changelog

🆑 LT3
fix: Fixes Schrödinger's space heater, where a space heater both
consumes a power cell instantly while also not consuming power when
heating adjacent tiles
/🆑

* General maintenance for reagent grinder (#82161)

## About The Pull Request

**1. Qol**
  - Adds examines & screentips for screwdriver, crowbar & wrench acts.
- Adds examines & screentips for inserting, replacing & removing beaker,
Also for inserting items from bags or directly
- Adds an off icon overlay for when the reagent grinder is either
screwed open or loses power,
 
**2. Code Improvements**
- Replaced `attackby()` with `item_interaction()` so we can end the
attack chain early for non combat operations like inserting beakers/
ingredients for grinding etc.
- Removed custom shake animations & replaced it with the global
`Shake()` proc cause it did the same thing
- Removed constructed version of reagent grinder. We instead just check
`mapload` to see if we need the beaker to be created or not for round
start reagent grinders
- Grinding & Juicing use the same `operate_for()` rather than having
seperate procs for each operation
- Removed trait `TRAIT_MAY_CONTAIN_BLENDED_DUST`. Why do we have this?
Its just used to change the grinder description to warn it may contain
dust. It's a waste.
  
**3. Fixes**
- You cannot insert hologram items into the grinder. Rather than
destroying that item & making it vanish you simply won't be allowed to
put it inside the grinder so you can save that item
- You can hit the grinder with items like screwdriver, wrench, crowbar,
beaker & even with stuff you would normally put in the grinder when in
combat mode
  - Adds `can_interact()` checks for using the UI & other stuff 
- Fixes #46356. All items of type `obj/item/grown` can be put from any
bag into the grinder
- The item "and its contents" are now grinded/juiced recursively to get
all the reagents it has to offer just like a real grinder would
- An AI/Human with AI access examining the reagent grinder now actually
works.
 
**4. Refactors**
- The grinder now measures its available capacity based on the "total
weight" of all items present & not its number. This is more realistic
because the grinder has limited space inside & so inserting huge items
should have greater impact rather than deciding on an arbitrary number
like 10(The grinder having the capacity for 10 items of any size inside
its small compartment makes no sense). Examines are displayed to show
how much capacity of the grinder has been filled. Upgrading the grinder
with better matter bins will allow for higher storage capacities.
- Total power consumed is measured based on the duration & weight of all
items grinded cause you know its realistic.


🆑
qol: adds examines & screentips for tool acts & other operations for
reagent grinder
qol: adds an off icon for when the grinder panel is open/not powered
code: auto docs vars & procs. Shared common proc for grinding or juicing
code: removed trait for blended dust, changed some item interactions to
end the attack chain early & save time
fix: no inserting hologram items into the reagent grinder
fix: you can hit the reagent grinder tools like screwdriver, wrench,
crowbar & even beakers/ingredients etc when in combat mode
fix; adds sanity checks for when & how mobs interact with the reagent
grinder
fix: examining a reagent grinder by an AI/Human with AI access now
actually works.
fix: you can insert Nova flowers & other food items from any bag type
fix: reagent grinder now grinds all the contents of an item recursively
to produce maximum reagents like a real grinder would
refactor: reagent grinder now measures available capacity to store items
as total weight of stored items & not number. Capacity can be increased
with upgraded matter bin
refactor: reagent grinder power usage is now a function of duration &
total weight of items blended, meaining blending more number of
items/larger items will consume more power
refactor: reagent grinder code has been optimized overall. Report bugs
on github
/🆑

---------

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>

* Suit Storage Units / Inducers can charge MODsuits without necessitating them be screwdrivered opened  (#82194)

## About The Pull Request

So MODsuits do this thing here with `get_cell` in that they don't return
anything when they're closed


![image](https://github.com/tgstation/tgstation/assets/51863163/416f8ef5-3bfc-4d2c-a12f-029f051d6692)

And I... can't tell why they do this. 

I looked through every use of `get_cell` and the only things affected by
this are
A. Suit Storage Units, which I believe have always been intended to
charge MODsuits?
and
B. Inducers

So I removed the `open` check. Allowing both Inducers and Suit Storage
Units to charge mods without needing you screwdriver their panel open
first.

I also took the opportunity to allow SSUs to charge multiple items at
once (divvying charge accross all items)

## Why It's Good For The Game

I asked Fikou and they said it was "probably not" intended that you need
to screwdriver them open so yeah.

I think I remember charging my MODs during the original test merges
years back but I can't remember if I opened the suit first when I did or
not.

Either way, it's not super intuitive. Though it's already not very
intuitive that SSUs charge things.

## Changelog

🆑 Melbert
qol: Suit Storage Units charge MODsuits while their cell panel is closed
or open, rather than only when screwed open
qol: Inducers can charge MODsuits while their cell panel is closed or
open, rather than only when screwed open
qol: Suit Storage Units will charge all items within simultaneously (if
possible)
/🆑

---------

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

* Fixes modular computer boot-up (#82254)

## About The Pull Request

Fixes a bug where modular computers (specifically PDAs) will fail to
start up if there is zero required application power draw.

PDA will now consume base active power usage during startup.

