Commit Graph

55 Commits

Author SHA1 Message Date
MrMelbert
977799a2e7 A red spy has entered the base: Adds Spies, a roundstart antagonist inspired by Goonstation's Spy-Thief (#81231)
# Disclaimer: No Goon code was referenced or used in the making of this
PR

## About The Pull Request

[Design Document (Read this for more
information)](https://hackmd.io/@L9JPMsZhRO2wI25rNI6GYg/rkYKM9Yc6)

This PR adds Spies as a new roundstart antagonist type, inspired by
Spy-Thiefs from Goonstation.

Spies are tasked with stealing various objects around the station, from
insulated gloves to the black box, from the clown's left leg to the
bridge's communications console.

For every item stolen, the Spy is rewarded with a random item from the
Syndicate Uplink, plus some items uniquely available to the Spy. Stolen
items are then shipped off and sold on the Black Market Uplink, allowing
the crew - or maybe some other evil-doers - to get their hands on them.


![image](https://github.com/tgstation/tgstation/assets/51863163/f057d480-4545-44da-b8fe-a8d09a5d2dcf)

More ideas for theft items and bounties are welcome. 

## Why It's Good For The Game

See the design document for more information. 

In short: Adds a solo antagonist which has less impact than your
Traitors and Heretics, but more impact than Paradox Clones and Thieves.
In other words: On the same tier as old traitors.

Seeks to embrace the sandbox aspect of antagonists more by having no
precise greentext objective, and instead some suggestions for chaos you
can embark in. Have fun with it!

## Changelog

🆑 Melbert
add: Spies may now roam the halls of Space Station 13. Watch your
belongings closely.
/🆑
2024-03-01 04:41:57 +00:00
bigfatbananacyclops
919a839c8b Fixed the floortile crate, adds them to blackmarket (#81742)
https://github.com/tgstation/tgstation/pull/81512

i accidentally added it to the emagged console it should be on
contraband now.
also added a backpack to present it from interfering.
and its available in uplink

🆑
add: box with a set of floortile camo, which can be ordered in black
market uplink
add: also adds a backpack to camouflage
fix: i had the crate under emagged console, should be fixed now.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-29 22:51:58 +00:00
13spacemen
25909dc932 remove plasmaman check in survival boxes (#81493)
## About The Pull Request
it's already done in wardrobe_removal() there is no need for this check
## Changelog
🆑
code: removed redundant check for plasmamen in survival box code
/🆑
2024-02-16 19:57:59 +01:00
MrMelbert
12afcb911e Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) (#81120)
## About The Pull Request

- Large amount of storage datum cleanup.
   - Documentation.
   - Maybe more consistent use of parent vs real_location. 
   - Removes the weakrefs, replaces it with just references.
      - These were already managed references anyways so why bother?
- Removes a bunch of arguments no one used and would ever used so only
the most useful args are left.
 
- Some bugfixes. 

## Why It's Good For The Game

Aiming to make storage easier to work with. The whole intent of this was
to bugfix the whole "weight class" thing that keeps popping up but I had
to do this first.

## Changelog

🆑 Melbert
fix: When placing an item into storage (such as backpacks), all nearby
mobs now get a message, rather than just the first mob.
fix: TGC decks of cards should act a bit less odd when looking inside.  
refactor: Refactored a bit of storage, cleaned up a fair bit of its
code. Let me know if you notice anything funky about storage (like
backpacks).
/🆑
2024-02-05 11:42:03 -08:00
Ghom
81a668a727 Changes the scope component to be appliable to other items and not just guns. Binocs and the Curator's mothic cap use it. (#80445)
I've done some changes to the scope component so that it can be applied
to items other than guns.

Binoculars now use it instead of changing the player view size, and lets
them move around while the zoom is on at the cost of a moderate
slowdown. This is both more comfortable, cooler and less laggier than
the previous method. Take in mind it still takes both hands to use
binoculars, so there's no much room for exploitation anyway.

This PR also makes the mothic softcap from the curator kit special: it
too has the scope component, albeit of a much shorter range, because
it's probably the least interesting kit of them all right now and has
nothing that the curator cannot get by walking in the aux base
construction room, except for a pair of pockets in the mothic coat,
though that's superseeded by the Trailwarden kit's saddlepack. It's
pretty fitting if you ask since the softcap has some goofy-looking
googles drawn on it.

Oh, items that aren't guns also have a different mouse tracker icon of
two circles joined together, instead of a reticle.
2024-01-02 17:36:49 +00:00
Rhials
16bdcf409c "Security Implant" rework, prisoner management console updates (#79882)
## About The Pull Request

For the vernacular purposes of the following PR body -- "Security
Implant" refers to the existing subset of implants given, by security,
to captured prisoners and such as a punitive, controlling measure. This
includes the chemical, tracking, and maybe exile implants.

This revamps the functionality of how "security" implants are displayed
on huds, prisoner management console implant controls/readouts, and
their instrumentality. It was also, ultimately, an attempt at nerfing
the tracking implant that spiralled far out of control.

Rather than only displaying chemical on the right and tracking on the
left, all implants with the "security implant" flag will be trackable on
SecHuds. A maximum of two can be implanted at once. This is both due to
technical limitations, but also conveniently provides security a limit
to consider when choosing implants.

Implants now also occupy their HUD slot based on the order they were
implanted in, rather than always occupying the same spot. Neat!


![image](https://github.com/tgstation/tgstation/assets/28870487/68b17dbb-cda4-4c3b-96d4-b3bbcf49b80e)

From two (three if you count the exile implant), there are now five
security implants. _The tracker implant has been split into two of these
implants._

<details>
<summary>Summary of the implants, functions, changes:</summary>
<br>

- **Tracker (Red)** -- No longer grants teleporter beacon. Tracking
radius has been increased from 20 to 35 tiles. The Prisoner Management
Console will now list the area the prisoner is occupying as well.
Disables after the implantee is dead for 10 minutes.
- **Chemical (Blue)** -- No mechanical changes. The implant pad readout
has been modified slightly.
- **Exile (Green)** -- In addition to past functionality, station
shuttle controls (public, mining, etc.) will be unresponsive for the
implantee. Flimsy, but more effective than a stern warning not to come
back from lavaland.
- **Beacon (Yellow)** -- Implantee becomes a teleporter beacon. The
prisoner console will report if their currently occupied area is
hazardous or not, so half of the security team doesn't blindly teleport
into space or lava. Disables after the implantee is dead for 10 minutes.
Available from Cargo.
- **Teleport Blocker (Deep Blue, not shown)** -- Prevents the implantee
from being teleported. Ever wanted to keep a wizard or cultist in a
cell? This is where you can start. Available from Cargo, expensive and
scarce.

Each of the implants has some application that would benefit security if
used on a captured criminal. Their usefulness may overlap in some
places, but the overall range of control these implants give security is
broadened.

</details>

The implant control console has also been given a small facelift.
Certain implants provide more useful readouts that can help officers
locate, control, or capture an implantee, rewarding cooperation between
officers.

It has also been totally converted into TGUI by @MrMelbert. Kickass!

Also, You can now remotely destroy implants, either to relieve criminals
from their punishment or to make room for a different implant. Wardens
should keep hold of their ID and remember to log out, since a motivated
convict could use it to shed their implants!


![tgui](https://github.com/tgstation/tgstation/assets/28870487/3c2ae99f-9c1d-4b18-b4cb-942cc96bcafe)

Everything made in this PR _should_ be scaleable enough to allow for new
security implant types to be implemented with relative ease. The
teleport-blocker implant was a last minute attempt to prove it to
myself. I had a few more ideas for implants in my head, but figured this
PR was already getting big and ugly enough. That is all for another day.

