Commit Graph

16339 Commits

Author SHA1 Message Date
san7890
9dba932c1a Debug ID Cards Can Now Use Vending Machines (#74278)
## About The Pull Request


![image](https://user-images.githubusercontent.com/34697715/227799119-abbcf947-10ef-416d-a353-239b0544f56d.png)

This always pissed me off, and has been pissing me off for the last year
or so. I decided to sit down and figure out how to stop this from
occurring, and got it.
## Why It's Good For The Game

When I'm debugging several types of stuff regarding payment in my
pre-fabbed debug suit, I really don't want to fucking have to spawn yet
another ID card with an actual job on it and transfer money to that just
so I can use a vending machine, I WANT TO JUST USE THE VENDING
MACHINE!!! TIME IS PRECIOUS!!!

It does still draw from the station budget, but that's fine because this
is a debug card that is meant to be dangerous to hand out. It's a
debugger's tool. If you're concerned on people somehow getting it from
an admin and beign able to buy smokes from vending machines, they were
still able to withdraw money by alt-clicking on it before this change.
## Changelog
Nothing that really concerns players.
2023-03-27 19:48:20 +02:00
John Willard
302060acda Removes bepis Techweb and reworks tech disks in general (#74147)
## About The Pull Request

Did you know that there's 2 types of disks Science can print?
One of them creates a whole new techweb and is used to transfer data to
and from techwebs (which used to be for Theft objective, but nowadays
all it's used for is Admin techweb).
The other one is these disks you can find from Lavaland & for the
Limbgrower which holds nodes on them directly, they don't need anything
else.

These are both printable and have very similar names which could easily
confuse people, especially since they are both printed and used at the
same place, being the R&D room and R&D console.

This will hopefully simplify it, by removing the base Tech disks from
being printable. The only one that can be printed now is for
Limbgrowers, which can't be easily mixed with the other type of Disk.
Outside of that, Lavaland disks are staying the same, but I've moved
Bepis disks to use this, which allows us to remove Bepis techwebs being
made every single time a new bepis disk is created.

Examples of it in-game

![image](https://user-images.githubusercontent.com/53777086/226496444-28b17134-526d-4fc8-969b-952f7afdc36f.png)

![image](https://user-images.githubusercontent.com/53777086/226496483-86969bf9-56db-4824-a495-594afd9f3912.png)

![image](https://user-images.githubusercontent.com/53777086/226496498-7c10f636-5588-4622-934c-11f019079d2e.png)

## Why It's Good For The Game

There's no reason why every single Bepis node should be making a whole
new techweb set with experiments to complete, roundstart nodes
researched, being constantly checked if it should gain research points,
have a list of papers to publish, and everything else that techwebs do.

Can you guess which disk does what in this screenshot?

![image](https://user-images.githubusercontent.com/53777086/226496856-10cf71b0-7469-4568-818f-ecadcf03e677.png)

## Changelog

🆑
balance: You can no longer print Technology data disks. You can still
print Tech disks, which hold techweb information on it, just not the one
that holds up to 5 nodes.
balance: ^ Because of this, there's no way to download nodes from an RD
console and upload them to an Autolathe to bypass departmental
restrictions, you have to go through a Techfab/Circuit imprinter for
your needs.
balance: Ones that are found cannot have anything uploaded/deleted off
of them either, you can only upload them to the Web.
code: Every individual Bepis disk no longer create an entire techweb
/🆑
2023-03-26 18:23:03 -04:00
Zephyr
ecbcef778d Refactors Regenerate Organs, and a few organ helpers (#74219)
## About The Pull Request

Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is

Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A

## Why It's Good For The Game
## Changelog

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-03-26 17:54:36 +01:00
John Willard
3e41388e20 Removes networks from the game (#74142)
## About The Pull Request

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

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

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

## Why It's Good For The Game

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

## Changelog

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

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-03-26 03:02:28 -07:00
Helg2
95f99e00d6 Changes guillotine tips to span_notices and fixes a bug about it. (#74161)
## About The Pull Request
Current description of guillotine isn't quite comfortable to read so i
changed it to span_notices.

![image](https://user-images.githubusercontent.com/93882977/226696195-79877a24-5598-4114-b527-157470119ec0.png)

![image](https://user-images.githubusercontent.com/93882977/226696207-fabece9e-db73-4db0-acf0-e862cbe6f5cb.png)
Also fixed a bug, which occurs if you try to behead already beheaded
body and then you just can't use the guillotine anyway.

## Why It's Good For The Game
yee
## Changelog
🆑
qol: guillotine description tips are now span_notices (blue text)
instead of just a bunch of grey text.
fix: fixed a bug that if you try to behead body without a head with
guillotine it just stops working.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-03-26 00:38:16 -06:00
LemonInTheDark
797840ff43 Fixes decals not layering as expected in world (#74232)
## About The Pull Request

They just... were not passing their layer into the element. Stupeeed
Rearranges some layers to ensure things work as they do now

## Why It's Good For The Game

Closes #74165
Should fix weird decal layering. If it doesn't yell at me.

## Changelog
🆑
fix: Fixes decals layering weird in some cases
/🆑
2023-03-26 01:08:36 -04:00
jimmyl
2b9bd4acad Turns stickers into a component and an element (#74091)
## About The Pull Request
Adds /datum/element/sticker, and /datum/component/attached_sticker
Sticker items now mostly operate off /datum/element/sticker
The sticker element, hooks the whole "attach to stuff" and adds the
attached_sticker component to its target
The attached_sticker component, adds the overlay, hooks the clean and
on-fire signals.


## Why It's Good For The Game

Allows to check if a sticker is present on an object (which I will use
later)
Code is probably cleaner???

## Changelog
🆑
refactor: Stickers use a component and an element now to do their
sticking
/🆑
2023-03-25 21:57:20 +00:00
san7890
cfa9d94c49 Macro Helper For Re-Used Turf_Decal Patterns (#74171)
![image](https://user-images.githubusercontent.com/34697715/226807239-92f9f2b9-d5ec-4ce9-a023-2e13219aee62.png)

oh that's sexy

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Hey there, blast from the past PR format. Can you spot the issue here?


![image](https://user-images.githubusercontent.com/34697715/226803527-6554007a-07ce-4f68-aabd-a5baacd33c50.png)

Well, I did while working on #74169, and it pissed me off. This is a
really simple pattern, and the only reason why it's just copypasted (and
prone to such errors) is because no one took the time to do it properly
like this. So, I just decided to do it while I had time today. Very
nice.

I also removed all the names because there was no point in them: in all
contexts you would be operating off the typepath, the name would never
come up. like so:


![image](https://user-images.githubusercontent.com/34697715/226807007-c5531f18-64ee-4ca7-b9d8-8f1ac24f3a24.png)

memory save? it's just un-needed anyways

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

Silly error proofing is nice! Way easier to add new colors! No need to
ctrl+c/ctrl+v everything to death anymore! whoopie

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
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Nothing that players should fret about.

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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2023-03-24 10:25:49 +00:00
Tim
73a083ca1e Minigame DLC - Intergalactic Basketball League (#72459)
## About The Pull Request
New DLC bout to drop.


![dreamseeker_45s0qiPMXE](https://user-images.githubusercontent.com/5195984/210466427-35b90d46-6620-45e2-8b21-66d1dcada76f.png)

Lots of new things included:
- New basketball minigame that can be played between 2-7 players
- Crafting recipe for basketballs using leather sheets
- Crafting recipe for basketball hoops using metal, rods, and durathread
- New basketball sounds for the ball and hoops
- New scorecard that can be reset using CtrlClick
- Basketball hoops can be rotated using a wrench and AltClick
- Dunking and shooting animations.

### New basketball mechanics that now utilize stamina:

- Dunking costs large stamina and you must be directly adjacent to the
hoop and click on it.
- Shooting costs medium stamina and uses RMB. Shooting lets you aim the
ball over peoples heads, meaning anyone obstructing your path will be
bypassed. There is a half second delay during shooting where someone can
bump or push to prevent the shot from succeeding.
- Shooting from further away results in less accuracy. If you do not
click directly on the hoop, there is also an accuracy penalty!
- Passing costs no stamina and uses LMB. Trying to score into the hoop
via passing results in a reduced chance.
- Spinning costs medium stamina while holding the ball. It gives a
reduced chance for the ball to be stolen but decreases accuracy for
shooting.
- Pushing a player using RMB will attempt to steal the ball and drain
their stamina.
- The chance to steal the ball is based on the stamina of both players
and the direction they are facing. If the person with the ball is at low
stamina, and the person stealing is at full stamina, they will have a
higher chance. Likewise, if the person with the ball is face to face
with the stealer, then there is a higher chance for the ball to be
stolen. If the person has their back to the stealer, then it's a lower
chance.
- Shooting from more than 2 tiles away, results in 3 points. See below
picture to know the distance.


