Commit Graph

106 Commits

Author SHA1 Message Date
Mothblocks
8c4cf753f5 Remove data systems in favor of global datums (#82943) 2024-04-30 05:48:11 +00:00
SpaceLoveSs13
55d1c715e5 Pulls2 (#27514)
* New docking port sprites (#82729)

* Adds text to lootpanel items [no gbp] (#82722)

## About The Pull Request
Just some qol, this captures a small portion of the item name and fixes
some icon clipping issues

I clipped it at 5 because monke
![Screenshot 2024-04-17
034211](https://github.com/tgstation/tgstation/assets/42397676/64d9ce18-3722-4382-a58d-f58eb6b9f26c)


![gXR2XjslzR](https://github.com/tgstation/tgstation/assets/42397676/3fc93110-e35e-434a-b63b-89aa669090e7)
## Why It's Good For The Game
Handy if youre in a rush and won't upgrade byond to fix the issue
## Changelog
🆑
fix: Lootpanel additions: Condensed item names for the quick of draw
/🆑

* Fixes tgui alert buttons (#82714)

<!-- 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
Been on my mind for a long time
I did this while relatively inexperienced (how do I center a div etc)

Fixes an issue inherent to our stack implementation where reversing the
direction caused strange spacing issues. This effectively reverses the
extra margins in css so it looks identically spaced whether reversed/not

<details>
<summary>before/after</summary>

Before (normal buttons)

![image](https://github.com/tgstation/tgstation/assets/42397676/a91f5522-b363-4069-9e71-9852b15e9d98)

Before (large buttons)

![image](https://github.com/tgstation/tgstation/assets/42397676/1448b6db-9417-4f93-bbe3-3cb39c70d6a4)

After (normal buttons)
![Screenshot 2024-04-16
234002](https://github.com/tgstation/tgstation/assets/42397676/e19f6a71-bd11-4f21-8cfc-b29e89020f5c)

After (large buttons)
![Screenshot 2024-04-16
234015](https://github.com/tgstation/tgstation/assets/42397676/6adc55cc-42ca-4c1a-a18c-c2dadf3413ce)

Long buttons (normal)
![Screenshot 2024-04-17
174208](https://github.com/tgstation/tgstation/assets/42397676/b919c049-658c-4b9e-ab3f-6d06eb9d467e)

Long buttons (large buttons (I am 35 and yet still fight the forces of
chaos))
![Screenshot 2024-04-17
174202](https://github.com/tgstation/tgstation/assets/42397676/01fae7ff-8c51-4789-88ac-9d533e1f0eeb)
</details>

<!-- 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
Looks better, runs smoother, no clipping
<!-- 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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🆑
fix: TGUI Alerts shouldn't have such wonky buttons any more
/🆑

<!-- 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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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: lessthanthree <83487515+lessthnthree@users.noreply.github.com>

* MetaStation: Replaces the tools in the Primary Surgery Theatre with filled surgery trays (#82730)

## About The Pull Request

Replaces the tools on the tables with 2 surgery trays.

![image](https://github.com/tgstation/tgstation/assets/139372157/91d195f0-10d4-4b73-843a-a2da88fc5d33)

## Why It's Good For The Game

Makes surgery a bit less painful in the surgery theatre, Using tools
from a tray is much nicer than having to open the context menu on the
piles of tools on the tables.

## Changelog
🆑

qol: Replaced the surgical tools in the Primary Surgery Theatre with 2
Surgery Trays.

/🆑

* Fixes smart pipe & cryo gas reallocation (#82701)

## About The Pull Request

**1. Smart Pipe Problem**
 - Fill a pipe with any gas, plasma for e.g.
 - Unwrench the pipe to deconstruct
- The pressure sends you flying but notice plasma is nowhere to be seen
from the now destroyed pipe
 
**2. Cryo pipe connector problem**
The gas gets reallocated when the object is deleted. We only want this
when its deconstructed not deleted to prevent any side effects

This PR fixes them

## Changelog
🆑
fix: smart pipes release their gases into the air when unwrenched
fix: cryo pipe connector component has no side effects of gas
reallocation when deleted
/🆑

* Fix Primal Instincts (#82741)

## About The Pull Request

#82539 randomly made these two lines switch their AI controllers to idle
rather than on, when the intent was for them to wake up immediately to
do make the mob attack or fight or do something

## Changelog

🆑 Melbert
fix: Primal Instincts and Living Flesh should be a tad more reactive
/🆑

* Fix handcuffing (#82760)

## About The Pull Request

Changed this to an early return but then didn't invert the condition


## Changelog

🆑 Melbert
fix: You can handcuff people with 2 arms and you can no longer handcuff
people with 0 arms
/🆑

* Gets rid of UNIT_TESTS compiler warning (#82695)

## About The Pull Request

Basically every single CI Run is throwing the following warning:
```txt
code/modules/unit_tests/lootpanel.dm:24:warning (unused_var): new_box: variable defined but not used
```

You may find an example here:
https://github.com/tgstation/tgstation/actions/runs/8698627681/job/23855921813#step:9:24

This is pretty silly but I don't really know why we even have this
variable (I assume there's something far more complicated underneath the
surface based on what the unit test is asserting), but assuming it is
important let's just insert a do-nothing procedure to get rid of the
compiler warning while ensuring the unit test is actually operating as
it should.

I also don't really like the fact that this is a warning instead of an
error but let's tackle this problem one step at a time by at least
getting rid of the compiler warning in a quick advance PR while I dwell
on this issue (is there a way to get the Dreamchecker linter to look at
the unit test files? it's caught perfectly fine in the langserver)

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Makes dropdowns better (#82697)

## About The Pull Request
Kind of a pain to work with, confusing people with its prop names (many
such cases!)
After recently discovering deathmatch it's very obvious to me how broken
it is, so I made it less so
(now comes with a complete ui upgrade!)

It now scrolls with the selection and to the selection on open, which
felt like major QoL

<details>
<summary>pics/vids</summary>

In motion

![7627sWJ2nS](https://github.com/tgstation/tgstation/assets/42397676/982427b2-6dc8-4c91-90cf-6e17d211f5ae)

Deathmatch got some UI facelifts

![GAotCHxtZg](https://github.com/tgstation/tgstation/assets/42397676/769317ad-7a9f-410a-a60f-4ddfb377210c)


![Ca2UJSpxlY](https://github.com/tgstation/tgstation/assets/42397676/ea188cda-a79b-4ca0-9209-1c69f57231dc)

Fixes #75741

![image](https://github.com/tgstation/tgstation/assets/42397676/d30a1ae4-cf08-4512-9ce6-5499084647b4)

</details>

## Why It's Good For The Game
Better UX
Bug fixes
Potential exploit patched (ui validation for ai voice changer)
Fixes #81506
## Changelog
🆑
fix: Dropdowns received some much-needed QoL, like having the scrollbar
follow your selection.
fix: AI voice changer now shows its current voice selection.
fix: Deathmatch screen has been touched up.
fix: Prefs menu has their dropdowns simplified, hopefully fixing issues
/🆑

---------

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

* Fixes the NT SWAT helmet sprite (#82743)

* Mass Item Creation (#82455)

## About The Pull Request
Have you ever had to click the "Make" button a dozen times for a chef
making soup? I've also had it, so with this PR you can press the button
and everything will repeat itself as long as possible.

## Why It's Good For The Game
Makes life easier for chefs, now they can play chess on their cool
smartphone and craft food. (actually you can transfer it to other items
as well, see for yourself).

* Adds Retain volume flag on the ants reaction (#82718)

Fixes #82575

We'd expect feeding ants to always result in more ants I imagine.

* Borg movement now has sounds (#82704)

## About The Pull Request
adds sound effects to cyborgs when they move
Demo: 
https://imgur.com/a/7Mu98pQ

Open to feedback on this sound so please tell me what you think.
## Why It's Good For The Game
a hunk of metal moving at you without any sound is frightening
## Changelog
🆑 grungussuss
sound: cyborgs now have sounds to indicate they are moving
/🆑

* Use cell defined constants for various stuff (#82594)

## About The Pull Request
This re writes most cell power usage cases with 2 defines
`STANDARD_CELL_CHARGE`(Joules) & `STANDARD_CELL_RATE`(Watts) so changing
cell capacity values in the future won't cause discrepancies.

## Changelog
🆑
code: most cell power usages are scaled with defined constants to help
adapt to future changes
/🆑

* Plumbing machinery power & processing tweaks (#82702)

## About The Pull Request
- Plumbing machinery begins processing only when wrenched & ends
processing when unwrenched. The machines plumbing component
`/datum/component/plumbing/process()` already does this but the
underlying machines processing proc for e.g.
`/obj/machinery/plumbing/synthesizer/process()` is always processing
regardless of its wrenched state or not. We can optimize this & save
power when unwrenched

- Fixes #82621. This adds plumbing machines `idle_power_usage` on top of
its `active_power_usage` ensuring it only uses power when actively doing
work, So if your factory is say full of reagents & cannot do any more
work it will use less energy i.e almost enter an stand by mode,
efficiency

- Plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing most of the time

## Changelog
🆑
fix: plumbing machinery begins processing only when wrenched & ends when
unwrenched
fix: plumbing machinery uses energy only when wrenched & doing work,
will stop/use less energy when idle
fix: plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing for most stuff
/🆑

* Carps migrating through the station no longer idle so they don't get stuck after spawning until someone walks by. (#82744)

## About The Pull Request

Carps migrating through the station no longer idle so they don't get
stuck after spawning until someone walks by.

## Why It's Good For The Game

Bugfix for Carp Migrations.

## Changelog
🆑
fix: Carps migrating through the station no longer idle so they don't
get stuck after spawning until someone walks by.
/🆑

* Alt click no longer conflicts with mech suit [no gbp] (#82758)

## About The Pull Request
Get in the gundam shinji!!!

Context: Mech users hold ALT to disable strafe, which would trigger the
lootpanel to come up while committing war crimes (annoying!)

This prevents the panel from appearing and fixes the previous behavior,
meaning you can alt click your own mech to disable strafing.


![dreamseeker_mpU1ObsHNI](https://github.com/tgstation/tgstation/assets/42397676/59270585-a2c7-4fc6-a57a-aad6265d3543)

It also makes toggling strafe a balloon alert with sound. Parties for
all occupants!!
## Why It's Good For The Game
Fixes #82753
## Changelog
🆑
fix: Mecha pilots are no longer bothered by incessant loot panels while
holding ALT for strafe disable.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Adds a Wizard-themed map to the deathmatch (#81640)

## About The Pull Request
Deathmatch is severely lacking in HIGH IMPACT MAGIC LARPING. So I added
a big ass wizard arena. The arena itself is based off the wizard den.

Loadouts:
**Wizard:** Standard all-rounder. Got magic missile, jaunt, and
forcewall. Regular gear.
**Pyromancer:** Fire guy. Red robes, fireball, smoke.
**Electromancer:** Zappy guy. Lightning and tesla shock.
**Necromancer:** Is a skeleton. Has Scream for Me and blink.
**LARPer:** Straight from Station & Spessmen. Fake robes and can only
throw lightning and repulse.
**Chuunibyou:** Classic animage. Got chuuni buff and magic cards.
**Battlemage:** Melee fighter. Got some armor and a big hammer with
instant summons.
**Apprentice:** Underpowered until they find a mystery box. Got charge.
**Gunmancer:** Who needs magic when you have guns? Starts with an m1911,
lesser gun summons, and knock.
**Monkeymancer:** Is a monkey. Can summon monkeys and gorillas. Has a
banana.
**Chaosmancer:** Jumbled robes. Starts with a chaos rod. Can rod form
and summon traps for high chaos.
**Funnymancer:** It's just a clown with a banana staff.