I truly apologize if there's anything I've missed in here. I did a lot
of this over a long period of time and kind of just... sat on it for a
while. If there's any confusing our unexplained changes, feel free to
point them out and I'll try to give an explanation.
## Why It's Good For The Game

The goal of this PR is to give a bit more depth to security's armory
implants. The intent is to present a choice in what implants are given
(rather than just tracker and maybe chem if you're feeling spiteful),
and to make them more useful as punitive/monitoring tools.

The tracker implant needed a nerf (and probably still does regardless of
this PR's success). It's never used for tracking since the teleporter
beacon is much more direct (+ gives a virtually free attack
opportunity), and the tracking range was incredibly subpar. I'd rather
not take toys away from security, but having the best option not be
roundstart gear feels like a fair compromise.

Warden content. Wardens have more gear to budget for and use at their
own (or the HOSes) discretion. The changes to the prisoner console allow
them to coordinate with officers to get good value out of the implants
they've chosen for an implantee.

Gives antagonists an alternate way to get de-implanted, without external
help, that can only be granted at the fault of security. Wardens who
dish out implants must keep an eye on the people carrying them!
## Changelog
🆑 Rhials, MrMelbert
add: The Tracker implant has had its teleport beacon functionality
migrated to the new (cargo accessible) Beacon implant.
add: Teleport Blocker security implant, that prevents the implantee from
teleporting by any means. Purchasable from cargo.
add: Security implants may now be harmlessly self-destructed at the
Prisoner Management Console.
balance: The Tracker implant tracking radius has increased from 20 to 35
tiles. The Prisoner Management Console will track and display the area
the implantee is in as well.
balance: The exile implant now prevents implantees from operating
shuttle controls.
code: Various code improvements and removal of unused vars in the
Prisoner Management Console
code: The HUD slots for chem/tracking implants have been converted to
display any implant with the IMPLANT_TYPE_SECURITY flag and an
associated sprite.
spellcheck: Modifies various implant pad readouts, removing false
information and rewriting some sections.
/🆑

---------

Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-12-09 17:15:19 +01:00
Lamb
0b8f4dc9ce adds boxes of bandages, and bandages to go in them (#78406)
## About The Pull Request
have you ever walked into medbay, picked up a suture, and asked yourself
"how do i know how to stitch myself up?"
do you long for the simplicity of a bandage that can be popped on, no
thought required?
well, look no further! now introducing, the DeForest First Aid Bandage!

![image](https://github.com/tgstation/tgstation/assets/110322848/bb737393-0e2b-4773-a673-ab784a409bed)
each box of bandages holds five each, which are all one time use items.
using one heals up to 25 brute damage from a single part of the body.
boxes of bandages will drain much faster than sutures, and are much less
precise for healing specific increments of damage, but heal more in
exchange. they are also worse at stopping blood loss, but not completely
useless for it.

they can be found in a handful of places:
(some) high value medkits
in paramedic's pockets
some medbay lobbies
some cargo holds
all sec infirmaries
in goodies on the cargo console
maint loot
and nanomeds!

i considered making these replace brute kits, but those are used in a
lot of old references, so it felt a bit passe. so i made a new item that
is a bit more balanced, so they can be mapped in and added to vendors
without much worry.
## Why It's Good For The Game
cute item, heals the people who wouldn't really be going into medbay
anyways, and is fairly flavorful. if it's a bit too strong as is i can
tweak the number, but the goal is to not be powerful enough to outshine
sutures, while still offering somewhat effective healing for rough
housing assistants and antags
## Changelog
🆑
add: adds boxes of bandages, a quick healing item
/🆑
2023-10-01 23:54:46 -06:00
jimmyl
feb4505f4c climbing hooks for multiz planetary maps (#78340)
## About The Pull Request


https://github.com/tgstation/tgstation/assets/70376633/6c65925e-5276-41fb-8062-cafc2de94b2f

allows you to climb up holes by clicking on tiles above the hole youre
on
examining the rope shows you your current binds for looking up

emergency variant can be found in internals boxes on planetary maps that
have multiz levels (2 uses)
a better one can be bought from cargo for 250 credits (5 uses)
syndies can buy a much much better one for 1TC or can be found in the
nukie base personal lockers (10 uses)

## Why It's Good For The Game

being fucked because you fell down a 1 tile hole in the dark and now
youre in a 1x1 box of snow on the middle of nowhere sucks
or falling down a hole and bam 30 watchers
or falling down a hole and now youre completely lost and might have to
weld your way into the station if youre lucky

## Changelog
🆑
add: climbing hooks that allow you to go up holes for multiz, found in
internals boxes (on planetary maps), the uplink, cargo and nukie
personal lockers
/🆑
2023-09-15 23:15:34 +01:00
GuillaumePrata
06e7270008 Funny clown internals (#77963)
# About The Pull Request
This PR changes the internals that spawn inside the clown's survival box
for a new one with a rainbow sprite, higher O2 volume (same as the engi
ones) and a secondary gas on top of O2 to make things more interesting
for the clowns.
The gas options are:
BZ, which just adds hallucinations for the clown, without the brain
damage effect as it is in low percentages.
N2O will make the clown giggle and laugh, without the sleep.
Helium will give the clown a "funny voice".

These tanks are also added to the mail list of clown fans and the clown
costume crate at cargo.

And codersprites, I can polish them later if people think it is pixel
soup, I'm not happy with them that much, but making this looks good
might be above my paygrade...
<details><summary>Pics here</summary>
<p>


![clown_internals](https://github.com/tgstation/tgstation/assets/55374212/f5eda877-a01a-4dfa-b481-7d406c4fb768)

![in game clown
internals](https://github.com/tgstation/tgstation/assets/55374212/342285ae-919b-49ab-a97e-cdf25a975f83)


</p>
</details>

## Why It's Good For The Game
The main goal I have with this is to add more uses for Atmos Content to
other players in a flavorful way.
Atmos is not something the crew interacts in a positive way often and I
want to change that.

These tanks are something quite minor but flavorful IMO, also will make
people know Helium fucking exists...

The tanks *shouldn't* change much of the clown's round in a negative
way, and the default O2 internals are in every hallway's locker so even
if they don't want to deal with the hallucinations it is not a big deal
to dodge them.
## Changelog
🆑 Guillaume Prata
add: New funny internals for the clowns to spawn with. They come with O2
and a secondary gas between 3 options: BZ, Helium and N2O. Talk with a
"different tone" with Helium, giggle and laugh "uncontrollably" while
under the minor effects of N2O or have "fun" hallucinations while under
the minor effects of BZ.
balance: To not cut on how long the clown's O2 internals last due to the
mixed gases, the funny internals have 50% more gas volume, same as
engineers' internals.
/🆑

---------

Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-09-02 13:04:34 +02:00
Andrew
b1c5e5e0f6 Foodening (#77887) 2023-08-31 14:57:19 -04:00
Fikou
a73cfa4298 removes the nukie tool parcel (#77986)
## About The Pull Request
removes the tool parcel and places tools directly in their box

## Why It's Good For The Game
the step of having to pick up your tools invalidates why we put em there
in the first place - so nukies can use them in an emergency. its
annoying to put them back in your box.
the parcel was added because the tools could make the box go above 7
slots during the extended box station trait, but i fixed that in the pr
that made it so that trait increases the box size of that box

## Changelog
🆑
qol: removes the nukie tool parcel and places the tools directly in
their box
/🆑
2023-08-30 16:52:40 -06:00
necromanceranne
c8266cf0a2 Settler Quirk: Tame the Outdoors! Have trouble with tall shelves... (#77654)
## About The Pull Request

Adds the Settler quirk. This gives you bonuses to taming animals and
fishing, as well as making you gain hunger slower than others.