Related https://github.com/tgstation/tgstation/issues/82196
Fixes https://github.com/tgstation/tgstation/issues/82245
Fixes https://github.com/tgstation/tgstation/issues/82229

## Changelog

🆑 LT3
fix: Fixed modular computers failing to boot up using cell power (eg:
contractor tablet)
/🆑

* Fixing cell power usage (Part 4) (#82227)

## About The Pull Request
Continuation of #82204

Fixes these issues in #82196
- Cyborg Electroadaptive Pseudocircuit
- Defib EMP
- Cell EMP
- `/datum/action/cooldown/mob_cooldown/charge_apc` stuff
- Mecha movement, melee, light ,weapon & tool energy drains
- Ninja drain

## Changelog
🆑
fix: Fixed more energy usages for cells(Part 4). See PR 82227 for
details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* Fixing cell power usage (Part 5) (#82296)

## About The Pull Request
Continuation of #82227

Fixes these issues in
https://github.com/tgstation/tgstation/issues/82196 and others that
weren't noticed.
- Batton emp protection
- Cyborg stun arm
- Cyborg energy sword
- Cyborg hug attack
- Mechanical god religious sect charge check
- Mecha fixes
  - Phasing energy drain
  - Short circuit energy drain
  - Durand shield damage energy drain
  - Plasma engine recharge rate
- Mechbay recharge power rate
- Recharge station charge rate

Stuff that was already working & didn't require fixing.
- Plasma cutter energy shots
- Botany cell charging

## Changelog
🆑
fix: Fixed cell energy usage for a bunch of stuff(Part 5). See PR 82296
for details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* Ties power limit of anchored circuits to 20 * standard cell charge to make it consistent with power changes. (#82287)

## About The Pull Request
It just makes the power requirement 20 * standard cell charge instead of
20000
## Why It's Good For The Game
This is too restrictive to make anything with.



https://github.com/tgstation/tgstation/assets/62126254/e39dcf27-8793-42b0-84a0-7f747e95efcc
## Changelog
🆑
fix: anchored circuits no longer blow up after 2 components are used.
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* Space heater power and heating tweaks (#82344)

## About The Pull Request
- Fixes #82342
- Space heater computes total power for heating adjacent turfs and uses
cell energy once rather multiple times per turf
- Improvised space heater actually works & uses beaker heat capacity and
not a constant of 200 for heating beaker contents

## Changelog 
🆑 SyncIt21,Pickle-Coding
fix: space heater(including improvised) turns off when cell is drained
fix: optimized power usage for both improvised and main space heater.
Improvised heater now works & uses beaker heat capacity
/🆑

* Improved lathe error message (#82260)

## About The Pull Request

Improves the auto/protolathe low charge error message. Instead of simply
saying low power, it will tell you how long until it has enough charge
to print.


![image](https://github.com/tgstation/tgstation/assets/83487515/a2aebd3e-b7bf-4a13-ae7a-6c1cc14c9057)

## Why It's Good For The Game

Less mashing the lathe over and over with no idea how much APC charge it
needs to start printing again

## Changelog

🆑 LT3
code: APCs can now calculate time-to-charge
qol: Overloaded lathes will now tell you the wait time until they're
ready to print again
/🆑

---------

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

* Fixes issues with multitools on power objects (#82389)

## About The Pull Request

So at some point the power object's `multitool_act(...)` proc was set to
_always_ block, for what I could find to be no discernable reason.

### The Main Thing


d38f9385b8/code/modules/power/power.dm (L62-L74)
Now, of course, it shouldn't, because this cuts the entire chain short
and thus blocks any other multitool interactions. Like opening the wires
panel with a multitool, in this case. Even if `can_change_cable_layer`
were to be false and thus the object would never actually care about
having this interaction, it'd _still_ block it.

So we don't do that. But what _do_ we do?
I decided to just split off the actual cable changing part into its own
proc, `cable_layer_act(...)`.
```dm
/obj/machinery/power/proc/cable_layer_act(mob/living/user, obj/item/tool)
	var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer)
	if(isnull(choice))
		return ITEM_INTERACT_BLOCKING

	cable_layer = GLOB.cable_name_to_layer[choice]
	balloon_alert(user, "now operating on the [choice]")
	return ITEM_INTERACT_SUCCESS
```
Which is then called on `multitool_act(...)`, if
`can_change_cable_layer` is true.
```dm
/obj/machinery/power/multitool_act(mob/living/user, obj/item/tool)
	if(can_change_cable_layer)
		return cable_layer_act(user, tool)
```
Which continues with the chain if we can't change layers by default, and
otherwise lets `cable_layer_act(...)` work out whether we should block
or continue.
Notably, we've removed the `cable_layer_change_checks(...)` proc from
the equation, and just let inheritors override it to add their own
preconditions and what flags they should return.
On its own this fixes the APC wire panel interactions, but also lets us
just return `NONE` when we need to.
```dm
/obj/machinery/power/emitter/cable_layer_act(mob/living/user, obj/item/tool)
	if(panel_open)
		return NONE
	if(welded)
		balloon_alert(user, "unweld first!")
		return ITEM_INTERACT_BLOCKING
	return ..()
```