![dreamseeker_1iFLhQGx01](https://user-images.githubusercontent.com/5195984/210469319-162b9745-fcae-4261-92ef-228388eb4f6f.png)

### Now to introduce the teams:

<details>
<summary>Nanotrasen Basketball Department</summary>


![dreamseeker_baSqp2nipv](https://user-images.githubusercontent.com/5195984/210469887-9e0a92d5-d4bd-4da8-9e73-b11d91fdfcd8.png)

</details>

<details>
<summary>Greytide Worldwide</summary>


![dreamseeker_quzZ3KnwpX](https://user-images.githubusercontent.com/5195984/210469923-ed774656-f5cc-43bc-8314-f8309a01c474.png)

</details>

<details>
<summary>Lusty Xenomorphs</summary>


![dreamseeker_VDeT3JQkNF](https://user-images.githubusercontent.com/5195984/210469944-a229e0cc-4b2e-4754-a0b4-6b36953dca2e.png)

</details>

<details>
<summary>Space Surfers</summary>


![dreamseeker_Dh91fznQbN](https://user-images.githubusercontent.com/5195984/210469963-9a85b4e3-b69d-4b66-8c96-4e2ff2b3b983.png)

</details>

---

Big shoutout to the nukie round a few weeks ago where the nuke ops
challenged the crew (and clown) to a basketball match on their rebuilt
basketball shuttle. The nukies won, but it made me realize that the
basketball mechanics were very raw and needed some polishing.

#### TODO LIST

- [x] Fix bug where ball only goes over peoples heads if they are 1 tile
away
- [x] Remove leftover code comments and procs
- [x] Rebalance stamina values (maybe move this to different ball types)
- [x] Fix basketball stadium template runtiming from wall smoothing
during load
- [x] Fix space surfer stadium having an air breach somewhere
- [x] Add more sounds for when ball is passed, shot, or dunked
- [x] Make it so that holding a ball while on the floor isn't possible
(to avoid those meta cheese strats)
- [x] Drop basketball lets mobs make sounds when spinning (need to
detach signal?)
- [x] Finish adding a simple lobby menu for minigame

## Why It's Good For The Game
_If you can't slam with the best, then jam with the rest._

## Changelog
🆑
add: Add crafting recipe for basketballs (leather sheets) and basketball
hoops (metal, rods, and durathread)
add: Add new basketball minigame for 2-7 players. There are 4 different
courts and teams by default with more planned to be added later.
add: New basketball mechanics that uses stamina. Shoot with RMB, pass
with LMB, and dunk by clicking the hoop while adjacent. Spinning while
holding the ball decreases the chance for someone to steal the ball, but
it decreases your shooting accuracy. Shooting from 2 tiles away lets you
score 3 points.
qol: Basketballs now play a buzzer sound when someone scores. CtrlClick
will reset the scorecard and AltClick with a wrench will rotate the
hoop.
qol: Dunking and shooting animations for basketball.
soundadd: Added basketball bounce sound with credits attribution
imageadd: Added basketball icon to minigames. Move baseball and
dodgeball icons to toy/balls.dmi
/🆑
2023-03-23 22:41:41 -04:00
lessthanthree
69eaf0f150 Access Keys list and destroy proc (#74181)
## About The Pull Request

- Puts recently added access key rings into the janitor devices list
- Access key rings now tracked in Custodial Locator tablet app
- Access key rings unregister their department signal when destroyed

## Why It's Good For The Game
Management of access key rings.

## Changelog

🆑 LT3
code: Access key rings added to list on creation
code: Access keys unregister signal when destroyed
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-03-23 19:23:27 -06:00
Antonio Tosti
0e1cedd354 Machines can now be pried open multiple times and maintain their initial densities (#74163)
## About The Pull Request
These changes fix how machines are pried open with crowbars. Currently,
most machines can be pried open, but many of them have no method for
being closed again. This means they can be pried once, and then never
again (as their internal logic has them stuck in an "open" state).

Additionally, the densities of these machines is also inconsistent, as
density is tied to the procs for opening/closing machines (open =
non-dense, closed = dense). Thus, these new changes allow desired
densities to be passed to `open_machine()` and `close_machine()`, as
well as `default_pry_open()`, meaning that atypical machine densities
can be maintained (e.g. machines that should remain dense when open, or
non-dense when closed).

I've also added a `close_after_pry` boolean parameter to the
`default_pry_open()` proc, which determines whether to immediately close
a machine after opening it. This is useful for machines that don't
really have a use case for remaining open, often lacking a sprite to
represent this state as well.
* Note: Opening and immediately closing machines with this boolean will
still drop their contents onto the floor, but will now immediately
"close" in their logic, allowing for further prying attempts in the
future.

It's worth noting that this implements default density values for these
procs, which match the existing behavior for machines, so as to
(hopefully) not disrupt existing or expected machine behavior.

Two caveats to these changes currently exist:
1. On machines that immediately close after prying, the prying action
can now be spammed to the chat with repeated clicking. I'm uncertain if
this needs some sort of spam protection or if it's fine as is.
2. I've only been able to manually test this code. I'd love to write
unit tests for it, as it affects a lot of different machines, but don't
know where to begin with DM Unit Testing (or which files would be good
examples to reference in the code base).
* Note: I did manually test each and every machine that calls
`default_pry_open()` and they all seem to be working correctly. (Except
for `obj/machinery/plumbing/sender`, but that doesn't seem to need
prying, as it has no contents to drop, only reagents.)

As always, let me know if any improvements/changes should be made.

This closes #26833.

## Why It's Good For The Game
These changes allow crowbar prying to correctly occur multiple times on
any machine, which is intended behavior. It prevents player confusion
that could occur when a machine couldn't be pried open a second time
during a shift, even though it had previously been pried before, forcing
players to question themselves. (Are they missing something? Did they
perform the action a different way last time? Is the machine actually
still powered on instead of off? Etc.)

These changes also maintain the correct density for machines after
prying, preventing scenarios where a machine might behave differently
once it had been pried open. (An example of this was being able to walk
through a smartfridge after prying it open.) Additionally, players are
no longer required to know/use workarounds (such as machine disassembly)
to retrieve a powered-off machine's contents.

Overall, these changes improve consistency around machines, creating
more scenarios where they behave as players would expect.

## Changelog
🆑
fix: machines can now be pried open more than once.
fix: machines now have the correct density when pried open.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-03-23 16:19:53 -06:00
Jacquerel
e000cb0b29 Bioscrambler scrambles your organs again (#74177)
## About The Pull Request


![image](https://user-images.githubusercontent.com/7483112/226889819-931b82c0-2d3a-4896-a1b4-30a25b9e3e68.png)

It looks like this task has fallen to me.

The reason this was originally removed was threefold:
- Having your brain replaced would ghost you.
- Having your lungs replaced would often instantly kill you in a way
that people would take a long time to notice.
- Several abstract or otherwise inappropriate organs could end up inside
someone.

I have solved all three of these problems using a blacklist.

Lungs are simply never touched. Brains, sadly, are also never touched. 
We _can_ modify your brain without ghosting you and originally I
implemented it that way, but the fact of the matter is that having your
brain scrambled is essentially irreversible except via DNA infuser, if
you had your brain replaced with a monkey brain which renders you unable
to use complex machinery (or worse, a Psyker brain) there is very little
that can be done about it.
If people think that this is good to have anyway I can put it back in
but it's probably for the best to leave it off.

I moved the code that the DNA infuser used to safely implant a brain
into a proc on organs when I originally expected that brain replacement
would be a feature of this PR, but I've left it there in case anything
else wants to do convenient brain replacement in the future (or already
does and can be updated to use this method).

The reason I didn't use a _white_list is because it seems like this list
would easily become incredibly long and nobody would maintain it. A
blacklist is slightly less safe, but reviewing the list it generates it
seems fine.