The map itself is a pretty standard arena with a long sightline in the
middle. Each participant spawns in their own room complete with a magic
item box. The very southern portion of the ship has a standard mystery
gun box. Soon after the round starts, a hostile gelatinous cube in the
center of the map will break out and attack whoever it sees. Inside its
enclosure is a free death wand. Map has been tested to make sure
deathmatch participants can't escape the deathmatch.
## Why It's Good For The Game
Deathmatch provides a unique opportunity for people to play with
mechanics they will not often get to use. Allowing people to play wizard
for a few minutes shouldn't cause too much harm aside from admin logging
from explosions, which hopefully a fix is in the pipeline for.
## Changelog
:cl:Motho
add: Added wizard-themed deathmatch map.
add: Added mystery wand box.
/🆑

* Makes viewers() defines (#82767)

* Fixes Pseudo circuit delay & some missed cell define usages (#82771)

## About The Pull Request
- Fixes #82688 
If the circuit cost is<= 1% of `STANDARD_CELL_CHARGE` then the delay is
5 seconds, if the circuit cost is >= 50% of `STANDARD_CELL_CHARGE` then
delay is 1 minute. All other delay values are interpolated in between
these 2.
- Pseudo circuits don't use power when used on cooldown
- Makes `INSPECTOR_ENERGY_USAGE_*` defines values use standard cell
values
## Changelog
🆑
fix: pseudo circuit adapter computes recharge delay durations correctly
& won't use power when on cooldown
code: uses standard cell defines for N-spect scanner
/🆑

* Lava/Plasma River tiles now immerse you in them (#82736)

## About The Pull Request

This adds the "immerse" element to lava tiles. 

![lava tests but smaller
file](https://github.com/tgstation/tgstation/assets/28870487/a03555bf-6d2a-46d9-a437-da49a636a61a)

It's a tad hard to see because you're super on-fire, but it still looks
nice.
## Why It's Good For The Game

Eye candy, pretty...
## Changelog
🆑 Rhials
qol: Lava and plasma rivers now immerse you in them.
/🆑

* Adds `ALLOW_RESTING` to a bunch of items (#82761)

## About The Pull Request

Allows you to alt-click a bunch of items while resting. 

Fixes #82788

## Why It's Good For The Game

Some of these, such as storage, are bugfixes. You shouldn't need to be
standing up to configure a spray can, or change the direction of your
bedsheet

Others are just sensible changes. 

## Changelog

🆑 Melbert
fix: You can open bags with alt click while resting again
qol: Many items which previously required you to stand to alt-click now
don't, such as bedsheets and spray cans
/🆑

* Fixes sight range on lootpanel [no gbp] (#82765)

## About The Pull Request
When asked to make lootpanel visible at range they did not just mean
_any range_
AI alt click was a little weird (still is) but now it works

(TM BUG)
Fixes #82768

* Adds Omnitools for engineer and medical cyborgs, reducing on inventory clutter. (#82425)

[This PR is a bounty requested by Ophaq and worked on by
Singul0.](https://tgstation13.org/phpBB/viewtopic.php?f=5&t=36013)

All of the following description in this PR is written by Ophaq as to
what this PR entails:
In this PR, the medical and engineering cyborg's tools are completely
reworked and condensed into an arm similar to the implant a carbon would
get. The tools are shown in a radial wheel around the character to quick
select what is needed instead of looking for it in a cluttered bag of
items. There are a few tools such as the blood filter for the medical
cyborg, as well as the welder, gas analyzer, and t-ray scanner for the
engineering cyborg excluded from the radial wheel. mostly due to their
inherent inmodularity

![image](https://github.com/tgstation/tgstation/assets/127663818/f66425b3-771a-46a0-86e5-958124a3dd6f)

![image](https://github.com/tgstation/tgstation/assets/127663818/45e75c47-8f61-42aa-9ba3-01b25f266941)

Each cyborg gets two arms in case the player wishes to have one on the
side to quick swap to, like having a scalpel in one arm and a hemostat
in the other on the hotbar for convenience or just preference. An
upgraded version of the tools has been added to each respective cyborg
upgrade node with somewhat faster action speed. The upgrade replaces the
arms and transforms them into the "advanced" version which is currently
the same sprite as the regular but just a faster and more efficient
version. The sprites for the surgical arm currently look good but may
need replacing later if someone who wishes to resprite them down the
line decides to do so.
As it currently stands, the medical cyborg's magical bag of gadgets
takes up a lot of your screen space and as a player who plays medical A
LOT, this was a MUCH NEEDED quality of life feature.

The amount of clutter in a medical cyborg's bag makes it in my opinion,
hard to see at the bottom of the screen and a nuisance to constantly
close compared to other models. My standard set up for playing medical
cyborg on the hotbar is 1=med analyzer, 2=usually a secondary surgery
tool or injector, and 3=another surgery tool. The flow of gameplay
during surgery ends up being surgery tool, hit 3 and drop it, surgery
tool, repeat or for efficiency using X to swap between the two surgery
tools I need on 2 and 3. This gets tedious especially after so many
hours of playing medical cyborg. I know some people may disagree, but I
think it would help a lot of help to speed up this flow of gameplay
during surgery and declutter.

By turning the medical cyborg's toolset into an omni-surgery tool which
functions like the surgery arm implant's radial wheel, this would
greatly declutter by like an entire row and make things easier on
medical cyborg players. Having a secondary in the bag helps with
efficiency for those players who like having an extra tool on their
hotbar and swapping back and forth would also improve efficiency and
make less swapping by hitting Z needed. Additionally with the upgraded
version as an optional upgrade in the mediborg tech, this also lets them
be on par with players who use advanced tools late game but not at the
level of alien tools where players would obviously out compete a
mediborg in terms of action speed.

Engineering models also benefit from this rework but at a slightly
different and lesser way whereas certain tools are excluded such as the
welder, due to the way they work on refill and the gas scanner and t-ray
scanner not counting as tool components are not included in the arms.

Syndicate versions of the engineering and medical cyborg also get these
arms, unupgraded.
🆑
add: Adds an omnitoolset for both engineering and medical cyborgs,
containing various basic tools
qol: Engineer and Medical module inventory space is now significantly
decluttered
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Fixes dropdown displaytext not working for numeric values (#82778)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82697 broke the prefs menu
downstream; we have a couple of dropdown choices that are numeric but
that make use of `display_names` to map those choices to appropriate
strings.

The code was assuming that `value` would always be a string when calling
`capitalizeFirst(value)`. Basically it should be doing
`display_names[value]` when `display_names` are present.

## Why It's Good For The Game

Fixes an oversight/bug.

## Changelog

🆑
fix: dropdowns that use display_names as an alias for numeric values
will no longer cause tgui bluescreens
/🆑

* [NO GBP] HPLC can purify inverted chems (#82727)

## About The Pull Request
- Fixes #82725

Inverted chems are now coloured green and classified as clean (like
before my general maintenance PR) which means they can be purified
again.

Only chems that are too impure to use & have an inverted chem value are
coloured red in the UI and not when they are just of the inverted type

## Changelog
🆑
fix: HPLC can purify inverted chems and are now coloured green(clean) in
the UI
/🆑

* Lathes compute their local storage size correctly (#82770)

## About The Pull Request
Basically we have to add the material container before we call parent
Initialize(which calls `RefreshParts()`), else the container doesn't get
initialized early and we skip over computing storage sizes

## Changelog
🆑
fix: off station & round start lathes with local storage don't have
infinite storage size.
/🆑

* Arcmining QoL: GPS component to scanned vents and vent(pin)pointer (#82724)

## About The Pull Request
Scanning ore vents will now tag them on GPS so you can find them easily
when you are prepared (and remove them when they are tapped). Also adds
special pinpointer to help with finding unscanned vents in a first
place. And adds missing uranium overlays for scanned vents. Because why
not.
<details>


![image](https://github.com/tgstation/tgstation/assets/8430839/d13df20f-79c0-46a7-a602-81c630309a2d)


![image](https://github.com/tgstation/tgstation/assets/8430839/72690bec-dffd-41a8-8a5e-1ceb7ae182d0)
</details>

## Why It's Good For The Game
While looking at mineral density to find vents is somewhat fun and
entertaining, having some sort of upgrade to make finding them easier
adds a bit of a progression. Also re-finding already scanned vents can
be a bit annoying. You need to fill your backpacks with GPSs and tag
them manually. It is also inconsistent with geysers that are added to
positioning after you scan them. And with tendrils, which are always
visible.
## Changelog
🆑
add: added ventpointer that points toward nearby ore vents and can be
bought with mining points
balance: scanned ore vents can now be found with GPS
fix: fixed ore vents missing overlay icon for uranium
/🆑

* Fix oven tray runtime (#82782)

## About The Pull Request
Fixes a lil typo from the interaction refactors that broke the ability
to load oven trays from containers
## Why It's Good For The Game
squamsh bug
## Changelog
🆑
fix: loading oven trays from serving trays and other containers works
again
/🆑

* Fix flaky test detection (#82790)

- Add missing job pagination.
- Fix multiple jobs being able to fail if they aren't in
`CONSIDERED_JOBS`

* Add utf8 support for state laws button (#82789)

## About The Pull Request
Adds UTF-8 support for state laws HTML page. Now it supports more than
just English

## Why It's Good For The Game
Support for other symbols, such as cyrillic
![Screenshot 2024-04-21
015220](https://github.com/tgstation/tgstation/assets/31931237/57ca6d56-14da-4f10-a9b6-63b541c5eb5b)

* Update highest available sound channel (#82780)

Current channels are:
```
```
So, the highest available now is 1013

Updating the thing which everyone forgot for 7 years. Not that many
special channels were added either way

* Revert "Borg movement now has sounds" (#82795)

Reverts tgstation/tgstation#82704

The sound ingame appears much louder than the original author intended.
Not to mention that the sound loops stack for every borg moving near
you.

* Use defines for "General Research" where it's not used (#82785)

## About The Pull Request
There is a define for it, so why not use it?

## Why It's Good For The Game
Defines good

* [READY] the unfuckening of clothing rendering (#79784)

refactors clothing visors to use the same system, including masks being
toggled and stuff like riot helmets toggling using the same system and
welding helmets and such
adds a handler that updates all visuals in slots that an item has
obscured, each visual proc calls that so you no longer have weird shit
happening like having to hardcode a proc for heads where you need to
also update hair, mask, glasses everytime you put on an item

one thing here i could also do is make check_obscured_slots return the
HIDEX flags instead of item slots, because in 99% of cases its hardcoded
to be ran against specific slots (like eye code running it against the
glasses slot), but maintainers didnt seem to like that :/

fuck this 2003 bullshit

theres like several bugs here i fixed but i forgot them all and they are
small

* Allows vv investigate /appearance + better checking image (#82670)

* Fixes Alien Numerical Identifier Transfer System (#82762)

## About The Pull Request

Fixes #82756

I'm not sure what the root cause of the issue is or why it broke so
recently (this has been a thing since #49150) but I went and cleaned up
the code and ensured that we always reset the `name` to the `initial()`
value we have for it if we determine that we need to transfer over the
`numba` from the old xenomorph. This is done by a new proc which is a
lot less convoluted from the old system (always respecting var-edited
names and stuff like that) that should make it flow a lot better and
make it more hardy against double-addition of the `numba` to the name.
## Why It's Good For The Game

Having two numbers in your name is weird, should only have one.

[x] I tested this PR
## Changelog
🆑
fix: Evolved aliens should no longer have two numbers in their name.
/🆑

* [NO GBP] Fixes runtime in advanced camera console (#82699)

## About The Pull Request
We only unset machine if we have a user who has logged in

## Changelog
🆑
fix: Fixes runtime in advanced camera console when power is turned off
/🆑

* Refactors how basic ais do their success/failures (#82643)

* Rocky DLXIII: Fitness to Athletics, Athletics skill influences Boxing against Boxers, Boxing overhaul, Evil Boxing (#82611)

as the only meaningful reward

Basically just a rebranding so that it is more broad in its concept. It
isn't just about peak physique. It's about how you can apply it too.

Reaching Legendary rewards you with the Golden Gloves.