### The OTHER Things

While doing this I noticed there's actually very little sanity checks
after we close our input list.
```dm
var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer)
if(isnull(choice))
	return ITEM_INTERACT_BLOCKING
```
We only care about whether we made a choice!
Testing this, lo and behold, this can cause runtimes if the power object
gets qdeleted before you close the menu.
As a funny side, it _also_ doesn't care about whether you're on the
other side of the station, while your multitool is on a different
z-level, or just doesn't exist anymore.
So we just add a few basic sanity checks while we're at it.
```dm
var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer)
if(isnull(choice) || QDELETED(src) || QDELETED(user) || QDELETED(tool) || !user.Adjacent(src) || !user.is_holding(tool))
	return ITEM_INTERACT_BLOCKING
```
That's all. Having done some basic testing, I believe the behaviour is
otherwise unaffected.
## Why It's Good For The Game

It's annoying to need to swap to an empty hand or wirecutters to
interact with APC, emitter, or tesla coil wires.
This fixes that. (Fixes #81745.)
...and then a few other tidbits I realized existed.
## Changelog
🆑
fix: Fix using a multitool on a power object with wires not actually
opening the wires menu when it should.
fix: Fix a runtime from a power object being deleted before selecting
what cable layer to put it at.
fix: Fix power object cable changing not caring about whether you were
still adjacent, still holding your multitool, or whether it even still
existed after the selection menu was closed.
/🆑

* Updates cyborg cells created from borgifier to the SI standard (#82437)

## About The Pull Request

Unchanged value in transformer.dm resulted in borg charge draining to
zero immediately after forced conversion in the borgifer. Changing the
value of robot cell charge to 5 MJs to fix this.
## Why It's Good For The Game

Fixes #82426
## Changelog
🆑
fix: changed value of cell charge from 5000 to 5 megajoules
/🆑

* cell chargers now bypass APCs (#82309)

## About The Pull Request
This makes cell chargers and suit storage units draw from the grid
before the local apc

## Why It's Good For The Game
Upgraded Cell chargers have a charging power of 1MW leading to them
instantly draining the apc of any room they are in,
this Pr makes them draw from the grid preventing immediate blackout. 
This is a stopgap until someone smarter than me changes power values so
a pocket-sized battery won't require the same power to charge then over
600 average suburban homes.

## Changelog
🆑
balance: suit and cell chargers should draw from grid preventing instant
apc blackouts in most cases.
/🆑

* Let ethereals starve again (#82308)

## About The Pull Request

Ethereals use energy as 'food', so of course #81579 had to touch them.
To bring them in line with the new standard, the Ethereal charge levels
were updated to be in megajoules.

466b3df048/code/__DEFINES/mobs.dm (L292-L299)

7fa8daad63/code/__DEFINES/mobs.dm (L285-L292)
However! This forgot to update the rate at which Ethereals passively
discharge.

7fa8daad63/code/modules/surgery/organs/internal/stomach/stomach_ethereal.dm (L11-L14)

7fa8daad63/code/__DEFINES/mobs.dm (L437)
Meaning it's effectively a thousand times less with the new charge
levels.

So we simply update this define to be in kilowatts.
```dm
#define ETHEREAL_CHARGE_FACTOR (0.8 KILO WATTS) //factor at which ethereal's charge decreases per second
```
## Why It's Good For The Game

Fixes issue with ethereal hunger caused by #81579.
## Changelog
🆑
fix: Ethereal starvation has been updated to the new joules/watts
standard. Congratulations Ethereals! You can starve again!
/🆑

* [NO GBP]Fixes ethereal charging and recharge station charge speed. (#82483)

## About The Pull Request
Fixes many instances of things not charging ethereals properly. Scales
all things that are meant for charging/taking from the ethereal stomach
by STANDARD_CELL_CHARGE, so we never run into this issue again. Ethereal
stomachs now store a cell inside them, and uses that for the charge
instead of tracking a variable. Fixes recharging stations not being able
to charge ethereal stomachs. The ethereal signal proc attempted to feed
a callback datum to adjust_charge(), which caused a runtime. Changes
that by invoking the charge_cell callback instead.

Also fixes recharge station charging speed. They weren't converted
correctly. Also formats their charging speed in their description, and
displays power rather than referencing cycles.
## Why It's Good For The Game
So ethereals charge properly.

Closes #82470
## Changelog
🆑
fix: Fixes many instances of energy sources for ethereals supplying a
thousand times less energy than intended.
fix: Fixes recharging stations not being able to charge ethereals.
fix: Fixes recharge stations charging too fast.
qol: Recharge stations display their recharging speed in formatted
power, rather than unformatted energy per cycle.
/🆑

---------

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

* Update lead acid batteries charge values (#82510)

## About The Pull Request

So during the whole power consistency update thing, it seems lead acid
batteries were entirely forgotten about.
Which, well, is easy, because they never actually used
`STANDARD_CELL_CHARGE`.

c34d56a45b/code/game/objects/items/maintenance_loot.dm (L32-L33)
Looking into it, the previous value for `STANDARD_CELL_CHARGE` seemed to
have been 1000, so we convert it directly:
```dm
maxcharge = STANDARD_CELL_CHARGE * 20
chargerate = STANDARD_CELL_CHARGE * 1.4
```
But, comparing this to the normal power cells, it seems their charge
rates got _halved_ during the update.
So, we do that too.
```dm
maxcharge = STANDARD_CELL_CHARGE * 20
chargerate = STANDARD_CELL_CHARGE * 0.7
```
And that fixes it.
## Why It's Good For The Game

Fixes lead acid batteries still using the old power amounts, and not
being relative to `STANDARD_CELL_CHARGE`.
## Changelog
🆑
fix: Lead acid batteries have had their power values fixed.
/🆑

* This should do for modular code, for now.