However, you are quite a bit slower than most people, and have trouble
with vaulting objects. You do, however, suffer significantly less from
equipment slowdown. (to the point that it is almost zero)

Settler riders are faster on their mounts than others if they're at
least sane. They start to slow down if they're less sane.

You are also shorter than most people. 

<details>
  <summary>Typical Settler encounters the typical Spacer</summary>
  

![Dr_Xr1nU0AAMsSE](https://github.com/tgstation/tgstation/assets/40847847/86ed4947-de5f-4bdf-a8ae-521dc7c30662)
  
</details>

## Why It's Good For The Game

I wanted to add a lightweight quirk that was kind of the 'opposite' of
Spacer, but a little more focused on interacting with elements of the
game world that would enjoy some attention. So, I thought 'what about an
outdoorsman quirk?'

So, I based it around being from people who lived out on the rim, under
unideal circumstances (and probably heavier gravity than Earth), and
taming the land. The slower movespeed encourages finding an animal to
tame that you can ride, and the bonuses to taming should help make that
a bit easier. The other additions just made sense for someone living it
a bit rough in the wilderness.

Having a bunch of settlers taming cows and riding around on them all
shift just kind of sounds hilarious to me.

## Changelog
🆑
add: Settler quirk! Conqueror the great outdoors....in space. Just make
sure nobody asks you to get anything from the top shelf.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-17 12:09:08 -06:00
Time-Green
42543ac141 NEW STATION TRAIT: Radioactive Nebula (#76825)
## About The Pull Request

Adds a new station trait: Radioactive Nebula!

The station is located inside a radioactive nebula. Space background and
lighting is different shades of green. Objects in space will also glow
green. (This is kinda lying, since the glowing stuff isn't radioactive,
you just get an element that slowly irradiates you, though people and
certain objects that get the 'IRRADIATED' status may still double-whammy
you)

Do not go into space without rad-protected gear, or you will get very
sick very fast. RAD-protection MODsuit modules spawn in robotics and are
also immediately researched.

The nebula does protect against external threats, like pirates, ninja's
and nukies. They can still get to the station pretty well, but they
can't stay in space for extended periods of time

To make it more livable, public rad protection gear will spawn in
lockers around the station. Everyone will also spawn with potassium
iodide pills in their emergency box. Dynamics threat is also reduced by
30, so there's a proclivity towards more lower threat rounds when the
radioactive nebula is present. Radioactive resonance virus cannot be
generated though, since it kinda obliterates any and all challenge and
threat


![image](https://github.com/tgstation/tgstation/assets/7501474/8eedcb85-1bb8-4e87-a794-d6781fee680d)

**Shielding**


![image](https://github.com/tgstation/tgstation/assets/7501474/ae1b25d7-6fbd-4a86-8c95-5947b1122632)

In order to protect the station from radiation, nebula shielding units
need to be constructed. Five spawn ready-to-built in engineering, and
more can be bought pretty cheap from cargo. (Normal radstorms are
disabled)

The gravity generator has 20 minutes of innate shielding, where every
nebula shielding unit adds another 20 minutes. 5 are needed to
completely block all radiation even when the gravity gen is down, but
constructing more is recommended in-case of sabotage/destructions/power
outtages.

Active nebula shielding will passively generate tritium. You can either
vent/ignore this, or use it for something. I'm not an atmos tech but I'm
sure you can do something with it

_What happens when no shielding units are constructed/they all fail?_
The station will suffer a 5 minute long radiation storm, with only
shuttles being excempt. The storm is nerfed strongly, and you can tank
the 5 minutes, but you'll be pretty sick. After the 5 minutes are over,
central command will send an emergency shielding unit which will block
the radiation for 10 minutes and warn the station to set up nebula
shielding.


## Why It's Good For The Game
The station being inside a radioactive nebula shakes up a pretty major
aspect of the game (that being the 'space' in space station 13). Hallway
decals are colored green, display screens will display radiation
markings, carps blend with the nebula, etc. Putting the station inside a
radioactive nebula shakes up the rules of the game and what people can
expect. Suddenly, you can no longer just go outside without taking meds
or getting proper radiation protection, encouraging people to stay cozy
and inside.


![image](https://github.com/tgstation/tgstation/assets/7501474/40112936-8514-47f7-b3e0-b1c782b6a0a6)

Inside, the crew gets the goal to set-up radiation shielding to defend
themselves against the nebula, rewarding a creative engineering
department with passive resource income and protecting the station
against massive radiation storms. I think it's nice to give engineering
something to set up. Even if they don't care, they can just plop it down
somewhere in a closed room and be done with it.

The radiation storm is pretty aggressive, but very survivable if you use
your potassium iodide pills, the extra radiation suits or whatever
chemistry has whipped up.

Most importantly, it gives the entire station a common enemy: the
nebula. Everyone is encouraged to prepare against the mechanics.
Chemistry can make meds, viro can make protective virusses, robotics
gets encouraged to make radprotected MODsuits, engineering gets to
set-up radiation shielding, assistants can look at space or whatever
assistants do.


<details>
  <summary>Cool images</summary>


![image](https://github.com/tgstation/tgstation/assets/7501474/387f2d75-8ba6-425b-8f0f-9423cf7aab19)


![image](https://github.com/tgstation/tgstation/assets/7501474/eb65de97-13ce-4ce9-8902-4144994d217f)


![image](https://github.com/tgstation/tgstation/assets/7501474/60b915a5-8549-4a3b-afe6-f0e823207883)


![image](https://github.com/tgstation/tgstation/assets/7501474/239ae614-8d26-4b77-936f-1d2baa38d32c)

  
</details>

## Changelog

🆑
add: Adds a new rare radioactive nebula station trait! Get ready and
PREPARE, before it gets in...
tweak: Nearstation space area lighting may look slightly different
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-21 16:51:15 +01:00
Singul0
865cd178bc Adds a new heavy weight space pirate variant: The space IRS! (#76115)
It seems the station has attracted the attention of a local polity! They
have sent a friendly reminder to pay their taxes, should the station
respond not in time or refuse to pay their taxes the polity will send a
heavily armed vessel to ensure they would pay their taxes. peacefully or
otherwise.
Gameplay aims: A different playstyle of pirates. most pirates (with the
exception of the greytide) have the same gameplay loop of raiding
vulnerable spots within the station and scurrying away and waiting out
their cooldown in the relative safety of their ship with turrets and
space to hamper the crew's attack my intention of this pirate variation
is to force them to actively fight the crew by making their armor
non-space worthy instead of hiding behind the wall of space

breaching shells for the space IRS to use and recode ammo box code to be
less snowflakey. Also my English isn't the very best and I wrote most of
it at 1AM. please point out any messages that feel strange or out of
place.

Notable Equipment list:

Combat:
1. 2 WT-550's with 6 normal mags + 6 AP
2. M911 with 2 mags
3. 2 combat knifes and a telebaton
4. breaching shotgun with breaching shells
5. Grenade launcher with 6 smoke shells and flashbangs

Armor:
2 Highly armoured sets of tactical vests and helmets and 3 EVA suits for
emergency

Engineering:
1. Sandbags
2. Jaws of Life
3. Syndicate toolbox

Medical:
1. Surgery tools and disk
2. Variety of medkits
3. Blood packs
2023-07-11 04:29:16 +00:00
carlarctg
721fd30837 Heavily reworks and resprites first aid analyzers. (#76533)
## About The Pull Request

Heavily reworks and resprites first aid analyzers. They now display if
they're happy, sad, angry, or warning you! Also a 'pricking' animation.

First aid analyzers are now found in all basic and specialized medkits.
Toxin medkits get a new* disease analyzer. Miners get a miner-colored
one in their box.