I started it in this pr here
https://github.com/tgstation/tgstation/pull/80635

But this is a more significant overhaul of boxing from the ground up.
Namely, it now is majorly influenced by the Athletics skill, and also
more thoroughly aligns with conventional punching in its current state.
However, a major component of this is that boxing's breadth of mechanics
is only relevant when used against another boxer. Non-boxer targets are
only ever going to get smacked by a stamina punch, as it is currently
(and more or less the same values too). Additionally, boxers cannot
punch someone who is either unconscious or in stamina crit, so it can't
be used to maintain stamcrit.

- Boxing now has a One-Two Punch mechanic. Swapping between the left and
right mouse buttons to punch and maintaining this causes every second
punch to do more damage (to boxers). Breaking this chain by punching
with the same button twice will cause you to lose damage (against
boxers).

- Boxing now can have crits occur below 50 stamina damage (against
boxers). However, to knock someone out clean, the target must be
staggered from a previous crit first. (Or I guess be staggered at all,
maybe their shoelaces were tied or something). Crit probabilities are
determined by adding your Athletics probability skill bonuses to your
unarmed effectiveness, and then reduced by the targets own Athletics
skill bonuses. It is hard for two athletes to knock each other out in
one blow. It is trivial for a legendary boxer to knock out a novice in a
single punch. Cybernetically enhanced boxers are dangerously effective
at boxing.

- Boxers can block other boxers by using throw mode, but the chances of
doing so is based on Athletics skill bonuses. A successful block causes
the attacker to take stamina damage (as does the blocker, but less so).

- Participating in boxing increases the Athletics skill. Your gains are
probably slower than normal training, but you at least get some reward
for doing so. Only relevant if your opponent is a boxer. Get a sparring
partner!

So this is all well and good, but what if you're a scoundrel with no
care for the other person in this equation? Well, that's where Evil
Boxing comes in. Evil Boxing has absolutely no restrictions at all, and
can freely use its boxing abilities against anyone. Even non-boxers. You
can even grab people! Wow, what a scumbag. I bet you even king hit
people. Thankfully, only an admin can make you into an Evil Boxer.

(against boxers)

Both mutations have a flimsy increase to instability of 5 because of how
incredibly particular the bonus is.

Strength now reduces the amount of stamina damage inflicted via
exercising by half. Strength also adds a +2 damage bonus on boxing
punches while boxing against boxers (this doesn't influence normal
unarmed attacks whatsoever, or boxing against nonboxers). Obviously,
evil boxers just get this benefit against everyone because they're
knaves.

Stimmed increases the duration of the exercised status effect by one
factor. (That is, if you have no other modifiers, it will double the
duration on its own)

@Jacquerel was racking their brain trying to come up with an alternative
to the skill rewards of Fitness. At the moment, sprite growth is not
only a really bad bonus (it does literally nothing but make you big, and
thus is actually a detriment due to how intrusive sprite size is with
interaction, and plays weird with other sprite changing effects), but
isn't really all that interesting for all the effort put in.

Problem is, how do you make Fitness meaningful without making it a
powergame mechanic? Simple! You make it applicable to a really niche,
self-contained but still utilized game mechanic that is engaging to
participate in and makes you meaningfully very good in it. AND scratches
that power scaling itch that many players have.

Boxing is reasonably self-contained as is, but pretty bland due to how
old it is. While maintaining that self-contained nature, I hoped to
expand the interactivity of boxing a little bit by giving it a small
mini-game in of itself. And also introduce ways to simulate the idea of
boxing a bit better.

The idea of being an Evil Boxer is funny. For every Rocky, there is a
[Insert Rocky Villain Here that isn't Creed]. But in this case, it's
probably some Syndicate douchebag looking to punch clowns into a coma
and inspire the mime to take up shadowboxing in revenge.

🆑
add: Replaces Fitness with Athletics; same skill, but now more
specifically applicable to boxing.
add: Athletics does not increase sprite size.
balance: Overhauls Boxing to add a lot more depth to the interactions.
Only applicable to other boxers, however. You can still punch the snot
out of non-boxers though. But only up to stamcrit or unconsciousness. No
hitting someone who can't fight back!
balance: Adds Evil Boxing, which is the evil and fucked up version of
boxing that you kill people with and are allowed to flout the sacred
rules of boxing as you please. Everyone is a victim!
/🆑

* Cargo ui refactor -> TS (#82745)

Refactors cargo ui, fixing some visual bugs, just making it look better
in general

Should be no gameplay effect other than it looking better

<details>
<summary>pics</summary>

![Il0e6EWjUa](https://github.com/tgstation/tgstation/assets/42397676/d16e83a5-ee36-4346-9411-7ea76907994d)

![Screenshot 2024-04-17
230621](https://github.com/tgstation/tgstation/assets/42397676/f5e15b04-c148-4be4-8f7e-7a195ac8e815)

![Screenshot 2024-04-17
235319](https://github.com/tgstation/tgstation/assets/42397676/d3085f70-74ca-41fb-bbcd-e3bd6c990cee)

![Screenshot 2024-04-17
234758](https://github.com/tgstation/tgstation/assets/42397676/95df59ae-e7e3-4349-a63c-7bfbe6777561)

Fixes #81442
![Screenshot 2024-04-18
000750](https://github.com/tgstation/tgstation/assets/42397676/2d97ba9c-68d7-4ac3-9ff8-3bc5cfecf0f6)

Made a type grabber for backend data in case you want to make your own
typescript uis
`logger.log(getShallowTypes(data))`

![image](https://github.com/tgstation/tgstation/assets/42397676/ff914895-3302-4aca-982c-46af3299a4af)
Otherwise cargo's data is unreadable

</details>

Any UI over 500 lines should get broken up to reduce cognitive load
~~Any ui in javascript shouldn't exist~~
Cargo UI is better
Typescript
🆑
fix: Cargo's supply console has been upgraded visually.
/🆑

---------

Co-authored-by: EricZilla <81941674+EricZilla@users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>

* Makes lavaland stone tiles prevent immersion (#82807)

## About The Pull Request
Adds the same trait that lavaproof rods have to the stone tiles, so
things can continue being visually outside of the lava
## Why It's Good For The Game
this shit looks goofy

![324271923-9c1e353d-70ff-4321-839c-8bac2fd03c01](https://github.com/tgstation/tgstation/assets/25628932/d120458d-8f65-418c-a0c8-7d1f939a472b)
## Changelog
🆑 FlufflesTheDog
fix: Stone tiles (and things on them) no longer get immersed in lava
/🆑

* Getting up from prone, z movement, and mod de/activation don't do cogwheels (#82794)

Adds `hidden` to getting up (from prone), moving up (z-movement), moving
down (z-movement), and de/activating MODsuits

- Getting up from prone happens very often, makes it a bit hard to
differentiate when people are doing actions or just crawling around.
    - If we want feedback for getting up, should just be a chat message.
- Moving up and down is just movement. Only affects using the verbs.
- Same as before: If we want feedback, it should just be a chat message.
- Other methods of moving up/down (IE, ladders) are untouched / retain
their cogwheel.
- De/activating modsuits have their own visual feedback and sound
effects associated. Both feels unnecessary.

🆑 Melbert
qol: Getting up from prone, moving up or down a z-level (not via
ladders, naturally. Like flight), and de/activating your modsuit no
longer shows cogwheel effect
/🆑

* [NO GBP]Inversely scale mechanical favor with STANDARD_CELL_CHARGE. (#82801)

## About The Pull Request
Makes the mechanical sect cell sacrifice favor adjustment inversely
scale with STANDARD_CELL_CHARGE. This reduces it by a factor of 1,000.
## Why It's Good For The Game
So they don't get 1,000 times the favor as intended from a cell.
## Changelog
🆑
fix: Fixes mechanical sect gaining 1,000 times the favor from a cell
sacrifice.
/🆑

* Fix all types of damage to the head causing brain damage (#82763)

## About The Pull Request

5 months ago when I separated this stuff out to its own proc I forgot a
damagetype check.

## Changelog

🆑 Melbert
fix: Only brute damage causes brain damage when applied to the forehead,
rather than all damage types
/🆑

* Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it (#82792)

## About The Pull Request

If we say something is a Modal it should actually be a Modal

## Why It's Good For The Game

You can now use this system in other windows if you want.
Fixed the misnomer.

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)

## About The Pull Request

Creates a higher capacity version of the SMES unit that spawns in with
super capacity cells, as well as a full version. Places the full version
into all the AI sats (which all have independent grids for the most
part), some remote space ruins and the mining base. These SMES units are
intended for areas where players aren't expected or cannot reasonably be
expected to constantly monitor power usage within the length of a
standard round.

Miners can access their power stations, telecommunications box and
atmospheric station on the mining base. They're really the only people
who care, after all.

The gulag's SMES (also now upgraded) no longer saps power from the main
base due to having its input terminal rigged to the main base power
grid, and thus demanding all power from the grid greedily. To revert
this in-game is a single power cable placed back east of the SMES unit.

## Why It's Good For The Game

The power changes made some of the once largely low-maintenance areas
much more likely to run out of power more quickly than you would expect.
These aren't areas expected to be maintained or monitored by engineering
(probably because they're not easily accessed), and they're just kind of
troublesome to deal with on a round-to-round basis.

Mining had this problem triple-fold. It had significant drain with no
convenient method of installing power generation at all, miners couldn't
access what power generation there was without using their 'skeleton
key' to open the way (only engineers could, and they aren't expected to
come down to mining at all), and even then, there was the gulag SMES
just eating all the power anyway. I'm pretty sure that SMES unit was the
biggest culprit of them all, but I think this conveniently future proofs
these issues for the time being.

## Changelog
🆑
add: Adds a higher capacity SMES unit to lower maintenance areas and
maps.
fix: Miners can actually access and fix their engineering issues on the
lavaland base via the engineering section of the base.
fix: The gulag SMES unit is no longer needlessly draining the entire
power grid of the main mining base.
/🆑

* Revert "Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)"

This reverts commit af8d69f889.

* New views for mc controller ui (#82769)

## About The Pull Request
Lots of qol improvements for controller tgui

- Auto sort order based on type
- Bar view for items in deciseconds

<details>
<summary>vids</summary>

in a live round

![image](https://github.com/tgstation/tgstation/assets/42397676/52fd4677-763a-4ea9-965a-386ab59cd353)

modals

![Tzp0i9yfwP](https://github.com/tgstation/tgstation/assets/42397676/06ca6d9e-c528-4f02-8dbb-d302d2380396)

bar view with defaults for decisecond sorts

![2X6IqQIE7c](https://github.com/tgstation/tgstation/assets/42397676/88b80fd4-1116-4ba1-aa0b-6bac56827e6b)

</details>

## Why It's Good For The Game
Better admin tools
## Changelog
🆑
add: Admin tools buffed, check the Controller Overview
add: Controller Overview moved to debug tab
/🆑

* Revert "Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it" (#82841)

Reverts tgstation/tgstation#82792

* [no gbp] Fixes cargo express console (#82843)

## About The Pull Request
Cargo express console does not send amounts by name

Fixed and touched up the express console a bit
![Screenshot 2024-04-22
195254](https://github.com/tgstation/tgstation/assets/42397676/c099cdc0-6b4d-4348-9b5b-f9d4cc325d0b)
## Why It's Good For The Game
Bug fix (no issue yet)
## Changelog
🆑
fix: Cargo express console fixed: No more bluescreen
/🆑

* Plumbing & chem reaction chamber patches (#82781)

## About The Pull Request
1. Both Plumbing & Chem reaction chamber will use the beakers
`heat_capacity()` proc instead of the formulae `SPECIFIC_HEAT_DEFAULT *
reagents.total_volume`. This yields the exact same results as before but
will mean in the future if individual reagents heat capacities are
changed then the heating effects will be accurately reflected here. It
also uses that amount of power for heating
2. Plumbing rection chamber will not use energy when its either
'emptying' or when no reagents are present in its internal buffer
3. You can hit the chem reaction chamber with items like beakers,
screwdrivers, crowbars and what not

## Changelog
🆑
fix: plumbing & chem reaction chamber heating effects accurately reflect
the beakers heat capacity & power usage
fix: plumbing reaction will not use power when emptying or when there
are no reagents to heat
fix: you can hit the chem reaction chamber with items like beakers,
screwdrivers, crowbars and what not
/🆑

* fixes brimdemon AI (and some other mobs) (#82831)

## About The Pull Request
i noticed brimdemons werent attacking when i tried investigating the
problem i saw it extends to other mobs

## Why It's Good For The Game
brimdemons, as well as other mobs, will behave normally

## Changelog
🆑
fix: brimdemons (and other mobs) will act normally
/🆑

* Implements data systems (#82816)

## About The Pull Request
Subsystems currently come in two different flavors:
1. Systems that process at intervals with the master controller
2. Global data containers that do not fire

And I think they should be split up...