I also noted that the anomaly and the armour both implemented exactly
the same code in two places, so I moved that into a proc on `carbon`
instead. Now you don't need to apply changes in two places, and if
anything else needs to do this in the future once anyone adds literally
any items which use a bioscrambler core as material then it's easy for
them too.

Finally I scrubbed all cybernetics from the list and also made the
anomaly not affect cybernetics.
No strong reason for this one, just seemed like how it should work given
that it's also blocked by bio armour.

## Why It's Good For The Game

The bioscrambler in its current state doesn't do a whole lot, half of
the things it changes are invisible under your clothes and often won't
come up as a mechanical change unless you have developed chunky fingers
or a sunlight allergy.
This makes them somewhat more potentially dangerous and means people who
are negatively effected might turn up at medbay asking for new eyes or a
new stomach.
Like the Dimensional anomaly it also introduces somewhat of a gamble
feature. Some of the things on the list are _good_, and standing next to
it might help you rather than harm you. Or more likely, both. As the
infuser mechanic continues to add new organs with benefits and downsides
it also makes this anomaly more interesting.

Finally this gives the bioscrambler reactive armour a purpose, because
now it means that people attacking you have a chance to spontaneously
grow cat ears or snail eyes.

## Changelog

🆑
add: Bioscrambler anomalies will once again swap your organs with other
organs.
balance: Bioscrambler anomalies no longer affect synthetic parts.
/🆑
2023-03-23 16:03:42 -06:00
Rhials
1937c248b5 Roundstart Xeno egg deliveries create a Captive Xenomorph team, gives regular xenos a fluff objective so their popup isn't blank. (#73852)
## About The Pull Request

Xenomorphs who are a product of the roundstart xenobio egg delivery will
now spawn as "Captive Xenomorphs", who receive an objective to break
containment. Here's how it works:

When a delivery egg is generated that area will be marked as the
"captivity area". Xenomorphs born within this area now have their own
team, and have their own section in the roundend report that will
greentext them based on if they were able to survive and escape
captivity. Xenomorphs born outside of this area will spawn as normal
Xenomorphs, with no escape objective or special fanfare.

To further encourage people from actually taking the role and
potentially resigning themselves to an hour in Xenobio CBT prison, the
first of the hive gets their own header on the roundend report.

(When I say "team" here, I mean they receive a different antag team
datum. They're still able to collaborate and cooperate with other
Xenomorphs, they just have a different title and extra objective in
addition to the bonus roundend report limelight.)


![image](https://user-images.githubusercontent.com/28870487/223782098-4659f7cc-c8d7-44d8-afbf-30ebbc17b9bb.png)


![image](https://user-images.githubusercontent.com/28870487/223765028-e285d810-a751-473f-a821-5fb2679b2f13.png)

(This also adds a basic "survive and advance the hive" objective for all
xenomorphs, since their objective popup was otherwise completely blank).

Since the captivity area is entirely dependent on the location of the
egg itself, admins can plop one of these down anywhere, and mappers
don't have to put the egg mapping helper specifically in Xenobio.

For clarification -- To be qualified for the Captive Xenomorph team, **a
delivery egg must be spawned**, and the xeno you inhabit must be born in
the same area the egg was spawned. If the queen breaks captivity and
starts nesting elsewhere on the station, their children will be born as
normal Xenomorphs, not Captive Xenomorphs.

## Why It's Good For The Game

Adds a bit of distinction, and gives bragging rights, to anyone bold
enough to take a roundstart xeno roll and escape with it.

The Xeno egg delivery is already rare enough, I think it deserves a bit
more fanfare (especially considering the dramatic impact it sometimes
has on the direction of a round).

## Changelog
🆑
add: Xenomorphs born in the room the roundstart delivery egg was spawned
in will be part of a special "captive xenomorph" team, tasked with
escaping and tracked in the roundend report.
fix: Regular Xenomorphs no longer receive a blank objectives popup on
spawn.
/🆑
2023-03-23 21:01:44 +00:00
Bloop
0436cdf82d Fixes gondola meatslab not being able to be placed into infuser (#74173)
## About The Pull Request

https://github.com/tgstation/tgstation/pull/73796 Seems to have made it
so that gondola meat is used in the infuser instead of its body, which
turns into meat on death. The issue with that is the meat slab does not
have the `GORE` flag and so was rejected by the infuser.

As per
afe6ecc353/code/game/machinery/dna_infuser/dna_infuser.dm (L294-L297)

Looking at the code this should fix it right up.

## Why It's Good For The Game

Bugfix

## Changelog
🆑
fix: fixes gondola meatslab not being able to be placed into the DNA
infuser
/🆑
2023-03-22 23:27:10 -06:00
SyncIt21
dac0afe420 [NO GBP] Aux construction console RCD works again. (#74158)
## About The Pull Request
Fixes #74145

Forgot to make aux construction console RCD use `afterattack()`.

🆑
fix: aux construction console RCD works again
/🆑
2023-03-22 12:59:02 +00:00
san7890
a6f49ed542 Refactors Suiciding Variable Into Trait (#74150)
## About The Pull Request

Firstly, this var was on `/mob`, even though only `/mob/living` and
`/mob/dead` could have ever used it, so who knows how much needless
memory it was consuming on stuff such as `oranges_ear` that would never
ever ever use something like this.

Edit: okay instead of memory it just polluted variable edit windows for
all /mob when it didn't need to. I like having a slim VV window

Secondly, it's a technical improvement over the previous system as we
are able to "track" where a suicide originates from, and how we can
track that from mob-to-mob-to-mob. Previously, the boolean `suiciding`
would only inform us if they had ever been connected to a mob that had
ever committed suicide, but now we are able to precisely determine which
mob gave them the trait that they must now apparently bear until the
round restarts.

## Why It's Good For The Game

Less memory usage, more indepth ability to track suicides in case you
really need that dexterity. Currently no implemented code could benefit
from using it, but it would be pretty neat if someone could figure out a
way to have someone be guilt-tripped whenever they look into a mirror
and seeing the reflection of their past life? This PR won't actually
help you code that and it'll probably require a bit more work, but it's
a possibility of some cool interactions you can do when you have this
information available to you.


![image](https://user-images.githubusercontent.com/34697715/226506321-550c37e7-5de8-4f9f-9ceb-4bf9b1052597.png)

## Changelog

🆑
refactor: Some aspects of how we track suicides from your living mob to
your observer have changed- please do let us know if anything has broken
via a GitHub Issue Report.
/🆑

There's probably some technical improvements that can be made in some
parts of the code I reworked to accommodate this change, do let me know
if you spot any easy ones (or fuckups). a lot of excess comes from the
fact that any step in the TRAIT framework trusts that you are passing in
a valid datum (or subtype) so that's a thing
2023-03-21 20:06:45 -04:00
Jack Edge
6f4a1d0ea9 Fix missing meat clown food types (#74146)
🆑 coiax
fix: Fixed missing food types for the meat clown, it is now meat and
fruit.
/🆑

Liked by lizards, toxic to moths, and neutral to humans and felnids in
terms of species biases.

The construction recipe is steak + banana, but the resulting product has
no food types, making it blandly suitable for everyone. This is an
oversight. Not everyone will like a mixture of banana and flesh.
2023-03-21 17:16:26 -06:00
DATAxPUNGED
0139b306f7 Fixes misspelling of Paçoca. (#74144)
## About The Pull Request

I changed exactly 2 letters of code, The name of the food item in-game
should now properly be "Paçoca"
## Why It's Good For The Game

I'm not really sure why it was wrong in the first place. This is the
only Brazilian food item in the game, it better at least get the name
right
I was initially worried that this might cause issues for those who do
not have Ç on their keyboard to search it, but then again, mothic food
exists
## Changelog
🆑
spellcheck: Pacoca is now called "Paçoca", as it should
/🆑
2023-03-21 17:15:54 -06:00
Helg2
94b482a999 Adds wire brush to janivend and janiborg. Also adds ability to put it in janibelt. (#74139)
## About The Pull Request
Adds wirebrush to janitor vendor, ability to put it in janitor belt and
adds it for janitor borg.
Just though that if it's in-game then why is it just in autolathe.
It won't be used so rarely and it'll be obtainable not just by
autolathe.
2023-03-21 18:36:38 +00:00
Jacquerel
d93cedf787 Dump ejected implant contents onto our turf, not inside our mob (#74120)
## About The Pull Request

Fixes #74119
This was probably a victim of the storage refactor.
When removing items, it was dumping them _inside the mob_ rather than on
the floor, additionally it was putting mob blood on every item already
inside the mob rather than on the items being dumped for some reason?
Now it doesn't do that.