Scanning yourself with a first aid analyzer will 'create a holo-image
with treatment instructions next to your wounds', doubling the speed of
treatment of scanned wounds!

Health analyzers now have a scanning sound, courtesy of CM.

Refactored some wound code to make treatment duration changes and
changes in the description of wounds easier.

Fixed a dummy parent feature of the health analyzer (Verbose mode)
showing up, uselessly, on the disease and first aid subtypes.

Surgical processors and slime scanners have recieved a similar resprite.
## Why It's Good For The Game

> Heavily reworks and resprites first aid analyzers. They now display if
they're happy, sad, angry, or warning you! Also a 'pricking' animation.

These things have long, long needed some sprite love. Displaying emotion
will make them have a lot more 'weight' to them, same with the prick.
The old, shitty spectrometer sprites have gone directly into the
dumpster.

> First aid analyzers are now found in all basic and specialized
medkits. Toxin medkits get a new* disease analyzer. Miners get a
miner-colored one in their box.

They have also needed some gameplay love! Placing them in these kits is
not going to be a massive game-changer when they were already easily
found around the station in emergency medkits, but it will fill up that
awkward empty slot.

> Scanning yourself with a first aid analyzer will 'create a holo-image
with treatment instructions next to your wounds', doubling the speed of
treatment of scanned wounds!

The biggest gameplay-impacting change in this PR, I *sincerely* believe
this is the perfect solution to first aid analyzers being completely
redundant with eyesight. This lets you/someone else scan your wounds to
speed up treatment, with a neat in-character reason for it -
'holo-images' appearing on your body, like penlights.

This will speed up wound treatment, but I believe that is for the best,
as currently treating wounds is so slow that half the time it's not
worth it (or more accurately, it doesn't feel worth it in comparison to
the effort you're putting in) and you're better off shrugging off minor
wounds. It will do so in a way that requires a modicum of effort, so
it's not just a flat buff across the land.

> Health analyzers and gene scanners now have a scanning sound, courtesy
of CM.

It's a neat sound that will make medbay feel more alive. First aid
analyzers get a beeboop instead.

> Surgical processors and slime scanners have recieved a similar
resprite.

IT'S SPRITE MANIA IN HERE
## Changelog
🆑
Carlarc, Weird Orb
image: Heavily reworks and resprites first aid analyzers. They now
display if they're happy, sad, angry, or warning you! Also a 'pricking'
animation.
add: First aid analyzers are now found in all basic and specialized
medkits. Toxin medkits get a new* disease analyzer. Miners get a
miner-colored one in their box.
balance: Scanning yourself with a first aid analyzer will 'create a
holo-image with treatment instructions next to your wounds', doubling
the speed of treatment of scanned wounds!
sound: Health analyzers and gene scanners now have a scanning sound,
courtesy of CM.
refactor: Refactored some wound code to make treatment duration changes
and changes in the description of wounds easier.
fix: Fixed a dummy parent feature of the health analyzer (Verbose mode)
showing up, uselessly, on the disease and first aid subtypes.
image: Surgical processors and slime scanners have recieved a similar
resprite.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-07 23:19:55 +01:00
ChungusGamer666
4f2227baf3 Implements a macro for checking mind traits (#76548)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/82850673/f85d0556-1806-40bf-92b8-597e46ccb4af)
Seeing this pattern repeated over various sections of code was starting
to piss me off

## Why It's Good For The Game

Lessens chance to cause errors with mind traits, ensures consistent
behavior, makes it easier to change how mind traits work if necessary.

## Changelog

hopefully not player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-06 11:45:46 -06:00
Helg2
2a02cb536c Increases throwing weapons box storage to fit reinforced bolas and stuff it spawns with. (#76482)
## About The Pull Request

- Increased box with throwing weapons storage to fit the things it
spawns with, such as reinforced bolas.
- Increased debug boxes to fit other boxes and the items it spawns with
too.
## Why It's Good For The Game
Less bluespace magic.
## Changelog
🆑
qol: Box with throwing weapons now can hold the items it spawns with.
Incredible!
admin: Boxex of materials, debugtools and stabilized extracts now 99 of
total storage because they are meant to be debug.
/🆑
2023-07-02 20:12:18 +02:00
Oreo
f3a6444a5a Refactors honeycomb into a food (#75551)
## About The Pull Request

Updates to honeycomb for the new reagent system

## Why It's Good For The Game

The plant bag can hold honeycomb but the all-in-one grinder does not
accept honeycomb from the plant bag, requiring manual removal and
placement into the grinder. This speeds up workflow and makes bees less
clunky and more accessible.

## Changelog

🆑
refactor: honeycomb is now edible
fix: all-in-one grinder now notifies the user when trying to dump an
empty bag
fix: all-in-one grinder now accepts honeycomb from plant bags
/🆑
2023-05-23 16:29:51 -06:00
Thunder12345
154c9ebe82 Stock Part Resprite (#75149)
## About The Pull Request

Resprites stock parts to bring them up to date, changes manipulators to
servo motors as I couldn't make manipulators work well at this scale.


![image](https://user-images.githubusercontent.com/5479091/236561493-b34da588-dee1-405a-8557-d11741ae3f21.png)
(Power cells sold separately)

## Why It's Good For The Game

The old stock parts are dated, in some cased quite ugly, and in the case
of manipulators a ball of assorted pixels. Incidentally removed a couple
of single letter var names.

## Changelog
🆑
image: Stock parts have been resprited.
code: Manipulators have been renamed to servo motors, all related types
have been repathed to match.
/🆑
2023-05-07 23:52:03 -07:00
ArcaneMusic
f2fd69a49a Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. (#75052)
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.

This PR does not change mineral balance. What this does is moves over
every individual cost, both in crafting recipes attached to an object
over to a define based system. We have 3 defines:

`sheet_material_amount=2000` . Stock standard mineral sheet. This being
our central mineral unit, this is used for all costs 2000+.
`half_sheet_material_amount=1000` . Same as above, but using iron rods
as our inbetween for costs of 1000-1999.
`small_material_amount=100` . This hits 1-999. This covers... a
startlingly large amount of the codebase. It's feast or famine out here
in terms of mineral costs as a result, items are either sheets upon
sheets, or some fraction of small mats.

Shout out to riot darts for being the worst material cost in the game. I
will not elaborate.

Regardless, this has no functional change, but it sets the groundwork
for making future changes to material costs much, MUCH easier, and moves
over to a single, standardized set of units to help enforce coding
standards on new items, and will bring up lots of uncomfortable balance
questions down the line.

For now though, this serves as some rough boundaries on how items costs
are related, and will make adjusting these values easier going forward.

Except for foam darts.

I did round up foam darts.

Adjusting mineral balance on the macro scale will be as simple as
changing the aforementioned mineral defines, where the alternative is a
rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam
dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~

Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
2023-05-03 14:44:51 +00:00
tralezab
bc813ab93d Cleans up + Improves bows, Sorts files, Adds the Divine Archer clothing, weapon, rite (#74811)
## About The Pull Request

### Divine Archer 🏹 


![image](https://user-images.githubusercontent.com/40974010/232647927-aace69ea-bda8-4ec9-9bf1-60140034fbb3.png)

Adds a new chaplain weapon and suit of armor, the divine archer. It's an
orderable set of armor, but provides less armor than the rest, but you
get more pieces of armor (boots, bracer, undersuit).

The divine bow comes with a quiver that holds holy arrows. The holy
arrows come with bane support, dealing critical damage to revenants.

### Bow Features  

- arrows can now be dipped in poison

### Bow Improvements 🔧 

- bows now drop their arrow when you put them on your back while nocking
a bow
- bows give feedback for trying to draw without a nocked arrow
- codewise, bows support subtypes much better. They still have
hard-sprited loaded arrows, but one day that'll change.