This moves 4 non firing, non init subsytems -> datasystem

## Why It's Good For The Game
Clarity in code

* fixes ammo_bench data system

* [no gbp] express console: Bluescreen on cart (#82844)

## About The Pull Request
Truly,
## Why It's Good For The Game
Bug fix before you even issue report it

* Adds Medieval Pirates (and small assault_pod change) (#82392)

## About The Pull Request

(short, slightly outdated video compilation of the pirates)
https://youtu.be/j9BNFzcUSjc

Adds the **MEDIEVAL WARMONGERS** pirate gang, these pirates are focused
on causing chaos directly on the station with the use of melee weaponry
and swarming tactics.
they are not very smart when it comes to using technology, so they crash
in the station in an attempt to dock.

the pirates spawn with the NOGUN trait as they have never used guns
before but have access to dashing and the unbreakable component(small
heal burst upon reaching crit).
Warlord spawns with a better version of hulk(isnt removed upon crit and
can still do stuff while critted) and gigantism mutation by default
because ~~Chad Maximus~~ the other pirates require someone to run to
when stuff like flashbangs, batons or lasers are present. The warlord
spawns with a boarding axe which is a better axe that is good at
destroying things and a meat hook. **there's a total of 5 pirates.**

the pirate shuttle has:
- thermite barrel and 3 large beakers
- single weak claymore
- 3 extra military spears
- 3 kite shields
- 3 heavy bolas
- 4 regular bolas
- a stack of wood
- 2 stacks of mourning poultice (15 uses each)
- one burn medkit

**shuttle was made by striders18, big thanks to him**

![image](https://github.com/tgstation/tgstation/assets/114047053/766d0b96-4487-47d3-b524-70d811ce4d73)


things added:

- the new pirate gang
- a gamberson jumpsuit
- crude armor (good melee and wound protection but lacks on the rest)
- warlord armor (extreme protection at the cost of slowdown)
- a shortsword(bootleg claymore with 30 block chance and goes on belt
instead of back)
- military spear (better at throwing, better wounding, deals blunt
wounds instead of sharp)
- axe with better damage and demolition mod for the warlord
- a var to specify the name of the landing zone destination for the
assaultpod
- an assault pod targeting device item for the medieval shuttle
- a thermite barrel
- kite shields
- new hulk variant that doesnt go away when crit and has tenacity
## Why It's Good For The Game
I always liked the chaotic nature of the russian bounty hunters that
would come from their extra numbers and lack of tools. i thought
something of a similar idea on pirates would be good, a very direct and
scary militia rushing in with sword and faith would create some awesome
scenarios

## Changelog
🆑
add: New heavy weight pirates, medieval warmongers
add: Adds military spear, shortsword, boarding axe, kite shields
add: Adds warlord and crude armor
add: Adds medieval shuttle (made by striders18)
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* fix for pirate suit

* Adds sorting options and a search bar to the crew monitor (#82732)

## About The Pull Request
This PR adds buttons in the crew monitor UI to sort by name, position,
or vitals, as well as a search bar for searching for specific people.
For vitals, people are sorted first by life status (living, crit, dead,
etc), then by damage. Also TS-ifies the UI.



https://github.com/tgstation/tgstation/assets/42454181/a7c0c262-8ea7-4e9f-8de6-6b9cf7481b23


## Why It's Good For The Game
Currently, finding a specific person, or a person in a specific place,
is a pain in the butt with the crew monitor. You have to go through an
unsorted list of people grouped only by department. Don't know the
person's job? Tough luck, you're going down the list one by one. It is
not at all a friendly user experience. With this PR, it becomes a
breeze, and makes the crew monitor much easier to use.
## Changelog
🆑
add: The crew monitor now has sorting options and a search bar.
/🆑

* Accessing Datasystem Manager from MC controller panel (#82848)

* [NO GBP] fixes issues with human rendering fixes (#82852)

## About The Pull Request
fixes #82838, forgot to add the attack_self there
fixes #82869
fixes the atmos hardhat not using flags_inv and transparent_protection
correctly (you could pull off someones glasses through it for example
makes modsuits use the new rendering stuff
fixes rendering stuff not working correctly with adjustable clothing
fixes quick equip dropping the item if you cant equip it

## Why It's Good For The Game
waow its awesome

## Changelog
🆑
fix: you can no longer take off someones glasses or mask through atmos
hardhat
fix: once you adjust a welding helmet or something it no longer makes
your cigarette or sunglasses invisible
fix: welding gas mask works once again
fix: quick equips dont drop the item if you cant equip it
/🆑

* fixes erp slots

* Redoes how appearance VV works because it scares me (#82851)

* [NO GBP] Critical fixes for cyborg omnitools (#82825)

## About The Pull Request
Fixes several critical fixes for cyborg omnitools, surgical omnitools in
peculiar. Which is:
1. bonesetter omnitool can do compound fracture surgery now
2. omnitool butchering not properly disabled works (why didn't that
runtime. fucking dreammaker)
3. omnitool surgery_initiator not properly disabled
4. cautery in offhand not working

Fixes #82805
Fixes #82868

Honestly I have now regretted for doing this kind of implementation at
the start. with how shoddily coded it is.
Planning to refactor cyborg omnitools, admin omnitool and ayys omnitool
(all have the same base of implementation) to be less snowflakey. but
that's for the future. and will take some time. This is a bandaid fix
for now
## Why It's Good For The Game
this is cbt
## Changelog
🆑
fix: fixed cyborg bonesetter not working for compound fractures
fix: butchering not disabling in cyborg omnitool
fix: fixes a bug where if you select the omnitool it would be stuck in
surgery initiator mode
fix: cautery in off hand for cyborg omnitools not working
/🆑

* fixes ai controllers hard deletes (#82861)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/138636438/47010ad2-64ef-40dd-94d3-b928e4216d1b)
i noticed almost all ai controllers were being hard deleted, its because
the controller itself was being addedto the behavior_cooldowns list
rather than the behavior itself

## Why It's Good For The Game
fixes hard deletes

## Changelog
🆑
/🆑

* [no gbp] actually fixes bot access (#82809)

## About The Pull Request
real fix to bots having AA. also i forgot to address simple bots in my
previous attempt so this fixes them too

## Why It's Good For The Game
fixes bots having AA 

## Changelog
🆑
fix: all bots have their normal accesses restored
/🆑

* [no gbp] Adds silicon interaction flags (#82822)

## About The Pull Request
A few items with special silicon interactions did not have the proper
flags to permit their use at distance (airlocks for instance)
## Why It's Good For The Game
Fixes #82800
## Changelog
🆑
fix: Restored silicon alt-clicking capability
/🆑

* Monkey eyes fix and noticable organ display refactor; AI monkeys no longer catatonic (#82669)

## About The Pull Request

It turns out monkeys being catatonic got broken 2 years ago in a PR that
was meant to fix something else; also, it turns out monkeys are supposed
to have primal eyes when turned into humans, and that got broken too. I
fixed both of those things, and while I was at it I did a refactor to
make it easier to give noticable organs (or anything else that you'd
want correct pronoun and verb tenses) easier to implement.

1) AI controlled mobs now properly display their noticable organs when
appropriate
2) Added some macros and a helper proc for replacing appropriate
pronouns and verb tenses in text
3) The noticable organ HTML is no longer broken, so you can pass text
with spans into it, if you want the text to be pretty or big or whatever
4) Monkeys are no longer catatonic if they have an active AI controller;
this goes for any carbon actually but I think monkeys are the only one
with AI controllers at the moment
## Why It's Good For The Game

Fixes the logic for displaying organs on AI controller mobs (currently
monkeys)
Makes it easier to add these kind of organs for carbons, AI controlled
or not, in the future

Look! An actual use-case for split editor:

![image](https://github.com/tgstation/tgstation/assets/49173900/8cd0d69e-8091-4431-9418-6bd29e1713b5)
## Changelog

Humanized monkeys now have their primal eyes again; monkeys with active
AI are no longer catatonic.
🆑 Bisar
fix: AI controlled monkeys are no longer catatonic, and they have primal
eyes again when turned into humans.
spellcheck: Noticable organs now have more modular grammar, and their
current grammar is fixed.
refactor: Refactored the code for displaying the messages for noticable
organs.
config: Added a documented define of all our pronouns
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* DNA Infusion Refactor: Separates DNA Infusion Behavior from DNA Infuser (#82829)

## About The Pull Request

- infuser entries global is now an assoc list type -> singleton. makes
it easier to pick specific entries as needed
- separated infusion behavior onto both movable level (for machine
occupants and things that can potentially be infused) and human level
(for the actual infusion into a human)

- [x] tested

## Why It's Good For The Game

Upcoming plans is to fix up maintenance sect's organ replacement system
that just so happens to work a lot like how infusions do with actual
infusion mechanics, and that requires this prerequisite. In general
outside of that vision I see a lot of potential in alternate infusion
sources, from wherever they may be.

## Changelog
no player side changes, this is a refactor

---------

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Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: uaioy <114047053+uaioy@users.noreply.github.com>
Co-authored-by: Nick <42454181+Momo8289@users.noreply.github.com>
Co-authored-by: Joshua Kidder <49173900+Metekillot@users.noreply.github.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2024-04-29 21:15:33 +02:00
Useroth
59d74624b1 Upstream power stuff combined and shit (#27284)
* Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579)

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

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

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

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

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

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

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

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

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

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

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

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

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

---------

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

* Corrects Suit Storage Unit charge rate  (#82192)

## About The Pull Request

Adjusts SSU charge rate according to the new conversion ratio. 

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

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

## Changelog

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

* Corrects EVA thermal regulator cell cost (#82195)

## About The Pull Request

Another unit not converted to watts / joules

## Changelog

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

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

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

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

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

---------

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

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

## About The Pull Request
Continuation of #82197.

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

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

---------

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

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

## About The Pull Request
Continuation of #82198

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

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

---------

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

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

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

* Fixes recharge stations charge rates (#82191)

## About The Pull Request
- Fixes #82190

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

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

---------

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

* Fixes space heater power usage (#82208)

## About The Pull Request

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

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

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

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

## Changelog

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

* General maintenance for reagent grinder (#82161)

## About The Pull Request

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


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

---------

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

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

## About The Pull Request

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


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

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

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

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

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

## Why It's Good For The Game

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

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

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

## Changelog

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

---------

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

* Fixes modular computer boot-up (#82254)

## About The Pull Request

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

PDA will now consume base active power usage during startup.

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

## Changelog

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

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

## About The Pull Request
Continuation of #82204

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

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

---------

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

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

## About The Pull Request
Continuation of #82227

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

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

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

---------

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

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

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



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

---------

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

* Space heater power and heating tweaks (#82344)

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

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

* Improved lathe error message (#82260)

## About The Pull Request

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


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

## Why It's Good For The Game

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

## Changelog

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

---------

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

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

## About The Pull Request

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

### The Main Thing


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

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

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

### The OTHER Things

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

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

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

## About The Pull Request

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

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

* cell chargers now bypass APCs (#82309)

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

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

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

* Let ethereals starve again (#82308)

## About The Pull Request

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

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

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

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

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

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

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

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

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

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

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

---------

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

* Update lead acid batteries charge values (#82510)

## About The Pull Request

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

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

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

* This should do for modular code, for now.

