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16 Commits
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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


## 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)

Before (large buttons)

After (normal buttons)

After (large buttons)

Long buttons (normal)

Long buttons (large buttons (I am 35 and yet still fight the forces of
chaos))

</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.

## 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

Deathmatch got some UI facelifts


Fixes #75741

</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.

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.

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


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>


</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

* 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>




Fixes #81442

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

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

## 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
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ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570) ## About The Pull Request I completely screwed up and told the original PR author of #82415 ( |
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eb92fee542 |
[MIRROR] Fix playing card memory (#27448)
* Fix playing card memory (#82834) ## About The Pull Request `/datum/memory/playing_cards` accepts a list of other players, which it uses to format into an english list. But where it is applied, it takes a list of players, formats it into an english list, and passes it in. Oops. Also fixed some verbage for how the memories look in-story-form. ## Changelog 🆑 Melbert fix: Playing Cards memory now reads better /🆑 * Fix playing card memory --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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fd2e346683 |
[MIRROR] Fixes throwing hard del [MDB IGNORE] (#25846)
* Fixes throwing hard del (#80551) ## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/80472 ## Why It's Good For The Game Less CI failures ## Changelog 🆑 fix: fixes a hard del with thrown items /🆑 * Fixes throwing hard del --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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b557e89855 |
[MIRROR] More standardization for ghost notifications (READY) [MDB IGNORE] (#25104)
* More standardization for ghost notifications (READY) (#79596) ## About The Pull Request I'm still not satisfied with how ghost notifications work. This gives every notification with a source (99% of all notifications, in other words) a link to jump/orbit. Currently, notifications with "play" interactions would only get the interact link, so jumping to the source was pretty annoying. It removes posting the entire message in the alert tooltip, as some got pretty lengthy and it didn't seem to fit. To replace this, they will always use headers After:    NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference seems to be whether it's a turf. The result shaves off some redundant lines of code, since most-every usage of notify_ghosts uses NOTIFY_ORBIT. ## Why It's Good For The Game More standardization for the ghost notification system. Adds a few alert headers that never had them. All in all, makes it easier for creators to throw alerts at ghosts ## Changelog 🆑 qol: Nearly every ghost alert should now feature a "VIEW" button, even those with click interaction. del: Ghost alerts no longer show the entire message in the tooltip, instead have been replaced with titles. /🆑 * More standardization for ghost notifications (READY) * Modular * Update outpost_of_cogs.dm --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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e7d7cbac0b |
[MIRROR] decks of cards no longer have their own wielded var [MDB IGNORE] (#23654)
* decks of cards no longer have their own wielded var (#78260) ## About The Pull Request we have the trait for that ## Why It's Good For The Game Throughout UNDERTALE, we get treated to three story sequences (4 if you include flowey's fakeout but that's not important). The first is the intro story, telling the tale of humans and monsters, which shortly thereafter leads into 201X, and Chara (Toriel's house has “An old calendar from 201X.”) falling into the underground. The second is the waterfall flashback, its contents taking place immediately after the intro segment, as a voice (Asriel) finds the fallen child. And finally, the third takes place in the True Pacifist final boss. We'll get to it in due course, and it will have its own section, but let's address the first two. Regarding the intro, the first thought one might have is that simply, while narratively relevant, is not a diegetic presentation. However, We know that everything after the “201X” frame is Chara's memory (from an outside perspective, that is,) and we also know that UNDERTALE LOVES bringing the non-diegetic, the mechanical, the game, INTO the narrative. Saving, RPG Stats, hell, even the NarratorChara. Surely the intro can be as well? On top of this, what does the intro do for the player, as the player? Well, aside from setting the tone, the intro gives us some setting backstory. It's all important context, and it certainly helps… but it being in the intro sequence is not that important; It's all presented throughout the game via diegetic signs, books, and expositional tortoise war heroes/angry fish guardswomen. The second half is how Chara fell to the underground, and while also setting