Commit Graph

291 Commits

Author SHA1 Message Date
vinylspiders
ae3a8acb8e * Turns mush cap into an extorgan
* Trimming the fat

* Trimming the fat

* Update mushpeople.dm

* Adds colorblindness as a mild brain trauma (#76527)

What the title says.
The brain trauma makes the whole screen monochrome until cured.

![image](https://github.com/tgstation/tgstation/assets/82850673/442d24a8-6625-454c-bc28-64b786b03f49)

I feel like the current pool for mild brain traumas is quite lame, this
helps spice it up a bit with something that is quite annoying and
distracting but not game breaking (as mild brain traumas should
generally be).

🆑
add: Added colorblindness as a mild brain trauma.
/🆑

---------

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

* Fix species `var/hair_color` not being used for, well, hair color (#82168)

`var/hair_color` for species was intended to be used as a "this species
uses this type of hair color thing"

But at some point that got completely lost and now it's only used for
sprite accessories

This fixes that. That means Slimepeople now have properly slimey hair.
And Ethereals are less snowflake once more.

🆑 Melbert
fix: Fixed Slimepeople's hair not matching their slimey colors.
/🆑

* Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)"

This reverts commit c4cb756.

* Revert "Adds colorblindness as a mild brain trauma (#76527)"

This reverts commit eb815f5.

* Update _species.dm

* unused var

* Caps list..

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Attempts to fix CI errors

* Update cap.dm

* Update _external_organ.dm

* Update monkey.dm

* Revert "Update monkey.dm"

This reverts commit 29f54c8.

* Revert "Update _external_organ.dm"

This reverts commit 8de5ea7.

* Update _external_organ.dm

* Revert "Update _external_organ.dm"

This reverts commit 644cc56.

* Fix CI maybe?

* Update cap.dm

* Update DNA.dm

* Some cleanup/updating to upstream

* Update global_lists.dm

* Mush

* Update mushpeople.dm

* Hopefully the last fix

* Doing this differently

* Update organ.dm

* Update organ.dm

* Update organ.dm

* Update organ.dm

* Update organ.dm

* OK

* Update organ.dm

* Update podpeople.dm

* maybe

* Hm

* Hm

* Will this break things?

* Revert "Will this break things?"

This reverts commit bd288c6.

* Test

* Update organ.dm

* Update organ.dm

* Revert "Update organ.dm"

This reverts commit ca77ff9.

* Update organ.dm

* .

* .

* .

* Update snail.dm

* Monkeys now use height offset (and monkey tail works) (#81598)

This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).

This reverts a lot of changes from
tgstation/tgstation#73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.

I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).

Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):

Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)

* Removes unneeded files

* Revert "Removes unneeded files"

This reverts commit 6469d37.

* .

* ok

* Update tails.dm

* Update monkey.dm

* Fix monkey screenshot test

* Update species.dm

* Update reinf_walls.dm

* Maintenance

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com>
2024-05-23 02:37:43 +02:00
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
the bat. -->

🆑
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
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: 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

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
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2024-04-29 21:15:33 +02:00
SpaceLoveSs13
7aa6664021 Mirror (#27453)
* Fix Conflicts

* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)

Most people should not be using this define

* New Battle Arcade (#81810)

Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.

The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.

The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.

The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.

Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.

Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.

I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.

This is some gameplay

https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede

As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.

Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.

🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑

---------

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

* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)

## About The Pull Request

Fixes #81052 
Fixes #58008

Setting weight class of items is now done via `update_weight_class`.

I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.

This is done to allow datums to react to an item having its weight class
changed.

Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.

## Changelog

🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑

* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)

## About The Pull Request

Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

![material datum stuff
2](https://github.com/tgstation/tgstation/assets/40847847/a3a5968f-cab3-43dd-8699-3dae879b21fb)

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.


![image](https://github.com/tgstation/tgstation/assets/40847847/56489479-8774-492b-b8cc-aeabc6c0a67f)

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.

## Why It's Good For The Game

It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.

I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.

## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑

* LateInitialize is not allowed to call parent anymore (#82540)

## About The Pull Request

I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.

This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.

Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).

## Why It's Good For The Game

I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.

## Changelog

🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑

* Fix table top deconstruction (#82508)

## About The Pull Request

Edited: updated changelog, read comments for changes in implementation
details

So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.

First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:

c34d56a45b/code/game/objects/structures/tables_racks.dm (L300-L307)
Where `new framestack(target_turf, framestackamount)` accidentally got
an extra indent, and ended up in the less common half of the if-else
chain.
Just moving this outside of the if-else chain again fixes it.

Secondly, tables had their own special deconstruction logic, which got
'standardized'.
Issue. This was special to accommodate for having two different
deconstruction logics: full or top only.
With `deconstruct(...)` no longer being overridable, I feel it's awkward
to attempt to proxy that information to the new `atom_deconstruct(...)`
So we introduce a new method, `deconstruct_top`, for the screwdriver to
use, which handles deconstructing only the top.
```dm
/obj/structure/table/proc/deconstruct_top()
	var/obj/table_frame = new frame(loc)
	if(obj_flags & NO_DECONSTRUCTION)
		table_frame.obj_flags |= NO_DECONSTRUCTION
	else // Mimic deconstruction logic, only drop our materials without NO_DECONSTRUCTION
		var/turf/target_turf = get_turf(src)
		drop_top_mats(target_turf)
	qdel(src)
```
Mimicking the `NO_DECONSTRUCTION` logic of normal deconstruction, and
copying over the flag onto its frames if need be.
This fixes screwdriver deconstruction.
## Why It's Good For The Game

Fixes #82503.
We can now deconstruct the table top separately again, AND get the right
materials back too.

## Changelog
🆑 00-Steven, SyncIt21
fix: Wrench table deconstruction gives the right materials again.
fix: Screwdriver table deconstruction only deconstructs the top again.
/🆑

* [NO GBP] Reagent grinders display reagents on examination (#82535)

## About The Pull Request
- Fixes #82531

Somehow omitted this during the general maintenance thing

## Changelog
🆑
fix: Reagent grinders display reagents of its beaker on examination
/🆑

* Monkeys now use height offset (and monkey tail works) (#81598)

This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).

This reverts a lot of changes from
https://github.com/tgstation/tgstation/pull/73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.

I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).

Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):

Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)

* Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447)

## About The Pull Request

What are their goals? Why are they doing this? gets weird with Spy
objectives - namely by adding a lot more ways spies might be asked to
affect various targets around the station.

the first of these is by several flavors of Protecting targets (these do
NOT print a success at roundend in keeping with Spy design:)
- Protect (get a humanoid target off alive)
- Protect Nonhuman (get an entity off alive)
- Jailbreak (make sure a humanoid target escapes free)
- Detain (make sure a humanoid target gets taken out arrested)

the second of this is by a new escape condition: 
- Exile (get off-station or off the Z-level by the end of the shift -
sometimes it's not just pods, you need to fuck off to space to win.)

the third is through a massive increase in the number of possible:
- objective templates 
- departments to target (Command + Service added)
- specific locations to target
- general classes of objects to target (medicines, floor tiles, critical
infrastructure, etc.)
- efforts to target (such as meals, mechs, public supplies)
- ways to leave (you can be asked to abscond from the scene of your
crimes?)

## Why It's Good For The Game

More goofy and weird prompts to do more interesting things with Spies.
One thing I think we're sorely missing in our lineup is antagonists that
can act a bit more as deuteragonists - very possibly helping the crew
under certain conditions and frustrating the Hell out of them in others.