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

Continuation of #82227

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

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

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

---------

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

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

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

* Mechbay & modsuit recharger tweaks (#82337)

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

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

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

## About The Pull Request

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

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

### Killing Probably Dead Code

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

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

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

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

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

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

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

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

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

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

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

## Why It's Good For The Game

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

* Oops. There we go.

* Oh, these two too.

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: moocowswag <62126254+moocowswag@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Archie700 <archie712@hotmail.com>
Co-authored-by: Blacklist897 <149209377+Blacklist897@users.noreply.github.com>
2024-04-12 06:33:40 +02:00
SkyratBot
37bc259bb0 [MIRROR] Refactor removing unused defines. (#26998)
* Refactor removing unused defines. (#82115)

Refactors a lot of the unused defines.

Refactors a lot of the unused defines.

Nothing player facing

---------

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

* Oh well. I hope this works fine.

---------

Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-03 03:39:46 +02:00
SkyratBot
5638c1f642 [MIRROR] Don't use turf icons for abilities (#26712)
* Don't use turf icons for abilities (#81720)

## About The Pull Request

Fixes https://github.com/wall-nerds/wallening/issues/100
Replaces a couple of instances of abilities using the icons of walls or
floors with different, somewhat more descriptive icons.

I will be honest I do not understand why two of these were even using
iron walls as an icon.
Both of these instances were cases of "I want to surround something" so
I have replaced them with this icon:

![image](https://github.com/tgstation/tgstation/assets/7483112/264da818-5c33-4093-b993-45ee1b06c24f)

I have also replaced the "freeze floors" ability icon with the ice cube
icon, rather than a 32x32 ice floor icon.

![image](https://github.com/tgstation/tgstation/assets/7483112/524af0ac-4128-4bd3-a3f0-f82583f6cbcb)

I removed a bunch of old copies of goggles items from the `robot-items`
dmi and made them just reference the corresponding item sprites that
they were copies of, because they were out of date with the items and
using deprecated sprites. X-Ray now just looks like the red sam fisher
goggles instead of a caution sign (not that it is obtainable in game).

Oh also I added a tooltip to Ice Demon afterimages because it didn't
have one.

## Why It's Good For The Game

The previous icons don't even look like anything.

## Changelog

🆑
image: Bubblegum Hallucination Surround Charge, Wendigo Shockwave
Scream, and Ice Demon Floor Freeze all have more appropriate action
icons.
qol: Adds a tooltip to Ice Demon Afterimages ability.
image: Cyborg view items now use the same sprites as their corresponding
goggles instead of old versions of those sprites.
/🆑

* Don't use turf icons for abilities

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-03-01 18:38:37 +01:00
SkyratBot
74661326ce [MIRROR] Fixes some issues with paper planes (#26543)
Fixes some issues with paper planes (#81453)

1. paper's examine was defined twice, which made spacemandmm throw a
minor notice about
2. paper's altclick had a second arg for some item, which would never be
the case because that's not a real arg
3. there was a check for src's type, now just removed to the type's
altclick
4. some papercode was sitting in paper plane code file, now moved

the rest is misc changes such as replacing camelCase and using SECONDS.

None of this is player-facing but it's updating some rather old code to
more modern code standards.

Nothing player-facing.

---------

Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-21 23:48:39 +01:00
SkyratBot
4c0fd903f3 [MIRROR] bindable action buttons (#26536)
* bindable action buttons (#81371)

## About The Pull Request
### work started 12/12/2023

you may alt-click action buttons to bind them to a key
these are subject to click cooldown and if an action successfully
triggers click cooldown is triggered so you cant instantly do multiple
alt-click again to unbind
## Why It's Good For The Game

moving your mouse to the top left corner to do combat is not good
gameplay

## Changelog
🆑
qol: you may altclick action buttons to bind them to a key
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* bindable action buttons

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2024-02-17 08:24:48 -05:00
SkyratBot
914b0272d4 [MIRROR] Fixes Mob Action Cooldowns (Ash Drake) (#26331)
* Fixes Mob Action Cooldowns (Ash Drake) (#81211)

## About The Pull Request

Fixes #80236

Ash drake abilities were rewritten to not be slept and instead use async
which messed up the cooldown timing

Also rewrites several cooldowns to not use a 360 second cooldown hack

## Why It's Good For The Game

Abilities being used at the proper time is very cool

## Changelog

🆑
fix: Ash drake's fire breath attack has proper cooldowns again
/🆑

* Fixes Mob Action Cooldowns (Ash Drake)

---------

Co-authored-by: Whoneedspacee <yougotreallyowned@gmail.com>
2024-02-02 11:43:09 -06:00
SkyratBot
f372b2df2d [MIRROR] Legion Mob Abilities (#26256)
* Legion Mob Abilities (#81082)

## About The Pull Request

Converts legions hardcoded abilities to the cooldown action / mob
abilities system.

I also took the liberty of converting the hacky 360 second cooldowns in
a lot of the mob actions into simply disabling other abilities while the
ability is active, this will make it easier to have bosses without
everything on a shared cooldown and also not allow abilities to be used
simultaneously.

## Why It's Good For The Game

Paving the way for basic megafauna.

## Changelog

🆑
refactor: Legions abilities have been changed into actions that can be
added to any mob.
/🆑

---------

Co-authored-by: Changelogs <action@ github.com>

* Legion Mob Abilities

---------

Co-authored-by: Whoneedspacee <yougotreallyowned@gmail.com>
Co-authored-by: Changelogs <action@ github.com>
2024-01-28 00:00:32 -05:00
SkyratBot
7551828a29 [MIRROR] Fixes a spurious CI runtime in do_charge() (#26221)
* Fixes a spurious CI runtime in do_charge() (#81048)

## About The Pull Request

Fixes this runtime here

![firefox_ukNfWhCyF1](https://github.com/tgstation/tgstation/assets/13398309/460157ed-2c18-44c0-9339-49da6fc605d0)

These signals can evidently be overridden and some of these were missing
the override = TRUE parameter.

## Why It's Good For The Game

Less CI fails

## Changelog

🆑
fix: fixes a spurious CI failure from do_charge() signal overrides
/🆑

* Fixes a spurious CI runtime in do_charge()

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-01-25 09:29:18 -05:00
SkyratBot
7b9ccd564b [MIRROR] Fixed runtime from unowned cooldown actions (carp rift) [MDB IGNORE] (#26085)
* Fixed runtime from unowned cooldown actions (carp rift) (#80895)

## About The Pull Request

This might not be the most correct fix but it *makes sense*.

Some actions can not have an owner if it is unowned, so this check would
runtime.

![image](https://github.com/tgstation/tgstation/assets/51863163/b4787b7f-f481-4601-bdb1-ad001e0fea2a)

I assume carp rift is unowned in some places?

* Fixed runtime from unowned cooldown actions (carp rift)

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-01-12 03:17:10 +01:00
SkyratBot
4670976b98 [MIRROR] Fixes every instance of 'kenetic' in the codebase [MDB IGNORE] (#26008)
* Fixes every instance of 'kenetic' in the codebase (#80782)

## About The Pull Request

There were several instances of this being misspelled as 'kenetic'
rather than kinetic. This fixes that.

## Why It's Good For The Game

oughe

## Changelog
🆑
spellcheck: Corrects every misspelled 'kenetic' in the codebase.
/🆑

* Fixes every instance of 'kenetic' in the codebase

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2024-01-05 20:17:05 +00:00
SkyratBot
4ecf8128e1 [MIRROR] Changes the scope component to be appliable to other items and not just guns. Binocs and the Curator's mothic cap use it. [MDB IGNORE] (#25962)
* Changes the scope component to be appliable to other items and not just guns. Binocs and the Curator's mothic cap use it.

* Update moth.dm

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2024-01-04 21:40:24 -05:00
SkyratBot
9a3fb5c5c1 [MIRROR] FOV is Dead (Long Live FOV) [MDB IGNORE] (#25600)
* FOV is Dead (Long Live FOV)

* Update _megafauna.dm

* Update _vehicle.dm

* FOV Hotfix: Actually offsets gameplane render relays

* removes redundant visual_shadow

* removes GAME_PLANE_UPPER references

* Update mob_movement.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-23 17:47:07 +00:00
SkyratBot
9c60ff1de1 [MIRROR] Removes Clone Damage [MDB IGNORE] (#25429)
* Removes Clone Damage

* Update blackbox.dm

* Modular

* Update schema

* Update database_changelog.md

* More modular deprecated clone things

---------

Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-12-04 23:01:54 -05:00
SkyratBot
44a94b071a [MIRROR] Sign Language action now properly updates its background when toggled [MDB IGNORE] (#25376)
* Sign Language action now properly updates its background when toggled (#80052)

## About The Pull Request

Changes two lines in `sign_language.dm` such that it actually updates
its background when toggled, rather than only when forced to update by
some other signal.
## Why It's Good For The Game

The Sign Language action has a visual distinction for whether it's
active or not, but it did not update this properly when toggled. This
fixes that problem.
## Changelog
🆑
fix: Sign Language action properly toggles between an active/inactive
background again.
/🆑

* Sign Language action now properly updates its background when toggled

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2023-12-01 18:33:23 -06:00
SkyratBot
b237afa316 [MIRROR] Mob attackedby / check_block refactor, plus some minor cleanup of attack_x procs [MDB IGNORE] (#25079)
* Mob `attackedby` / `check_block` refactor, plus some minor cleanup of `attack_x` procs

* Fix the race condition

* Modular

* Ooops

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-11-18 02:19:31 -05:00
SkyratBot
febee3ad4c [MIRROR] Adds a toggle action to implant HUDs [MDB IGNORE] (#25078)
* Adds a toggle action to implant HUDs (#79777)

<!-- 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 an action for all implanted HUDs to toggle them on and off. The
default state is on, and the state is toggled appropriately when the
implant is added or removed. This is done by using hud.hide_from and
hud.show_to.
<!-- 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
Quality of life change for roleplay situations where the HUD is usless
clutter.
<!-- 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. -->

🆑
qol: Implanted HUDs can now be toggled on and off with an action.
/🆑

<!-- 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: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Adds a toggle action to implant HUDs

---------

Co-authored-by: Shroopy <delyth@shroop.net>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2023-11-17 23:36:26 -05:00
SkyratBot
2f4010c992 [MIRROR] Removes final remnants of 'targetted' [MDB IGNORE] (#24927)
* Removes final remnants of 'targetted' (#79626)

## About The Pull Request

Finishing what https://github.com/tgstation/tgstation/pull/79513/
started, removes 'targetted' typo from code. Also updates the basic mob
guide with the new updated var names.

## Why It's Good For The Game

Typos bad. Accurate guides good.

## Changelog

🆑
code: gets rid of the rest of the instances of 'targetted' typo from
code
/🆑

* Removes final remnants of 'targetted'

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-11 08:11:32 -05:00
SkyratBot
42d245a4be [MIRROR] Basic Guardians/Holoparasites [MDB IGNORE] (#24921)
* Basic Guardians/Holoparasites (#79473)

## About The Pull Request

Fixes #79485
Fixes #77552

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

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

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

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

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

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

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

## Changelog

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

---------

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

* Basic Guardians/Holoparasites

* Modular

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-11-11 07:07:34 -05:00
SkyratBot
c70114c343 [MIRROR] Fix split personality commune being unusable I think [MDB IGNORE] (#24923)
* Fix split personality commune being unusable I think (#79631)

## About The Pull Request

Likely fixes #79586 and likely fixes #78081 .

Split persons's loc is their parent mob, so they were being disallowed
from casting due to not being loc's in a turf.