tone and informing the player how their character arrived. It also creates the false impression for the player that their character is Frisk, feeding into UNDERTALE's meta narrative; “You are not your character, and their happy ending is not yours.” If we weren't playing Chara, this would have no narrative impact. The story beat fails to land by showing us someone elses' character. But, sure. This could be a purely non-diegetic intro sequence. Simply put, The 201X portion of the intro sequence does not make sense from a diegetic or a storytelling perspective unless we play as Chara. Flashback number two is explicitly a canonical, diegetic flashback. It occurs when Frisk escapes Undyne by falling down a massive pit… again. This time, they land in the garbage zone, black out, and have a flashback sequence of the first time Asriel found Chara. While serving the main narrative by setting up Asriel as a character, furthering the final twist of the meta narrative's pacifist route, and neatly transitioning between overworld areas, it's also very explicitly diegetic and cannot be dismissed as an intro sequence. With this in mind, one question is raised. Why do we see this flashback? If the player character is Frisk, this makes little sense, why would we see someone else's flashback and not our own? Same thing applies for a Third Entity, but even more abstract and illogical. What even are we? Sure, you could say Chara is somehow attached to us/Frisk and that somehow we get a flashback from Chara who is somehow knocked unconscious by Frisk also being knocked unconscious. I used the word somehow three times. That's not good storytelling. A simpler answer, at least in my view, is that We Are Chara. When Frisk is knocked unconscious, we, being ostensibly linked to them as a Spirit/Ghost/Reincarnation/Possessing Dead Frisk/Demon/Insert fan-theory here/SOUL Fragment, have our only connection to the world temporarily disabled, rendering us effectively unconscious and prompting a flashback. Nothing weird with multiple entities or memory sharing. The waterfall flashback is simply our memory. Simple. The simplest answers are usually the correct ones. <details> <summary>DO NOT RESEARCH</summary> The third sequence is a connection/extension of the first two, displayed when we SAVE “Someone Else” during the true pacifist battle with Asriel. To refresh everyone, here is the direct quotes, taken from the Wiki: [SAVE]: Someone Else Strangely, as your friends remembered you... Something else began resonating within the SOUL, stronger and stronger. It seems that there's still one last person that needs to be saved. But who...? ... Suddenly, you realize. You reach out and call their name. Asriel: “Huh? What are you doing...?” s It's at this point that the sequence plays. There's no narration, but we see the sequence of interactions between Asriel and Chara. There are no panels (except for the first) that don't contain the both of them. Following this, we get: You feel your friends' SOULs resonating within ASRIEL! [This is the generic flavour text for saving all 6, before “Someone Else”, and appears at the asterisk above as well] [SAVE]: Asriel Dreemurr Asriel: > “Wh... what did you do...?” “What's this feeling…? What's happening to me?” Etc. etc. let me win… During my first and consecutive playthroughs of UNDERTALE, I came to the conclusion that Asriel's soul still “Had Some Chara In It.” Saving “Someone Else” was saving Chara, and then you save Asriel Dreemurr after the story sequence. This interpretation no longer feels particularly potent to me, but in the spirit of completeness I'll address it alongside the more reasonable “You just save Asriel.” Assuming for a moment though, that we do “Save Chara”, it's not unreasonable to assume that some of Chara's ‘essence' (or whatever) was merged with Asriel's and by SAVING them, we're SAVING the part of them that's inside Asriel. But I don't like that theory. Let's talk about SAVING Asriel for a moment. What is the motivation for doing that? Why would we, in universe, wish to SAVE him, something that the narration explicitly prompts us to do? He tried and probably succeeded to kill us, at least once, he wants to reset the entire timeline, he wants to erase all our friendships, all our progress. So, why? Well, it's simple. He's our brother. And we know better than anyone that he's worth saving. And at the very least, there's something about Frisk (who appears to have absolutely no personality) that reminds him of Chara, of us. This is, by his own admission, weird; Asriel: “Frisk… You really ARE different from Chara. In fact, though you have similar, uh, fashion choices… I don't know why I ever acted as if you were the same person.” To summarise. The player SAVING Asriel Dreemurr works best if they are Chara, it becomes Chara encouraging Frisk to SAVE Asriel too. Asriel recognises Frisk as Chara throughout the True Pacifist battle (And Beyond), despite his own admission that this is basically unfounded. Something is causing this recognition. In Alphys' true lab, there lies a dusty TV and a stack of VHSes. On them, lie some of the last words Chara had ever heard from their father. [Asgore] Chara! You have to stay determined! You can't give up... You are the future of humans and monsters... These tapes are not the first time they are heard. Sleeping in Toriel's guest bed, we dream about them. Suffering a fatal injury, they echo in our ears. Watching the tape is yet another reveal. It's the chilling truth that in fact, the words we (if we die a lot) are so familiar with, are in fact the words we hear on our