## Why It's Good For The Game

Removing a storage implant from someone should dump the items, not trap
them in your body.

## Changelog

🆑
fix: Removing a storage implant from someone will dump the items on the
ground rather than inside the mob.
/🆑
2023-03-20 12:36:12 -06:00
John Willard
70ed01ed72 Adds the Janitor access keyring (#73768)
## About The Pull Request

HackMD for this can be found here:
https://hackmd.io/VEbjO1kaQJarao4KqGfzgw?view

Basically, this gives the first Janitor an access key that they can use
to enter departments. This requires a Head of Staff to approve it
through the keycard authenticator, and only holds one department at a
time, and will clear itself out after 10 minutes.
This gives departmental AA, including the head of staff's office, adding
a tradeoff.

The Janitor is alerted when access is given to their key (as their
keyring will say such) and everyone can see janitors trying to open a
door when they use it (with a cool sound, too).
You can't bump open airlocks with it, I limited it to directly using it
on the door, because I thought it made it feel more realistic to a
keyring.

I had an earlier version of this that gave the key it's own access,
which allowed bumping open, but it also allowed things like locking RD
consoles, and I dunno how strong I want this key to be.

I also wanted to limit how easy this is to greytide/steal, currently
only the first Janitor spawns with the key. I thought it would be too
easy to exploit otherwise, or essentially stolen roundstart if there
were no Janitors. Maybe this can also fit as a Traitor objective after
melon's new objective PR is done?

### Minor detail

While adding icons, I realized inhands don't actually set its icon state
to the default if it's null, so I removed that LYING comment.

## Why It's Good For The Game


![geromekey](https://user-images.githubusercontent.com/53777086/222824948-4d42d801-fea5-423b-9050-2a23d02f8ea4.gif)

![gerome](https://user-images.githubusercontent.com/53777086/222824598-1225aeb0-4aa8-4826-bf29-5674e9cda7ad.gif)

Alternatively, https://youtu.be/dlkSbQ-IkRM?t=182 (timestamp)

## Changelog

🆑 JohnFulpWillard, sprites by BalkyGoat
add: The Janitor Access key: Janitors can now be given departmental AA
(one at a time) using the Keycard authentication device in Command
offices. Use it if you need cleaning!
fix: HoP's trim is no longer set to edit Supply access.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-03-20 15:05:48 +00:00
Jack Edge
5d19cb4569 Fix inconsistency in FREEZE_PROOF flag (#74102)
Although all objects that _have_ the flag attach it to
`resistance_flags` (which is what the define location implies it's
supposed to be set on), all the code that checked it for the purposes of
applying the freezing element used `obj_flags`.

As far as I can tell, that meant the only things immune to freezing were
things that "blocked z falling from above".

Also, freezing only happens with some obscure weapons and low
temperature water vapour, but hey 🤷.

🆑 coiax
fix: Coffee cups are now correctly immune to becoming frozen by low
temperature water vapour.
/🆑

---

Shout out to RaveRadbury who helped me with debugging this.
2023-03-19 18:21:42 -06:00
Jack Edge
1d3af1794d Fix holo signs being able to be frozen (#74103)
🆑 coiax
fix: Holosigns, like the atmos holofan, can no longer be frozen by low
temperature water vapour.
/🆑

Seen this a couple of times where a holofan's been "frozen" which is
quite silly.

This won't actually _do_ anything until #74102 is merged though, but
let's keep our changes separate.
2023-03-19 18:21:25 -06:00
Jacquerel
c525b2bf2e [no GBP] non-organic human species can be implanted (#74089)
## About The Pull Request

Fixes #74080 
In #74029 I intended to change the implant logic to use biotypes for
animals and basic mobs, except what I actually did was make it use
biotypes for _every_ mob.
Because plasmamen are "minerals" they then couldn't be implanted.

Now we only check biotypes for "animals".
You can implant Ian, you can implant your plasmaman coworker, and you
can't implant Beepsky.

## Why It's Good For The Game

It fixes a bug.

## Changelog

🆑
fix: Plasmamen and golems (and androids, if you ever find one) can be
implanted again.
/🆑
2023-03-19 10:45:39 -04:00
Dani Glore
f9fe79a307 Organ Unit Tests & Bugfixes (#73026)
## About The Pull Request

This PR adds a new unit test for all organs, a new unit test for lungs,
and includes improvements for the existing breath and organ_set_bonus
tests. Using the tests, I was able to root out bugs in the organs. This
PR includes an advanced refactor of several developer-facing functions.
This PR certainly represents a "quality pass" for organs which will make
them easier to develop from now on.

### Synopsis of changes:
1. Fixed many fundamental bugs in organ code, especially in
`Insert()`/`Remove()` and their overrides.
2. Added two new procs to `/obj/item/organ` named `on_insert` and
`on_remove`, each being called after `Insert()`/`Remove()`.
3. Added `organ_effects` lazylist to `/obj/item/organ`. Converted
`organ_traits` to lazylist. 2x less empty lists per organ.
4. Adding `SHOULD_CALL_PARENT(TRUE)` to `Insert()`/`Remove()` was very
beneficial to stability and overall code health.
5. Created unit test `organ_sanity` for all usable organs in the game.
Tests insertion and removal.
6. Created unit test `lungs_sanity` for
`/obj/item/organ/internal/lungs`.
7. Improved `breath_sanity` unit tests with additional tests and
conditions.
8. Improved `organ_set_bonus_sanity` unit tests with better
documentation and maintainable code.

---

### Granular bug/fix list:

- A lot of organs are overriding `Insert()` to apply unique
side-effects, but aren't checking the return value of the parent proc
which causes the activation of side-effects even if the insertion
technically fails. I noticed the use-case of applying "unique
side-effects" is repeated across a lot of organs in the game, and by
overriding `Insert()` the potential for bugs is very high; I solved this
problem with inversion-of-control by adding two new procs to
`/obj/item/organ` named `on_insert` and `on_remove`, each being called
after `Insert()` and `Remove()` succeed.
- Many organs, such as abductor "glands", cursed heart, demon heart,
alien hive-node, alien plasma-vessel, etc, were not returning their
parent's `Insert()` proc return value at all, and as a result those
organs `Insert()`s were always returning `null`. I have been mopping
those bugs up in my last few PRs, and now the unit test reveals it all.
Functions such as those in surgery expect a truthy value to be returned
from `Insert()` to represent insertion success, and otherwise it
force-moves the organ out of the mob.
- Fixed abductor "glands" which had a hard-del bug due to their
`Remove()` not calling the parent proc.
- Fixed cybernetic arm implants which had a hard-del bug due to
`Remove()` not resetting their `hand` variable to `null`.
- Fixed lungs gas exchange implementation, which was allowing exhaled
gases to feedback into the inhaled gases, which caused Humans to inhale
much more gas than intended and not exhale expected gases.

### Overview of the `organ_sanity` unit test:

- The new `organ_sanity` unit test gathers all "usable" organs in the
game and tests to see if their `Insert()` and `Remove()` functions
behave as we expect them to.
- Some organs, such as the Nightmare Brain, cause the mob's species to
change which subsequently swaps out all of their organs; the unit test
accounts for these organs via the typecache `species_changing_organs`.
- Some organs are not usable in-game and can't be unit tested, so the
unit test accounts for them via the typecache `test_organ_blacklist`.

### Overview of the `lungs_sanity` unit test:

- This unit test focuses on `/obj/item/organ/internal/lungs` including
Plasmaman and Ashwalker lungs. The test focuses on testing the lungs'
`check_breath()` proc.
- The tests are composed of calling `check_breath` with different gas
mixes to test breathing and suffocation.
- Includes gas exchange test for inhaled/exhaled gases, such as O2 to
CO2.

### Improvements to the `breath_sanity` unit tests:

- Added additional tests for suffocation with empty internals, pure
Nitrogen internals, and a gas-less turf.
- Includes slightly more reliable tests for internals tanks.

## Why It's Good For The Game

**Organs and Lungs were mostly untested. Too many refactors have been
submitted without the addition of unit tests to prove the code works at
all.** Time to stop. _Time to get some help_. Due to how bad the code
health is in organs, any time we've tried to work with them some sort of
bug caused them to blow up in our faces. I am trying to fix some of that
by establishing some standard testing for organs. These tests have
revealed and allowed me to fix lot of basic developer errors/oversights,
as well as a few severe bugs.