* Fixing cell power usage (Part 5) (#82296)

Continuation of #82227

Fixes these issues in
https://github.com/tgstation/tgstation/issues/82196 and others that
weren't noticed.
- Batton emp protection
- Cyborg stun arm
- Cyborg energy sword
- Cyborg hug attack
- Mechanical god religious sect charge check
- Mecha fixes
  - Phasing energy drain
  - Short circuit energy drain
  - Durand shield damage energy drain
  - Plasma engine recharge rate
- Mechbay recharge power rate
- Recharge station charge rate

Stuff that was already working & didn't require fixing.
- Plasma cutter energy shots
- Botany cell charging

🆑
fix: Fixed cell energy usage for a bunch of stuff(Part 5). See PR 82296
for details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* [NO GBP]Fixes some mapped SMES starting with low energy. (#82203)

## About The Pull Request
Scales them all by up to 20 to account for removing the dumb SMESRATE
define. This isn't a 100% conversion for every SMES because it would go
beyond their capacity (old SMES use to duplicate cell energy, so they
had a higher capacity than their cell parts imply). Also removes
instances of varediting their capacity to fucking 1e+600 and replaces
them with magical SMES.
## Why It's Good For The Game
So lavaland and crap don't instantly run out of power. Also I don't
think we should be varediting anything to 1e+600.
## Changelog
🆑
fix: Fixes lavaland SMES and other crap from not starting with enough
energy.
fix: The pirate SMES are now magical instead of secretly infinite.
/🆑

* Mechbay & modsuit recharger tweaks (#82337)

## About The Pull Request
- Both mechbay & modsuit rechargers now waste a small amount of energy
as heat like it did before
- Fixes #82332. Mechbay recharger displays the energy of the mech in
joules & charges the cell with the exact energy required directly from
the grid thus not causing the room to blackout

## Changelog
🆑
fix: Mechbay & modsuit rechargers waste a small amount of energy as heat
fix: Mechbay recharger console displays mech charge as joules & charges
directly from the grid thus sparing the rooms apc cell from huge loads
/🆑

* Refactor APCs interaction chain from attackby to item_interaction (#82390)

## About The Pull Request

For how many lines this is, there's not a lot to really say.
In general, we simply move all item interactions from `attackby(...)` to
`item_interaction(...)`, split each item interaction off into a separate
proc, and make them all return the proper item interaction flags.
We _do_ kill some probably dead code, and remove a call to
`attackby(...)` elsewhere. Then, for clarity, we move the cell check
below the ID check so it can be next to the other item type checks, as
the priority between cell and ID is unlikely to matter anyway.
Other than what's described above and detailed below, each section's
functionality should be the same.

Now, for the parts that _do_ need to be explained more.

### Killing Probably Dead Code

Alright, so, the first part that does not have the cleanest transition.

d38f9385b8/code/modules/power/apc/apc_attack.dm (L22-L23)
Whatever the fuck this is.

Asking around, this seems to just be dead code.
For sanity's sake removing it and testing, silicon interactions with it
seem to work just fine.
So we kill it. We just kill it. We Just Kill It.

Closest we could find requires the distance check there to be false, so
it wouldn't apply. But it _does_ bring us to the second bit of weird
code.

### Calling APC Attackby Elsewhere?
So wallframes let you screwdriver them to put them up, which from a
comment seems to be because of cyborgs.
APC wallframes of course override this with their own implementation,
that allows you to also replace a damaged cover or frame like that!

d38f9385b8/code/game/objects/items/apc_frame.dm (L29-L39)
...By just calling the wholeass `attackby(...)` proc on the APC and
calling it a day.

But hey, this is where our previous splitting up comes in handy, because
we just have a `wallframe_act(...)` proc!
So we just call that instead.
```dm
var/obj/machinery/power/apc/mounted_apc = locate(/obj/machinery/power/apc) in get_turf(user)
mounted_apc.wallframe_act(user, src)
return ITEM_INTERACT_SUCCESS
```
...And not use single letter variables, while we're at it.

That should be all.
Remember to get snacks and drinks.
## Why It's Good For The Game

Split off 178 line `attackby(...)` item interaction chain into separate
procs called in `item_interaction(...)`.
Screwdrivering APC wallframes no longer calls the wholeass
`attackby(...)` on the APC, but just call the new sub-proc for the
specific interaction it cares about.
## Changelog
🆑
refactor: APCs have had their item interaction chain refactored. This
should functionally be the same, but please report any issues.
/🆑

* [NO GBP]Cells will only consider 0.1% of their charge when shocking a user. (#82456)

## About The Pull Request
Makes cells only consider 0.1% of their charge when calculating the
damage for shocking someone. This makes the minimum damage 20, and goes
up to 22 (previous behaviour, even though that's a shockingly small
difference) with a 50 MJ cell, which is the highest capacity crew can
get. This makes it inversely scale with the standard cell charge define,
so if that gets changed, cells will use a different composition of their
charge to consider.