Further testing required

## Changelog

🆑 Melbert
fix: Split persons can talk to their host once again
/🆑

* Fix split personality commune being unusable I think

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-11-11 01:02:23 -05:00
SkyratBot
fa5430714f [MIRROR] Shapechange health transfer tweaks [MDB IGNORE] (#24590)
* Shapechange health transfer tweaks

* Fix diffs

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-26 06:16:19 -04:00
SkyratBot
af9ed1ee04 [MIRROR] Basic Space Dragon [MDB IGNORE] (#24340)
* Basic Space Dragon (#78979)

* Basic Space Dragon

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-14 19:35:25 -04:00
SkyratBot
4769d47f24 [MIRROR] Grand Ritual Finale: An end to death [MDB IGNORE] (#24053)
* Grand Ritual Finale: An end to death (#78497)

## About The Pull Request

Adds a new Wizard Ritual Finale effect which makes everything immortal.
By this I mean, 10 seconds after death a ghostly image of them will
appear somewhere near where the corpse was and then 50 seconds after
that the mob will return to life at that location.
This applies to every mob, everywhere.
This is likely to cause a little bit of disruption to the rest of the
round, so you can only do it after at least 30 minutes have passed.
After that the crew will have to figure out how to deal with their new
gift of immortality. It will involve throwing people into chasms and
lava, probably.

![dreamseeker_7SwMsSrnt1](https://github.com/tgstation/tgstation/assets/7483112/5b794bcc-fcba-46b5-b228-e95aa685942d)
Here's a gif sped up for example purposes.

You can escape from the cycle of death and rebirth via suicide, purely
because it's pointless to try and force people to play the video game if
they don't want to.

Also I split all of these effects into their own files, the only new
code for those is in `immortality.dm`

shout out to Vekter for distracting Oranges while I posted this
wizard-related PR so I didn't get disapprovingly reacted for posting
magic shit (yet)

## Why It's Good For The Game

This might be _too_ much but I want to see what would happen.
It will allow us to simulate whether polite society can survive when
violence has no consequences.

## Changelog

🆑
add: Wizards who complete the grand ritual can now gift everyone with
eternal life
/🆑

* Grand Ritual Finale: An end to death

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-09-30 23:57:44 -04:00
SkyratBot
591d7b649f [MIRROR] bitrunning hotfix 2 [NO GBP] [MDB IGNORE] (#24011)
bitrunning hotfix 2 [NO GBP]

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-30 00:16:11 -04:00
SkyratBot
06fa6543db [MIRROR] Heretic Ascension Tweaks [MDB IGNORE] (#24024)
* Heretic Ascension Tweaks (#78472)

## About The Pull Request

Some changes to Cosmic and Knock heretic ascensions, in response to
feedback.

- Cosmic Heretics can no longer control their summon while jaunted.
- Additionally the death link element the Star Gazer used... wouldn't
work if there was more than one cosmic heretic. I refactored it into a
component, so that it would.

Frankly there are probably a lot of _other_ abilities which shouldn't be
usable while jaunted but are, but I have been burned in the past by
adding defaults which were applied too widely so we'll leave it
case-by-case for now.

- The Knock rift can no longer summon Flesh Worms of any kind.
- But it _can_ summon fire sharks (we really need to reflavour these...)
and any future "basic mob" heretic mobs (or ones which are converted).
- Additionally the rift can't be clicked by ghosts while it's polling
ghosts automatically because that would create funky empty-minded mobs.
- Finally it goes away when the heretic dies.

## Why It's Good For The Game

For Cosmic Heretics, controlling the Star Gazer in conjunction with
Space Jaunt essentially meant that the heretic was playing an RTS as an
invincible observer with an invulnerable unit, now they have to actually
be present and killable in order to sic The Beast on you.

For Knock Heretics, Minor Flesh Worms are a proof of concept which was
never meant to be used except by admins. They're _barely_ weaker than a
normal flesh worm, extraordinarily tanky, delete walls, and generally
devalue the Flesh path ascension.
Vanishing upon heretic death is because every _other_ ascension is at
least theoretically stoppable except this one. Now this one is too.
It's still _very hard_ to kill the heretic because every _10 seconds_
they can transform into a heretic mob which acts as an extra health
pool.

## Changelog

🆑
fix: If two cosmic heretics ascend in the same round, their star gazer
survival will be linked to each individual heretic and not shared by
just one of them.
fix: You can't click the Knock heretic portal to join as a mob while
already signed up to become a mob.
balance: Cosmic heretics can't order the Star Gazer around while
jaunting.
balance: The Knock Heretic portal cannot summon Flesh Worms, but can
summon Fire Sharks.
balance: The Knock Heretic portal will disperse if its creator is
killed.
/🆑

* Heretic Ascension Tweaks

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-09-29 15:03:57 -07:00
SkyratBot
648077c683 [MIRROR] Fixes lobstrosities becoming unmovable when killed during their charge windup [MDB IGNORE] (#23982)
* Fixes lobstrosities becoming unmovable when killed during their charge windup (#78533)

## About The Pull Request

Hooks `charge_end()` on charger's death signal and shuffles the proc a
bit to accord for a non-moveloop source. This lets the charger to
properly unregister signals for its charge movement effects and unblocks
its movement via `actively_moving` var (which would be blocked in
`on_move()`).

## Changelog

🆑
fix: fixed lobstrosities becoming unmovable when killed during their
charge windup
/🆑

* Fixes lobstrosities becoming unmovable when killed during their charge windup

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
2023-09-28 01:34:09 -04:00
SkyratBot
23e2470b25 [MIRROR] Colossus' Titan's Finale ability has a 0.5 seconds delay before starting the attack [MDB IGNORE] (#23562)
* Colossus' Titan's Finale ability has a 0.5 seconds delay before starting the attack (#78171)

## About The Pull Request

ided pls nerf

## Why It's Good For The Game

This motherfucker is horrid to fight with a crusher because the first
attack that he does in this action is a shotgun blast, which you just
eat with your face and die. The only reasonable way to trigger this
attack is with a ranged weapon or with a hiero's trophy, the former
being antithetical to the challenge/playstyle that is crusher mining and
the latter being wildly uncontrollable.
Half a second should be ample time to dodge out of harm's way before
server-lagging touhou begins.

## Changelog

🆑
balance: colossus' near-death attack now starts after a 0.5 seconds
delay
/🆑

* Colossus' Titan's Finale ability has a 0.5 seconds delay before starting the attack

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
2023-09-07 10:48:31 -04:00
SkyratBot
449f86819f [MIRROR] Fixes implanted legion cores being available for use when dead/unconscious [MDB IGNORE] (#23461)
* Fixes implanted legion cores being available for use when dead/unconscious (#78042)

## About The Pull Request

Ever since #70546 implanted legion cores have become available for use
when the user is unconscious/dead, which was not the case before — it
was using an organ action, which checks for `AB_CHECK_CONSCIOUS`

#### cores before #70546

475a4ab7f5/code/modules/mining/equipment/regenerative_core.dm (L23-L34)

07fbdbb4e4/code/datums/actions/items/organ_action.dm (L1-L3)

## Why It's Good For The Game

Prevents this

https://user-images.githubusercontent.com/104979184/264586219-8cab1fef-d2ea-4e1c-af43-158865b42b23.mp4

## Changelog

🆑
fix: fixed implanted legion cores being available for use when
unconscious/dead.
/🆑

* Fixes implanted legion cores being available for use when dead/unconscious

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
2023-09-02 11:43:39 -04:00
SkyratBot
0d1f672887 [MIRROR] megafauna no longer gib/dust you [MDB IGNORE] (#23427)
* megafauna no longer gib/dust you (#77731)

## About The Pull Request
megafauna now gut you instead of gibbing or dusting

colossus bolts still dust to prevent bodychair cheese
## Why It's Good For The Game
shaft miners are already hard to recover(or impossible in the case of
dusting), having to go through lavaland and likely near the megafauna
itself. This should still be punishing enough for losing to a megafauna
as it removes their heart, lungs and liver from their body while still
leaving it intact, just easier to recover.
## Changelog
🆑
balance: megafauna will now gut instead of dusting or gibbing
/🆑

---------

Co-authored-by: Jacquerel <hnevard@ gmail.com>

* megafauna no longer gib/dust you

---------

Co-authored-by: 1393F <59183821+1393F@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
2023-08-31 12:25:32 -07:00
SkyratBot
f25cb55f3a [MIRROR] Adds a Heresy phobia, fixes some typos in heretic code, places the stargazer and fire shark under heretic_summon [MDB IGNORE] (#23227)
* Adds a Heresy phobia, fixes some typos in heretic code, places the stargazer and fire shark under heretic_summon (#77306)

## About The Pull Request

Instead of a supernatural phobia, sacrificed people will now get a
HERESY phobia, which specifically targets heretic stuff, instead of all
of magic. Other heretics, however, do not get this, but instead get
knowledge points sapped from them, as their mind is ruined in a
different way than normal people. This comes with different flavour text
and a harsher but shorter lasting mood debuff. Also fixes some
"knowlege" code typos and places the star gazer and fire shark all in
under heretic_summon
## Why It's Good For The Game

Heretics, Wizards, Chaplains and Cultists will now be able to keep
playing the game after getting sacrificed without overdosing on
psicodine, while still retaining the phobia's original design purpose.
placing the fire shark and star gazer under the same type also is useful
as they share a lot of values. typos bad.
## Changelog
🆑
add: Sacrificed heretic targets will now receive a phobia of heresy
instead of a phobia of the supernatural. Sacrificed heretics will not
get this phobia, but will lose knowledge points instead.
/🆑
Huge thanks to Helg2 for doing the original PR and helping me with this
one, couldn't be done without them

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@ users.noreply.github.com>

* Adds a Heresy phobia, fixes some typos in heretic code, places the stargazer and fire shark under heretic_summon

---------

Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@ users.noreply.github.com>
2023-08-20 22:00:25 -04:00
SkyratBot
91ac9187c4 [MIRROR] Don't sleep in ability.Activate() when breathing fire [MDB IGNORE] (#23211)
* Don't sleep in ability.Activate() when breathing fire (#77673)

## About The Pull Request

The global proc `dragon_fire_line` sleeps, and was being called inside
`ability.Activate`
This made the CI fail on a different PR because the mob stopped existing
between activating the ability and triggering its cooldown, which should
not regularly be possible.

The ice whelp refactor author noticed this when using it in a loop but I
guess didn't think about the other implications 😅

## Why It's Good For The Game

Fixes a bug.

## Changelog

Not player facing

* Don't sleep in ability.Activate() when breathing fire

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-19 15:39:16 -04:00
SkyratBot
68f4deff40 [MIRROR] MODLink System (+ NWTLMM) [MDB IGNORE] (#23199)
* MODLink System (+ NWTLMM) (#77639)

## About The Pull Request
A pact made with `@ Kapu1178`
Small changes you should not care about:
RD MODsuit outfit (admin only) no longer has a beret that blocks the
activation of the suit
The beret used by death squad officers no longer is blocked from being
put on a hat stabilizer module
Admins can now Shear matrices of objects in Modify Transform
Multitool buffers have been a little refactored to use a setter proc
that saves them from causing hard dels
Cooler stuff:
A revival and remake of [Nobody Wants To Learn Matrix
Math](https://github.com/tgstation/tgstation/pull/59103), this time with
additional tooling for quick matrix calculations.

![image](https://github.com/tgstation/tgstation/assets/23585223/eb387738-0839-463a-aed8-4703d139b11a)
The MODLink system, available through every MODsuit and MODLink scryers
(a neck item obtainable from advanced modsuit research or
charliestation)
Let's you make a holographic call with any other MODLink user, where you
can chat in realtime and see what's up with em

![image](https://github.com/tgstation/tgstation/assets/23585223/5a822f9f-e823-497e-b766-40055f2fc0d6)
![image](https://github.com/tgstation/tgstation/assets/23585223/062983ee-6058-4e78-a3aa-bccda1a3e224)

## Why It's Good For The Game
Adds a fun way for the crew to communicate with each other that can be
done in real-time with relative privacy compared to radio.