![image](https://user-images.githubusercontent.com/17753498/220251281-07ef598f-355b-43a9-afd6-1de9690831da.png)

## Changelog

🆑 A.C.M.O.
fix: Fixed lungs gas exchange implementation, so you always inhale and
exhale the correct gases.
fix: Fixed a large quantity of hard-deletes which were being caused by
organs and cybernetic organs.
fix: Fixed many organs which were applying side-effects regardless of
whether or not the insertion failed.
code: Added unit tests for Organs.
code: Added unit tests for Lungs.
code: Improved unit tests for breathing.
code: Improved unit tests for DNA Infuser organs.
/🆑
2023-03-18 17:20:28 -07:00
san7890
bf6f81a9b5 Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test (#74037)
On the tin, doing it like this means we can reduce our overall line
fingerprint whenever we have to add two or more traits from the same
source on the same target. Especially helps when we get to the 4+ range
of traits, a breath of fresh air even.

Doesn't mean we have to do for loops, as that's already handled within
the define as well. I replaced some of the checks with `length()`
checks, let me know if I should switch it over to something else (maybe
`islist()`)? We stack_trace whenever we're not passed a list reference
on purpose, and sometimes var/lists are null by default (or just empty,
making this redundant).
## Why It's Good For The Game

I commonly feel the urge to write "use `AddTraits()`" or something in
reviews, then am sad when I remember it doesn't exist. I will no longer
be sad.

Can ensure a lot more trait safety as well by using static lists- when
both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are
confident (from a static point of view) that everything that you want to
be adding/removing works.

I may have missed a few things where this could be used, but both macros
implemented in this PR still use the same framework that was being used
in the last four years- so stuff won't break if left untouched. Just a
nifty new tool for developers.

also fixed up some code in the area, numerous bugs were found and
exploded
2023-03-18 01:57:06 +00:00
Rhials
9bdb194539 Gives the chainsaw start/stop/loop SFX, makes the arm-mounted chainsaw a subtype of a regular chainsaw (#73996)
## About The Pull Request

The chainsaw now has an audio loop, as well as SFX for starting and
stopping. I'm pretty confident that I did the attribution stuff
correctly.


https://user-images.githubusercontent.com/28870487/225054900-4bf87ee7-9245-4004-b414-77d0e6e83a7c.mp4

I think this came out well. It may be a bit loud, but I wanted the
volume to be about the same as how the chainsaw slash sound comes out.
Audio stuff isn't really my forte, so let me know if anything sounds
off, or if any adjustments should be made.

To make this work for the mounted chainsaw (more specifically, the
abstract object that enters your hand), it has been made into a chainsaw
subtype. An updatepaths script has been included in the event that
someone has a map where the former path was included (why??).
## Why It's Good For The Game

Makes the chainsaw more menacing. It's one of the most powerful and
beloved pieces of crew weaponry, in addition to being a fucking
chainsaw. If you aren't keen on walking around the hallways with the
chainsaw loop playing like the badass you are, you can always just keep
it off until you get into a fight.

Gives an extra bit of immersion for those special moments where you get
to chainsaw someone to death.
## Changelog
🆑
soundadd: The chainsaw now has SFX for starting, stopping, and idling.
/🆑
2023-03-17 18:33:14 -06:00
Sealed101
dd780e88e2 Cleans up ..() usage in organs' Insert() and Remove() (#74055)
## About The Pull Request
fumbled around while investigating #74047 and turns out there's other
organs that have the same issue as the reported alien organs in that
issue. went around and replaced parent calls where applicable
(cursed/demonic hearts, flashlight eyes, alien organs, abductor glands)

## Why It's Good For The Game
Fixes #74047
Considerably less ghost internal organs, hopefully less unreported jank
on removing organs

## Changelog
🆑
fix: fixed a few internal organs acting wonky on inserting/removing
(some xenomorph organs, abductor glands, flashlight eyes, demon/cursed
hearts)
/🆑
2023-03-17 18:23:29 -06:00
Antonio Tosti
7170aac431 Bone gel now spawns in stacks of 4 inside Paramedic and Medical ERT belts (#74063)
## About The Pull Request
Bone gel spawned inside player medical belts, for the roles of Paramedic
and Medical ERT, now spawns in a stack of 4. Previously they would spawn
with only a single stack. This new amount matches the stack size
received when purchasing the identical item from a Nanomed, or ordering
it in a Cargo crate.

As such, this change creates consistency around the number of uses in an
fresh, "unopened" bottle of bone gel.

## Why It's Good For The Game
Creating a uniform, default stack size for bone gel keeps interactions
with the item consistent and predictable. In the case of paramedics,
their starting kit also includes 5 stacks of surgical tape, so having a
few stacks of bone gel matches the player expectation that they have
enough supplies to treat a few instances of each type of injury (rather
than only one).

Addressing this discrepancy also Closes #71393.

## Changelog
🆑
balance: Bone gel now spawns in stacks of 4 in Paramedic and Medical ERT
belts
/🆑
2023-03-17 19:25:03 -04:00
Jacquerel
0fe4dea03f Audits usage of isanimal() vs isanimal_or_basic_mob() (#74029)
## About The Pull Request

There's a couple of open issues which fix places where only simple
animals were considered, but they are doing it piecemeal.
I decided to just go through every instance of `isanimal` or
`subtypesof(mob/living/simple_animal)` I could find, identify which
should also affect basic mobs, and fix them.

I left out the two others which are already in PR, I'm not stealing your
GBP.

Fixes https://github.com/tgstation/tgstation/issues/68881

## Why It's Good For The Game

Consistency, mostly. 
As far as I can tell all of these things _should_ have effected basic
mobs, but didn't.
This fixes a fair number of bugs but also they're bugs that nobody
noticed or reported.

There are a couple of places I did not update which will need updating
in future. These are:
- Dextrousness checks, because basic mobs don't have that yet.
- The Charge cooldown action, because frankly I couldn't tell what it
was trying to do.

alright here goes

## Changelog

🆑
fix: Carp will once again be healed from being near carp rifts
fix: Sepia slime cores and the rewind camera now work on Ian
fix: Sapient ridden carp (or cows) can throw off their riders by shoving
them, or by performing the spin emote.
fix: Giant Spider AI will be disabled by the timestop spell
fix: Ian can eat envirochow
fix: Mice, Frogs, and Cockroaches will no longer set off bear traps
fix: You can put a macrobomb implant into Cayenne (or Ian)
fix: Ian will now recognise that being squeezed by a cyborg is a nice
hug
fix: The player panel will tell admins if you're currently a corgi
fix: The staff of storms deals massive damage to Bileworms and Giant
Spiders
fix: Ian will whimper if forced to scream
fix: Slimes can consume space carp
fix: Mice can be captured in xenoballs
fix: You can use pacifying potions on Giant Spiders
fix: Sgt Araneus can be fitted with a xenobiological radio implant
fix: Sapient corgis no longer count as living players for the purpose of
highlander escape objectives
fix: The random sentience event can now target corgis and sergeant
araneus
add: The random sentience event can target a wider array of farm animals
fix: Petsplosion wizard event can target corgis
add: Petsplosion wizard event will now target farm animals and
mothroaches
fix: The colossus possession crystal can now actually possess the
cockroach it spawns, does not kill you instantly upon ending possession
/🆑
2023-03-17 13:47:07 -06:00
jimmyl
7d8ae08da9 EMP no longer turns off defib safeties (#74018)
## About The Pull Request

EMP can no longer disable safeties on defibs


## Why It's Good For The Game

Rewarding people with a slightly stronger baton that you don't drop when
you get knocked down for literally just mixing a crushed can and like
two common ingredients is a terrible idea.

edit: also ignores shielding and blocks
## Changelog
🆑
balance: You can no longer EMP defibrillators to make them combat-usable
/🆑
2023-03-17 11:54:37 -04:00
Helg2
f72a68879b Adds tooltips for pneumatic cannon, changes powerfist's tooltip slightly and fixes some bugs about it. (#73922)
## About The Pull Request
Adds tooltips for screwdriver and wrench with it's pressure level. It'll
look like this:

![image](https://user-images.githubusercontent.com/93882977/224517382-b8bd8c32-2256-4516-8318-b9e52cd67f31.png)
And an image of how it look's at the moment just to compare:

![image](https://user-images.githubusercontent.com/93882977/224512677-5899722c-1e79-4975-afd2-2bf741adf829.png)

Also changed powerfist's tooltip slightly:

![image](https://user-images.githubusercontent.com/93882977/224842693-d0574328-2da3-467a-8fd5-f10d70e08da1.png)
And another image for comparison again:

![image](https://user-images.githubusercontent.com/93882977/224517677-4790add6-f433-49bd-93bf-6d4a498955f4.png)

You weren't able to put wrench in it, because it combined both LMB and
RMB tool_acts, deleted the part with RMB as screwdriver uses LMB.