## Why It's Good For The Game

Airlocks instantly critting people when shocked regardless of what's in
the grid wasn't previous behaviour.

* Oops. There we go.

* Oh, these two too.

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: moocowswag <62126254+moocowswag@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Archie700 <archie712@hotmail.com>
Co-authored-by: Blacklist897 <149209377+Blacklist897@users.noreply.github.com>
2024-04-12 06:33:40 +02:00
Jacquerel
51e7560f04 Removes goliath rider reacharound (#82550)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/82544 
Goliaths can't grab themselves with their tentacles and shouldn't grab
their riders either.
Now if you're riding a Goliath you simply can't be grabbed by tentacles,
they'd grab your mount instead (who is immune).

I didn't make this a carte blanche "your tame goliath will never
friendly fire you" because I want them to be able to do that when you
are not riding them.

## Changelog

🆑
fix: Goliaths can't grab their own riders with tentacles
/🆑
2024-04-10 17:23:18 -07:00
SkyratBot
5712dea346 [MIRROR] Driving any vehicle into the supermatter will dust all passengers (#26989)
* Driving any vehicle into the supermatter will dust all passengers (#82137)

## About The Pull Request

Fixes #82135
All occupants of vehicles (including mobs you can ride) will now die if
anyone drives that vehicle into the supermatter crystal.

## Why It's Good For The Game

It may not be canonically true that driving the clown car into the
supermatter dusts all occupants but by god, it should be.
This is the result that you expect to occur upon doing such a thing.

## Changelog

🆑
fix: Driving a vehicle into the supermatter will kill everyone riding
the vehicle
/🆑

---------

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

* Driving any vehicle into the supermatter will dust all passengers

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
2024-03-25 13:58:35 -04:00
SyncIt21
7862b168a1 Fixing cell power usage (Part 1) (#82197)
## About The Pull Request
Yeah i am not about to create 30 different PR's to address 1 issue at a
time. The changes are small enough to be grouped together in bulk.

This fixes the following issues specified in #82196
- Borg & exosuit RCD (Fixes #82193)
- Motorized wheelchair
- Canister shielding
- Electrolyser
- Potato cell
- Space heater
- Microwave

## Changelog
🆑
fix: Fixed cell energy usage for a bunch of stuff(Part 1). See PR 82197
for details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2024-03-25 17:24:21 +01:00
Jacquerel
c95890c473 Driving any vehicle into the supermatter will dust all passengers (#82137)
## About The Pull Request

Fixes #82135
All occupants of vehicles (including mobs you can ride) will now die if
anyone drives that vehicle into the supermatter crystal.

## Why It's Good For The Game

It may not be canonically true that driving the clown car into the
supermatter dusts all occupants but by god, it should be.
This is the result that you expect to occur upon doing such a thing.

## Changelog

🆑
fix: Driving a vehicle into the supermatter will kill everyone riding
the vehicle
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-22 13:16:41 +01:00
SkyratBot
e5ba1e5e99 [MIRROR] [NO GBP] The deathmatch modifiers modal menu can actually be opened now. (#26942)
* [NO GBP] The deathmatch modifiers modal menu can actually be opened now. (#82041)

## About The Pull Request
I've fucked up the logic, so it requires the user to be both the host
and an admin to open it, which was the case when I tested it locally.
This PR fixes that and other issues (and **un**dumbs some of the code).
The spinning screen modifier has also been scrapped for being downright
awful and breaking my screen.

## Why It's Good For The Game
Fixing stuff I've thankfully noticed early.

## Changelog

🆑
fix: The deathmatch modifiers modal menu can actually be opened now.
Also fixed a bunch of issues it had.
/🆑

* [NO GBP] The deathmatch modifiers modal menu can actually be opened now.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-20 06:28:45 -04:00
Ghom
9cc18fe1fe [NO GBP] The deathmatch modifiers modal menu can actually be opened now. (#82041)
## About The Pull Request
I've fucked up the logic, so it requires the user to be both the host
and an admin to open it, which was the case when I tested it locally.
This PR fixes that and other issues (and **un**dumbs some of the code).
The spinning screen modifier has also been scrapped for being downright
awful and breaking my screen.

## Why It's Good For The Game
Fixing stuff I've thankfully noticed early.

## Changelog

🆑
fix: The deathmatch modifiers modal menu can actually be opened now.
Also fixed a bunch of issues it had.
/🆑
2024-03-18 21:10:57 +01:00
SkyratBot
daadcb1677 [MIRROR] Skateboard tweaks and buffs. (#26908)
* Skateboard tweaks and buffs.

* Update code/datums/components/riding/riding_vehicle.dm

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2024-03-16 05:00:39 -04:00
Ghom
bff8de4fe1 Skateboard tweaks and buffs. (#81928)
## About The Pull Request
I have been dissatified with the situation of skateboards for a long
while now, especially with the 'pro' and 'hoverboard' versions that
provide negligeable bonuses for the high price they warrant.