deathbed. Storytelling-wise, this reveal; like all the others, fails if we do not play as Chara. Aside from Asriel's dialogue, Chara's genocide Narration, and the coffin in Asgore's basement, this is the only time we hear Chara's name. That and, this following exchange. [Flowey] Hi. … Monsters have returned to the surface Peace and prosperity will rule across the land. … Well. There is one last thing. … One being with the power to erase EVERYTHING… … I'm talking about YOU. … So, please. Just let them go. Let Frisk be happy. … Well, that's all. See you later… Chara. This, I think, is pretty explicitly definitive. Flowey comes to you. To us. Tells us to take a deep breath and leave the happy ending intact, then bids us farewell by our own name. Regardless of anything else, this definitively proves Chara is the entity with the power to reset everything by the end of True Pacifist (Which is a power we have). Flowey positively identifies us as “Chara”, despite his mistake we discussed in 3C. He's not talking to Frisk, because he refers to them in the third person. He is talking to Us. Chara. I don't want to discuss Flowey's use of “Chara” in Genocide all that much, because the counter-argument is blindingly simple. “By the time Flowey first says that name, Chara has overtaken Frisk by feeding on the power we create for them.” Of course, under PlayerChara, Flowey's lines still make sense, and arguably more. Implications At this point, I believe the evidence is sufficient to support the theory. With this in mind, I want to discuss the implications this has on the narrative and meta-narrative. This is where all those funny glossary terms come into play. The pacifist route in UNDERTALE, as discussed above, is textually quite simple when accepting PlayerChara. The meta-text is also relatively simple. Meta textually, the Pacifist Route is a dissection of the suspension of disbelief, examining how we emotionally place ourselves within fictional worlds, and are often-times torn away from those worlds as the game comes to an end, left wanting the true emotional connection, wanting a happy ending that cannot be good enough for us because we're real and it's not. The reflection of this meta narrative in the textual narrative, quite naturally flows. We, Chara, want a happy ending. But we can't have it, it's not our happy ending. We're gone. We've been gone a long time. Frisk's happy ending can't be good enough for us, because we won't be around to see it. So, we're left with a choice. To let Frisk live happily? To accept an ending that might leave us emotionally wanting, yet preserves our emotional journey? To reset? To refuse an ending and satiate our emotional emptiness, yet destroy that very emotional journey we took in the process? The choice is the same. There is practically no separation between the diegetic and the meta. “Can a happy ending be good enough for you?” This question applies to us, as the real world player running UNDERTALE.exe on our computer, and us, Chara, the long deceased human who can do little but watch as Frisk lives the life they wish they still had, or can destroy everything for a hollow mimicry of that very life. This message, however, breaks down under one specific circumstance. Where we force a Third Entity into the mix. This one decision fractures the cohesion and creates a meta-textually dissonant mess. Now, all of a sudden, “Can a happy ending be good enough for you?” no longer runs parallel through both narratives. There is no reason for the Player Entity to wish to remain, the happy ending should automatically be good enough because it's the happy ending. Meanwhile, Chara, despite being an inextricable representation of “A happy ending I can't achieve,” gets absolutely nothing to do with this meta-narrative because they're just… not you. “we are mario in Super Mario 64, but when he says "Thank you so much for playing my game!" that doesn't mean we aren't still playing as mario” - PopitTart This is where things get weird. See, in the Genocide route.. Well, we see Chara. On Screen. Talk to us. Now, it can easily be argued that this completely shatters the theory, but I would disagree. I'm going to endeavour to present a textual explanation (or two) for this. But first, I want to dissect the meta-text here. Now, I'm sure the idea that “The Genocide Route's Meta-Narratve is Fading Emotional Investment and the way emotional connection with video games can lead to the very sabotage of that emotional connection” is not revolutionary. However, what's conspicuously absent from all of the third entity theorising is the way that this meta-text is mirrored in the textual narrative. Once satisfied with a game, having extracted all lines of dialogue and stat boosts, once reaching all endings, a user will close the game down. And at some point, perhaps to make room for a new game or perhaps on a new device, will leave the game uninstalled, either deliberately, or simply as a consequence of time. Textually, what happens in the Genocide ending? Now we have reached the absolute. There is nothing left for us here. Let us erase this pointless world, and move on to the next. The world is destroyed. So much is left unanswered here. Who is Chara talking to? Where did Frisk go? How do they have this much power? Why would they want this? If we ‘corrupted' them, what the hell does that even mean? What is Chara? For now, let's talk about who Chara is talking to. The simplest answer is “Perspective switch.” Suddenly, we're not Chara anymore, now we are Frisk. This meets all the dialogue options and even vaguely mirrors the meta-text. It