## Why It's Good For The Game

Yeah, we could add null rod #2342 that does almost the same as the
others, or we could have a unique bow weapon!

Player Dev Project thread:
https://discord.com/channels/326822144233439242/1093521091957370940/1093521091957370940

## Changelog
🆑 tralezab code, Drag for the commission and player project, cre#0484
for their spritework
add: Divine Archer Armor and Weapon
qol: Bows give more feedback when you're doing something wrong, like
trying to draw without a nocked arrow
code: Sorted files, cleaned bow code up to allow subtypes
/🆑
2023-04-29 02:07:44 +00:00
necromanceranne
d3fffa79d2 Labels security equipment as being lethal, nonlethal, less-than-lethal or highly destructive. (#74548)
## About The Pull Request

Labels a few bits of security equipment as lethal, nonlethal,
less-than-lethal or highly destructive (in the case of ion carbines or
flamethrowers). For shotgun shell boxes, ammo boxes and weapon crafting
kits, it clarifies this in the name. For printable individual ammo, it
clarifies this in the print name.

## Why It's Good For The Game

[This
thread](https://tgstation13.org/phpBB/viewtopic.php?p=676311#p676311)
reminded me that I've seen a lot of confusion about various pieces of
security equipment and what exactly the distinction is between lethal,
nonlethal and less-lethal actually is. People actively use a lot of
less-lethal equipment while thinking that it is nonlethal. It isn't. You
absolutely can kill someone with rubber shot and beanbags, and the AI
will get up in your grill about it.

The same can be said about weapons such as the energy crossbow. I saw
one person flabbergasted that by repeatedly shooting someone with it,
they killed their prisoner with toxin damage. While the weapon is mostly
stamina damage, it still deals a hefty amount of toxin damage, so
shouldn't be used necessarily in place of a disabler or baton. Equally,
I've seen some people using temperature guns recklessly and finding out
far too late that they've murdered a lizardperson by shooting them once,
or wondering why the AI is angry at them for using it when it doesn't
_seemingly_ cause damage immediately. This has resulted in
administrative issues.

We can't assume our players know these distinctions before utilizing
this equipment, so having some helpful gear titles will hopefully inform
them before they walk into these problems.

## Changelog
🆑
qol: Clarifies in various names and descriptions whether security
equipment is lethal, nonlethal, less-than-lethal or destructive.
/🆑
2023-04-11 07:45:25 -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
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
8b2aed0342 New Station Trait, Employee Birthday! (#73751)
<!-- 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

Adds a new neutral station trait the announces to the crew its a member
of staff's birthday, spreads some confetti/balloons around and gives out
some birthday themed items including hats, new toys and cake ingredients
for the chef.

The mechanical impact of the trait is quite minimal only giving out some
fluff items and giving the janitor some extra work. However the event
has a lot of potential roleplay impact by singling out a crewmember and
informing everyone about their birthday, I can foresee players using
this as an opportunity to run birthday themed gimmicks or give one
specific player preferential treatment for the shift which should allow
for some interesting stories to be produced.

<!-- 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

Partially explained in my about section but in short I think a lot of
the station traits we have at the moment are very mechanically driven
and we could use a more open ended roleplay prompt themed one which this
one provides. The idea of one player getting put in the spotlight while
not being an antagonist is also something I can see potentially great
stories come from.

<!-- 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
the bat. -->

🆑
add: New Neutral Station Trait, "Employee Birthday", its someone on the
crews birthday, make sure to wish them a happy birthday and perhaps get
them a gift.
add: Two new party themed items have been added to the arcade prize
pool, the party horn and a box of party poppers.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2023-03-06 12:52:00 +00:00
Thedragmeme
88d6fae7c5 Tape Wizard, the distant cousin of the Paper Wizard (#73739)
## About The Pull Request

Adds a new wizard costume and non magical variant, made exclusively from
tape.


![qTwAAAAASUVORK5CYII](https://user-images.githubusercontent.com/81540056/222332110-96af21bc-d568-40fc-a813-1464577521ff.png)


## Why It's Good For The Game

New unique nice looking thing = good 
Opens the door for more uses of an already niche mechanic

![ducktape](https://user-images.githubusercontent.com/81540056/222332139-83f01340-299a-48e0-b68a-3c5e57e20547.png)
Roleplay.

## Changelog
🆑
add: Adds the tape wizard costume, both a real and fake variant
add: Adds the costume behind the autodrobe contraband wire, and the real
variant in the wiz den
🆑
2023-03-03 19:39:12 -08:00
Jack Edge
5a3875dacc Fix fancy boxes to fold like regular boxes (#73406)
🆑 coiax
fix: Folding a "fancy box" like donut or candles will now put cardboard
in your hand, rather than on the floor.
fix: You can always see how many pickles are in a jar of pickles, or
rolling papers there are in a pack of rolling papers, since it's not
possible to close them.
/🆑

Currently, folding a "fancy box", one where the contents are visible in
the icon, like a donut or candle box, the cardboard will drop on the
floor.

The `attack_self()` proc between the two types of boxes have been
unified.

In addition, the `is_open` for fancy boxes has been expanded to include
the "always open" option, where the contents of the box are always
countable on examine, and the box does not have a closed appearance.
Candle boxes previously special cased the `attack_self()` proc, and with
this addition, no longer need to.

## Why It's Good For The Game

Consistency in box interaction. Cardboard in hand. Always can count
pickles.
2023-02-18 13:44:17 -07:00
tralezab
64de1617b2 Refactors lizard fake canned food into real canned food (#73469)
## About The Pull Request

/obj/item/food/canned_jellyfish, /obj/item/food/desert_snails, and
/obj/item/food/larvae are now all /canned subtypes. All this means is
that to eat them, you use them once, and now they drop an empty tin
rubbish item.

## Why It's Good For The Game

Making fake false versions of real types that exist is such a pet peeve
of mine, we recently had a bug from it where the snails would go bad.
But even with that fixed you're just chomping the container of snails
and it's not the same behavior as all the other cans
grumgrugmrg I FIXED IT.

## Changelog
🆑
refactor: Lizard related canned food now acts like canned food
/🆑
2023-02-17 15:43:03 -07:00
ChungusGamer666
5991542d4a Turns miming into a trait instead of an unsightly mind boolean (#72290)
## About The Pull Request

https://github.com/tgstation/tgstation/pull/72254 turned to be wildly
unpopular so i'm simplifying it and keeping only the important, code
backend stuff

## Why It's Good For The Game

makes the code gooder, makes mobs without a mind capable of miming (if
that becomes necessary for whatever reason)

## Changelog

Not player facing

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2023-01-21 16:00:43 -08:00
Fikou
f62c491ca2 adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths (#72736)
## About The Pull Request
repaths a lot of gloves off /color because they were incredibly stupid
firefighter gear has gotten an update (it doesnt cover hands anymore
though, you need something else)
firefighter helmets no longer hide your mask or glasses

![image](https://user-images.githubusercontent.com/23585223/212542599-c004d0e4-c141-40b4-a1bb-c838f9893c4b.png)
fixed engine goggles starting with darkness vision
to the atmos lockers adds atmospheric gloves, a pair of thick (chunky
fingers) gloves that are fireproof and fire protective, slightly shock
resistant and let you fireman carry people faster.
atmospheric firefighter helmets now are a subtype of welding hardhats,
you can enable a welding visor.
welding hardhats change mode with right click instead of altclick

## Why It's Good For The Game
im not a good spriter but i think this resprite makes them fit nicer
with other engi equipment
lets me firefighter rp