On top of all things, this PR makes the aforementioned two subtypes
faster than the standard and improvised skateboards.
Second, the hoverboard now hovers and can be used in zero g (more info
in the CL). The thing costs about 2000, so this is pretty much deserved.
Third, skateboards respect move intents. While in walk intent, you will
ride it slowly, but you also won't crash against other things.
Fourth, improvised skateboards are a nick more unstable and not
mechanically on par with standard skateboards.

## Why It's Good For The Game
Skateboard were cooler back when you would go fast and die young by
crashing into an airlock/spessman/wall at stim speed imho, also see the
first paragrath of the above section.

## Changelog

🆑
balance: The pro skateboard and hoverboard are now faster.
balance: The improvised skateboard is a nick more unstable than the
standard, so the two aren't exactly the same.
add: Riding a skateboard on walk intent will prevent you from crashing
into things, at the cost of speed.
add: hoverboards now actually hovers and can be used even in zero g.
There are a caveat to it: It cannot be ridden on open space gaps deeper
than one level or actual space, unless there're objects that prevent
falls, like lattice or catwalks.
/🆑
2024-03-16 01:37:57 +00:00
SkyratBot
067188d366 [MIRROR] Micro-optimize qdel by only permitting one parameter [MDB IGNORE] (#25889)
* Micro-optimize qdel by only permitting one parameter (#80628)

Productionizes #80615.

The core optimization is this:

```patch
-	var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+	var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```

We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.

* Micro-optimize qdel by only permitting one parameter

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-12-29 14:41:12 +00:00
Mothblocks
c1d68698fb Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615.

The core optimization is this:

```patch
-	var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+	var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```

We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
2023-12-28 13:52:44 -08:00
SkyratBot
9a3fb5c5c1 [MIRROR] FOV is Dead (Long Live FOV) [MDB IGNORE] (#25600)
* FOV is Dead (Long Live FOV)

* Update _megafauna.dm

* Update _vehicle.dm

* FOV Hotfix: Actually offsets gameplane render relays

* removes redundant visual_shadow

* removes GAME_PLANE_UPPER references

* Update mob_movement.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-23 17:47:07 +00:00
SkyratBot
4701a177b7 [MIRROR] Motorized Wheelchair improvements [MDB IGNORE] (#25655)
* Motorized Wheelchair improvements (#80045)

## About The Pull Request

This PR improves motorized wheelchairs in the following ways:
- On initialize, motorized wheelchairs will have the most basic possible
stock parts inserted. This resolves a bug where motorized wheelchairs
spawned by admins or other means (mail, mapping) were completely
worthless, as they had no stock parts in them and you could not insert
better ones. When crafted, these basic parts are deleted and replaced
with the correct ones.
- Power cells are now part of the motorized wheelchair recipe, instead
of being inserted after.
- When deconstructed or destroyed, motorized wheelchairs now drop their
power cell on the floor with everything else instead of deleting it from
existence.
- Miscellaneous old code has been tidied up, removing one-letter var
names, pointless code duplication, and the like.
## Why It's Good For The Game

I've been talking to Dalm about this, and wheelchairs are in dire need
of some improvements. Tidying up the mess that is the motorized
wheelchair seemed like a good place to start.

Firstly, it's good for motorized wheelchairs to function as expected
when not specifically crafted by hand. This is helpful to admins,
mappers, and anyone else who might have reason to make one of these
appear. It's also good that all the parts in the wheelchair drop on the
ground when destroyed, as there's no particular reason power cells
should be lost.

As for power cells being included in the recipe - it's not obvious at a
glance that you _need_ to insert a power cell after crafting, until you
try to drive your new wheelchair around. This extra step of annoyance is
now avoided by making it required to stick one in when you build the
thing.
## Changelog
🆑
fix: Motorized wheelchairs will no longer spawn in a bugged state where
they have no parts and can't be upgraded.
fix: Motorized wheelchairs will drop their power cell when destroyed or
deconstructed.
qol: Power cells are now inserted into motorized wheelchairs as part of
the crafting recipe, instead of as an extra step afterwards.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@ users.noreply.github.com>

* Motorized Wheelchair improvements

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@ users.noreply.github.com>
2023-12-16 08:31:45 -05:00
lizardqueenlexi
edd0b68a54 Motorized Wheelchair improvements (#80045)
## About The Pull Request

This PR improves motorized wheelchairs in the following ways:
- On initialize, motorized wheelchairs will have the most basic possible
stock parts inserted. This resolves a bug where motorized wheelchairs
spawned by admins or other means (mail, mapping) were completely
worthless, as they had no stock parts in them and you could not insert
better ones. When crafted, these basic parts are deleted and replaced
with the correct ones.
- Power cells are now part of the motorized wheelchair recipe, instead
of being inserted after.
- When deconstructed or destroyed, motorized wheelchairs now drop their
power cell on the floor with everything else instead of deleting it from
existence.
- Miscellaneous old code has been tidied up, removing one-letter var
names, pointless code duplication, and the like.
## Why It's Good For The Game

I've been talking to Dalm about this, and wheelchairs are in dire need
of some improvements. Tidying up the mess that is the motorized
wheelchair seemed like a good place to start.