Since there's no way to check their objectives, and they get their
gear/progression through stealing shit, they're still very much an
antagonist and exist under the suspicion of doing bad... but, just going
by their objectives, introducing more varied (and in some cases even
benign) goals for them creates suggestions pointing to a lot more varied
and interesting stories if people choose to run with it.

* Adds anosmia quirk (#82206)

## About The Pull Request

Adds anosmia quirk. Anosmia, also known as smell blindness, is the loss
of the ability to detect one or more smells.

I tried to find all smells action and (most likely) update all of them,
unfortunately I can't change descriptions for this quirk.

## Why It's Good For The Game

Some characters will be able to not feel smells
That affect:
* Gases feelings and alerts (CO2, Plasma, miasm) - you don't feel them
* Bakery and cooking
* Changeling ability to feel other changelings by smell
* Some unimportant spans

* Explosions Part I - Directional Explosions (#82429)

## About The Pull Request

Adds the ability for explosions to be directional. This is achieved by
adding an angle check to `prepare_explosion_turfs()` to drop any turfs
outside the cone of the explosion. If the arc covers a full 360 degrees,
as is the default, it will accept all the turfs without performing the
angle check.

Uses this functionality to rework both rocket launcher backblast and X4
explosions. Rocket launcher backblast has been changed from a shotgun of
indendiary bullets to a directional explosion of similar length. X4 now
uses a directional explosion to "ensure user safety".

Apparently the old method of moving the explosion one tile away didn't
even work, as it blew up `target` before trying to check its density for
the directional behaviour.

https://youtu.be/Mzdt7d7Le2Y

## Why It's Good For The Game

Directional explosions - Useful functionality for a range of potential
use cases, which can be implemented with minimal extra processing cost
(Worst case scenario being very large directional explosions)

Backblast - Looks way cooler than a bunch of projectiles, and should be
significantly more functional in high-lag situations where projectile
code tends to get fucky

X4 - More predictable for players wanting to use it as a breaching
charge, you can actually stand near the charge and not have to worry
about being hoist upon your own petard.

## Changelog
🆑
add: Added support for directional explosions.
add: Rocket launcher backblast is now 271% more explosive, check your
six for friendlies!
add: X4 charges now explode in a cone away from the user when placed on
a sufficiently solid object.
fix: X4 charges will now behave correctly when placed on dense atoms
(note: don't try to read a variable from an atom you just blew up)
/🆑

* Add balloon alerts to plunging (#82559)

## About The Pull Request

Makes all plunging actions (pretty much anything using `plunger_act`)
have a visible balloon alert.

## Why It's Good For The Game

Makes sense that others would easily notice you plunging the shit out of
something.

Also, more people might finally learn that you can plunge the vent clogs
instead of welding them.

## Changelog
🆑
qol: Added balloon alerts whenever you start plunging something (i.e )
/🆑

* Fixes spurious runtime on Icemoon caused by turf calling unimplemented LateInitialize() (#82572)

## About The Pull Request

As of https://github.com/tgstation/tgstation/pull/82540 this runtime was
happening,


![image](https://github.com/tgstation/tgstation/assets/13398309/4d838fda-c157-4e33-ae64-77eafca1806f)

`/turf/open/openspace/icemoon/` can be changed to
`/turf/open/misc/asteroid/snow/icemoon/do_not_chasm` before
`Initialize()` returns, which resulted in it `INITIALIZE_HINT_LATELOAD`
getting returned on a turf that does not have an implementation of that
proc.

This should fix that.

## Why It's Good For The Game

Fixes CI error

* Blueprints tgui (#82565)

Blueprints now use a TGUI panel instead of the old HTML one.
Also did general code improvement and maintaining to blueprints in
general and also destroyed the ``areaeditor`` level, repathing it to
just 'blueprints'.
Also adds a sound when you look at structural data cause why not

Video demonstration:

https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd

The 4 blueprint types:

![image](https://github.com/tgstation/tgstation/assets/53777086/bfd68eb5-c430-4608-a3f7-d6ac86727882)

Another HTML menu dead underground.
This is more responsive and doesn't require constant updating to see
which area you're in, feels less OOC (instead of saying "the blueprints
say", just say it, you ARE the blueprints).

Like, come on

![image](https://github.com/tgstation/tgstation/assets/53777086/fcf1b8b6-37c3-4c94-969f-3b121c983dc0)

Look at all this wasted space

![image](https://github.com/tgstation/tgstation/assets/53777086/1d3e61cd-bc56-4280-a3bb-0c66604e75b3)

🆑
refactor: Blueprints now use TGUI.
qol: Blueprints can now be used while lying down.
/🆑

* General maintenance for chem master (#82002)

**1. Qol**
- Adds screen tips & examines for screwdriver, wrench, crowbar & beaker
insertion, removal & replacing actions
- Analyzing reagents is now a client side feature & not a back end mode,
meaning one person can see details of a reagent while the other can
print stuff and do other operations so it's a non blocking operation.
This also means 2 players can see information of 2 different reagents in
their own screens, With that the overlay for analysis mode has been
removed
- You cannot do any tool acts on machines while printing. Balloon alerts
will be displayed warning you of that.
- The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. It can be enabled/disabled via a
CheckBox

**2. Code Improvements**
- Removed defines like `TARGET_BEAKER` , `TARGET_BEAKER` etc. ther
functionality is implemented as params in the `transfer_reagent()` proc
directly
- Removed all variables relating to analyzing reagents like
`reagent_analysis_mode`, `has_container_suggestion` etc. all memory
savings
- `printable_containers` now stores static values that can be shared
across many chem masters
- Updates only overlays and not the whole icon during operations for
efficiency

**3. Fixes**
- You can hit the chem master with the screwdriver, wrench, crowbar &
beaker when in combat mode
 - You cannot insert hologram items into the chem master
- Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option selected so you don't need to
use a screwdriver to re program it
- `printing_amount` is now the maximum number of containers that can be
printed at a time. Presently this number with upgraded parts would print
out empty containers especially for patches. This is because
`volume_per_item` does not take into consideration this var. Also this
var would not give control to the player on exactly how many containers
to print as whatever amount the player entered would be multiplied with
this value producing a lot of waste & worse empty containers. Now this
var determines exactly how many containers you can print and is imposed
on the client side UI as well

**4. Refactors (UI performance)**
- Beaker data is compressed into a single entity & sent to the UI. This
is set to null if no beaker is loaded thus saving data sent
- Reuses Beaker props from chem synthesizer to reduce code
- reagent REF replaced with direct type converted to text and later
converted with `text2path()` cause its much faster

🆑
qol: Adds screen tips & examines for screwdriver, wrench, crowbar &
beaker insertion, removal & replacing actions
qol: Analyzing reagents no longer blocks other players from doing other
operations. Multiple players can analyze different reagents on the same
machine
qol: You cannot do any tool acts on the machine while printing to
prevent any side effects.
qol: The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. The feature can be
enabled/disabled via a check box
code: removed defines for reagent transfer, vars for reagent analyzis to
save memory. Autodoc for other vars & procs
fix: You can hit the chem master with tools like screwdriver, crowbar,
wrench & beaker in combat mode
fix: You cannot insert hologram items into the chem master
fix: Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option
fix: You now print the exact amount of containers requested even with
upgraded parts without creating empty containers. Max printable
containers is 13 with tier 4 parts able to print 50 containers.
refactor: Optimized client side UI code & chem master as a whole.
/🆑

---------

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

* Wraps `lowertext()` to ensure proper stringification. (#82442)

Fixes #82440

This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.