## Changelog
🆑
add: Atmospheric Gloves, thick gloves that are fully fireproof and fire
protective and let you fireman carry people faster.
fix: fixes engine goggles starting with darkness vision
qol: firefighter helmets can now enable a welding visor
qol: welding hardhats change mode with right click instead of altclick
balance: firesuits no longer protect your hands
/🆑
2023-01-17 09:55:41 -08:00
Fikou
8a75aa216f adds an admin combat-ready miner outfit (#72286)
## About The Pull Request
adds an admin outfit intended for easy spawn ins as a shaft miner, to
test megafauna and whatnot
included are:
bone bracers, bone talisman
both suit and hood are fully goliath plated
webbing with 2 lux pens, 2 standard pens and 2 legion cores
gps, advanced scanner
kinetic accelerator with bayonet and seclite, compact kinetic crusher
(normal sized), upgraded resonator
night vision medhud mesons
mini extinguisher
all the trophies and 10 copies of every modkit

## Why It's Good For The Game
makes localhost megafauna fights require less preptime

## Changelog
🆑
admin: adds an admin combat-ready miner outfit
/🆑
2022-12-28 04:14:10 -08:00
Andrew
0818d6ae4c Crafting/Cooking menu update (#71779)
## About The Pull Request

Updated crafting menu, adding a lot of new functions and recipes that
were not in the crafting menu before.

<img alt="cult"
src="https://user-images.githubusercontent.com/3625094/206009533-aec3a1dd-cbe5-45eb-8515-1b75fabb65c5.PNG">

<img alt="nH77dLyyGx"
src="https://user-images.githubusercontent.com/3625094/206009786-b6706f70-0599-40bf-b051-8f499de43abd.png">


![image](https://user-images.githubusercontent.com/3625094/206623881-12d8abfc-de5e-458e-a01c-3daac8dbe9bd.png)


https://user-images.githubusercontent.com/3625094/206009841-738e4a03-0660-45b7-8d83-15eeb6501967.mp4

## Why It's Good For The Game

It is easier to use, and it has a lot of recipes that were spread
throughout the game, some of which weren't even on the wiki.
Crafting and cooking now count about 1200 recipes in total, including
conditionally available ones.

## Changelog

🆑
qol: Rewrote the crafting/cooking menu UI
qol: Split crafting and cooking menus in two different menus
qol: Crafting is no longer blocking the entire UI, only the "Make"
buttons are disabled
qol: Added stack crafting recipes to the crafting menu
qol: Added cooking recipes that were absent in the crafting menu before
(tool recipes, machine recipes, reactions)
qol: Added option to search recipes by title
qol: Added option to filter recipes by required materials/ingredients
qol: Added food types to the cooking menu, highlighting diet of your
species (liked, disliked foods)
qol: Added total nutrition value of the result to the cooking menu
qol: Added option to filter cooking recipes by the food type of the
resulting food
qol: Added "Can make" category that lists all currently craftable
recipes throughout all categories
refactor: changed categories and reshuffled some items in them
code: Reagents now have default container to get an icon from the
reagent datum
code: Objects now have `desc_controls` var for OOC information about
mouse controls that are visible on examine, but not in the description
fix: Fixed alignment on many food icons
fix: Fixed missing icon for beef stroganoff
/🆑

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2022-12-25 12:27:49 -08:00
tattle
b570ac2846 Lockboxes and wrapped crates are no longer invisible (#71893)
<!-- 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
Missed putting the icon for lockboxes on the base type. Same for wrapped
crates.
<!-- 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
Seeing items is good.

Fixes #71912
Fixes #71909
Fixes #71905
<!-- 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
the bat. -->

🆑 Tattle
fix: lockboxes' and wrapped crates' invisibility spell has worn off
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

Co-authored-by: tattle <article.disaster@gmail.com>
2022-12-11 12:34:05 +01:00
tattle
e928449067 3/4ths-ify some wall mount sprites (by Kryson and Viro) (#71788)
posters are now 24px tall, new sprites for nanomeds, emergency safes, and ticket machines
(by Kryson)
2022-12-09 18:02:16 -03:00
MrMelbert
9440d42a8e Chaplain armor beacon now uses radial + previews possible armor sets, plus some choice beacon code cleanup. (#71674)
## About The Pull Request

- The chaplain choice beacon now uses a radial to select the armor set,
instead of a list, giving the user a preview of what each looks like.


![image](https://user-images.githubusercontent.com/51863163/205417930-f5ceab11-6974-48a9-a871-abcb8228bcf2.png)

- Lots of additional cleanup to choice beacon code in general. Less copy
pasted code.
- All beacons now speak from the beacon with their message, instead of
some going by "headset message". Soul removed

## Why It's Good For The Game

I always forgot when selecting my armor which looks like what, and
choosing an ugly one is a pain since you only get one choice. This
should help chaplains get the armor they actually want without needing
to check the wiki.

## Changelog

🆑 Melbert
qol: The chaplain's armament beacon now displays a radial instead of a
text list, showing previews of what all the armor sets look like
qol: (Almost) all choice beacons now use a pod to send their item,
instead of just magicking it under your feet
code: Cleaned up some choice beacon code. 
/🆑

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-12-09 10:35:03 +01:00
John Willard
2425531eb2 Removes tablets (not PDAs) entirely. (#71507)
## About The Pull Request

**Comes with an UpdatePaths!**

Removes the tablet subtype, PDAs now replaces them entirely.

Nukie and Silicon tablets are now subtypes of the PDA instead, while
contractor ones were removed entirely as they didn't do anything and
were unused (though it wouldn't be hard to re-add).

Nukie PDAs are now the only type of PDA that uses modular_tablets.dmi,
which is just larger icons of modular_pda. Each application requires an
icon state in both of these, for 2 different sizes, which makes it
annoying to make new applications, especially if it can also run on
computers/laptops.

### Icons

Because Silicon tablets are now a subtype of PDA, they use PDA icons
instead of tablet ones. Luckily for us, they already exist in code.

![image](https://user-images.githubusercontent.com/53777086/203876575-56eb1593-774c-47c6-8e7d-491a7805f28c.png)

AI's don't use a tablet icon though, so they aren't affected.

## Why It's Good For The Game

There's very little difference between tablets and PDAs, PDAs overshadow
them in every single way, so at this point I don't see why we should
have both of these, and if you compare the two in usefulness and actual
in-game use by players, it's a no-brainer than the item all players get
roundstart and comes with a messenger should be the one we go with.

Also as said in the about section, when making an app you would need to
make icon states for the program running for all hardware it can run on,
which is Computer, Laptop, PDA, and Tablet.

Laptop is just a smaller computer icon
PDA is just a smaller tablet icon

However, you can't simply shrink the size of the icon, instead you have
to completely resprite the same app icon FOUR TIMES for it to not
bluescreen on all these different devices.

<details>
<summary>
Here's examples of it
</summary>
Computer (NOTE: *They share the same icon file as regular computers*)
<img
src="https://user-images.githubusercontent.com/53777086/203876801-486a8054-489a-4983-bdad-a2599b4dc379.png"/>
Laptop
<img
src="https://user-images.githubusercontent.com/53777086/203876333-58e5d135-f4c6-4a02-8948-1df771e294a4.png"/>
Tablet
<img
src="https://user-images.githubusercontent.com/53777086/203876352-816c7fb1-c681-40b9-99e0-052f49632c7f.png"/>
PDA
<img
src="https://user-images.githubusercontent.com/53777086/203876358-1cf7253d-3c6a-456a-8133-ebf7f0351637.png"/>
</details>

If we wish to help in simplifying this, we should remove tablet icons
entirely, which means 1 less icon to worry about. To do this, we'd need
to resprite nukie PDAs, however I am very much not a spriter and never
tried GAGS, so I'll leave it to someone else to do.