## Changelog
🆑 Fikou, Armhulen, Sheets (+rep for Mothblocks and Potato)
fix: RD MODsuit outfit (admin only) no longer has a beret that blocks
the activation of the suit
fix: The beret used by death squad officers no longer is blocked from
being put on a hat stabilizer module
admin: Admins can now Shear matrices of objects in Modify Transform
admin: Admins now have access to Test Matrices in the VV dropdown, an
all-in-one tool for editing transforms.
add: MODLink system, available through scryers (from RnD and Charlie
Station) and through MODsuits. Lets you call people with holographs!
/🆑

* MODLink System (+ NWTLMM)

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-08-19 05:09:31 -04:00
SkyratBot
a0a9a43562 [MIRROR] Refactors Regal Rats into Basic Mobs (more titles edition) [MDB IGNORE] (#23188)
* Refactors Regal Rats into Basic Mobs (more titles edition) (#77681)

## About The Pull Request

I literally can't focus on anything nowadays, so I just did this to
break a never-ending chain of distress. Anyways, regal rats! These
fellas are mostly player controlled, but did have _some_ AI capabilities
(mainly tied to their actions), so that was incorporated too. Everything
should work as-expected (as well as look a shitload cleaner).

Instead of doing weird and awful conditional signals being sent out, I
made the `COMSIG_REGAL_RAT_INTERACT` (not the actual name) have a return
value so we can always rely on that working whenever we have that signal
registered on something we attack. I also cleaned up pretty much every
proc related to regal rats, gave them AIs to reflect their kingly nature
(and action capabilities (as well as move the action to
`mob_cooldown`)).

Since I thought they needed it, Regal Rats now get a special moniker!
This is stuff like "the Big Cheese" and what-not, like actual regents in
history. That's nice.
## Why It's Good For The Game

Two more off the list. Much better code to read. Way smarter rats with
spawning their army as part of a retaliatory assault (war). More sovl
with better regal rat names. The list goes on.
## Changelog
🆑
refactor: Regal Rats have been refactored into basic mobs. They should
be a bit smarter and retain their docility (until attacked, in which
case you should prepare to get rekt by summoned rats), and properly flee
when they can instead of just sit there as you beat them to death. The
framework for them interacting with stuff (i.e. opening doors while
slobbering on food) is a bit more unified too, now. They also have
cooler names too!
/🆑

FYI: Beyond a few code touchups, I haven't touched the actions at all. I
do not believe myself to be enthusiastic about fixing anything involving
the actions code as of this moment so that this PR is more overbloated
unless it's unbelievably stupid or easy to fix.

* Refactors Regal Rats into Basic Mobs (more titles edition)

---------

Co-authored-by: san7890 <the@san7890.com>
2023-08-18 19:28:25 -04:00
SkyratBot
11568ad904 [MIRROR] Fixes Xeno Sentinel's Sneak Action Icon + Additional Sneak QoL [MDB IGNORE] (#23169)
* Fixes Xeno Sentinel's Sneak Action Icon + Additional Sneak QoL (#77543)

## About The Pull Request

This PR fixes the xenomorph sentinel's Sneak ability having an error
icon as opposed to the intended appearance. This PR also adds a smooth
alpha transition to Sneak as opposed to setting the alpha immediately.
Having your alpha drop to its sneak value takes 0.5 seconds, which is
fast enough that it really shouldn't matter.

This PR also changes sneak's chat message alert to a balloon alert.

## Why It's Good For The Game

The icon thing is a bugfix, which is always good. The alpha
transitioning instead of being immediately set looks much better in my
opinion, I think most would agree on that front. Balloon alerts are our
preferred option as opposed to chat alerts now, so its also a good thing
to change.

## Changelog
🆑
qol: Xenomorph Sentinel and Ambusher Spider's sneak ability now has a
transition to a lower alpha as opposed to being immediate.
qol: The sneak ability now uses balloon alerts as opposed to chat
alerts.
fix: Fixed the Xenomorph Sentinel's Sneak ability icon being an error.
/🆑

---------

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

* Fixes Xeno Sentinel's Sneak Action Icon + Additional Sneak QoL

---------

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2023-08-17 20:14:15 -04:00
SkyratBot
45a1502809 [MIRROR] Replaces Big Mob Tiny Sprites With Togglable Clientside Transparency For Big Mobs [MDB IGNORE] (#23144)
* Automatic changelog for PR #23141 [ci skip]

* Replaces Big Mob Tiny Sprites With Togglable Clientside Transparency For Big Mobs

* Replaces Big Mob Tiny Sprites With Togglable Clientside Transparency For Big Mobs (#77361)

## About The Pull Request

This PR replaces the tiny mob sprite abilities for our large mobs with a
Toggle Seethrough ability. What this does when enabled is make yourself
transparent on your own client and makes you unable to click yourself.
With this, any sort of overlays that get added look correct while in
your tiny mob form and you can still appreciate your large size without
giving up the ability to click on targets that would be hiding
underneath your sprite.


![XenoQueen](https://github.com/tgstation/tgstation/assets/47086570/537b7db7-84fd-4202-955f-c5d2bec830c0)


![image](https://github.com/tgstation/tgstation/assets/47086570/1f9272f0-a972-407f-9031-ee87bbc67ead)

In total, this ability is granted to all the mobs who had tiny sprites:

- Xenomorph Queen
- Space Dragon
- Megafauna (not that players ever get access to these normally, but it
might be nice for admins)

Along with all this, I've also gone and expanded the mobs who get access
to the Seethrough ability to mobs that are large but didn't have a
mini-sprite. This includes:

- Jungle giants (leaper and mega arachnid)
- Tree mob
- Festivus pole mob
- Lavaland elites
- Xenomorph Praetorian
- Wumborian Fugu

On top of all this, any simple/basic mob given a fugu gland also
automatically gains this ability.

This solution also fixes all the overlays bugs that tiny mob sprites
introduced to the game, most notably the xenomorph queen overlays being
screwy when in small form and space dragon's overlays being completely
disabled for everyone if he was in small form.

The only issue with this currently is that clicking on any overlays from
your mob will let you still click on yourself, though this issue is
pretty negligible.

## Why It's Good For The Game

Tiny mob sprite abilities clashed very hard with our overlay system,
leading to a lot of buggy and unintended behavior. This replacement
works a lot more smoothly with overlays and also requires much less
setup to give it to a mob than tiny sprites did. I would also imagine it
helps keep the fantasy of being a big monster alive by letting you still
see yourself being a big monster without it getting in your way when
trying to attack things.

## Changelog
🆑
del: Removed tiny mob sprite abilities for large mobs
add: Add a Self Seethrough ability, given to most large mobs and all
mobs affected by a fugu gland
fix: Space Dragon's overlay will no longer vanish at times

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Delete AutoChangeLog-pr-23141.yml

This is really weird

* Modular adjustments

---------

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-17 13:43:10 -04:00
SkyratBot
57272c8d22 [MIRROR] Basic Watchers & Basilisks [MDB IGNORE] (#23137)
* Basic Watchers & Basilisks (#77630)

## About The Pull Request

This one is a double feature because Watchers and Basilisks share the
same typepath. You might see a couple more of those.
As is tradition I decided to fuck with them rather than just port them.
Here's what's up.

**Basilisks**

![image](https://github.com/tgstation/tgstation/assets/7483112/9e4b0115-65dd-4df7-b62a-21c7be8549bf)

![image](https://github.com/tgstation/tgstation/assets/7483112/59162e68-7d73-4659-9531-5078ff751228)

- Have a new soulless sprite which looks less like a living blue hedge.
- Walk at you and shoot you while you are not in range (just like
before).
- Become supercharged if they become "heated" by lava, lasers, or
temperature weapons. This was a feature they also previously had but
they would never encounter lava, so now it also works if you use the
wrong gun on them.
- Lose their supercharge if you cool them down.
- Otherwise pretty normal mobs.

**Watchers**

https://www.youtube.com/watch?v=kOq_Bf78k5A
Here's a traditional video of me intentionally getting hit by mechanics
(trust me its definitely on purpose)

- They glow emmissively a little bit so you can see them from further
away.
- Their eyes light up about 0.5 seconds before they are able to shoot at
you.
- No longer melee attack, instead try to stay out of melee.
- Will occasionally put you into "Overwatch", meaning they will shoot
you rapidly if you move or act while they're staring at you for a brief
time period (after which you become immune for 12 seconds, and during
which other watchers will play fair and stop shooting at you).
- If they start taking damage they will also start using their "Gaze"
attack, look away or suffer some kind of negative effect!
- - Normal watcher gaze flashes and confuses you.
- - Magmawing watcher gaze obviously burns (and briefly stuns) you.
- - Icewing watcher gaze freezes you and throws you backwards.
- Magnetically attract and eat diamonds. They also used to do this, but
just if they happened to coincidentally walk past some.

**Other accompanying changes**

All basic mobs will now adopt the "stop gliding" trait if they get
slowed down too much.
I moved behaviour for "fire a projectile from this atom" into a helper
proc because I was using it in three places and I will probably use it
in more places. There are probably other places in the existing code
which could be using this.
I think I made the basic mob melee attack forecast default a little more
forgiving, they were fucking me up too much and I am the playtester.

## Why It's Good For The Game

Another one off the list.
New tricks for old dogs.
Framework for making mobs with ranged attacks "fairer" (you can see when
they are ready to shoot you).
More (hopefully) versatile AI behaviours which we will reuse later (I
hope I'm not duplicating one someone already made).
If our players "enjoy" them enough we can give more mobs "don't look at
me" mechanics.
Removes some soul sprites.

## Changelog

🆑
refactor: Basilisks and Watchers now use the basic mob framework. Please
bug report any unusual behaviour.
sprite: Basilisks have new sprites.
add: Basilisks will go into a frenzy if heated by energy weapons or
temperature beams as well as by lava.
add: Watcher eyes will be illuminated briefly when they are ready to
fire at you.
add: Watchers can now briefly put you into "Overwatch" and penalise you
for moving while they can see you.
add: Wounded watchers will occasionally punish players who look at them.
balance: Unusual watcher variants are more likely to appear.
/🆑

* Basic Watchers & Basilisks

* Modular paths

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-16 20:20:53 -04:00
SkyratBot
3bbd9a254a [MIRROR] basic ice whelps [MDB IGNORE] (#23077)
* basic ice whelps (#77493)

## About The Pull Request
i have refactored ice whelps into basic mobs. They are now the artistic
sort as theyll mark their territory by seeking out icy rocks and carve
out statues of theirselves using their claws to serve as a warning to
players/animals that this is dragon turf and theyll also go out of their
way to burn any trees in vicinity just for the hell of it. they are now
gruesome cannibals if they find a corpse of one of their kin near them
theyll go eat it for nurishment. AS for combat, they have a new ability
which allows them to release fire in all directions however theyll only
use this ability once their enraged meter is full. to make it fair ive
given them a new component which allows them to telegraph abilities and
only do them after a delay so players can react in time for it.

## Why It's Good For The Game
basic mob refactor

## Changelog
🆑
refactor: ice whelps have been refactored to basic mobs
add: ice whelps have a new dangerous ability which theyll use once their
enraged meter is full
/🆑

* basic ice whelps

* Modular paths

---------

Co-authored-by: SMOSMOSMOSMOSMO <95004236+SmoSmoSmoSmok@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-14 19:17:20 -04:00
SkyratBot
94c3d31fab [MIRROR] Refactors Morphs into Basic Mobs (there is now a swag action for morphification) [MDB IGNORE] (#23046)
* Refactors Morphs into Basic Mobs (there is now a swag action for morphification) (#77503)

## About The Pull Request

I was bored, so did this. Probably one of the neatest refactors I've
done, sorry if there's some oddities because I was experimenting with
some other stuff in this so just tell me to clean them up whenever I
can.

Anyways, morphs are basic mobs now. We are able to easily refactor the
whole "eat items and corpses" stuff in the basic mob framework, but the
whole "morph into objects and people" turned out to be a bit trickier.
That was easily rectified with a datum mob cooldown action and
copy-pasting the old code into that code, as well as doing some nice
stuff with traits and signals to ensure the one-way communication from
the action to the mob.