I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.

* Clowns can now make balloon... toys. And also mallets and hats. (#82288)

<!-- 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. -->

Clowns will now start with a box of 24 random long balloons and a
skillchip in their noggin allowing them to create balloon animals by
combining two of them of different colour together. Owners of the
skillchip also gain access to crafting recepies of balloon mallets,
vests, helmets and tophats, all created from long balloons. A crate of
long balloons, with a box of balloons inside, can be bought at cargo, in
case the clown runs out. I might edit this once I wake up, its 3 in the
morning right now.
Oh also, resprited how balloons look in inventory.

![image](https://github.com/tgstation/tgstation/assets/122572637/2d7ce955-c787-48a5-bfda-4613d2eed837)

Balloon animals funny.
Silly features are my favourite kind of features, and this one's
open-ended too.
Someone on the coder chat recommended someone would do it that one time,
here it goes.

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🆑
add: Added long balloon box to the clown's starting inventory, and a
skill-chip of long lost honk-motherian knowledge to their brain.
add: Added long balloons. Consequently, added balloon animals to make
from such balloons. Also, balloon top hat, vest, helmet, and a mallet.
Don't ask about the mallet.
add: A long balloons box harvested fresh from the farms on the clown
planet will be able to be shipped in a crate to the cargo department
near you!
add: As per requests; water balloons can now be printed at service
lathe, and entertainment modsuit can now blow long balloons!
image: Balloons will now have an unique sprite when in the inventory,
compared when to on the ground.
/🆑

<!-- 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,
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---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>

* Quick spellcheck 'steall' (#82560)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82447 quick followup to
this, caught it while glancing through the code.

* Fix

* merge conflicts

* Revert "Monkeys now use height offset (and monkey tail works) (#81598)"

This reverts commit 5cfdc5972d16c6b509220e8874a927696249d36a.

* fix

* Fixed lateinitialize

* This should cut it

* Oh right

* There?

* Damn, here?

* There

* [NO GBP] Fixes spurious runtime caused by icemoon (again) (#82582)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82572 I tried to fix this
but there was an unaccounted race condition which just caused a separate
runtime...


![firefox_GxGibAO281](https://github.com/tgstation/tgstation/assets/13398309/f251aecc-ef17-4bae-a741-5aade40de423)

Since the type is being changed mid-execution `replacement_turf` will
become out of scope. My bad--this should fix it now for good.

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Higgin <cdonny11@yahoo.com>
Co-authored-by: NeonNik2245 <106491639+NeonNik2245@users.noreply.github.com>
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-26 01:22:24 +02:00
Nidvex250
f37a93f76b Teshari Specific Ports from Nova Sector (#27223)
* Teshari Specific Port

This ports 4 Teshari specific PRs from Nova to Skyrat.

* Hypospray Port

The fancy new GAG enabled hyposprays.

* Revert "Hypospray Port"

This reverts commit b60a482e916ed5683424f64d0eefd9c8dcdd1a48.
2024-04-18 02:44:46 +02:00
SkyratBot
42f6f57dc0 [MIRROR] Replaces even more deciseconds with SECONDS (#27205)
Replaces even more deciseconds with SECONDS

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
2024-04-16 12:58:35 +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
ad4007e3f5 [MIRROR] Aheal no longer turns monkies in to humans (#27160)
* Aheal no longer turns monkies in to humans (#82393)

## About The Pull Request

Also changes the Make Monkey Admin button to turn you into a monkey with
mutations instead of just creating a new being.
Closes: https://github.com/tgstation/tgstation/issues/80744
Mabye Closes: https://github.com/tgstation/tgstation/issues/81722

## Changelog

🆑
fix: aheal no longer turns monkies into humans
qol: Player panel "make monkey" turns humans into monkeys through
mutation instead of making a new mob
/🆑

* Aheal no longer turns monkies in to humans

---------

Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
2024-04-04 21:50:40 +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
f8b87b994b [MIRROR] Overlay Lighting Color/Intensity Pass (#26825)
Overlay Lighting Color/Intensity Pass

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-03-11 22:26:46 -04:00
SkyratBot
234a19c927 [MIRROR] Rebalances and adds more ambush-style cling abilities, buffs chameleon skin and adds a new ability! "Darkness Adaptation" (#26727)
* Rebalances and adds more ambush-style cling abilities, buffs chameleon skin and adds a new ability! "Darkness Adaptation" (#81373)

## About The Pull Request
This PR adds a new ambush ability to changelings, "Darkness Adaptation"
and tweaks the balance of "Chameleon Skin".

The new cling ability, "Darkness Adaptation". makes your character
translucent and slightly dark while also giving the ability to see
slightly better into dark than normally (30% better). While this ability
is active, flash protection is lowered by one.

Buffs "Chameleon Skin" by reducing the DNA cost to 1 from 2, and sped up
the time it takes to go full invisible by 2.5x and zero instability cost

Below is the picture of the translucency through normal non-night-vision
vision: (note: this is using extremely dark armor already)

![gambar](https://github.com/tgstation/tgstation/assets/127663818/1f708705-abfc-48e8-a5a2-08a2cb985935)

Below is the picture of the translucency through the poor night-vision
that the ability gives you:

![gambar](https://github.com/tgstation/tgstation/assets/127663818/500169e3-7048-46aa-b33f-0b6d55373886)
## Why It's Good For The Game
This ability was added in #11148 back in 2015 and hasn't been touched
for 9 years. The original ability just gave you the _extremely_
situational "chameleon skin" mutation (one that is accessible to the
crew through genetics already). for a whopping **2 mutation points**
cost. The mutation makes you invisible after half a minute or so of
standing still and is immediately broken the second you move or get
pushed.

Compared to other similarly costed powers you get for 2 mutation points,
this is by far the worst bang for your buck by a large margin.

Needless to say, considering with how power-crept everything else in the
game is after all these years. this ability that hasn't been touched for
ages have fell into disuse to the point of uselessness, especially with
the heavy cost it that came with it.

This PR buffs that ability by making it cheaper, in line with the cost
of other less powerful abilities that clings have. and made it 2.5x
faster to turn invisible.

The PR also adds another ambush-oriented ability, "Darkness adaptation".
The ability allows your character to become translucent and slightly
dark while also giving the ability to see slightly better into dark than
normally (30% better); with the downside of your eyes being slightly
worse than before.

This ability follows the general spirit of clings, an stealth-generalist
oriented antag that you never know when they would strike (disguises
already have this effect, but them being far more able to jump you in
maint even more so.). and encourages more creative strategy than just
your average murderbone.

A Perfect force multiplier for maint combat and maint ambushes. Also
synergises well with augmented sight, and the blackish cling armor.