And for some reason you could put air tanks in pie guns and adjust its
pressure level. Like is there even a purpose of it? It'll just hiss.
## Why It's Good For The Game
## Changelog
🆑
qol: added tooltips for pneumatic cannon. Also changed powerfist's
tooltips slightly.
fix: fixed that you can't put wrench in pneumatic cannon.
fix: fixed that you can manipulate with pie gun as if it's a normal
pneumatic cannon (adjust air tank, wrench it's output level's and etc.)
/🆑
2023-03-16 19:16:15 -07:00
jimmyl
9bb9e356b1 Makes all CTF windows actually indestructible (#74021)
## About The Pull Request

Adds a spawner for indestructible shuttle windows
Replaces all "hardened windows" (which were actually not unbreakable)
with proper unbreakable windows

## Why It's Good For The Game

Fixes #73297, people shouldn't be breaking into space in CTF

## Changelog
🆑
fix: All CTF windows are now indestructible, fixes breaking into space
during CTF.
/🆑
2023-03-16 17:35:50 -06:00
MrMelbert
3bc0c13b54 Fixes some incorrect uses of rand() (#74032)
## About The Pull Request

`Rand` only takes integers 


![image](https://user-images.githubusercontent.com/51863163/225454770-bdb70aca-ed43-4c17-a943-2ec99720b53d.png)


![image](https://user-images.githubusercontent.com/51863163/225454784-8f9cc053-8e7d-46fd-b6b2-42efb0751d5e.png)

## Why It's Good For The Game

Less misleading code

## Changelog

🆑 Melbert
fix: Lead batteries now start partially drained as intended. 
/🆑
2023-03-16 15:31:32 -06:00
SyncIt21
2bab78bcc6 Fixes atmos machinery breaking when the area is edited/renamed via station blueprints & Deletes empty areas, ARCD upgrades (#73850)
## About The Pull Request
1. Fixes #70430
- APC's
- Air Alarms
- Fire Alarms
- Vents
- Scrubbers

Now all re-assign themselves to their correct areas & properly rename
themselves after an area has been created, modified via the station
blueprints.

2. Now Area's can't be expanded if both the current area where the
player is standing and the selected area both have an apc because that
would make the final area have 2 apc's

3. When 2 areas are merged, If the old area has no more turfs left then
it is deleted

4. Bonus fixes
- is removed redundant `Initialize()` proc inside light switch.
- arcd has all upgrades installed

## Changelog
🆑
fix: area machinery from breaking after creating & modifying areas via
the station blueprints.
refactor: turfs are cannonized from areas during creation/editing
operations & empty areas are deleted
refactor: removed duplicate Initialize() from light switch
refactor: arcd has all upgrades installed
/🆑
2023-03-16 11:32:54 -04:00
SyncIt21
8115310c6f More stuff to construct & destroy (#73942)
## About The Pull Request
**1. Suit Storage Units**
- What about them?

1. You can print "suit storage unit" circuit boards from engineering &
science circuit printer's after research to make more suit storage
units, now since they behave like regular constructable machines you can
deconstruct them via screwdriver & crowbar.
   2.  You can upgrade its capacitor to get faster charging speeds

- Why its good for the game?
   1. You can rebuild these in the event they get destroyed
   2. Better tier capacitors = faster charging speeds
3. More storage units = More places to decontaminate your equipment +
Recharge more mod suits made in robotics
4. If you decide to leave the game or your done using a mod suit e.g. a
mining mod suit rather than keeping it to yourself or throwing it away,
just build a suit storage unit and hang it there so other players can
use it i.e., sharing is caring.
  
**2. Freezer Cabinet**
- What about them?
 1. They are now craftable
       
![Screenshot
(133)](https://user-images.githubusercontent.com/110812394/224561037-5461be22-e651-4d72-8afc-f797bb7d8a47.png)

  3. You can deconstruct them with a welding tool.
   
- Why its good for the game?
  1. You can now make more of them if they get stolen/destroyed
  2. More places to store food, dead bodies, whatever

**3. Flood Lights**
- What about them?
They can now be fully deconstructed in the exact opposite sequence you
constructed them.
  - First use screwdriver to open its panel
  - Then use empty hand to remove light
  - Then use screwdriver to unscrew the wiring from frame
  - Use wire cutter to remove wiring completely
  - Finally use wrench to completely deconstruct frame
 
- Why it's good for the game?
Reclaim used material to build flood light else where . Also much more
clean than what the wiki is suggesting.
  
![Screenshot
(134)](https://user-images.githubusercontent.com/110812394/224561553-f44a97f3-ac70-49e7-892f-1a05e2323ecb.png)

  ## Changelog
🆑
add: suit storage unit circuit boards to engineering & science
department circuit printers.
add: freezer cabinet as a craftable & destructible item.
qol: flood light can now be deconstructed rather than destroyed/thrown
away.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-03-16 01:31:09 -07:00
Helg2
aff0903794 Minor grammar fixes (#73994)
## About The Pull Request
Not much to discuss.
Fixed name of box of party poppers and camera tag of tech_storage.
## Why It's Good For The Game
Grammar
## Changelog
🆑
spellcheck: fixed a box of party_poppers and camera tag "tech_storage"
/🆑
2023-03-15 17:58:20 -06:00
Rhials
2524f42fe4 Adds the Smoking Room icebox surface ruin (#73876)
## About The Pull Request

My contribution to the March Into Mapping/Mapness event -- The forlorn
homestead of mister Charles Morlbaro, a high-brow individual with a
taste for cigarettes. This ruin spawns on the surface level of Icebox.


![image](https://user-images.githubusercontent.com/28870487/224414415-6bacf208-9a39-43e4-8f79-60d142049a17.png)

A local of the ice planet, Morlbaro lived a peaceful life at home, until
an _incident_ compromised one of his windows. Fearing the cold and
unable to keep anything larger than a cigarette lit, he sequestered
himself in his private smoking room, and hasn't been seen since.

...

Oh, right, the loot. That's the most important part for some of you
guys.


![image](https://user-images.githubusercontent.com/28870487/224161740-cc25f84e-3aaf-4f78-9ea9-06c79e376cdb.png)

Where there's smoke, there's fire, and where there's cigarettes, there's
lighters. Mister Morlbaro collected novelty lighters, which have to be
worth something to someone, right? You might be able to find some if you
dig around in his belongings. Just try not to disturb him if you choose
to enter his smoking room.

### Mapping March

<!-- If your pull request is part of Mapping March and you want to earn
an antagonist token for your FIRST mapping pull request submitted this
month, please include your ckey. For more information, read about the
event here: https://hackmd.io/@EOBGames/BkwuRlxkh -->

Ckey to recieve rewards: theduffelbag

## Why It's Good For The Game

Ruin variety is nice. This one doesn't have any particularly spectacular
loot, but it's a surface ruin.

Bro space ruins are sooooo 2020 bro, it's all about icebox ruins now
bro.

## Changelog

🆑 Rhials
add: Adds the Smoking Room icebox ruin, found on the station level!
/🆑
2023-03-14 23:01:15 -06:00
necromanceranne
6d55729502 Adds the Snatcherprod. It steals stuff from peoples hands and puts it into yours! (#73746)
## About The Pull Request

Adds the Snatcherprod, the telecrystal version of the teleprod. It
yoinks an item out of the victim's hand, and puts it into yours. Or on
the ground, if your hands are full.

You make it like you would a teleprod, but using a telecrystal instead.

## Why It's Good For The Game

It was a funny joke I observed. Also I'm deeply sleep deprived and so my
better judgement eludes me during these capricious moments.