Old Morph AI didn't seem to be existant whatsoever, they inappropriately
leveraged some old procs and I have no idea how to make it work with new
AI. They DEFINITELY don't spawn outside of admin interference/ the event
anymore, and will always be controlled by a player, so this shouldn't be
too bad of an issue. I gave them something to seem alive just in case
though, but I think adding legitimate prop-hunt AI would be such a
laborious task that I am unwilling to do it in this PR.
## Why It's Good For The Game

If admins want to add the ability for Ian to assume the form of the HoP,
they can do that now! The datum action cooldown is quite nice for simple
and basic mobs... but it is currently not compatible with carbons. That
is not within scope for this PR, but I am dwelling on ways to extend it
to carbon but they all sound really awfully bad.

Also morphs are smarter, and we tick another simple animal in need of
refactoring off the list.
## Changelog
🆑
refactor: Morphs are now basic mobs with a nice new ability to help you
change forms rather than the old shift-click method, much more
intuitive.
admin: With the morph rework comes a new ability you can add to mobs,
"Assume Form". Feel free to add that to any simple or basic mob for le
funnies as Runtime turns into a pen or something.
/🆑

~~Does anyone know if there's a (sane) way to alias a cooldown action as
a keypress? I can't think of a good way to retain the old shift-click
functionality, because that does feel _kinda_ nice, but I think it can
be lived without.~~ I added it. Kinda fugly but whatever.

* Refactors Morphs into Basic Mobs (there is now a swag action for morphification)

---------

Co-authored-by: san7890 <the@san7890.com>
2023-08-12 17:58:09 -04:00
SkyratBot
a669180af5 [MIRROR] Spider Evolution - Young Spiders [Ready] [MDB IGNORE] (#22972)
* Spider Evolution - Young Spiders [Ready] (#76692)

## About The Pull Request
This pr adds a young spiders that appear between spiderlings and adult
spiders. Now spiders have a stage where they are squishy but can also
spin webs and do some other things early depending on the spider type.
Spiderling stage takes 40 seconds and young spider stage take 1 minute,
ealier for spiderling this was 1 minute. Also adds a new wizard spider
sprite and makes the spider form usable.

Gives Wizard Spider version has better immunity against fire since it
can kill a wizard very fast it they are not paying attention.

Makes tangle spider get more health but makes the self-healing worse.
This is done because spider is a team antag except for the flesh
(changeling spider), making it so solo-playing as tangle is less
encouraged.

Scout spiderling gets thermal vision also. It cannot communicate, but it
can already start scouting now.

Viper deals bonus damage when an enemy is on low health. Toxins don't
kill humans anymore, and since the viper spider only deals 5 damage now
it deals more so it can actually take down enemies at low health. They
also have a little more health since they always die very fast. Viper
can also change between a defensive/slow mode with more armor or a
offensive/speed mode with less armor.

Nurse spider heals for 25 instead of 20, since 25 is one laser shot, it
makes more sense for the nurse spider to be able to heal that amount.

Flesh spider grows faster since they are a solo antag and spawn killing
isn't cool.

Tarantula spider can now tear down walls by clicking them instead of
needing to use their charge attack. They can also build wall webs and
passage webs. Their damage coeffs also got the regular burn factor for
spider so their health also increased a bit.

![promo](https://github.com/tgstation/tgstation/assets/25363960/19b9a97f-db08-4c7d-b470-46ae0bb18556)

![promo2](https://github.com/tgstation/tgstation/assets/25363960/783ced04-a97d-4849-8ec3-04c72a418284)
## Why It's Good For The Game
Now there is a smooth transition between the tiny spiderling and the
bigger spider stage. This will promote people to help the hive at an
earlier stage while not being too powerful yet. It is also realistic and
adds extra flavor to the spider antag. The other balance changes are
improvements to the game.
## Changelog
🆑
add: Young Spiders that appear between spiderlings and adult spiders.
balance: Wizard Spider version has better immunity against temp damage
and can lay webs faster.
balance: Tangle Spider sucks more with self-healing but has more health.
balance: Scout spiderling gets thermal vision.
balance: Viper deals bonus damage when an enemy is below 20% health.
/🆑

* Spider Evolution - Young Spiders [Ready]

---------

Co-authored-by: Comxy <tijntensen@gmail.com>
2023-08-09 17:59:34 -04:00
SkyratBot
add685c986 [MIRROR] make the hive bot a basic bot [MDB IGNORE] (#22938)
* make the hive bot a basic bot (#77274)

## About The Pull Request
i make the hivebot a basic bot also the old hivebot simple bot he was
chaneged apperence when he finded a target so i maked a new element to
allowed this behavier so now when the basic finded a target he apperence
can also changed and this elememt can be gived to another basic monsters
so they can changed apperence when they found a target. i give him new
behaviers now the hivebot will look for ech other and when he finded ech
other they will comunicated with binyary messages and now the mechanic
hivebot he will go to look for broked machines so he can repair him

## Why It's Good For The Game
the hivebot is a basic and he have a better behaver

## Changelog
🆑
refactor: the hivebot is now a basic please report any bugs
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>

* make the hive bot a basic bot

* Update salvagepost.dmm

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-08 09:28:04 -04:00
SkyratBot
377bf92754 [MIRROR] Basic Lobstrosity [MDB IGNORE] (#22827)
* Basic Lobstrosity (#77253)

## About The Pull Request

I'm slowly chipping away at mining mobs. These ones also got some new
sprites because the old ones were a bit weird except when facing South.

![image](https://github.com/tgstation/tgstation/assets/7483112/015b8819-bab8-471a-86ae-70b1597ae327)
Arctic Lobstrosities are now hairy to give them a little more visual
distinction from Lavaland ones.

In terms of behaviour, they're now a little faster and can charge you
from further away.
They will _only_ attack players who are incapacitated in some way
(primarily from being hit by their charge, but could be from a Goliath
or something too) and will otherwise keep their distance until they can
charge again. They move slower for a short duration after charging
though, so you have time to slap them a bit.

If a Lobstrosity downs you then it will try to snip off one of your
arms, then retreat in order to eat it.
Obviously nobody likes losing an arm, but this does give you an
opportunity to get away while it is distracted? Funnily enough the way
our health system works means that sometimes losing that arm actually
takes you out of soft crit so you can stumble back to the station for a
replacement (or try to wrestle yours back?)

All of these things are achievable also by a player if you make one
sapient, they will pull arms off mobs they attack which are in crit and
can eat arms if they see them lying around if they want.
I added an element to let you dismember people with your bare hands,
maybe someone evil can use it to add a beheading attack some day.

Here's a video of their new behaviours:
https://www.youtube.com/watch?v=9eKxsH7hD7Q

## Why It's Good For The Game

Gives mobs more character.
Reduces our list of frozen simple mobs.
Replaces some ugly side sprites.
Medbay enrichment?

## Changelog

🆑
refactor: Lobstrosities are now basic mobs and have different AI
behaviour. Please report anything which seems like it shouldn't be
happening.
add: Lobstrosities will now only opportunistically attack things they
have knocked over with their charge, and are otherwise timid.
add: Lobstrosities are hungry for fingers and will steal one of your
arms if they defeat you in combat, although this gives you time to crawl
away.
sprite: New sprites for Lobstrosities.
/🆑

* Basic Lobstrosity

* Modular paths

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-01 21:00:44 -04:00
SkyratBot
81a8bc4acc [MIRROR] The Leaning Update (and Density Refractor) [MDB IGNORE] (#22606)
* The Leaning Update (and Density Refractor)

* Merge conflicts

---------

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-22 22:39:10 -04:00
Pinta
4d7ba6ebcb [MANUAL MIRROR] Reworks Duffel Bags (Zippers) (#22363)
* Reworks Duffel Bags (Zippers)

* Update backpack.dm

* Duiffel Spotfix

* error fixes

* Update backpack.dm

* Update code/modules/antagonists/cult/cult.dm

* Update backpack.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-07-20 23:12:57 -04:00
SkyratBot
2f552919c1 [MIRROR] Icons folder cleaning wave two [MDB IGNORE] (#22454)
* Icons folder cleaning wave two

* Merge conflict resolution

* Modular path hell

* hmm

* Update 2022-10.yml

* Another modular thing

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-16 00:41:18 -04:00
SkyratBot
02648adcd6 [MIRROR] Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests [MDB IGNORE] (#22348)
* Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests

* Fixing merge conflicts

* don't forget to ctrl+s!

* Another forgotten file

* urgh

* gets rid of vestiges of update_atom_languages()

and mind language holders

* No longer needed

* Fixes some modular grant_language calls

* Deprecated code

* This was up here before..

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

Removes some no longer needed code

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-13 22:38:45 -04:00
SkyratBot
2f5c7f8389 [MIRROR] Icon folder cleaning wave one [MDB IGNORE] (#22374)
* Icon folder cleaning wave one

* Fixe a merge conflict

* Fixes some more merge conflicts

* Fixes some modular icon paths

* Fixes even more modular icon paths...

Hopefully that's the last of them

* Fixes some merge discrepencies

* More merge issues

* ok

* not ok

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-13 16:24:33 -04:00
Zergspower
a40df919ec [Missed Mirror] Maptext 2023 tweaks 3 (#76552) (#22275)
Maptext 2023 tweaks 3 (#76552)

Hopefully the last set of changes in this demonstration of the
[Goldilocks
principle](https://en.wikipedia.org/wiki/Goldilocks_principle).

Some more font changes, the big (hah) one being the context tooltips
again.

- Context tooltips smaller main line, more compact sublines.
- Improves documentation on the usage of the macros.
- Removes incorrect comment I added earlier in tgstation.dme
- Adds black outlines as default in the macros.
- Icon sized letters (Dwarf Fortress, credits).
- Deathrattle and other actions reduced spacing.
- Aligned cooldowns/countdowns.

<details>
<summary>Screenshots</summary>

![image](https://github.com/tgstation/tgstation/assets/83487515/9d704e77-619e-45d1-961e-48f48bec4577)

![image](https://github.com/tgstation/tgstation/assets/83487515/e6d07bc1-1c8f-41e1-bdb5-1241a04873c4)

![image](https://github.com/tgstation/tgstation/assets/83487515/cb3f3def-74b9-4872-be9b-76c4b412b2e2)

![image](https://github.com/tgstation/tgstation/assets/83487515/daab8376-edb6-4866-875b-28c7fb3b0a8a)

![image](https://github.com/tgstation/tgstation/assets/83487515/2242dab4-affe-4e9c-a10a-c668fa2555a5)

![image](https://github.com/tgstation/tgstation/assets/83487515/735280b2-4054-4588-bb59-b1d35e56b989)

![image](https://github.com/tgstation/tgstation/assets/83487515/ee44b961-452f-4407-9fdf-337a6e20ad37)

</details>

🆑 LT3
image: More maptext and font tweaks
spellcheck: Context tooltips too small, too big... just right?
/🆑

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2023-07-06 18:17:35 -07:00
SkyratBot
9ac12f0f60 [MIRROR] Maptext 2023 tweaks [NO GBP] [MDB IGNORE] (#22149)
* Maptext 2023 tweaks [NO GBP] (#76397)

## About The Pull Request

- In PR https://github.com/tgstation/tgstation/pull/76356 missed a few
bits of maptext around, such as shuttle signs and the supermatter. Small
text adjustments/fixes here.
- Large amount of feedback about the context tooltips. Increases size,
lightens default color as to not be too imposing.

🆑 LT3
qol: Context tooltip size increased
fix: Fixed remnants of old maptext code on various things
/🆑

* Maptext 2023 tweaks [NO GBP]

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-06-29 23:56:47 -07:00
SkyratBot
fcfdbfc975 [MIRROR] Fix colossus finale firing like 100 fewer projectiles than it should be [MDB IGNORE] (#21969)
* Fix colossus finale firing like 100 fewer projectiles than it should be (#76202)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/51863163/b7d831db-dd38-4a60-b8e3-9a02c0101d40)

## Changelog

🆑 Melbert
fix: The colossus's finale attack is now 100x more lethal, because it
was firing 100x fewer projectiles than intended
/🆑

* Fix colossus finale firing like 100 fewer projectiles than it should be

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-06-23 16:10:08 -07:00