Firstly, it's good for motorized wheelchairs to function as expected
when not specifically crafted by hand. This is helpful to admins,
mappers, and anyone else who might have reason to make one of these
appear. It's also good that all the parts in the wheelchair drop on the
ground when destroyed, as there's no particular reason power cells
should be lost.

As for power cells being included in the recipe - it's not obvious at a
glance that you _need_ to insert a power cell after crafting, until you
try to drive your new wheelchair around. This extra step of annoyance is
now avoided by making it required to stick one in when you build the
thing.
## Changelog
🆑
fix: Motorized wheelchairs will no longer spawn in a bugged state where
they have no parts and can't be upgraded.
fix: Motorized wheelchairs will drop their power cell when destroyed or
deconstructed.
qol: Power cells are now inserted into motorized wheelchairs as part of
the crafting recipe, instead of as an extra step afterwards.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-12-16 14:02:48 +01:00
LemonInTheDark
f03084c1ca FOV is Dead (Long Live FOV) (#80062)
## About The Pull Request

FOV as it is currently implemented is incompatible* with wallening.
I'm doin wallening, so we gotta redo things here.

The issue is the masking of mobs. Wallening relies on sidemap (layering
based off physical position), which only works on things on the same
plane (because planes are basically sheets we render down onto)
So rather then masking mobs, let's reuse the masking idea from old fov,
and use it to cut out a bit of the game render plane, and
blur/over-saturate the bit that's masked out.

My hope is this makes things visible in light, but not as much in
darkness, alongside making more vivid shit more easily seen (just like
real life)

Here's some videos, what follows after is the commits I care about
(since I had to rip a bunch of planes to nothing, so the files changed
tab might be a bit of a mess)

Oh also I had to remove the darkness pref since the darkness is doing a
lot of the heavy lifting now. I'm sorry.

Edit:
NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a
better future.


https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609


https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8

## Commits I Care About

[Implements something like fov, but without the planes as layers
hell](a604c7b1c8)

Rather then masking out mobs standing behind us, we use a combo color
matrix and blur filter to make the stuff covered by fov harder to see.

We achive this by splitting the game plane into two, masking both by fov
(one normally and one inversely), and then applying effects to one of
the two.

I want to make the fov fullscreens more gradient, but as an effect this
is a good start

[Removes WALL_PLANE_UPPER by adding a WALL_PLANE overlay to material
walls (init cost comes
here)](2548933739)

@Mothblocks see this. comment in commit explains further but uh, we need
to draw material walls to the light mask plane so things actually can be
seen on them, but we can't do that and also have them be big, so they
get an overlay. Sorry, slight init time bump, about 0.5 seconds. I can
kill it with wallening.

[Moves SEETHROUGH_PLANE above
ABOVE_GAME_PLANE](beec4c00e0)

I don't think it actually wants to draw here
@Time-Green I think this was you so pinging for opinion

[Resprites FOV masks to be clean (and more
consistent)](f02ad13696)

[f02ad13](f02ad13696)

This is 100% donglesplonge's work, he's spent a week or so going back
and forth with me sharpening these to a mirror shine, real chill

## Why It's Good For The Game

Walls are closing in

## Changelog
🆑 LemonInTheDark, Donglesplonge
image: Redoes fov "mask" sprites. They're clean, have a very pleasant
dithering effect, and look real fuckin good!
del: Changed FOV, it no longer hides mobs, instead it blurs the hidden
area, and makes it a bit darker/oversaturated
/🆑

###### * It's technically possible if we start using render targets to
create 2 sets of sources but that's insane and we aren't doing it
2023-12-13 15:52:24 +01:00
SkyratBot
42d245a4be [MIRROR] Basic Guardians/Holoparasites [MDB IGNORE] (#24921)
* Basic Guardians/Holoparasites (#79473)

## About The Pull Request

Fixes #79485
Fixes #77552

Converts Guardians (aka Holoparasites) into Basic Mobs.
Changes a bunch of their behaviours into actions or components which we
can reuse.
Replaces some verbs it would give to you and hide in the status panel
with action buttons that you may be able to find more quickly.

They _**should**_ work basically like they did before but a bit
smoother. It is not unlikely that I made some changes by accident or
just by changing framework though.

My one creative touch was adding random name suggestions.
The Wizard federation have a convention of naming their arcane spirit
guardians by combining a colour and a major arcana of the tarot. The
Syndicate of course won't truck with any of that mystical claptrap and
for their codenames use the much more sensible construction of a colour
and a gamepiece.

This lets you be randomly assigned such creative names as "Sparkling
Hermit", "Bloody Queen", "Blue World", or "Purple Diamond".
You can of course still ignore this entirely and type "The Brapmaster"
into the box if so desired.

I made _one_ other intentional change, which is to swap to Mothblocks'
nice leash component instead of instantly teleporting guardians back to
you when they are pulled out of the edge of their range. They should now
be "dragged" along behind you until they can't path, at which point they
will teleport. This should make the experience a bit less disorienting,
you have the recall button if you _want_ to instantly catch up.

This is unfortunately a bumper-sized PR because it did not seem
plausible to not do all of it at once, but I can make a project branch
for atomisation if people think this is too much of a pain in the ass to
review.

Other changes:
- Some refactoring to how the charge action works so I could
individually override "what you can hit" and "what happens when you hit"
instead of those being the same proc
- Lightning Guardian damage chain is now a component
- Explosive Guardian explosive trap is now a component
- Added even more arguments to the Healing Touch component to allow it
to heal tox/oxy damage and require a specific click modifier
- Life Link component which implements the Guardian behaviour of using
another mob as your health bar
- Moved some stuff about deciding what guardians look and are described
like into a theming datum
- Added a generic proc which can return whether your mob is meant to
apply some kind of damage multiplier to a certain damage type. It's not
perfect because I couldn't figure out how ot cram limb modifiers in
there, which is where most of it is on carbons. Oh well.
- Riders of vehicles now inherit all movement traits of those vehicles,
so riding a charging holoparasite will let you cross chasms. Also works
if you piggyback someone with wings, probably.

## Changelog

🆑
refactor: Guardians/Powerminers/Holoparasites now use the basic mob
framework. Please report any unexpected changes or behaviour.
qol: The verbs used to communicate with, recall, or banish your Guardian
are now action buttons.
balance: If (as a Guardian) your host moves slightly out of range you
will now be dragged back into range if possible, rather than being
instantly teleported to them.
balance: Protectors now have a shorter leash range rather than a longer
one, in order to more easily take advantage of their ability to drag
their charge out of danger.
balance: Ranged Guardians can now hold down the mouse button to fire
automatically.
balance: People riding vehicles or other mobs now inherit all of their
movement traits, so riding a flying mob (or vehicle, if we have any of
those) will allow you to cross chasms and lava safely.
/🆑

---------

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

* Basic Guardians/Holoparasites

* Modular

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-11-11 07:07:34 -05:00
Jacquerel
a1e46c5d31 Basic Guardians/Holoparasites (#79473)
## About The Pull Request

Fixes #79485
Fixes #77552

Converts Guardians (aka Holoparasites) into Basic Mobs.
Changes a bunch of their behaviours into actions or components which we
can reuse.
Replaces some verbs it would give to you and hide in the status panel
with action buttons that you may be able to find more quickly.

They _**should**_ work basically like they did before but a bit
smoother. It is not unlikely that I made some changes by accident or
just by changing framework though.

My one creative touch was adding random name suggestions.
The Wizard federation have a convention of naming their arcane spirit
guardians by combining a colour and a major arcana of the tarot. The
Syndicate of course won't truck with any of that mystical claptrap and
for their codenames use the much more sensible construction of a colour
and a gamepiece.

This lets you be randomly assigned such creative names as "Sparkling
Hermit", "Bloody Queen", "Blue World", or "Purple Diamond".
You can of course still ignore this entirely and type "The Brapmaster"
into the box if so desired.

I made _one_ other intentional change, which is to swap to Mothblocks'
nice leash component instead of instantly teleporting guardians back to
you when they are pulled out of the edge of their range. They should now
be "dragged" along behind you until they can't path, at which point they
will teleport. This should make the experience a bit less disorienting,
you have the recall button if you _want_ to instantly catch up.

This is unfortunately a bumper-sized PR because it did not seem
plausible to not do all of it at once, but I can make a project branch
for atomisation if people think this is too much of a pain in the ass to
review.

Other changes:
- Some refactoring to how the charge action works so I could
individually override "what you can hit" and "what happens when you hit"
instead of those being the same proc
- Lightning Guardian damage chain is now a component
- Explosive Guardian explosive trap is now a component
- Added even more arguments to the Healing Touch component to allow it
to heal tox/oxy damage and require a specific click modifier
- Life Link component which implements the Guardian behaviour of using
another mob as your health bar
- Moved some stuff about deciding what guardians look and are described
like into a theming datum
- Added a generic proc which can return whether your mob is meant to
apply some kind of damage multiplier to a certain damage type. It's not
perfect because I couldn't figure out how ot cram limb modifiers in
there, which is where most of it is on carbons. Oh well.
- Riders of vehicles now inherit all movement traits of those vehicles,
so riding a charging holoparasite will let you cross chasms. Also works
if you piggyback someone with wings, probably.

## Changelog

🆑
refactor: Guardians/Powerminers/Holoparasites now use the basic mob
framework. Please report any unexpected changes or behaviour.
qol: The verbs used to communicate with, recall, or banish your Guardian
are now action buttons.
balance: If (as a Guardian) your host moves slightly out of range you
will now be dragged back into range if possible, rather than being
instantly teleported to them.
balance: Protectors now have a shorter leash range rather than a longer
one, in order to more easily take advantage of their ability to drag
their charge out of danger.
balance: Ranged Guardians can now hold down the mouse button to fire
automatically.
balance: People riding vehicles or other mobs now inherit all of their
movement traits, so riding a flying mob (or vehicle, if we have any of
those) will allow you to cross chasms and lava safely.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-11-10 21:04:52 -07:00
SkyratBot
a4c123c212 [MIRROR] new wizard ability and basic leaper refactor [MDB IGNORE] (#24805)
* new wizard ability and basic leaper refactor

* Update riding_mob.dm

* Modular

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-05 22:01:26 -05:00