## Changelog

🆑
del: Tablets are now removed, PDAs are now the base 'tablet'. Silicon
and nukie tablets are now PDAs.
/🆑
2022-12-02 00:15:14 -08:00
necromanceranne
03bc97ade5 Nukies Update 6: Interdyne is here for you! Medical Supplies and Atropine! (#71067)
## About The Pull Request

Quite a few changes overall to the nuclear operatives tactical medkit.
The kit is more of a full suite of equipment for performing field
medical duties as a nukie.

- I've split the medkits between two kinds. Basic and premium. Medical
bundle has the premium kit.
- Basic contains additional amounts of basic c2 chem patches, some spare
atropine autoinjectors, sutures and regen mesh, and some basic medical
equipment for tending wounds. 4 TC (as it was before). That's it.
- The premium kit is a far more useful full suite of advanced medical
equipment, MODsuit modules, medical supplies and cybernetic implants,
including the combat hypospray and the combat defib. 15 TC.

**In the premium kit, there is:**
- It has a box of beakers with powerful healing chems. Omnizine,
salicylic acid, oxandrolone, pentetic acid, atropine, salbutamol and
rezadone.
- The combat injector is empty, so you can load it as necessary.
- There are advanced sutures and regenerative mesh packs. They don't
work through spacesuits, but are invaluable for wound repair. Especially
burns.
- There is a surgery arm toolset so you can do field operations without
lugging tools.
- There is a surgery processor module that comes preloaded with advanced
surgeries, a threadripper module, and the combat defib module. The
module works entirely like a combat defib, but you don't need to lose
your belt slot to use it.
- The surgeries are revival, the upgrade surgeries (like vein
threading), brainwashing (did you know they didn't get access to
brainwashing, I think this is a shame) and the better tend wounds
option.
- The nightvision medical hud doubles as a pair of science goggles.

**Atropine changes:**
- Atropine now stops bomb implants from autoexploding. This does **NOT**
stop you from manually detonating the bomb. (This is possible even when
you're dead and haven't left your body)
- As a result, nukies get atropine medipens so that they can potentially
stop themselves detonating prematurely, or stop their allies detonating
prematurely. They have a little pamphlet to help explain how their
microbomb works.

## Why It's Good For The Game

Straight up: The medkit is ass.

The meds in the injector sucks, just getting c2 meds in patches is kind
of insulting for something granted to you from an uplink item (and also
you get those for free with your ~~xbox~~ infiltrator medical room so
lol), and operatives just got the kit for one reason and one reason
only. That combat defib as a _weapon_.

Fuck that. So the kits now much better as a way to both support yourself
AND your team through providing a range of improvements you can provide
the squad, while also not undermining the reason why people may have
wanted the kit (that defib). I would really like to see more nukies
attempt to support one another in combat, and a medic operative is a
role that needs love to make that a reality.

**Edit here**: I reintroduced a low end kit with more c2 medical
supplies _if you want them_. I can see how someone might pinch all of
the medical supplies like a cunt, so maybe we should have a failsafe for
that.

A huge culprit of the lack of value of support meds was usually that
ops...explode when they die. If a medic can pop atropine into an op
before they die, they might be able to save them, or an op could pop
themselves with atropine prematurely to maybe stave off death.

## Changelog
🆑
balance: Splits the nuclear operative combat medical kit into two
versions: basic and premium.
balance: Basic contains additional amounts of basic c2 chem patches,
some spare atropine autoinjectors, sutures and regen mesh, and some
basic medical equipment for tending wounds. 4 TC (as it was before).
balance: The premium kit is a far more useful full suite of advanced
medical equipment, MODsuit modules, medical supplies and cybernetic
implants, including the combat hypospray and the combat defib. 15 TC.
balance: Atropine stops bomb implants from automatically detonating on
death. You can still manually activate your bomb implant (even when you
are dead).
balance: Operatives start with an atropine pen to stop themselves and
their allies from detonating so they can hopefully be saved by a medical
operative.
add: There is a pamphlet to explain this in the nuclear operative's
survival box.
add: I'm not telling you to read the pamphlet, but you should probably
read the pamphlet.
/🆑

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-11-27 16:20:24 +01:00
Fikou
6a23bce095 premium internals now increase the slots of your internals box (#71440)
## About The Pull Request
premium internals boxes from the station trait now get 2 more slots and
have a slightly bigger sprite
also lowers the trait's weight a bit, making it equal to most other
traits.

![image](https://user-images.githubusercontent.com/23585223/203337272-ea75ae4b-111e-4adb-8598-c9cba4c4e47b.png)


## Why It's Good For The Game
the main reason im doing this is because this trait messes with anything
people wanna do to survival boxes, cause it takes up 2 slots, so you
have to account for that whenever youre making a subtype that you wanna
fill with more stuff, you cant really do that (currently an issue with
the nukie medical pr)
the other reason is station traits should affect the gameplay a bit more
than "wow i have 2 items i can normally get from an emergency toolbox",
a larger box doesnt change that much but its something.

## Changelog
🆑
balance: premium internals station trait now increases the slots of your
internals box
/🆑
2022-11-25 11:35:50 -08:00
disappointedButNotSuprised
f45e58cf0e Coffee Shop DLC - done right this time edition (#70991)
## About The Pull Request

this is a re-attempt at PR #70725 that was practically ready but was
ruined in the course of my hardships with git. Mistakes were made.

In this re-edition I also addressed a few suggestions from the comments
of the original pr. There is a shaker added in the meta station cafe and
the pill bottle is moved out of sight to the fridge (I still left it
cause it contained antidepressants for the especially overworked NT
employees). Additionally, the naming of `/cup/glass/coffee` has been
handled differently this time to minimize the need of changing the code
in multiple places.

Please refer to the original PR for all details concerning the content,
below I add just a rough line-out for the sake of coherency.


![image](https://user-images.githubusercontent.com/57324037/199326210-216e5687-c205-4252-aae3-d55232c1c352.png)

The content of the pr extends to:
- a new coffee bean driven coffeemaker
- syrup bottles
- a coffee condiment display box
- almost complete make-over of the meta station cafe
- adding the new coffeemaker in a few break rooms on delta and tram (2
machines per station)

## Why It's Good For The Game

Please refer to #70725

## Changelog
🆑
add: After a massive success of the Modello 3 series, Piccionaia Home
Appliances rolls out a completely new coffeemaker model and renovates
the meta station cafe for free in a promotional campaign!
add: Syrup bottles, condiment displays, and more, to make the spess
coffee experience even better
/🆑

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
2022-11-20 23:23:15 -08:00
lizardqueenlexi
19291dd6cb Fixed survival boxes for plasmaman clowns and mimes. (#71185)
## About The Pull Request

Survival boxes for clowns and mimes have been made into a subtype of
standard survival boxes. This fixes a bug where, due to a missing
wardrobe_removal callback, plasmaman clowns and mimes would almost
always spawn with a useless oxygen tank instead of their second plasma
tank.

suicide_act and attack_self have been copied directly from the "box of
hugs" in order to maintain the same behavior despite the repathing.

(I made a similar PR some time ago, but for some reason I let it close
without finishing it.)
## Why It's Good For The Game

A single tank of plasma does not generally last long enough to survive a
longer round, and it's no fun to suffocate because the company sent you
to work with a tank of deadly poison instead of nice, breathable plasma.

Also, this makes the clown and mime survival boxes more consistent with
other job-specific survival boxes, which are all subtypes of the main
survival box. This does away with some ugly, error-prone code
duplication (with the concession of requiring smaller-scale, hopefully
less ugly code duplication).
## Changelog
🆑
fix: Made clown and mime survival boxes contain the correct internals
tank for plasmamen.
/🆑
2022-11-16 09:05:50 +00:00
AnturK
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
tattle
ad5debaaa1 Add investigate_deaths (#71112)
## About The Pull Request
Adds INVESTIGATE_DEATHS, an investigate category intended to better show
causes of death.