## Changelog
🆑
add: Adds the Snatcherprod. Like a teleprod, but it steals stuff from
peoples hands instead. Made using a telecrystal, rather than a bluespace
crystal.
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-03-14 22:59:21 -06:00
ArcaneDefence
f8c6f01507 Adds non-clothing item equipping others feedback messages (#73982)
## About The Pull Request
Things like pens weren't giving any feedback messages when you put them
on someone else, and I ran into this while working on another PR so I've
dealt with that

Renames `worn_dangerous` to `show_visible_message` as it was only used
to confirm if there would be visible messages or not
The `DANGEROUS_OBJECT` clothing flag is a trait now, so it can be put on
non-clothing items too
Removing non-clothing items from someone has been unchanged.

## Why It's Good For The Game
People should be able to identify that someone is putting something on
them, and recognize what that is if they pay attention.
This means that a player cannot reverse pickpocket a grenade onto
someone else without giving any indication of doing so

## Changelog

🆑
balance: Putting a non-clothing item onto someone else creates a visible
message the same way a clothing item would.
/🆑
2023-03-14 22:55:56 -06:00
MrMelbert
48ff6a6e65 Fixes Ice Slipping, Refactors noslip mechanics, Allows magboots to prevent slip slides (but not the slip itself) (#73948)
## About The Pull Request

Code changes: 

- Fixes #73946 , Ice Slipping not going forever as intended
- Detailed in the issue report. Ice slide slip was replaced from a stun
to a knockdown, but it relied on it being a stun to function. I replaced
it back with an immobilize and incapacitate, reduced to 1 second to
prevent cheese.

- Refactors noslip mechanics
- Changes noslip and noslip_ice from a clothing flag to a clothing
trait, as the trait already existed and was used by MODsuits. Also added
noslip_slide, which prevents all sliding from slips like lube.

- Refactors magboots
- Refactored and modernized magboot code. Mostly cleanup, like using
base icon state, updating appearance, etc.

- Fixes speed potioned magboots not maintaining the speed boost after a
toggle

- Adds a helper for adding or removing clothing traits from existing,
(potentially) worn items.

- `TRAIT_NEGATE_GRAVITY` now always updates gravity on signal, no longer
requiring a manual call after.

Balance change: 

- Magboots now prevent sliding on permafrost (outside icebox).  
   - This is mainly to give them more of a purpose on Icebox. 
- Magboot snow prevent sliding on ice (or lube). You will still slip. 
- Slipping over ice or lube will knock you down as before, but will not
send you across the room.
   - See https://tgstation13.org/phpBB/viewtopic.php?t=33217. 

## Why It's Good For The Game

Magboots justification: 

This makes Magboots much less of a "noob trab" for engineers
fire-fighting in the Supermatter room. Most engineers believe themselves
to be completely save to the Supermatter's pull with magboots, however
"wet ice" will still send you flying into the crystal.

I think it is an inconsistency, seeing as it protects you from other
forms of forced movement like gravitational pulls. However making them
pure no-slip seemed a bit too far to me, so the knockdown still occurs.

## Changelog

🆑 Melbert
balance: Magboots will now protect you from sliding on ice. It will not
stop the slip, though.
fix: "Ice sliding" (from patches of permafrost ice) will now correctly
slide you until you reach a non-ice patch.
fix: Speed potioned magboots maintain their speed booster after toggling
them
refactor: Refactored magboots. 
refactor: Refactored noslip mechanics. 
/🆑
2023-03-14 18:51:34 -06:00
Time-Green
9843c23657 Replaces internal_organs with organs (#73918)
Internal_organs now also contains external organs, so the naming was
incorrect

Requested by @tralezab in #72734

Also removed some now incorrect 'as anythings' that assumed everything
in the internal_organs list was an internal_organ (which is a lie since
I put extorgans in there which means runtimes and unintentionakl
behaviour

🆑
fix: fixes deadly harvesting just taking harmless extorgans
code: renames internal_organs to organs now that it can also contain
external_organs
/🆑
2023-03-14 18:33:35 -06:00
SgtHunk
d27a3fbb22 Recolors and fixes holodeck chess board, fixes error on white king's description (#73886)
## About The Pull Request

In a chess board, the white pieces occupy the 1-2 squares, while the
black pieces occupy the 7-8 squares. This was reversed in space chess,
with the white pieces being on black's position and vice versa.
I changed the colors of the board as well, to make it nicer to the eye
(and also occupying full tiles since the old version used the regular 4
square tiles). This accompanied by switching the carpet to wood for a
more aesthetically pleasing view (esp since carpets look ugly in that
shape).
I made the names of the chess pieces lowercase to make it consistent
("That's a Black Pawn." -> "That's a black pawn.") and fixed the white
king's description.
All in all, the chess board looks like this now.


![imagen](https://user-images.githubusercontent.com/68669754/224214951-d10e9a8b-1a8e-492c-bd91-0fd5ecae4385.png)

## Why It's Good For The Game

![imagen](https://user-images.githubusercontent.com/68669754/224215899-2059f845-0071-4a21-84bb-13108ceec9b2.png)

![imagen](https://user-images.githubusercontent.com/68669754/224215206-1b5ef367-a5c5-436c-9bf5-665f243fe3e8.png)

![imagen](https://user-images.githubusercontent.com/68669754/224215215-0b5799b3-9f47-46f2-958a-6dd211eff59a.png)

![imagen](https://user-images.githubusercontent.com/68669754/224215235-4c5381de-93ce-4760-b881-50412a6e55b9.png)

## Changelog

🆑
qol: Holodeck space chess board is more pleasing to look at.
fix: Fixes holodeck space chess pieces being reversed.
spellcheck: Fixed white king's description saying it moves any tile in
one direction.
/🆑
2023-03-14 16:39:52 -06:00
LemonInTheDark
33d9a0338f Reworks trashbags slightly (#73761)
## About The Pull Request

I'm a bit sad about the state of trashbags. 
They're very clunky to use, so they almost never get touched. S
depressing. Let's try and fix that.

Let's make em fit in the belt slot (again), but as a tradeoff we'll make
it harder to pull one thing from your bag.
We'll give it a say, 1.5 second delay, so you can't quickdraw from em.
If you try and dump them out into something else, we'll throw any
spillover on the ground below you

I'm also doing some general code cleanup here. Making procs more
readable, vars more direct, removing some old legacy stuff.
I've added a remove_single proc to hook into via subtype, which takes a
mob as input. this has required placing extra requirement on some helper
procs, but fortunately it's not something they're unable to meet.

My hope is this will make garbage bags usable without being stupid.

## Why It's Good For The Game

I don't see these get used at all, cause they're a pain to carry around.
They got gimped because people were using them as infinite storage for
shotgun shells and other small items.
I've made using them for this sort of thing hard and slow, so I think we
oughta be fine. If not I'll do some more touching, maybe give the
autodrop a delay.

## Changelog
🆑
balance: The janitor's trashbag now fits on his belt. In exchange,
taking something out of it sends a visible message, and has a delay.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-03-14 16:39:24 -06:00
LemonInTheDark
60e85fa947 Polishes some side sources of light and color (#73936)
## About The Pull Request

[Circuit Floor
Polish](6b0ee98132)

Circuit floors glow! but it looks like crap cause it's dim and the
colors are washed out.
I'd like to make them look nicer. Let's make them more intense and
longer range, and change the colors over to more vivid replacements.

While I'm here, these should really use power and turn on and off based
off that.
Simple enough to do, just need to hook into a signal (and add a setter
for turf area, which cleans up other code too).

[Desklamp
Upgrade](8506b13b9c)

Desklamps look bad. They're fullwhite, have a way too large
range.Crummy.
Let's lower their lightrange from 5 to 3.5, and make the ornate ones
warmer, and the more utilitarian ones cooler. The clown one can be
yellow because it's funny

I'm renaming a color define here so I'm touching more files then you'd
expect

[Brightens
Niknacks](835bae28e9)

Increases the light range of request consoles, status displays,
newscasters, and air alarms (keycard machines too, when they're awaiting
input at least)
Increases the brightness of air alarms, I think they should be on par
with apcs, should be able to tell when they're good/bad.
Increases the brightness of vending machines (I want them to light up
the tiles around them very lightly, I think it's a vibe)

Fixes a bug with ai status displays where they'd display an emissive
even if they didn't have anything on their screen, looking stupid.
This was decently easy but required a define. Looked really bad tho

## Why It's Good For The Game

Pretty

<details>
<summary>
Circuit Floors
</summary>

Old

![image](https://user-images.githubusercontent.com/58055496/224534470-c6eac5f5-5de6-40e9-897d-3212b8796d81.png)

![image](https://user-images.githubusercontent.com/58055496/224534477-ad412ad9-f7c4-44ae-ad75-a1a2c9bd17be.png)

New

![image](https://user-images.githubusercontent.com/58055496/224534486-b7b408a3-546c-4f90-aa9f-0e58bf8128ad.png)

![image](https://user-images.githubusercontent.com/58055496/224534496-626458f7-ab63-429c-a5db-eae9c784d06a.png)
</details>

<details>
<summary>
Desk Lights
</summary>

Old

![image](https://user-images.githubusercontent.com/58055496/224534513-9868b0b8-bc73-4b45-b986-8445078a8653.png)

![image](https://user-images.githubusercontent.com/58055496/224534518-bbbc8c6d-b59e-4f28-a31c-6c6a7e2c2885.png)

New

![image](https://user-images.githubusercontent.com/58055496/224534529-7988f440-03be-42ef-894c-b9e77f577ae5.png)

![image](https://user-images.githubusercontent.com/58055496/224534532-c3f2c6bf-c925-4a59-a8f9-10bb955a9942.png)
</details>

The niknack changes are more minor so I'm not gonna grab photos for
them. I can if you'd like but I don't think it's necessary. Mostly a
vibes in dark spaces sorta thing
 
## Changelog

🆑
add: I made circuit floors brighter and more vivid.
add: Made air alarms, vending machines, newscasters, request consoles,
status displays and keycard machines slightly "brighter" (larger light
range, tho I did make air alarms a bit brighter too)
add: Tweaked desklamps. Lower range, and each type gets its own coloring
instead of just fullwhite.
fix: AI displays are no longer always emissive, they'll stop doing it if
they aren't displaying anything. Hopefully this'll look nicer
/🆑
2023-03-14 16:34:52 -06:00
jimmyl
2f2238855a Adds stickers (#73892)
## About The Pull Request

Adds stickers to the game, purchasable from cargo. They are flammable,
applied instantly, and fall off when washed by
spacecleaner/showers/soap. They burn instantly if the mob it is attached
to is ignited or the turf it is attached to reaches 100+ Celsius

![2023-03-10
13_22_31-Window](https://user-images.githubusercontent.com/70376633/224326335-08848332-f51d-476e-9aaf-c6064ca82c30.png)
Syndicate-only stickers on the left, normal on the right

![image](https://user-images.githubusercontent.com/70376633/224433519-a92c6124-392f-4e96-81bf-f51df2ab2e80.png)
![2023-03-10
22_34_42-Window](https://user-images.githubusercontent.com/70376633/224433579-c29d0d39-d544-47f7-baa8-249abe1bbb96.png)
![2023-03-10
22_34_58-Window](https://user-images.githubusercontent.com/70376633/224433599-8c991983-ea6b-4187-b74c-a786b4c4f3b9.png)

## Why It's Good For The Game

Stickers probably could be cool if the clown puts googly-eyes on beepsky
or smiley faces on the captain
Probably good for tile art?

look at this guy go

![image](https://user-images.githubusercontent.com/70376633/224326733-add34f1f-0127-4499-8a4d-7caa1ca2ab5c.png)

## Changelog
🆑
add: Added stickers, purchasable from cargo
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-03-14 16:28:39 -06:00
NamelessFairy
f2df4075b9 Fixes the metallic hydrogen axe being silent when being used as a crowbar and crowbars can now hit windows. (#73974)
## About The Pull Request

The metallic hydrogen axe had no usesound var set despite having a
tool_behavior applied to it, this meant that when using it as a crowbar,
for example to remove floor tiles no sound was played. I've given it the
default crowbar sound for this.

Bonus fix: Crowbars were incapable of hitting fully constructed default
windows, this included the H2 axe, They are now able to be used on
standard windows (they already worked on reinforced windows)

## Why It's Good For The Game

Missing sound bad. Pretty sure the crowbar thing is a bug too.
## Changelog
🆑
fix: The metallic hydrogen axe is no longer silent when using it as a
crowbar.
fix: You are now capable of hitting standard windows with a crowbar when
they're fully constructed.
/🆑
2023-03-14 16:18:40 -06:00
Comxy
2710d3c2f0 Calomel Rework (#73762)
## About The Pull Request
This transforms the Calomel now into a better version called Ammoniated
Mercury and brings the old Calomel back. Calomel purges all chemicals
again and Ammoniated Mercury purges toxins. Calomel deals toxin damage
until you have less than 100 health in which case it starts doing to
opposite. Ammoniated Mercury heals toxin damage if you do not have
enough brute or fire damage.

Paramedics now get a bottle of Ammoniated Mercury since it is the new
Calomel.
## Why It's Good For The Game
I always used to use Calomel back in the day to get rid of all
chemicals. Multiver does the same but has very weird conditions, so now
I split the old and new Calomel into two chemicals for both uses to
become available. I have never seen anyone use Calomel so now it can be
used to fix overdoses again.
## Changelog
🆑
add: Adds Ammoniated Mercury, a chemical to the game.
balance: Calomel now purges all chemicals again, and now Ammoniated
Mercury only purges toxins.
/🆑
2023-03-13 19:31:09 -06:00
Rhials
9d5b4907e8 Post-Revolutionary Fervor station trait, revolutionary bedsheets, and a megaphone (#73799)
## About The Pull Request

Upon revolution success, the chosen headrev will now also receive a
megaphone, and a "revolutionary bedsheet" repurposed from a stolen CC
bedsheet to commemorate their success. The post-revs confusion and lack
of command/security usually leads to an instantaneous, total breakdown
in cohesion. It's every man for himself -- that's no way to run a
commune! Just because the revolution has succeeded and nobody can see
your big blue "R" anymore doesn't mean you can't be a leader!


![image](https://user-images.githubusercontent.com/28870487/222981576-e62e457b-1b2d-4756-8c87-7a9093c92c2d.png)

This also adds a new revolution-themed negative station trait --
Post-Revolutionary Fervor. When present, this trait trashes the command
areas at the start of the round. This means cracked windows, broken
consoles, vendors getting knocked over, and the occasional dead
greytider.


![image](https://user-images.githubusercontent.com/28870487/222981095-14ce9336-2320-406e-b0a6-dc91cb8f9479.png)

If you start cleaning at the start of the round, you might finish right
as the next batch of revs decides to crop up.
## Why It's Good For The Game

Giving one of the headrevs a bigger voice and a cool cape (or uncool,
depending on how you view the sprite) means that there's a chance for
them to step up and try to keep the wheels on. Just remember -- Nobody
is obligated to actually listen to this person, it's just a bedsheet.

Adds a neato station trait, which probably counts as command gameplay
content.

## Changelog
🆑 Rhials
add: The headrev who receives the revolutionary banner after a win will
also receive a commemorative bedsheet and megaphone.
add: Post-Revolutionary Fervor station trait. I hope you enjoy fixing
broken computer screens.
spriteadd: A revolutionary bedsheet.
/🆑
2023-03-13 19:29:40 -06:00
NamelessFairy
bd6a018083 Adds Pinatas that can be purchased by cargo and clown operatives! (#73868)
## About The Pull Request

Pinata's drop various items when struck with a sufficiently powerful
weapon. This PR adds two types, a standard one which can be bought from
cargo which contains various candy items and a syndicate one which
contains both candy items and explosives purchasable by clown
operatives.

The pinata functionality is also a component so admins can turn any
structure/machine/mob into a pinata and customize the "candy" inside

Sprites by @Mey-Ha-Zah animated versions by me
## Why It's Good For The Game

Adds a cute little celebration themed structure that can be bought by
players to accommodate a celebration based gimmicks or the party trait.
I think the options on things to do as a crew during a celebration are a
bit limited at present with most of the options being making/purchasing
food, activity wise the main example of a celebration item is pin the
tail on the corgi which is a bit uninteresting, the pinata on the other
hand is more cathartic and provides a "reward" in the form of various
candy items for people who participate in smashing it. I also think its
just funny to have clown operative gambling half their TC to try and get
explosives.
## Changelog
🆑 Mey-Ha-Zah & NamelessFairy
add: Added pinata crates to cargo, they contain various candy items. Fun
at parties.
add: Clown operatives can now purchase a weapons grade pinata, this
contains both candy and explosives. Still fun at parties.
admin: Admins can now turn players, mobs and objects into pinata's with
the new pinata component.
/🆑
2023-03-13 16:20:34 -06:00