Don't worry if you think the new ability, combined with the faster cham
skin would make you invisible to the naked eye. The mutation cancels out
the translucency of the adaptation.
## Changelog
🆑
add: Adds a new changeling ability, "Darkness Adaptation". Making you
more translucent, especially in darkness and allowing you to see
slightly better in the dark
balance: The changeling power "Chameleon Skin" has been buffed, Reduces
the cost to 1 and sped up the time it takes to turn invisible
/🆑

---------

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

* Rebalances and adds more ambush-style cling abilities, buffs chameleon skin and adds a new ability! "Darkness Adaptation"

---------

Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2024-03-03 12:44:05 -05:00
SkyratBot
b79167c173 [MIRROR] Organ movement refactor *Un-nullspaces your organs* [MDB IGNORE] (#25530)
* Organ movement refactor *Un-nullspaces your organs*

* Fix conflicts

I checked the conflicts on the two weird conflicts and no previous TG pr touches them i assume its just github being github because those shoulden't be conflicts *shrug

* Fix #1 uhh...this is going to be a long one

* Fix #2 Modular Movement Flags

* Fix #3 It builds now

* Fix #4 Oh god it builds now, I missed some things

* Fix #5 No more Runtimesplosion Now time for Synths

* Update nightmare_organs.dm

* on_mob_insert

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/25664

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/25685

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/25582

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/25686

* bro the fucking brain does not go into the chest.

* seriously? undocumented code causing shit. if it breaks ghouls, so be it.

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <somerandomowl@ratchtnet.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-24 19:06:09 +00:00
SkyratBot
745e59b941 [MIRROR] [NO GBP] Fixes a mistake with mutation cleanup [MDB IGNORE] (#25615)
* [NO GBP] Fixes a mistake with mutation cleanup (#80242)

## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/80199

`on_lose()` tends to call the parent first, where the `qdel(src)` was
happening. The issue with that: it returns from the parent call, and now
due to being qdeled the `owner` is set to `null`. Certain mutations try
to access owner to do various things post-removal, cue the runtimes...

---

I just moved the mutation qdeletion out of the proc and into
`force_lose()` instead. There are only two other places where
`on_lose()` gets called, one of which is for unstable mutations and it
already immediately qdels the mutation afterwards.

The other is when hulks get put into crit. I added a qdel to the latter.
This should ensure that mutations always get deleted after removal (but
without breaking anything this time).

Also renamed some abbreviated vars.

Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/25543

## Why It's Good For The Game

Fixes a bug that I accidentally introduced.

## Changelog

🆑
fix: fixes a bug which was causing certain mutations to only get
partially removed
/🆑

* [NO GBP] Fixes a mistake with mutation cleanup

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
2023-12-14 21:57:01 -05:00
SkyratBot
3658c80e57 [MIRROR] Explodes device.dmi [MDB IGNORE] (#25523)
* Explodes device.dmi

* Demodularize these

* Update traitordevices.dm

* Update traitordevices.dm

* Modularizes hypnotic flash

* Modular dmi repath

* Modular dmi repath

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-09 09:48:43 -05:00
SkyratBot
6f652ee74e [MIRROR] Makes mutations clean up after themselves [MDB IGNORE] (#25481)
* Makes mutations clean up after themselves (#80107)

## About The Pull Request

They weren't doing this before. This was an issue because they hold refs
to a `mob/living/carbon/owner` as well as a `datum/dna`, making it a
potential source of hard dels.

As far as I can tell, I do not see this causing any issues as
`remove_mutation(mutation)` takes a type path as an arg rather than a
reference, same thing with `get_mutation(mutation)`. I couldn't find any
examples of a reference to a mutation being reused by anything after
being removed.

---

When I was investigating potential reasons for why it might have been
like this I found more problem code. Timed dna injectors were setting
`target` to the return value of `add_mutation()`/`remove_mutation()`
which is a bool. This made no sense and would cause runtimes as well as
mislead people into thinking that the return value of those procs was a
`mob/living/carbon`.

## Why It's Good For The Game

Fixes an oversight, and headache further down the line.

## Changelog

🆑
fix: fixed mutations holding onto refs after removal
fix: fixes timed dna injectors
/🆑

* Makes mutations clean up after themselves

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-12-07 04:01:01 +00:00
SkyratBot
57af94957d [MIRROR] Different pen types have unique behavior when used in foam darts. [MDB IGNORE] (#25183)
* Different pen types have unique behavior when used in foam darts. (#79587)

## About The Pull Request

This PR makes the following changes:
- Refactors inserting items into foam darts into a component on items
that can be inserted into darts
- Adds the aforementioned component to pens
- Provides an inspection tip for how to modify a foam dart
- Gives different pen types specific behavior when used in a foam dart

Pens typically give a foam dart 5 brute and 50% embed chance (affected
by falloff). The following types of pens give the specified properties
(usually directly derived from the pen's stats and additional
functions):
- Red pen (and four-color pen set to red): Slightly faster dart
- Captain's fountain pen: Slightly faster dart, and 75% base embed
chance
- Sleepypen: Tries to inject its reagents into the hit mob, but doesn't
penetrate thick clothing like syringe guns do
- Energy Dagger: 35 brute, 100% base embed chance, and slightly faster
dart
- Survival Pen: Mines rocks on impact
- Fine Tip Pen (if someone somehow manages to get one): 100 bare wound
bonus and 9000 demolition modifier

## Why It's Good For The Game

Expands the emergent gameplay possibilities of using pens in foam darts.

While there are balance risks involved with traitors being able to buy
the equivalent of reusable 45u syringe shots and 35 brute bullets, you
are not likely to get your pen back once it hits its target, unless you
somehow have the recall spell and have bound the pen to it. There are
probably more TC-efficient ways to achieve comparable projectile
weaponry, but foam dart guns have an air of subtlety to them... at least
until your skin is pierced by a pointy writing implement that may also
be something more deadly. If maintainers still have balance concerns,
please let me know.

## Changelog

🆑
add: Certain types of pens now function like you expect they would when
inserted into a foam dart
qol: Examining a foam dart closely will show you how to modify it, or
what it is modified with
/🆑

* Different pen types have unique behavior when used in foam darts.

---------

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
2023-11-21 22:54:35 -05:00
SkyratBot
5540632705 [MIRROR] Reworks transformation sting to be temporarily in living mobs, forever in dead mobs [MDB IGNORE] (#24002)
* Reworks transformation sting to be temporarily in living mobs, forever in dead mobs

* Modular updates

* Recaches the icons generated in the `changeling` unit test

* Pain

* More tweaks

* Disable unit test

* Let's see if we can pass test temporarily

* Makes transformation sting unobtainable more cleanly

* Unit test

* Cursed proc

* Kill the unholy copy pasta

Seriously this stuff is just awful. This is not maintainable.

* test this

* Update comments

* Fixing the screenshot test, maybe?

* grrr

* Update changeling.dm

* Attempt to fix this nonsense

* Update changeling.dm

* Update changeling.dm

* Update changeling.dm

* Update dna.dm

* Fixes it?

* Screenshot test

* Update _traits.dm

* Update _traits.dm

* Fix this

* Update dna.dm

* Update dna.dm

* Hmm

* This proc needs a new name

* I want to scream but I have no mutant parts

* Fix

* Update species.dm

* Update species.dm

* Update species.dm

* Update species.dm

* Some touch ups

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
2023-11-21 13:21:37 -05:00
SkyratBot
9c78808284 [MIRROR] Nukes radio.dmi, adds inhands for somewhat relevant items. [MDB IGNORE] (#25147)
* Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792)

## About The Pull Request

Third /icon/ cleansing splinter 1. Comments on commits say all it does
pretty much.

![image](https://github.com/tgstation/tgstation/assets/122572637/6540e588-bed8-4e98-81f5-2a6f449c53c3)

## Why It's Good For The Game

Inhand for walkietalkie was requested in the project, gets rid of some
usecases of old 'gangtool', headset splitoff requested by Fazzie.
Inhands reflecting the items they are supposed to represent is nice.

## Changelog

🆑
image: Following now have unique item sprites: syndicate war declaration
radio, curator and chief beacon's, chaplain beacon.
image: Following now have unique inhand sprites: radio, export scanner,
walkie-talkie, syndicate war declaration radio, curator and chief
beacon's, chaplain beacon.
/🆑

* Nukes radio.dmi, adds inhands for somewhat relevant items.

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
2023-11-20 09:05:49 -05:00
SkyratBot
0edf5c1f70 [MIRROR] Fixes a race condition in mutations code [MDB IGNORE] (#25116)
* Fixes a race condition in mutations code (#79829)

## About The Pull Request

One of the timers has a callback to the `modify()` proc which also
doesn't check whether the mutation owner has been deleted since the
timer began, potentially resulting in a runtime.

![image](https://github.com/tgstation/tgstation/assets/13398309/1e41c48b-2620-4473-9278-702d490871cc)

## Why It's Good For The Game

Fixes bugs

## Changelog

🆑
fix: fixed a race condition with mutations
/🆑

* Fixes a race condition in mutations code

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-19 17:14:48 +00:00
SkyratBot
020d2ad13e [MIRROR] Code compression for reagent holder. Lowers plumbing reaction chamber tick usage [MDB IGNORE] (#25050)
* Code compression for reagent holder. Lowers plumbing reaction chamber tick usage (#79686)

## About The Pull Request
More code improvements for reagent holder. As you can see it removes a
lot more code than it adds so code savings are significant. This does
not touch on any floating point arithmetic, all that is behind us, this
focuses on removing redundant procs and merging existing procs to
achieve the same functionality so if you do see any changes in reagent
related behaviour it's not intentional and should be reported as a bug
here.

The following code changes can be summarized into points.

**1. Removes procs `get_master_reagent_id()` &
`get_master_reagent_name()`**
Both of these procs have the exact same functionality as
`get_master_reagent()` with the only exception of returning a different
value. Instead we can just call `get_master_reagent()` directly and
infer the name & type of it ourselves rather than creating a wrapper
proc to do it for us, therefore reducing overall code

**2. Removes & Merges `remove_all_type()` proc into `remove_reagent()`**
The proc `remove_all_type()` is highly inefficient, it first uses a for
loop to look for the reagent to remove & then it again calls
`remove_reagent()` on the reagent once it has found it. We can just
embed this functionality directly into `remove_reagent()` by simply
adding an additional parameter `include_subtypes`. This way the
operation is faster, and we reduce the code to get the job done. Also
now `remove_reagent()` will return the total volume of reagents removed
rather that a simple TRUE/FALSE

**3. Removes & Merges `trans_id_to()` proc into `trans_to()`**
Both these procs have the same job of transferring either a single
reagent or all reagents. `trans_id_to()` is a scaled down version of
`trans_to()` because
- It does not have any `method` var. This means if you want to transfer
a single reagent to a mob/organ or any other object it does not have the
functionality to expose the target to that transferred reagent.
- It does not have a `multiplier` var to scale reagent volumes
- It does not have code to deal with organs or stop reactions i.e. it
does not have the `no_react` var.

We can overcome all these short comings by simply adding an extra var
`target_id` to specify what specific reagent to transfer therefore
attaining the same functionality while keeping the benefits of
`trans_to()` proc therefore reducing overall code

**4. Lowers plumbing reaction chamber tick usage for balancing ph.**
Rather than invoking a while loop to balance ph it's much easier for the
player to simply make the reaction chamber wait for e.g. add a reagent
that will never come. This will make the chamber wait therefore giving
the reaction chamber ample time to correctly balance the ph and then
remove that reagent from the list therefore getting correct ph levels.
No need to create code hacks when the player can do it themselves  so
the while loop has been removed

## Changelog
🆑
code: removed redundant procs `get_master_reagent_id()` &
`get_master_reagent_name()`
code: merged `remove_all_type()` proc with `remove_reagent()` now this
proc can perform both functions. `remove_reagent()` now returns the
total volume of reagents removed rather than a simple TRUE/FALSE.
code: merged `trans_id_to()` proc with `trans_to()` now this proc can
perform both functions
refactor: plumbing reaction chamber will now use only a single tick to
balance ph of a solution making it less efficient but more faster. Just
make the reaction chamber wait for longer periods of time to accurately
balance ph
refactor: reagent holder code has been condensed. Report any bugs on
GitHub
/🆑

* Code compression for reagent holder. Lowers plumbing reaction chamber tick usage

* Modular update

* Update alcohol_reagents.dm

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-11-16 18:27:20 -05:00
SkyratBot
eb75696ae9 [MIRROR] [NO GBP]Fixes tesla zaps. [MDB IGNORE] (#24698)
* [NO GBP]Fixes tesla zaps. (#79398)

## About The Pull Request
Closes #79297
Closes #79312

Due to the new cutoff parameter being added to tesla_zap() (from
#78310), and most callers used positional arguments instead of keywords,
the zap flags was getting fed the shocked_targets list and maybe other
junk. This caused a bunch of unusual phenomena. This is fixed by using
keyword arguments.

Tesla zaps that use the grid were significantly weaker in terms of
damage than they're supposed to be. This was a byproduct of trying to
convert everything to joules and removing unnecessary power multipliers.
This is fixed by reverting the damage scaling and zap power of zap
sources that aren't based on grid. Technically this will cause the zaps
from other sources to have less power, but these tend to not be able to
put power on grid, so this wouldn't have any change other than what a
grounding rod displays. Doesn't really matter.

Logs machine explosions from zap_act. Not the most helpful log (would
take a lot of effort to add an extra parameter to pass the source), but
better than nothing.

Probably other stuff I did, lol.
## Why It's Good For The Game
Stops zap fuckery. Admins can now find the explosions when a 9GeV engine
decides to go haywire or whatever.
## Changelog
🆑
fix: Fixes tesla zaps being weird.
admin: Logs explosions from explosive zaps.
/🆑

* [NO GBP]Fixes tesla zaps.

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2023-10-31 10:29:50 -07:00
SkyratBot
557d577cc3 [MIRROR] Fixes being able to punch yourself [MDB IGNORE] (#24401)
* Fixes being able to punch yourself (#79033)

## About The Pull Request

Fixes #79031

Fixes #79042

I forgot some logic here when making the human override.
Not the cleanest way to do it but it'll suffice.

## Changelog

🆑 Melbert
fix: You can punch yourself again
/🆑

* Fixes being able to punch yourself

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-10-17 16:07:27 -04:00
SkyratBot
22943b9449 [MIRROR] Refactors UnarmedAttack so we don't have like 4 Unarmed Attack signals, kills two more snowflake species procs [MDB IGNORE] (#24356)
* Refactors `UnarmedAttack` so we don't have like 4 Unarmed Attack signals, kills two more snowflake species procs

* Update chameleon.dm

* Update _species.dm

* Modular

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-16 12:37:49 -04:00
SkyratBot
877c1e0295 [MIRROR] Fixes an issue w/ antiglow. [MDB IGNORE] (#24244)
* Fixes an issue w/ antiglow. (#78865)

## About The Pull Request

Antiglow's ``glow`` var used to be how strong it would glow, but it was
renamed to ``glow_power`` when
``/obj/effect/dummy/lighting_obj/moblight`` got added to it, which took
its previous name of ``glow``. Antiglow was never updated for this, so
they set the moblight as -1.5, which is supposed to be its strength.

I also removed some unused defines dw about that

## Why It's Good For The Game

Fixes an unintentional change that maybe breaks something idk.

## Changelog

🆑
fix: Antiglow now probably has negative glow power.
/🆑

* Fixes an issue w/ antiglow.

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-10-10 11:05:09 -07:00
SkyratBot
0c9149bf35 [MIRROR] Refactor gib code to use bitflags and have documentation [MDB IGNORE] (#24143)
* Refactor gib code to use bitflags and have documentation

* Modular updates

* Modular updates

* Modular updates

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-09 15:00:17 -04:00
SkyratBot
37a8f73ae3 [MIRROR] Basic Legion & Hivelord [MDB IGNORE] (#23964)
* Basic Legion & Hivelord

* Update modular + fix diffs

* Fixing diffs

* More diffs

* Adds an AI behavior to replace the 'wander = 0' varedit for the hivelord gate guardians

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-27 22:30:02 -04:00
SkyratBot
f5eb6b48b8 [MIRROR] [NO GBP]Zap strength is now measured in joules. NT CIMs will now display the power transmission from the zaps, accounting for every factor. [MDB IGNORE] (#23887)
* [NO GBP]Zap strength is now measured in joules. NT CIMs will now display the power transmission from the zaps, accounting for every factor. (#78310)

## About The Pull Request
Zap strength is now measured in joules. Scales everything to account for
this.

NT CIMS will now display the zap power transmission in watts, instead of
a modifier. This will allow you to actually see how much power the
supermatter is generating accurately, without knowledge of hidden
multipliers. NT CIMs will also show the internal energy gain from heat
in eV/K/s, so you can easily figure out how internal energy gain works,
and how much energy gain it actually gives. The internal energy
measurement will also adjust its prefix. Internal energy is now a
measure of internal energy, rather than internal energy density,
removing the "/cm^3".

Here is what it looked like:
![Screenshot
(25)](https://github.com/tgstation/tgstation/assets/58013024/781323d4-db91-4a78-9a46-8152022993ed)

This image was created on an earlier commit where the numbers were wrong
due to a hidden multiplier that got removed later, so keep that in mind.

Also fixes inactive supermatters unnecessarily scaling delta time. The
high energy (>5GeV) additional zaps now also scale with delta time.

The code in this PR is absolute garbage trash and there are some major
issues, so I'm drafting this for now.
## Why It's Good For The Game
Makes it more clear what the factors add, and also how much power the SM
is releasing. Zap strength being measured in joules will simplify a lot
of things, making power balance more clear rather than guessimating.
Adjusting the prefix for internal energy is just the natural thing to
do. The per cubic centimeter part of internal energy would imply it is
energy density, however it is functionally not. It would probably
confuse people thinking the volume of the turf or the size of the
supermatter actually matters for what the internal energy does, when it
does not (except for gas absorption I guess, which changes heating/mol
requirements, but nothing else), so I am removing that part.
## Changelog
🆑
qol: NT CIMs shows how much power the supermatter is releasing.
qol: NT CIMs internal energy will adjust its prefix.
qol: Energy displays (such as multitooling grid) will use the full range
of SI prefixes available, up to the peta prefix if you somehow managed
to reach that.
del: Removes the per cubic centimeter part of internal energy.
fix: Fix unnecessary delta time scaling on inactive supermatters.
fix: Fix high energy zaps not scaling with delta time.
fix: Fixes grounding rods lying about potential power you can generate.
code: Convert supermatter_zap() and tesla_zap() zap_str argument unit to
be in joules, and scales everything that uses that argument.
/🆑

* [NO GBP]Zap strength is now measured in joules. NT CIMs will now display the power transmission from the zaps, accounting for every factor.

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2023-09-24 23:24:04 -07:00
SkyratBot
9f3be12c19 [MIRROR] [TEST-MERGE FIRST] Wound refactor number two: Full synthetic support [MDB IGNORE] (#23601)
* [TEST-MERGE FIRST] Wound refactor number two: Full synthetic support

* Wound refactor two compatability (#23618)

* Delam emergency procedure moth (#23483)

* safety moff

* delta/whitespace/examine

* icebox

* moff poster

* moff poster

* Update DelamProcedure.tsx

* Update scram.dm

* sound plays during warning

* remove nightshift, theres already a global proc

* scrubber hint

* missed that define

* Apply suggestions from code review

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* covered by ui_interact

* Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Automatic changelog for PR #23483 [ci skip]

* Automatic changelog compile [ci skip]

* [non modular] disables TG "hold up" for the foreseeable future (#23607)

Update gun.dm

* Automatic changelog for PR #23607 [ci skip]

* [MIRROR] Desouls Hivelord [MDB IGNORE] (#23609)

* Desouls Hivelord (#78213)

## About The Pull Request

![dreammaker_RJz4brjobM](https://github.com/tgstation/tgstation/assets/7483112/e5e4a3e9-ea6b-47f9-887c-3339d24d3fa8)

Replaces the sprite of the hivelord with a new one, in my continuing
quest to annihilate the old asteroid mob sprites.
A (never completed) asteroid mob resprite was actually my first PR, this
one is my 200th.
I am also planning on fucking with basic mob versions of these mobs some
time but the sprites can be atomised out.

In addition to replacing the old-ass MSPaint sprites, this PR also adds
a short death animation effect to the hivelord brood (from hivelords or
legions) which looks nicer than them just vanishing instantly upon
death.

Look at this video for an example of the animation:
https://www.youtube.com/watch?v=cKaskN5-y2A

## Why It's Good For The Game

Looks nicer.

## Changelog

🆑
image: Hivelords have a new sprite.
image: Hivelord and Legion brood have a death animation.
/🆑

* Desouls Hivelord

---------

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

* Automatic changelog for PR #23609 [ci skip]

* [MIRROR] Updates chem factory tank sprites [MDB IGNORE] (#23608)

* Updates chem factory tank sprites (#78209)

Updates chem factory tank sprites.

* Updates chem factory tank sprites

---------

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>

* [MIRROR] Rice Dough can be made in a beaker [MDB IGNORE] (#23611)

* Rice Dough can be made in a beaker (#78062)

## About The Pull Request

Rice dough can be made in a beaker using 20u of Rice Flour and 10u of
Water. 10u of Rice Flour is made from 5u of Rice and 5u of Flour. Rice
dough can still be crafted manually using the crafting menu and the
original recipe.
## Why It's Good For The Game

Cooks can sometimes get swamped with work, especially on a high-pop
shift or when there are no botanists. By making rice dough more
convenient to make, cooks don't need to spend as much time in the
crafting menu.
Rice Flour is made from mixing equal parts Rice and Flour. Since no
recipe other than Rice dough uses both Rice and Flour in it's Recipe, it
should be fine to turn those regents into the intermediate reagent "Rice
Flour".
Fixes #77966
## Changelog
🆑
qol: Rice Dough may be made in beaker instead of being crafted, but the
rice and flour must be added first
/🆑

* Rice Dough can be made in a beaker

---------

Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>

* Automatic changelog for PR #23608 [ci skip]

* Automatic changelog for PR #23611 [ci skip]

* f

* awda

* unused type!!!

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* oh hey unused defines! bye

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>

---------

Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>
2023-09-16 11:24:49 -04:00
SkyratBot
71da4ca73f [MIRROR] Refactors the notransform variable into a trait. [MDB IGNORE] (#23566)
* Refactors the `notransform` variable into a trait.

* Update robot_upgrades.dm

* modular

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-07 20:24:59 -04:00
SkyratBot
2bcbb36ab9 [MIRROR] [TEST-MERGE FIRST] Allows all limbs to be dismembered and significantly refactors wounds [MDB IGNORE] (#23407)
* [TEST-MERGE FIRST] Allows all limbs to be dismembered and significantly refactors wounds

* ah fuck it

* test

* edaawdawd

* Revert "edaawdawd"

This reverts commit 47be710fe61a1f4ca79212b29b3e88bf05ec9a3a.

* nothing but sheer hatred

* freaawd

* dzfxg

* Fixing some diffs here while we are at it.

* These are deprecated and should be removed

---------

Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: nikothedude <simon.prouty@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-05 13:24:22 -04:00
SkyratBot
87bfa7a61a [MIRROR] Fixes typo 'transfered', olive oil reaction repath [MDB IGNORE] (#23469)
* Fixes typo 'transfered', olive oil reaction repath

* Modular

* Update condiment.dm

* Update recipes_guide.dm

* Update _cup.dm

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-04 08:49:33 -04:00
SkyratBot
50f87f7f41 [MIRROR] Converts some actions to mob cooldown actions [MDB IGNORE] (#23165)
* Converts some actions to mob cooldown actions (#77680)

## About The Pull Request

It has come to my attention that it isn't possible for admins to grant
the abilities to place web, lay eggs, and issue commands to spiders to
arbitrary mobs. This refactors Spider, Goliath, and Meteor Heart
abilities (hey what do you know I last touched all of those) such that
they can.

## Why It's Good For The Game

You **can** create the spider pig as an event.

## Changelog

🆑
admin: Adds Spider, Goliath, and Meteor Heart actions to the "Grant Mob
Action" menu.
/🆑

* Converts some actions to mob cooldown actions

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-17 19:42:26 -04:00
SkyratBot
d5655c3c55 [MIRROR] Adds Summon Simians & Buffs/QoLs Mutate [MDB IGNORE] (#22970)
* Adds Summon Simians & Buffs/QoLs Mutate (#77196)

## About The Pull Request

Adds Summon Simians, a spell that summons four monkeys or lesser
gorillas, with the amount increasing per upgrade. The monkeys have
various fun gear depending on how lucky you get and how leveled the
spell is. If the spell is maximum level, it only summons normal
gorillas.

Added further support for nonhuman robed casting: Monkeys, cyborgs, and
drones can all now cast robed spells as long as they're wearing a
wizardly hat as well.

Made monkeys able to wield things again.

Wizard Mutate spell works on non-human races. It also gives you
Gigantism now (funny). If the Race can't support tinted bodyparts, your
whole sprite is temporarily turned green.

Made Laser eyes projectiles a subtype of actual lasers, which has
various properties such as on-hit effects and upping the damage to 30.

Improved some monkey AI code.

## Why It's Good For The Game

> Adds Summon Simians, a spell that summons four monkeys or lesser
gorillas, with the amount increasing per upgrade. The monkeys have
various fun gear depending on how lucky you get and how leveled the
spell is. If the spell is maximum level, it only summons normal
gorillas.

It's criminal we don't have a monky spell, and this is a really fun spin
on it. Total chaos, but total monky chaos. It's surprisingly strong,
but! it can very well backfire if you stay near the angry monkeys too
long and your protection fades away. Unless you become a monkey
yourself!!

> Wizard Mutate spell works on non-human races.

This spell is great but it's hampered by the mutation's human
requirement, which is reasonable in normal gameplay. Wizards don't need
to care about that, and the human restriction hinders a lot of possible
gimmicks, so off it goes. Also, wizard hulk does't cause chunky fingers
for similar reasons

> Made Laser eyes projectiles a subtype of actual lasers, which has
various properties such as on-hit effects and upping the damage to 30.

Don't really caer about the damage so much, this is more so that it has
effects such as on-hit visuals. Can lower the damage if required, but
honestly anything that competes against troll mjolnir is good.

> Added further support for nonhuman robed casting: Monkeys, cyborgs,
and drones can all now cast robed spells as long as they're wearing a
wizardly hat as well.

SS13 is known for 'The Dev Team Thinks of Everything' and I believe this
is a sorely lacking part of this or something. It's funny.
I want to see a monkey wizard.

> Made monkeys able to wield things again.

I really don't know why this was a thing and it was breaking my axe and
spear wielding primal monkeys. Like, why?

## Changelog

🆑
add: Adds Summon Simians, a spell that summons four monkeys or lesser
gorillas, with the amount increasing per upgrade. The monkeys have
various fun gear depending on how lucky you get and how leveled the
spell is. If the spell is maximum level, it only summons normal
gorillas.
balance: Wizard Mutate spell works on non-human races. It also gives you
Gigantism now (funny). If the Race can't support tinted bodyparts, your
whole sprite is temporarily turned green.
balance: Made Laser eyes projectiles a subtype of actual lasers, which
has various properties such as on-hit effects and upping the damage to
30.
add: Added further support for nonhuman robed casting: Monkeys, cyborgs,
and drones can all now cast robed spells as long as they're wearing a
wizardly hat as well.
balance: Made monkeys able to wield two-handed things again.
/🆑

---------

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

* Adds Summon Simians & Buffs/QoLs Mutate

* Updates our modular file to take this into account (I hate that this exists)

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-08-11 14:42:17 -04:00
SkyratBot
5caffe23c0 [MIRROR] Allows for some locs to have spells cast while inside, such as PAI cards (for PAIs), AI cards (for AIs), and mechas [MDB IGNORE] (#22940)
* Allows for some locs to have spells cast while inside, such as PAI cards (for PAIs), AI cards (for AIs), and mechas (#77418)

## About The Pull Request

Spiritual successor to #76716

- Some spells can now be cast while the mob is within the contents of
certain atoms.
  - PAIs can now cast if within a PAI card
  - AIs can now cast if within an AI card
  - People within vehicles (mechas and cars) can now cast their spells

- Repulse and Knock now have unique interactions for being cast within a
locker

## Why It's Good For The Game

Carlac's PR gave me an idea for how to tackle this in a relatively clean
way so I went ahead and adapted the suggestion to something that works
for the cast chain.

This isn't perfect, some spells will need to be updated, but they can be
done piecemeal.

This is something that, IN THEORY, should have already been wholesale
supported by the spell refactor - any atom you pass into the cast chain
should "just work ™️ ", either rejecting if it fails the valid target
check or doing the spell effects as if the atom passed was the caster.

## Changelog

🆑 Melbert
add: PAIs can now cast wizard spells should they have any.
add: AIs located in intellicards can now cast wizard spells should they
have any.
add: Some spells, such as AoE or conjure spells, are now castable from
within Mechas or Clown Cars. To varying degrees of success.
add: Knock will now unlock and open closets you are hiding within.
add: Repulse will now throw open closets you are hiding within.
/🆑

* Allows for some locs to have spells cast while inside, such as PAI cards (for PAIs), AI cards (for AIs), and mechas

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-08-08 08:18:56 -04:00
SkyratBot
7b4237c692 [MIRROR] Implements usage of the REVERSE_DIR macro throughout the code. [MDB IGNORE] (#22743)
* Implements usage of the REVERSE_DIR macro throughout the code. (#77122)

## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.

## Why It's Good For The Game
Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir,
180)` call, being a simple set of binary operations. To sum it up, micro
optimization.

## Changelog

N/A

* Implements usage of the REVERSE_DIR macro throughout the code.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-07-28 14:32:01 -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
44e8be8991 [MIRROR] SPECIES NUKING 2023: Mein leber! Allows livers to handle reagents in special ways, instead of the species datum doing it [MDB IGNORE] (#22047)
* SPECIES NUKING 2023: Mein leber! Allows livers to handle reagents in special ways, instead of the species datum doing it

* Fixes another conflict that it decided not to take in

* Fixes the linters!

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-07-13 19:12:37 -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
Bloop
7f6b8942a9 Fixes a small gigantism/dwarfism issue (#22376)
* Fixes gigantism/dwarfism issue

* put that back
2023-07-11 19:40:19 -04:00
SkyratBot
7a504490f0 [MIRROR] SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart [MDB IGNORE] (#21991)
* SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart

* Makes it all compile, for now

* Fixes eye emissives not working right.

* Fixes the plasmaman head (oof conflicts)

* Fixes the screenshot tests

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-07-08 15:25:17 -04:00
SkyratBot
529b8b4464 [MIRROR] Lighting object oddities [MDB IGNORE] (#21945)
* Lighting object oddities (#76009)

## About The Pull Request

Fire stacks status effect no longer uses a weakref for the mob light, I
am pretty sure there was no real reason to use a weakref there.
Deleted weird luminescent glow dummy, now it just uses the standard
moblight obj.
Put all /obj/effect/dummy/lighting_obj together in a single file and
added a comment explaining why they exist.

(I severely dislike the /obj/effect/dummy typepath, but I am very much
unsure if just replacing all of them with /obj/effect/abstract would
break shit)

## Why It's Good For The Game

Code organization good

* Lighting object oddities

* Update kindle.dm

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-06-20 14:06:48 -07:00
SkyratBot
124ff7955c [MIRROR] Improves mob resizing (and UpdatePaths). [MDB IGNORE] (#21726)
* Improves mob resizing (and UpdatePaths).

* updatepaths

* conflicts

* update modular

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 14:23:05 +01:00
SkyratBot
1db840a848 [MIRROR] Fixes formula with spatial instability and energetic chromosome [MDB IGNORE] (#21586)
* Fixes formula with spatial instability and energetic chromosome (#75767)

## About The Pull Request

Doubles the growth rate of the warpchance rather than halves when an
energetic chromosome is present

For numbers

It now grows by roughly 0.5 per update (every 2 seconds) rather than
0.0625 with an energetic chromosome

The base growth rate (unchanged) is 0.25 (every 2 seconds) or 0.0625 per
second
## Why It's Good For The Game

Energetic chromosome`s identity is that it speeds up the cooldown
between abilities or in this case the chance that your spatial
instability will go off so Im convinced this is an oversight / bug with
writing the equation of the warpchance gain.
## Changelog
🆑
fix: Spatial instability now gets properly energized by energetic
chromosomes
/🆑

---------

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

* Fixes formula with spatial instability and energetic chromosome

---------

Co-authored-by: moocowswag <62126254+moocowswag@users.noreply.github.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@ users.noreply.github.com>
2023-06-02 21:42:19 -07:00
SkyratBot
88e4c08a98 [MIRROR] New Medical job: The Coroner [MDB IGNORE] (#20963)
* New Medical job: The Coroner

* Fixes coroner (code-side) (#21005)

* Fixes coroner

* Update jobs.dm

* trailing newline

* wew

* VR Replacements

* w

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-08 03:44:11 +01:00
SkyratBot
87b52979cc [MIRROR] Tonguespike buff, chemspike slight nerf [MDB IGNORE] (#20950)
* Tonguespike buff, chemspike slight nerf (#75092)

Increases the tonguespike damage.
impact damage: 15 -> 25
pain damage (leaving tonguespike embedded damage): 4 -> 15
cooldown time = 10 seconds -> 1 seconds

Decreases the chemspike damage
impact damage: 4? -> 2
pain damage: 4 -> 0

These values were eyeballed when I originally added them, fuck embedding
code, uuuh... these values make more sense. At the very least
tonguespike was nearly unusuable being a 15 damage item that pain-ticked
for a pitiful 4.
The cooldown was just unnecessary and killed unnecessary organ
regeneration strategies

Chemspike ticked for too much when it wasn't really meant to deal much
damage.

* Tonguespike buff, chemspike slight nerf

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2023-05-06 17:33:59 +01:00
SkyratBot
c4d4e1da63 [MIRROR] Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. [MDB IGNORE] (#20916)
* Minerals have been refactored so costs and minerals in items are now in terms of mineral defines.

* AI GEN RUN ONE

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:48:10 +01:00
SkyratBot
5b19e5d0e3 [MIRROR] Actually anti glow [MDB IGNORE] (#20709)
* Actually anti glow (#74733)

## About The Pull Request
Now that I've realized I can fix things that's bugging me, a personal
pet peeve, anti-glow weren't actually doing as advertised, instead just
making it a light grey.

This is anti-glow in it's current state

![image](https://user-images.githubusercontent.com/126404225/232171576-48584926-a47f-49c7-b0f3-449687bb1d47.png)

And this is anti-glow as it probably should be.

![image](https://user-images.githubusercontent.com/126404225/232171605-70fa6da1-841e-438f-a302-911517b95a52.png)
## Why It's Good For The Game
Anti-glow does as advertised.
## Changelog
🆑
fix: Anti-glow actually bringing some darkness instead of just a light
glow.
/🆑

* Actually anti glow

---------

Co-authored-by: Dawnseer <126404225+Dawnseer@users.noreply.github.com>
2023-04-23 09:27:30 -07:00
SkyratBot
fcfcc2f9d9 [MIRROR] Implanted foreign bodyparts will resist being removed on species change [MDB IGNORE] (#20555)
* Implanted foreign bodyparts will resist being removed on species change (#74701)

## About The Pull Request

Title.
Also, to make bodypart code slightly nicer, I retooled some variables to
be part of a new bitfield called bodypart_flags.

## Why It's Good For The Game

We've been trying to move away from the species datum for limb stuff
precisely because of funny shenanigans like this, no?

## Changelog

🆑
refactor: Implanted foreign limbs will no longer be wiped by species
change.
/🆑

* Implanted foreign bodyparts will resist being removed on species change

* fex

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 01:57:46 +01:00
SkyratBot
9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
SkyratBot
fe8fc4d010 [MIRROR] Split weapons_and_items.dmi icons into their own categories [MDB IGNORE] (#20360)
* Split weapons_and_items.dmi icons into their own categories

* update modular

* I hate the dme

* random ass define removal fix

* missing icons fix

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 19:53:43 +01:00
SkyratBot
3464b6bfb2 [MIRROR] Refactors Regenerate Organs, and a few organ helpers [MDB IGNORE] (#20094)
* Refactors Regenerate Organs, and a few organ helpers

* MERGE CONFLICTS

* GETORGANSLOT > GET_ORGAN_SLOT

* GETORGAN > get_organ_by_type

* lint repairs

* more lint

* Update tgstation.dme

* Update surgery_step.dm

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-01 02:51:06 +01:00