![image](https://user-images.githubusercontent.com/66640614/200142461-c17b5e51-1116-4eef-bbfb-49bc024c0953.png)


![image](https://user-images.githubusercontent.com/66640614/200147306-09bef76e-68c6-4f0a-bdf9-0211eb274e66.png)

Also makes suicide_act take a `mob/living` as an argument instead of a
`mob`, and some minor style improvements since apparently I hate
atomicity.

## Why It's Good For The Game
Inspired by a mysterious death and dusting. More logging and leads for
admins investigating deaths.

Also fixes #59028

## Changelog
🆑 Tattle
admin: added investigate deaths to shed some more light on unusual
demises, dustings, and gibbings
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2022-11-07 16:22:37 -08:00
Fikou
bf11926af4 removes unused silver sulf boxes (#71097)
we had unused boxes of aiuri patches in the code named silver
sulfadiazine boxes (that shit is gone), so I removed them.
2022-11-07 14:06:11 -05:00
itseasytosee
8e4bc80d92 Easy's Super Omega "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits. (#70422)
<!-- 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
Ok first if you don't want to read any further explanation you can watch
these two videos and you will understand all of the mechanical depth of
this change.


https://user-images.githubusercontent.com/55666666/194788103-8019dad8-7e44-4cc8-bc8f-0a4f8f00a357.mp4


https://user-images.githubusercontent.com/55666666/194788109-345a3146-fb4b-4a2e-9c2a-e2ee786ba97d.mp4

### **Disclaimer: Effect on gameplay extremely limited and niche read at
your own risk**

Starting at the top, regarding the species datum, the vars attack_type,
punchdamagelow, punchdamagehigh, punchstunthreshold, attack_verb,
attack_effect, attack_sound, and miss_sound have been removed.

All bodyparts (not just arms) now have corresponding variables for how
they should act if utilized in an unarmed attack. The bodyparts vars are
correlated to their corresponding species. All arm type bodyparts have
been repathed through a common parent for the purposes of keeping
variables consistent. The same is true for the legs.

When a carbon begins an unarmed attack, it will check the carbon's brain
to see what limb should be used for the attack.
If the brain has no answers it will default to the arm that corresponds
to the active hand of the attacker. Currently in all brains except
monkeys, it check to see if the attackers target target is laying down,
and if so, call for a kick with the leg that corresponds with the
attackers active hand. If the attacker has no useable legs, or the
attacker does not have a corresponding leg to the active hand, or the
target is not laying down, the brain will simply default for an attack
with the active hand.

Monkeys brains (take note the difference between having a monkey brain
and being controlled by monkey AI) are the exception, they will simply
always choose their heads, and by default an attack with the head is a
bite attack.

As an example:
Previously ethereal would make attacks that used the verb "burn" and did
burn damage despite what limbs they possessed.
Now anybody with an ethereal limb will make an unarmed attack that does
burn damage and has all the same verbs as an ethereal would.

And finally, the chunky finger species trait has been moved over to the
species arms. Effect on other sources like insuls remains unchanged.
<!-- 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
The main motivation is moving direct mechanical elements off of species
to, quoting tralezab here, "Make species like a blueprint."
Opens more opportunities for coders to add specific elements to limbs,
perhaps we could see a buff to unarmed strikes from robot arms, or a
species that headbutts people to death.
Also undeniably cool, and fixes some weirdness like fully auged
ethereals still doing their normal ethereal attack.
<!-- 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
the bat. -->

🆑 itseasytosee
refactor: Elements of unarmed strikes are now limb dependent instead of
species dependent. Go rip off an ethereal arm, sew it onto yourself, and
burn some people.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

Co-authored-by: itseasytosee <noodlenymphftw@gmail.com@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-11-01 23:06:21 +00:00
MrMelbert
d5fe3e44de Categorizes the Good Clean Fun Vendor (#70742)
About The Pull Request
    Categorizes the Good Clean Fun vendor into a few different categories (art, toys, cards, other)
    In doing this, puts the custom prices on a few items instead of relying on the vendor premium price, to make use of the categories

Why It's Good For The Game
Good Clean Fun Vendor is a long list of random crap, so this helps a bit.

🆑 Melbert
qol: Good Clean Fun Vendor is categorized.
/🆑
2022-10-30 19:57:12 -07:00
ArcaneMusic
f3ca3424c9 Merges the Export Scanner, Sales Tagger, and Price Tagger into one item. (#70314)
About The Pull Request

The Export Scanner, Sales Tagger, and Price Tagger are all niche, cargo adjacent items that each perform a different minor task and if using one, requires usually one of the three extremely rarely. Each one requires printing a new item at the lathe, all for maybe one or two uses before it needs to be replaced.

This PR merges the three into a singular, modular item. Existing export scanners have been reflavored the "universal scanner". When used in-hand, it produces a radial to swap between the three modes, Each mode has identical function to their previous scanner, with the only functional difference being that the sales tagger now prints new tags on secondary attack as opposed to primary.

The other two items lathe recipes have been removed, as their functionality has been fully moved to the universal scanner.

Also flips the export scanner icon state to match the other 2 scanner items that have been lumped together.

Why It's Good For The Game

Cargo now only needs to swap between 1 of three nearly identical barcode scanner looking items at a time, as opposed to having to print an item that sees functional use once every thousand rounds. By increasing the ease of use, it will also make it easier to use custom vendors, as well as print sales tags on regular rounds, as the universal scanner can still be found in shipping boxes located around the station and in tool storages.

Arguably not a balance change, as the three tools are extremely cheap to print, and don't have a formal impact on cargo balance except for tedium.
2022-10-27 19:46:29 -07:00
John Willard
f1f46275f0 Removes tablet hard drives entirely (HDD & SSD) (#70678)
* Removes HDD's entirely

HDDs have been removed, though the code for it is still currently lingering as it's required for portable disks. I'll have to find a solution to this one day, but as I am going to sleep, this is a problem for future me.

* starts on removing SSD

* updatepaths and kills off SSD

* update path :D

* Fixes to programs and icons

* Ready for review now

I read over everything I did and tried to fix anything I saw wasn't done right. Hopefully better comments now.

* merge conflict  fix

* can't win them all

* takes viruses into account in paths, fixes it in snowcabin

* Renames the updatepaths

* removes the qdel loop

* accidentally new'ed programs twice

* Fix program's computer var

* destroy pen and disk, dont run kill program on something killed

* more fixes for pens and idle threads

* Fixes PDAs installing apps twice.

* simplifies inserted disk & PDA disk

* fuck's sake

* Use istype instead

* revert

* Revert "revert"

This reverts commit 9ede628c6fef9c7c86417234f6d8ada1ff9e2fef.

* why did that happen

* Update code/modules/modular_computers/computers/item/tablet.dm

* MC_SSD added to master lol

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-10-26 00:29:50 +00:00
ShizCalev
ad87985ff2 Fixes papersack (#70341)
fix: Fixed the papersack.
2022-10-07 20:15:37 -07:00
Twaticus
c7dde06668 [MDB Ignore]Hats DMI split (#70060)
Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard.
Moves animal/pet head sitting icons to 1 folder, pets_head.dmi
Renames PAI head sitting icon file to pai_head.dmi
2022-10-06 21:37:06 -07:00
ShizCalev
1a32f60cf4 [ready] adds unit test for missing inhand icons. fixes a bunch of missing inhand icons (#70037)
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
2022-10-04 10:20:24 -07:00