also manages to avoid bringing a third entity along and so is automatically better! But, I find myself still not fully enjoying this idea. Remember what I said about Occam's Razor? I think there's another option. One that doesn't involve three entities, or even two entities, just Chara. One that mirrors the meta-text to a degree only Toby Fox could pull off. It's a weird one, and I don't fault you if you don't get it on your first read, but bear with me here, because things are about to get A little Fucking Abstract Let's discard any and all pre-concieved notions of anything and hold one singular truth above all else. “Chara Is The Player.” What does this mean for this cutscene? Well… it means the player is talking to… THe player? It also neatly answers the question of motive, so let's throw that out the skeleton-shaped hole in the window for now. If the player is talking to the player, this frames Chara's words in a whole new light. Every time a number increases, that feeling… That's me. “Chara.” This line becomes explicitly literal. The Chara on-screen is literally the player's feeling of satisfaction watching stat increases. But this is all meta-textual, right? What does this mean for the textual narrative? Here's the thing. It can't mean anything, yet means everything. There is no way to reconcile the fact that a Textually Real character is directly talking about what the player feels when playing a game to completion. The barrier between Meta and Textual no longer exists. It can't. Not here. And with this revelation, everything begins to make sense. Your power awakened me from death. Our power. Our desire to complete UNDERTALE awakens Chara from death. They become startlingly real. We imbue this fictional character with the real world desire to consume fiction, destroying enemies and worlds as we go, increasing our power and our stats. Video Game Accomplishments. And UNDERTALE has just finished being consumed. My “human soul”... My “determination”... They were not mine, but YOURS. Chara, the textual player, acknowledges the meta-textual player's control over the game world. A control that we surrendered. By engaging in UNDERTALE in a fully immersed way, we have fed the Diegetic character that is our player character, Chara. This has continued until we haul ourself out of the Internal Mode and into the External Mode, revoking our immersion to make the consumption of content easier, to distance ourself from the killing. Raising our LV. The more we distance ourselves, the less real UNDERTALE's world appears to us. Once it's done, we're ready to erase this pointless world and move onto the next. There's just one problem. UNDERTALE knows about us. It knows we exist and it will abuse that to convey meaning. By revoking our immersion in UNDERTALE, we end up shattering the barrier between Meta and Textual, and this occurs because revoking our immersion is a diegetic decision. Without this barrier, WE, as a character, gain control of UNDERTALE and use this external mode control to Erase the world. To uninstall. This code doesn't actually work, of course. That was pretty obvious by the fact that it didn't delete your game. But still, this exists in the code that makes the game window shake when Chara attacks it. This is, quite literally, intent for Chara to delete UNDERTALE. If you didn't think Chara was capable of uninstalling your game before, you should now. Who is chara talking to? Us. How do hey have this much power? We gave it to them. We Are them, and we deleted UNDERTALE when we were done with it. Why would they want this? We wanted to move onto a new game. What is Chara? Us. ( I'll come back to this.) But wait! What about soulless pacifist? Well, at that point, you've surrendered Frisk's SOUL to Chara, as in, you the real player has revoked your emotional attachment to UNDERTALE and accepted that Chara can have control over the game. You've revoked your immersion AS Chara, you no longer see yourself a Chara and as such Chara becomes their own being. You've surrendered, basically. But they let you play through it. Because why not. You might get attached again, but that's fine. All that means is that the happy ending that was once Frisk's, that you, the player, and you, Chara, both once lamented not being able to live, has now been surrendered to Chara. A warped, completionist, Chara. You don't get your happy ending. But Chara does. You don't even get the solace of knowing someone gets their happy ending. Because Chara gets it. Frankly, outside of being “The Player”, I don't think the exact nature of “Chara” is that crucial. My personal thought is that they're a SOUL fragment, absorbed by Frisk when they fell on Chara's grave (Frisk could absorb a human SOUL fragment because said fragment was part monster SOUL). This fragment gives Frisk the final edge of determination needed to SAVE. But, ultimately, that's little more than a fanfiction. And frankly, I think that's okay. Not everything needs to be impenetrable, as long as there's enough there to build a stable foundation. I'd also like to address the nature of SAVING quickly, specifically the normal version, not the Asriel fight version. People have asked “Why do we save if it's Frisk's SOUL.” There could be many reasons. Frisk might just defer control to us. Because we're pushing Frisk over that Determination limit, we might be privileged to have that control. </details> ## Changelog not player visible * decks of cards no longer have their own wielded var --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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8e15637406 |
[MIRROR] Drawing from an empty tarot card deck no longer causes runtimes [MDB IGNORE] (#20035)
* Drawing from an empty tarot card deck no longer causes runtimes (#74160) ## About The Pull Request Does as the title says. When drawing from an empty deck, the deck would have a chance to preform a transformation on a card that doesn't exist. This PR makes it so that if there is no card, the code returns `FALSE`. ### Mapping March Ckey to receive rewards: N/A ## Why It's Good For The Game Runtimes aren't a good thing to have in the game. ## Changelog 🆑 fix: drawing from an empty tarot card deck no longer causes runtimes /🆑 * Drawing from an empty tarot card deck no longer causes runtimes --------- Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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f8f2abb11f |
[MIRROR] Refactor, improve, and rename canUseTopic to be can_perform_action [MDB IGNORE] (#19391)
* Refactor, improve, and rename canUseTopic to be can_perform_action * updoot * https://github.com/tgstation/tgstation/pull/72876 https://github.com/tgstation/tgstation/pull/72876 --------- Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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25f4961156 |
[MIRROR] Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. [MDB IGNORE] (#18487)
* Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. (#72110) So, a huge issue with memories and - what I personally believe is the reason why not many have been added since their inception is - they're very annoying to add! Normally, adding subtypes of stuff like traumas or hallucinations are as easy as doing just that, adding a subtype. But memories used this factory argument passing method combined with holding all their strings in a JSON file which made it just frustrating to add, debug, or just mess with. It also made it much harder to organize new memories keep it clean for stuff like downstreams. So I refactored it. Memories are now handled on a subtype by subtype basis, instead of all memories being a `/datum/memory`. Any variety of arguments can be passed into memories like addcomponent (KWARGS) so each subtype can have their own `new` parameters. This makes it much much easier to add a new memory. All you need to do is make your subtype and add it somewhere. Don't need to mess with jsons or defines or anything. To demonstrate this, I added a few memories. Some existing memories had their story values tweak to compensate. Makes it way simpler to add new memories. Maybe we'll get some more fun ones now? 🆑 Melbert add: Roundstart captains will now memorize the code to the spare ID safe. add: Traitors will now memorize the location and code to their uplink. add: Heads of staff winning a revolution will now get a memory of their success. add: Heads of staff and head revolutionaries who lose their respective sides of the revolution also get a memory of their failure. add: Completing a ritual of knowledge as a heretic grants you a quality memory. add: Successfully defusing a bomb now grants you a cool memory. Failing it will also grant you a memory, though you will likely not be alive to see it. add: Planting bombs now increase their memory quality depending on how cool the bomb is. refactor: Memories have been refactored to be much easier to add. /🆑 * Modular! Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Funce <funce.973@gmail.com> |
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a9cb8ac1c7 | [MIRROR] Lazily initialize decks of cards instead of initializing thousands of cards at once (.09s drop in init times) [MDB IGNORE] (#17665) | ||
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f7c26bbf25 |
515 Compat (#17465)
* ONLY SKYRAT CHANGES * ACTUALLY SKYRAT CHANGES * yolo, revert later * Update alternate_byond_versions.txt Co-authored-by: AnturK <AnturK@users.noreply.github.com> |
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1ce77983df |
[MIRROR] canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE [MDB IGNORE] (#16586)
* canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE * etes * eyes Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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1b7f17f107 |
[MIRROR] [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) [MDB IGNORE] (#15801)
* [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) * Fixes all the conflicts and all of our modular files using core icon files with broken paths Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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f98cc4a2f9 |
[MIRROR] Fix haunted tarot deck exploit [MDB IGNORE] (#15715)
* Fix haunted tarot deck exploit (#69234) * Fix haunted tarot deck exploit Co-authored-by: Tim <timothymtorres@gmail.com> |
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48685b4356 |
[MIRROR] Replaces the mood component with a mood datum [MDB IGNORE] (#15549)
* Replaces the mood component with a mood datum * Fixes merge conflicts and updates all of our mood events to use the new mood datums Co-authored-by: Seth Scherer <supernovaa41@gmx.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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84e4e378bc |
[MIRROR] Card Shark DLC - GIMMIE MY MONEY OR I BREAK YOUR KNEECAPS [MDB IGNORE] (#13287)
* Card Shark DLC - GIMMIE MY MONEY OR I BREAK YOUR KNEECAPS (#64200) Co-authored-by: Seth Scherer <supernovaa41@gmx.com> Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> * Update piratefort.dmm Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Seth Scherer <supernovaa41@gmx.com> Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |