Commit Graph

78 Commits

Author SHA1 Message Date
Ben10Omintrix
2ecff6862d adds a new fish to lava and plasma rivers (#83146)
## About The Pull Request
this pr adds a new fish to lavaland and icebox, the lavaloop! i noticed
neither has any exclusive fish so im trying to add one of my own. u can
find this fish by using reinforced rods on lava or plasmarivers. this
fish is also lobstrosity's favorite delicacy as you will now often see
AI controlled lobstrosities fishing for it in lava and then eating it.

![fished](https://github.com/tgstation/tgstation/assets/138636438/03cd4095-940d-4cc0-8d1e-2064cae1921d)

because of its body's curvature and razor sharp spikes, this fish can
also be used as a make-shift boomerang weapon against mining mobs,
although it comes with some new mechanics. u can increase the damage it
does to mobs by winding up ur throw. when the bar reaches purple, this
indicates maximum damage. however, if it goes over the purple, it will
react violently and explode your arm off, so you have to time it just
right to get the best damage possible. On icebox, instead of dealing raw
damage, fish will freeze mobs depending on how long you charged ur
throw. charging it for too long will cause the fish to freeze you
instead

https://github.com/tgstation/tgstation/assets/138636438/c8ac3696-3705-45b0-bc43-c5b81d75cb1b

while its nowhere near as effective as using PKA's or crushers, it can
be a useful tool for hermits and ashwalkers.
## Why It's Good For The Game
having lobstrosities fish and hunt for it makes lavaland feel more like
an ecosystem with a food chain. also i think tossing fish at eldritch
horrors is a funny way to fight them

## Changelog
🆑
add: adds a new fish to lava and plasma rivers, the lava loop
/🆑
2024-05-23 01:14:52 -04:00
Ben10Omintrix
db0cabf178 fixes fish huds hard delete (#83160)
## About The Pull Request
fish huds were consistently hard deleting because their reference wasnt
being removed from the fisher's screen

## Why It's Good For The Game
fixes fish huds hard deleting

## Changelog
2024-05-10 14:19:40 -04:00
SpaceLoveSs13
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
(9922d2f237) to use the `XOR` operator
instead of the `OR` operator (I wasn't thinking right for some reason
when I was reading the ref), anyways this PR just fixes that because I
misled the contributor into doing something that wasn't correct and
actually would BREAK functionality instead.

* Fixes TGUI debugging tools (#82569)

This project doesn't interfere with the game logic and aims to fix
multiple debugging features that are currently broken. Unfortunately,
kitchen sink and debug layout became broken after migration to Redux.
This PR aims to fix those features.

* Removes unused code for HTML UIs (#82589)

## About The Pull Request

This is the final PR for https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA that
I've been slowly inching towards the past few months.

This removes ``updateDialog``, ``updateUsrDialog``, ``IN_USE``,
``INTERACT_MACHINE_SET_MACHINE``, and everything surrounding it. Also
fixes advanced camera consoles not booting you off when you're moved out
of reach.

We called ``check_eye`` on mob life whenever they had their machine var
set, but their machine var would never be set to anything that actually
used it, which I found to be a little funny but was also probably my
fault.

## Why It's Good For The Game

This is poor and unmaintained code used for HTML UIs that we no longer
need thanks to TGUI, we should get rid of it to encourage the use of
TGUI in the future instead.

## Changelog


🆑
fix: Advanced camera consoles now boots you off when you're moved out of
reach.
/🆑

* Fixes a variety of input stalling exploits (#82577)

## About The Pull Request

Fixes the following input stalling exploits (maybe missed some): 

- Changing GPS tag 
- Setting teleporter destination
- Request Console Reply
- Various AI law board interactions
- Note, I used `is_holding` but technically this means these fail with
telekinesis. I can swap them to `can_perform_action(...)`, which allows
TK, but I noticed some places explicitly deny TK interactions with Ai
law boards. Not sure which is preferred.
- Borg Rename Board
- Plumbing Machines and Ducts
- APCs and SMES terminal placements
- Stargazers Telepathy
- Go Go Gadget Hat

## Changelog

🆑 Melbert
fix: You can't change the GPS tag of something unless you can actually
use the GPS
fix: You can't set the teleporter to a location unless you can actually
use the teleporter
fix: You can't reply to request console requests unless you can actually
use the console
fix: You can't update AI lawboards unless you're actually holding them 
fix: You can't update a borg rename board unless you're actually holding
it
fix: You can't mess with plumbing machines unless you can actually use
them
fix: You can't recolor / relayer ducts unless you're actually holding
them
fix: You can't magically wire APCs and SMESs unless you're right by them
fix: You can't use Stargazer Telepathy on people who you can't see
fix: You can't configure the Inspector Hat unless you can actually use
it
/🆑

* [NO GBP] Power outage operation fixes for chem master (#82591)

## About The Pull Request
- If the chem master runs out of power mid printing, it will properly
stop the printing process and its animation
- When transferring reagents it correctly checks if we have enough power
without forcing it

## Changelog
🆑
fix: chem master properly shuts down if it loses power mid printing and
won't transfer reagents for the same
/🆑

* Refactor renaming UNIQUE_RENAME items from the pen to an element (#82491)

## About The Pull Request

So a bit ago someone in code_general wanted to make plushies renamable,
but learnt that just adding the `UNIQUE_RENAME` flag wouldn't work as
pens would murder the plushie and only THEN let you rename it. I noted
refactoring both pens and plushies to use the new
`item_interaction(...)` procs would Just Solve This, but, well, they
didn't really have any coding experience.

But, hey, renaming being hardcoded to the pens has annoyed me ever since
I laid my eyes upon the hot mess that is paperwork code.
So here we are!

### We're making it an element.

There's not really much to this, this is mostly the same code but moved
to an element and with some minor cleanups.

First, we move it all from `/obj/item/pen` to a new element we called
`/datum/element/tool_renaming`. With this, instead of having it proc on
`/obj/item/pen/afterattack(...)`, we register it to proc on the
`COMSIG_ITEM_INTERACTING_WITH_ATOM` signal.

6e36ed9840/code/__DEFINES/dcs/signals/signals_atom/signals_atom_x_act.dm (L59-L62)
Secondly, we realize the code is just going through each if statement
regardless of whether the previous was correct.

6e36ed9840/code/modules/paperwork/pen.dm (L225-L258)
And, as we're dealing with text, just make it a switch statement
instead.
```dm
switch(pen_choice)
		if("Rename")
			(...)

		if("Description")
			(...)

		if("Reset")
			(...)
```
Then, we replace all single letter variables with descriptive ones,
replace the if-elses with early returns, and make it actually return
item interaction flags.

Finally, we slap this onto the pen, and we're done.
Now we can slap it onto other fitting renaming tools, and it uses the
proper item interaction system.
## Why It's Good For The Game

I feel it's generally better to not hardcode this to just pens, we have
plenty other writing utensils and possible renaming tools.
It's also a bit cleaner than before.
Apart from that, moves it from using `afterattack(...)` to the proper
item interaction chain by using `COMSIG_ITEM_INTERACTING_WITH_ATOM`,
which should reduce janky interactions.
## Changelog
🆑
refactor: Instead of being hardcoded to the pen, renaming items is now
an element. Currently only pens have this, and functionality should be
the same, but please report it if you find any items that were renamable
but now aren't.
/🆑

* Adds various quality of life changes for cooking to make it less click intensive. (#82566)

## About The Pull Request

- Increases tray item size by 1 item.

- Ranges and griddles can now be fed from trays.

Click when closed => fill soup pot.
Click when open => fill associated oven tray.
Right click when open => fill tray from oven tray
Click griddle => fill griddle surface.
Right click => fill tray from griddle surface

- Martian batter is now 5u of each ingredient into 10u of batter.

Hopefully will make it bug out less where it makes far fewer reagents
than it is supposed to, fixing reagents, or well soups specifically...
is out of scope for this PR.

- Adds the ability to print soup pots and large trays from the service
lathe

Soup pot: 5 Iron sheets, 0.4 bluespace crystal (given their size of
200U)
Large serving tray: 2 iron sheets

## Why It's Good For The Game

Makes cooking a lot less tedious. Especially for people with low
precision when it comes to filling oven trays. This also bring the
behavior up to parity with how you can click microwaves with trays to
fill them, ditto for the food processor. It also allows chef to use the
whole capacity of an oven, as previously you couldn't easily click 6
cake batters or other giant sprites onto the tiny tray.

The tray is now sized to be able to easily feed a griddle 8 items.

## Changelog

🆑
qol: chef equipment can now deposit and withdraw to/from trays!
qol: chef now has access to griddle and oven sized trays!
qol: service can now print soup pots
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Removes grid usage + heavy refactors (#82571)

## About The Pull Request
Grid has been deprecated for quite some time and we still use it. I
won't completely remove the component, this way downstreams won't
immediately suffer, but I can remove it from usage.

Some of these UIs had issues with them and as a hobby project I've
refactored them into typescript / rebuilt them. Airlock electronics, for
instance, looks substantially better.

<details>
<summary>before/after as requested</summary>

current airlock electronics scrolls into oblivion

![6RJ29HCPob](https://github.com/tgstation/tgstation/assets/42397676/ba82bc20-40fa-4af0-b709-7c8846c25652)

updated
![Screenshot 2024-04-11
164321](https://github.com/tgstation/tgstation/assets/42397676/05507e06-6305-4175-8476-778c345f02c8)

</details>

## Why It's Good For The Game
Code improvement + probably UI bug fixes
## Changelog
🆑
fix: Airlock electronics and other access-config type UIs should look
much better.
/🆑

* modular fixes

* [No GBP] Removes cogbar from some stealthy actions (#82593)

Issue brought some missed hidden actions to my attention.

I left cogbars in for _breaking_ handcuffs because resisting is sort of
a gray area. On one hand, you don't want someone to see you doing it; on
the other, there is a visible warning that you started doing it. So,
meet in the the middle, breaking handcuffs is still visible while
resisting isn't.
Closes #82583
Cogbars are not intended to ruin stealth
🆑
fix: Deviants buffed: Rogue shoelacing, pickpocketing and restraint
resisting no longer give cogbar icons.
/🆑

* [NO GBP] ...Remember to add SIGNAL_HANDLER (#82630)

## About The Pull Request

Just realized I forgot to add `SIGNAL_HANDLER` to the all-nighter
`on_removed_limb(...)` proc, even though it handles signals.
## Why It's Good For The Game


fe26373572/code/__DEFINES/dcs/helpers.dm (L9-L11)

* React cleanup (#82607)

## About The Pull Request
- No defaultHooks in react. Might fix issues where pages were not
scrollable on hover.
- createRef in a functional component. should be useref

## Why It's Good For The Game
Code improvement

* Security photobooths have their own ID (#82628)

## About The Pull Request

Prevents the HoP's photobooth button from connecting to the security
photobooth via having the same ID.

## Why It's Good For The Game

I forgot to add this when I made the security photobooth but it's
important that by default without any varedits, the HoP and security
photobooths stay separate.

## Changelog

🆑
fix: The HoP's photobooth button is now consistently connected to the
HoP's photobooth.
/🆑

* Fix buckled alert unbuckling not working properly (#82627)

## About The Pull Request

So funny thing, while trying to reproduce a different issue on the
current master, I coincidentally let my local instance start without
reading, latejoined on the shuttle, and I noticed it wasn't letting me
unbuckle as easily.

Looking into this a bit later, it seems as if it's a line #82593
accidentally changed while moving around the
`/mob/living/carbon/resist_buckle()` proc's flow.

fe26373572/code/modules/mob/living/carbon/carbon.dm (L238-L241)
While before it was
```dm
/mob/living/carbon/resist_buckle()
	if(HAS_TRAIT(src, TRAIT_RESTRAINED))
		(...)
	else
		buckled.user_unbuckle_mob(src,src)
```
Just changing this to `buckled.user_unbuckle_mob(src, src)` fixes this.
## Why It's Good For The Game

Fixes buckled alert unbuckling not working properly.
Fixes #82627.

## Changelog
🆑
fix: Clicking the buckled alert unbuckles you again.
/🆑

* Advanced camera consoles correctly deactivates when something happens to it or the user (#82619)

## About The Pull Request
- Fixes #82520

1. The eye deactivates when the machine is destroyed/deleted
2. The eye deactivates when the machine loses power
3. The computer constantly moniters the users status inside `process()`
and will deactivate when anything happens to them. Its not enough to
just hook onto to the mobs `COMSIG_MOVABLE_MOVED` signal. Literarly
anything can happen to them so we have to check constantly for any
changes

## Changelog
🆑
fix: advanced camera consoles correctly deactivate when something
happens(no proximity, no power etc) to its user
/🆑

* Oven tray checks for ovens (#82615)

## About The Pull Request
- Fixes #82610

Only oven trays have this proc not serving trays or other stuff
![Screenshot
(408)](https://github.com/tgstation/tgstation/assets/110812394/4867cc14-9df3-4398-9d2d-f8e38b5f0da9)

Also oven trays have a null atom storage which prevents it from being
put back in the oven after taking it out. So we remove that check

## Changelog
🆑
fix: you can put back the oven tray after you take it out
fix: only oven trays are allowed in ovens preventing baked food runtimes
/🆑

* Living Limb fixes (feat: Basic mobs attack random body zones again) (#82556)

## About The Pull Request

Reworks Living Limb code to fix a bunch of runtimes and issues I saw
while testing Bioscrambler.
Specifically, the contained mobs are now initialised via element
following attachment so that signal registration can occur at the
correct time. This allows limbs to function correctly when added from
nullspace via admin panel or bioscrambler.

Secondarily (and more wide-ranging) at some point (probably #79563) we
inadvertently made basic mobs only attack the target's chest instead of
spreading damage.
This is problematic for Living Flesh which can only attach itself to
damaged limbs but was left unable to attack damaged limbs.

I've fixed this in a way which is maybe stupid: adding an element which
randomises attack zone pre-attack.
Living limbs also limit this to _only_ limbs (although it will fall back
to chest if you have no limbs at all).
This is _technically_ still different, the previous behaviour used
`adjustBruteLoss` and `adjustFireLoss` and would spread the damage
across your entire body, but there isn't a route to that via the new
interface and this seems close enough.

## Changelog

🆑
fix: Living Limbs created by Bioscrambler will be alive.
fix: Living Limbs can once more attach themselves to your body.
balance: Living Limbs will prioritise attacking your limbs.
fix: Basic Mobs will once again spread their damage across body zones
instead of only attacking your chest.
/🆑

* RPG Loot: Revisited & READY (#82533)

Revival of #72881

A new alt click window with a tarkov-y loading spinner. Replaces the
object item window in stat panel.

<details>
<summary>vids</summary>

toggleable grouping:

![syAA5zf6RK](https://github.com/tgstation/tgstation/assets/42397676/c89b372d-29f6-4ebe-895d-f73bbdc41c19)

now lists the floor as first obj:

![abc](https://github.com/tgstation/tgstation/assets/42397676/cd8dc962-2ac7-41bf-a5d3-b9e926116b06)

in action:

![dreamseeker_IkrPKt2QZt](https://github.com/tgstation/tgstation/assets/42397676/1f990aa0-60f0-47e7-9d93-b63e35d05273)

</details>

- search by name
- 515 image generator is much faster than alt click menu
- opening a gargantuan amount of items shouldnt freeze your screen
- groups similar items together in stacks by default, toggleable
- shows tile as first item
- <kbd>Shift</kbd> and <kbd>Ctrl</kbd> compatible with LMB
🖱️
- RMB points points at items (sry i could not get MMB working)
- key <kbd>Esc</kbd> to exit the window.

For devs:
- A new image generation tech.
- An error refetch mechanic to the Image component
- It does not "smart track" the items being added to the pile, just
reopen or refresh. This was a design decision.

Honestly I just dislike the stat panel

Fixes #53824

Fixes

![image](https://github.com/tgstation/tgstation/assets/42397676/0e50faab-7d4d-4bf7-8c5b-4ac28547bfbd)

🆑
add: Added a loot window for alt-clicking tiles.
del: Removed the item browser from the stat panel.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

* Reverts parts of #82602 (nodeath checks) (#82637)

## About The Pull Request

Reverts the nodeath checks of #82602

I opened a review thinking these checks were sus and the PR author said
they would remove them, but it was merged before that happened.

TL;DR 

1. I just noticed this now but it only affects carbons / humans it
doesn't even cover living or any other subtypes
2. Kinda sus. Some code intentionally skips checking nodeath (I guess?
Like removing the brain for example) so we would need a larger audit of
this rather than haphazardly throwing it in.

* Fixes to battle arcade (#82620)

## About The Pull Request

Added gear for world nine, removed the "Gear" gear that did nothing.
Made counterattacks to kill an enemy properly kill the enemy.
I renamed some gear items to fit the theme of the area they are unlocked
in just as a small thing.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/82613

## Changelog

🆑
fix: Battle arcade's higher levels no longer gives you a "Gear" gear,
and counterattacks can now properly kill enemies.
/🆑

* Fixes SMES terminal placing under the SMES and not under the player (#82665)

## About The Pull Request

Changes `src` to`user` to get intended behavior.

* Birdshot: Toy crate (#82633)

## About The Pull Request
Gives the clown+mime their toy crate.
## Why It's Good For The Game
*honk*

* tram ai sat starts with a full smes (#82646)

## About The Pull Request

consistency and also this is fixes a bug introduced by that one power
refactor

## Why It's Good For The Game

bug bad

## Changelog
🆑
fix: tramstation AI sat starts full
/🆑

* [no gbp] Space Ruin bioscramblers shouldn't chase people around (#82649)

## About The Pull Request

See title
They wouldn't lock on to people on the station from a space ruin, but
would to whoever entered their z level the second it was entered.
Also fixes bug where I changed `status_flags` to `status_effects` for
some reason which isn't where you look for godmode

## Why It's Good For The Game

We have a space ruin whcih several (coreless) anomalies spawn on, the
bioscrambler was put as an option because it was already immortal. It's
weird though to zone into the ruin and immediately have every anomaly in
there lock onto you, the best intended effect is probably for these ones
specifically not to be bloodthirsty.
We kind of only care about that behaviour on the station.

## Changelog

🆑
fix: Anomalous Research ruin Bioscrambler anomalies won't home in on
targets
fix: Bioscrambler won't randomly drop its target for no reason
/🆑

* Sunders the many unused sprites and organizes what's left in structures.dmi (#82658)

## About The Pull Request
Hello again, I noticed the /obj/structures.dmi file had a lot of unused
stuff like tables from two generations ago, so I changed some stuff
around:
- Many unused, old icons deleted, mostly window variants used in old
smoothing systems I imagine
- Reorganized many sprites in the file so they're more grouped together
- Tweaked some barricade sprite naming to be consistent/standardized,
and to let others know they're not _too_ old...
- Fixed a misnomer that I believe was making directional tinted windows
look like frosted windows

## Why It's Good For The Game
Saves on file space, and satisfies your brain's pattern recognition bits

### Spriting
Old: 

![image](https://github.com/tgstation/tgstation/assets/143908044/0717940e-787e-40ee-85e2-0a0c5ebc0837)

New:

![image](https://github.com/tgstation/tgstation/assets/143908044/3954ba3b-b261-4700-986a-d30f3aa0e2a6)
also good lord those linen bin sprites are a crime

## Changelog
🆑
fix: Probably fixed directional tinted windows looking like directional
frosted windows
image: Deleted a bunch of unused structure sprites
/🆑

* Birdshot Wall Sanity Pass (#82598)

## About The Pull Request

Cleans up minor artifacting in the Birdshot Sec-Tram Closed Turfs

## Why It's Good For The Game

Someone definitely didn't mean to place some machines under Closed
Turfs. This barely qualifies as player facing.

## Changelog

🆑
fix: Cleans up some rocks on Birdshot
/🆑

* [NO GBP] Fixes deconstruction of closets & crates under a special case (#82612)

## About The Pull Request
So if a closet/crate has the `NO_DEBRIS_AFTER_DECONSTRUCTION` set on it
and if someone/something is still inside, then after deconstruction they
get deleted rather than getting dumped out first.

Could cause potential hard delete of mobs & stuff. We don't want to deal
with that

## Changelog
🆑
fix: closets & crates will dump all contents out first before deleting
itself regardless of `NO_DEBRIS_AFTER_DECONSTRUCTION` thus not for e.g.
hard deleting mobs inside it
/🆑

* Fixes ordinance lab igniter in IceBox (#82595)

## About The Pull Request
- Fixes #82294

Basically the same idea of merging ordanance lab with the burn chamber
so they share the same apc as already implemented in #82322

## Changelog
🆑
fix: Ordinance lab igniter in Icebox works again 
/🆑

* Birdshot: engi wardrope. (#82639)

## About The Pull Request

Add engi wardrope on Birdshot.

## Why It's Good For The Game

Birdshot doesn't have engi wardrope.

🆑
fix: Birdshot now have engi wardrope
/🆑

* Gives shadow walk a new, spookier, and shorter sound effect that no longer ignores walls (#82689)

## About The Pull Request

This gives shadow walk a snazzy new sound effect for entering/exiting
jaunt.


https://github.com/tgstation/tgstation/assets/28870487/c25f720f-5bad-4063-8d6e-140fd41bd740

This also has the sounds it plays no longer passes through walls.
## Why It's Good For The Game

The ethereal_entrance/exit sound effects are drawn out, and pretty
grating. They work for the other jaunts they're used for because a jaunt
typically lasts longer than the sound itself. Nightmares are frequently
dancing in and out of jaunt, and the sound effects for entering/exiting
tend to overlap. It gets loud and annoying really fast.

This sound effect is quicker, spookier, and more distinct.

As for making the sound not ignore walls, I think it's pretty dumb how
easy it is to detect the spooky scary shadow antag just by sitting in
your department. It takes a lot of the initial fear and paranoia they
have the potential for is wasted when Joe Geneticist can hear them
messing around in their territory without having to leave their chair.
## Changelog
🆑 Rhials
sound: Nightmare has a new sound effect for entering/exiting shadow
jaunt. It also no longer can be heard through walls.
/🆑

* [MIRROR] Alt click refactor (#2029)

* Alt click refactor

* Some early conflict removal

* Big modular refactor

* Update console.dm

* Update paper.dm

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>

* Yeets `ATTACK_QDELETED`, fixes welding torches not using fuel on attacking non-mobs (2 year old bug)  (#82694)

## About The Pull Request

- Deletes `ATTACK_QDELETED`
- May have been necessary in the past but it's pointless now. All it
does is clutter the attack chain. Perish.

- Fixes welders not using fuel on attacking non-mobs
- #65762 "fixed" welders consuming fuel on clicking turfs by adding an
`isliving` check and not an `ismovable` check?


## Changelog

🆑 Melbert
fix: Blobs may rejoice, welding torches now consume fuel when attacking
objects again after two years.
/🆑

* electric_welder fire

* Quirks, which give items, now have quirk_item arg specified as obj/item, instead of being just a var (#82650)

## About The Pull Request
quirk_item is now /obj/item, since it will allow for calling procs or
getting variables from this item

It's required for non-modular translation to call for item's name to
remove articles

## Why It's Good For The Game
It's always an item, and if it's a path, it's already checked for it.
Better usage in the future.

* turns martial arts gloves into a component (#82599)

sleeping carp gloves also work on mind init

this means for the sake of deathmatch you dont have to put them off and
on

fixes #82321

🆑
fix: you no longer need to put your sleeping carp gloves off and on in
Deathmatch to get the martial art
/🆑

---------

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

* Regal Rats can now tear down posters (#82673)

## About The Pull Request

i was fixing something on bagil and someone who was playing a regal rat
(after the round ended) said they wanted to be able to tear down posters
as a regal rat so i decided to code it because it made sense.

it's an element so literally any mob can tear down posters but i can't
think of any other mobs that would make sense to let it tear down
posters so we'll leave it just for _The Champion of All Mislaid
Creatures_ for now
## Why It's Good For The Game

Regal Rats should be all about sludgemaxxing and fucking up maintenance
to make it look even more grody than it should be. Being able to tear up
those disgusting and well-drawn posters to leave behind nothing but
scraps fits that motif. The element has a `do_after()` just to make sure
His Holiness doesn't accidentally tear down his posters while clicking
(i think all mobs should have this but that's a different issue man)

also includes some code improvement and user feedback in some failure
cases that already existed in the code.
## Changelog
🆑
add: Regal Rats are now able to tear down those colorful posters those
weird grey creatures keep spackling up on the walls of their rightful
domain.
/🆑

* Adds "Strong Stomach" quirk, a core CDDA/PZ quirk we've sorely been missing. Also Deviant Tastes dirty food re-nerf. (#82562)

## About The Pull Request

- Adds Strong Stomach quirk. 
   - 4 points
   - You can eat dirty food without risk of getting disease. 
- You suffer less negative effects from vomiting. Vomit stuns you for
half the duration, and you lose half as much nutrition.

- Reverts https://github.com/tgstation/tgstation/pull/76864 , integrates
its effects into Strong Stomach instead.

## Why It's Good For The Game

- Lotta people (namely Lizards and sometimes Felines with Deviant
Tastes) run gimmicks involving them being a gremlin person and eating
trash off the ground, and it's rather hard to accomplish this now since
it makes you a public medbay enemy # 1. This quirk should give them an
option to avoid that.
- Also (as mentioned in the title) both CDDA and PZ have this trait and
I can't believe we're missing it! This is something in
modifiable-character-traits/quirks-101.

- I moved the effects from #76864 to this quirk because 1. I thought it
was more fitting and 2. I thought the original PR was kinda wack for
what is (generally) a neutral quirk.

## Changelog

🆑 Melbert
add: Adds the Strong Stomach quirk, which allows you to eat grimy food
without worry about disease, and makes you a bit more resilient to the
effects of vomiting.
del: Deviant Tastes no longer prevents you from getting a negative
moodlet from eating dirty food. Strong Stomach does that now.
/🆑

---------

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

* Remove several functions from collections.js which have ES5 equivalents (#82417)

* Makes it EVEN EASIER to work with atom item interactions ft. "Leaf and Branch" & "Death to Chains" (#82625)

* apc fix

* Gulag Adjustments Two (#82561)

## About The Pull Request

I have received feedback that after the prior changes in #81971, the
gulag is still a little bit too subject to RNG.
The main culprit (as in my previous PR) is Iron being kind of cheap and
the fact that unlike the old Gulag you no longer have any way of
headhunting more valuable materials (everything appears as boulders on
your ore scanner).

My solution to this is wider than the last one of tweaking point values,
but also much simpler:
Just make every boulder you mine be worth the same amount of points
regardless of what is inside of it.

On the average test I made I could comfortably mine about 40-45 boulders
in ten minutes.
We'll make some adjustments to that rather than leaving 40 as the target
number;
Most players upon being teleported to the gulag are going to spend a few
minutes whining and bemoaning their fate instead of getting straight to
work. I had the benefit of being able to make sure my run started as
soon as a storm ended so I wouldn't need any kind of midpoint break. I
was also always the only person playing on my local instance, there
hadn't been any other pesky prisoners before me who had already mined
out all the nearest available deposits. And of course, let us not
forget, I am an MLG master league ss13 player who was surely performing
well above average.

So we'll round that down to: Each boulder is worth 33 points, meaning
you need to collect 31 boulders to complete a 1000 point (roughly ten
minute) sentence.

How do I ensure that every boulder is worth the same amount of points?
Well it's pretty easy.
One boulder = one material sheet. One material sheet = 33 points.
Simple.

"Now Jacquerel", I hear you not saying because you don't want me to know
about this thing you would prefer to do instead of hitting rocks
outside; "if I simply smash all of the tables and microwaves and botany
trays and bed in the gulag I can easily get like 65 sheets of Iron,
which is almost enough to buy the freedom for two entire people!"
Unfortunately I knew you were going to try and do that and the prisoner
point machine will only give you points for material sheets which have
been printed from the material smelter (well, any material smelter
actually but you should probably use the one in the gulag). You'll be
able to tell because if you examine a valid material sheet it will
mention a little maker's mark on it, which is absent in the beat-up iron
that you get from smashing furniture to bits.

Also glass is worth 0 points. Don't waste time digging up that shit. 

As glass has had all of its point value removed, I have added a "work
pit" to the gulag to compensate. You can pull boulders out of this
indefinitely via effort, however it also stamcrits you every time.
It's not very fun to do this, but that's because I would prefer you to
go find the rocks out in the field instead. This is a last resort.
You can do this if there's no boulders left to mine or if you really
really really hate mining and would rather very slowly click on one tile
repeatedly to get your boulders instead.
As a tiny bonus doing this gives workout experience.

This isn't a totally ideal solution but I think it'll do for now.

## Why It's Good For The Game

What we want out of the gulag is:
- Something where officers can vaguely approximate an expected sentence
duration.
- A task that requires players to actually be spending that time doing
something to get out of here.
- Produces at least some amount of useful materials.

In I think roughly that order.
I hope this change accomplishes all three of these in a way that is
somewhat predictable rather than throwing darts at a board.

## Changelog

🆑
balance: Gulag mining has been rebalanced so that every boulder is worth
the same amount of points to mine for a prisoner regardless of what it
contains, and should be more consistent.
add: A vent which boulders can be hauled out of by hand has been added
to the gulag which you can use if there's nothing left to mine. It is
very slow, but at least it gives you a workout...
/🆑

* stone

* Makes test merge bot continue with other PRs if updating one fails. (#82717)

Right now updating
https://github.com/tgstation/tgstation/pull/81089#issuecomment-1907296233
fails because it exceeds github character limit for comments.

This will make it work until backed is updated.

* Fixes the RnD console by adding a removed import (#82750)

## About The Pull Request
The 'map' import was removed from this file by #82417 but it's still
used in place in code. This re-adds the import

## Why It's Good For The Game
Fixes RnD consoles

## Changelog
🆑
fix: Fixed RnD consoles not being able to be opened.
/🆑

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>

* Fixes cargo import (#82755)

## About The Pull Request
One of the imports got removed and there were no warnings... Man if only
there were a technology that could warn us in advance
## Why It's Good For The Game
UI fixes
## Changelog
🆑
fix: Fixed a bluescreen in cargo console
/🆑

* fixes

* Fixes, fixes.

* Pre-emptive mirror of https://github.com/tgstation/tgstation/pull/82892

* Turf weakref persists in changeturf / Fix plasma cutters  (#82906)

## About The Pull Request

Turf references don't change so logically, turf weakrefs wouldn't change
if the turf changes.

By not doing this this can cause bugs: See #82886 . (This Fixes #82886) 

(Projectiles hold a list of weakrefs to atoms hit to determine what they
have already hit.

Because turf weakrefs reset, we could "hit" the same turf twice if it
destroyed the turf.

Old behavior - this was fine but now that they're weakrefs, we get two
weakref datums in the list that point to the same ref.)

Less hacky alternative to #82901 . (Closes #82901) 

## Changelog

🆑 Melbert
fix: Plasma cutters work again
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Interception&? <137328283+intercepti0n@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Ketrai <zottielolly@gmail.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Iajret <8430839+Iajret@users.noreply.github.com>
Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: AMyriad <143908044+AMyriad@users.noreply.github.com>
Co-authored-by: Zytolg <33048583+Zytolg@users.noreply.github.com>
Co-authored-by: Xackii <120736708+Xackii@users.noreply.github.com>
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Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
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Co-authored-by: Arthri <41360489+Arthri@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-28 22:24:01 +02:00
SkyratBot
9603a2a889 [MIRROR] Fixes some rando failures off the ignore list of projectiles (#27456)
* Fixes some rando failures off the ignore list of projectiles (#82855)

* Fixes some rando failures off the ignore list of projectiles

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-04-26 20:41:33 -04:00
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.

<!-- 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
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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
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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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the changes rather than a summary of the PR's contents. -->

---------

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
SpaceLoveSs13
a9ff046352 Administrator Cherrypick (#27405)
* Admin Verb Datums MkIII | Now with functional command bar (#82511)

* Modular stuffs

* Put some admin jump verbs back into the context menu | sorts area jump list again (#82647)

## About The Pull Request

See title.

## Why It's Good For The Game

Some admins wanted all the jump verbs back, aswell as making them not
AGhost you.
Also make the Jump To Area verb use a sorted list again

* Hey what if admins were allowed to use the player panel (#82682)

Re-adds the player panel verb to the verb panel.

* Controller Overview UI (#82739)

* Fixes a minor spelling mistake on the admin panel/verb list (#82747)

## About The Pull Request

Corrects `inisimin` to `invisimin`. This addresses #82728, but only
fixes one of the two issues mentioned

## Why It's Good For The Game

-1 spelling mistake

## Changelog
🆑
spellcheck: 'inisimin' verb corrected to 'invisimin'
/🆑

* Player Panel-age (#82757)

* Admin Forced Mob Rename and Preference Update (#82715)

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: chel <64568243+iliyaxox@users.noreply.github.com>
2024-04-23 20:43:45 +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
031e483e4d [MIRROR] New station trait job: Human AI (#26823)
* New station trait job: Human AI (#81681)

This PR does many things, I'll try to explain the basic/background stuff
to the main thing first:

1. Adds a new remote that allows a human to function like an AI. It
controls a fly that will fly around the station slowly, and when it
reaches a machine then the person can interact with it as if they were
an AI. This required changing a lot of silicon/AI checks with one that
also checks for this remote, and some messing with shared ui state.
2. Moves req_access from the obj and bot to ``/atom/movable`` which lets
it be shared between the two, no more copy-paste and one side lacking
features/checks/signals the other has.
3. Adds a check for AI config for AI-related station traits, which was
lacking prior

Now for the good part...
Adds a new station trait that replaces the AI with a Human.
This person is equipped with an AI headset (including Binary), an
advanced camera console, an omni door wand, the machine controller, and
their laws.
They are immune to the SAT's turrets (even if set to target borgs) and
are slow outside of the SAT, mimicing the actions of the AI.

They interact with the world through their advanced camera console,
which allows them to do most AI stuff needed, and the holopad they can
connect to without having to ring first (like Command can).

They are given a paper with the laws they must follow, but since they
are human they are able to bend it. Cyborgs that run the default lawset
are "slaved" to them via an unremovable law 0, so the Human AI can bend
the laws if they really need to (for their own survival n such), and
make the cyborgs obey their commands above laws, but in general this
shouldn't be a frequent occurrence. This does take into account the
unique AI trait, so it's not guaranteed Asimov.

When this station trait rolls, all Intellicards, AI uploads, and AI core
boards are destroyed and are unresearchable. They can be spawned by
admins in-game if necessary. Maybe in the future we can also exclude
Oldstation from this but I haven't really decided.

Extra perks:

Human AI spawns with a Robotic voicebox (unless they are a body purist)
and teleport blocking implant, so they can't use teleporters to bypass
their on-station slowdown.
They also have an infinite laser pointer that can be used to blind
through their camera console. This is unfortunately nerfed from the
recent borg balance PR that removed its stun. This was meant to be the
alternative to no longer being able to permanently lock borgs down like
AIs can (or more than one, for that matter).
They aren't affected by Roburgers, Acid, and Fuel's toxicity.
Bots salute them like they do Beepsky (which is now a trait)
They spawn with SyndEye to replace the AI's tracking ability
They do not have a bank account

The machine remote has a little fly in it that flies to the machines it
is pointed to, working as the arms and legs of the Human AI. It scans
the machine and punches in the action the AI does, and is how the AI
accesses basically anything. This fly slowly moves from one machine to
the next, and can be recalled with Alt Click.
It works on machines and bots.

https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8

I've seen a funny screenshot one day of a person replacing the AI by
using a bunch of door remotes, camera console, crew monitoring console,
and a few other things. I've been thinking about that for a few years
and really wanted to make it official if not easier to make possible,
because it is an incredibly funny interaction.
This makes it a reality, and while they aren't as powerful as regular
AIs, I think it makes for better and funnier in-game moments. With the
same weight as Cargorilla (1), I hope this wouldn't be rolling too often
and ruin rounds, but instead show off the different capabilities that
Humans and AIs can do, to do the job of an AI. You win some you lose
some.

🆑 JohnFulpWillard, Tattax
add: Adds a new station trait job: The Human AI.
/🆑

---------

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

* Oh right

* so this works

* whoooops

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2024-03-31 22:39:22 -04:00
SkyratBot
435fb559de [MIRROR] Fixes Spontaneous Harddel with Boned Fish Revive Ability (#26871)
* Fixes Spontaneous Harddel with Boned Fish Revive Ability (#81959)

## About The Pull Request

You can find an example of the failing stack trace here:
https://github.com/tgstation/tgstation/actions/runs/8242191499/job/22540786029?pr=81937#step:10:1323

Here's a screenshot:

![image](https://github.com/tgstation/tgstation/assets/34697715/2a7c1c70-c82e-4790-b8e5-e05187a77f1a)

Explanation: The boned fish's revive ability added a timer that would
randomly fire in the next one-to-two minutes. Due to this inherent
randomness, create-and-destroy would locate the fact that we were
hanging refs to this fish since the timer may not have processed by the
time the fish was deleted (probably if the timer was considerably more
than one minute), so in order to fix this let's just add the
`TIMER_DELETE_ME` flag to the revive ability so that the timer get's
`qdel`'d on the fish's `Destroy()`. simple

i probably cocked up some detail of the above explanation but the timer
flag was literally created to prevent stuff like this from happening so
let's use it

## Changelog

don't matter

* Fixes Spontaneous Harddel with Boned Fish Revive Ability

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-13 19:45:43 -04:00
SkyratBot
d7cdc024f5 [MIRROR] Fixes a broken path on the black market (#26842)
* Fixes a broken path on the black market (#81942)

## About The Pull Request

We have a misspelled path here for a black market fish case, which is
creating a broken object called `fish_cas`

## Why It's Good For The Game

🐛 💥 Fixes a rather basic path bug that I came across, simple as.

## Changelog

🆑
fix: The black market illegal fish case now correctly initializes.
/🆑

* Fixes a broken path on the black market

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2024-03-11 22:48:23 -04:00
SkyratBot
a5b8028a9d [MIRROR] Fishes love kronkaine + Examining fishing spots. (#26717)
* Fishes love kronkaine + Examining fishing spots. (#81519)

## About The Pull Request
Food items with kronkaine in it now count as great baits (this is the
case of the "all-natural" bait from that overpriced cargo pack I'm
converting into a less expensive goodie in another PR)

Sufficiently high fishing skill (and the relative skillchip) allows you
to list fishes in a fishing spot by examining it twice.

## Why It's Good For The Game
Little fishing things off the top of my head before I move on bigger
stuff.

## Changelog

🆑
add: Fishes love kronkaine.
qol: Examining a fishing spot twice with sufficiently high fishing skill
(or the skillchip) will get you a list of fishes that can be caught.
/🆑

---------

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

* Fishes love kronkaine + Examining fishing spots.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2024-03-03 12:47:04 -05:00
SkyratBot
1523ba2828 [MIRROR] Removes some easily accessible sources of Mythril (#26600)
* Removes some easily accessible sources of Mythril (#81595)

## About The Pull Request

- Deletes Mythril coins from random spawners, redestributes its weight
where relevant
- Deletes Mythril Sheets from icebox fishing, replaces it with Runite,
which is far less harmful (literally just a strong material)

## Why It's Good For The Game

Mythil's not supposed to be easily player available

Literally the first coin I spawned in testing was summoning, the most
gamebreaking one.

Also see this for more information
https://github.com/tgstation/tgstation/pull/75199#issuecomment-1537836361

![image](https://github.com/tgstation/tgstation/assets/51863163/e5d3b569-4d29-4cd5-bb1e-36f94cbbea84)

With 2 sheets you can farm any prefix you want by combining and
splitting sheets. Nope!

## Changelog

🆑 Melbert
del: Deletes Mythril Coins from random coin spawners
del: Replaces Mythril sheets in icebox vent fishing with Runite sheets
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>

* Removes some easily accessible sources of Mythril

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
2024-02-22 16:55:07 +01:00
SkyratBot
1e37ae9c01 [MIRROR] Adds an 'auto-reel' line reel to the fishing tech node. Minor gameplay changes to fishing. (#26580)
* Adds an 'auto-reel' line reel to the fishing tech node. Minor gameplay changes to fishing. (#81407)

## About The Pull Request
This PR adds a new line reel, which speeds up the baiting phase of the
fishing minigame and skips the biting phase, thus starting the minigame
without the initial input from the player.
The auto-reel line will also throw items (or other people/things, if you
have the right hook) in your direction when snagged, with the added
bonus of catching the item mid-air. Turn your fishing rod into a
discount meat hook.

I've lowered the deceleration coefficient and bounce threshold of the
minigame by 1/4. My rationale is that these two numbers are a must lest
we end up with an uncontrollable mess of a minigame, though they also
feel like a sack of flour hitting gravel rn, making specific hooks like
the bi-directional one and the weighted other a bit useless.

Another change is to the baiting and biting phase. Previously, if you
clicked anywhere during the baiting phase, it'd reset the whole timer
back to any value between 1 and 30 seconds, spelling futility to the
time you've just spent waiting. Now, it'll simply add another 4 seconds
or so to the current timer, capping at 30s.

One last thing*. Once the biting phase start, the faster your input is,
the higher the starting completion of the minigame will be, and the
other way around, if you're very slow. The difficulty variable can also
lower the starting completion.

*I lied. I've also added a short cooldown to casting a fishing rod so
you can't just spam it.

## Why It's Good For The Game
Finetuning the minigame, quality of life and balance, making fishing
even more gimmicky.

## Changelog

🆑 Ghommie
add: Added a new fishing line reel that speeds up the first half of the
fishing minigame, and also let's you catch things from afar like a
discount meat hook.
balance: During the biting phase preceeding the actual minigame,
initiating it as soon as the "!!!" alert pops up will net you an
advantage. Conversely...
qol: Clicking during the baiting phase will no longer wholly reset it
and make you lose your patience. Instead, it'll delay the next phase by
about 4 seconds.
balance: The deceleration and bounce should feel less sudden and stiff,
meaning the controls are 25% more slippery again.
balance: Added a cooldown to spam-casting fishing rods.
imageadd: Resprited line reels a little.
/🆑

* Adds an 'auto-reel' line reel to the fishing tech node. Minor gameplay changes to fishing.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-02-21 23:46:47 +01:00
SkyratBot
138d1324b8 [MIRROR] Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) (#26357)
* Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already)

* fixes

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: jjpark-kb <mccorvey.norman@gmail.com>
2024-02-07 14:12:31 -05:00
SkyratBot
9561b81a92 [MIRROR] [NO GBP] Visually fixing the aquarium (#26192)
* [NO GBP] Visually fixing the aquarium (#81000)

## About The Pull Request
I removed the `layer` bits like an idiot and now stuff is being rendered
under rather than over the base.

## Why It's Good For The Game
Title.

## Changelog

🆑
fix: Fixes how the aquarium looks.
/🆑

* [NO GBP] Visually fixing the aquarium

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-20 13:56:08 -05:00
SkyratBot
9e0936dfb6 [MIRROR] Un-codersprited fishes and the aquarium. [MDB IGNORE] (#26151)
* Un-codersprited fishes and the aquarium. (#80960)

## About The Pull Request
I cannot make features and the such this month, so I may as well take
some time to improve AnturK's abysmal codersprites. Some came out
decent, some pretty good. Hopefully you can guess that's a catfish now.

This PR includes a small bit of code changes concerning the aquarium and
one of its props, both pretty bad-looking. I had to modify a dozen lines
of code so that the aquarium stuff is aesthetically layered correctly
(splitting it in multiple icon states), while also replacing the 'rock
floor' prop with 'sand' because it looked pretty bad and hard to read.

The lanternfish, goldfish and pufferfish still need to be resprited.
I'll get to it in a later PR.

## Why It's Good For The Game
So, I've recently checked out the sprites for fish on Goonstation, and
remembered how bad ours are. I drew inspiration from the "googlier" eyes
some of their fishes have, though nothing was copied. Hower, I'm still
crediting Goonstation for reminding me how awful our codersprites are.

Here's the after and before (angel fish missing from the latter 'cuz I
was distracted):

![new_ones](https://github.com/tgstation/tgstation/assets/42542238/cfdecc12-494e-42d3-b1ba-fc0ea510dea4)

![old_ones](https://github.com/tgstation/tgstation/assets/42542238/caf11544-5c5e-43b5-b017-9bc51d10d950)

In-game screenshot coming later, I need to update/downgrade my byond
venrion because 1624 and 1625 are busted.

## Changelog
🆑
image: Resprited several fishes, and the aquarium.
/🆑

* Un-codersprited fishes and the aquarium.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-17 06:42:11 -05:00
SkyratBot
ec2286db17 [MIRROR] Fishing hook and reel line tweaks (also qol for the fish bounties) [MDB IGNORE] (#26150)
* Fishing hook and reel line tweaks (also qol for the fish bounties) (#80599)

## About The Pull Request
This PR includes a series of small changes and additions to hooks and
reel lines, as well as the aforementioned bounties. My objective here is
to make the (base) hook and reel line feel more useful. Ditto with a few
other things.

Here's the list of changes:
- Almost all fishing rods come with a hook and reel line pre-installed.
The rod from the fishing toolbox comes with separate hook and reel line.
- Without a hook, you cannot fish. Without a reel line, the cast range
is reduced (from 5 to 3).
- Fishing with a reel line installed provides a mild boon to completion
speed by default.
- The sinewy reel line (craftable from lavaland mobs) can now be used to
fish on lava / liquid plasma, but it's a bit stiff and gives a mild
malus to completion speed.
- Unlike other hooks, the rescue and jawed hooks now allow you to cast a
line and reel in living mobs too, not only items. They even get a status
alert they can click to un-snag themselves, or move away far enough to
achieve the same effect.
- Master fishing rod buffed. It now comes with a flexible reel line and
weighted hook pre-installed, and can be cast further than other rods.
- On top of that, the jawed hook will slow down living mobs snagged by
it and is a bit harder to remove.
- when casting a line, it will now show the icon of the current hook as
projectile, not a generic one.
- Reeling now correctly checks movement resistance and anchorage.
- Reeling an object (or a mob) now plays a sound. Ditto for
installing/removing slotted items.
- A few balloon alert feedbacks.
- Minor code improvements.
- The jawed hook should look a smidge sharper.
- reel lines are now small items.

## Why It's Good For The Game
The base hook and reel line didn't do anything begin with, and you would
do just fine without them. In the end it's just a bit unintuitive for
them not to be a requirement.

Beside that, it makes sense for the rescue hook to be able to snag mobs,
so they may as well be used to drag people out of lava or liquid plasma.
As for the jawed hook, it always felt to me a bit underwhelming and a
bit of a filler I had cooked up on the moment. It really could have some
'tactical' utility in virtue of being one of those niche black market
items.

## Changelog

🆑
add: Most fishing rods come with a hook and line preinstalled. Fishing
toolboxes come with separate reel and lines as usual.
balance: Fishing hooks are now required to fish.
balance: Without a reel line, the range of fishing rods is reduced by
two tiles. Conversely, having one installed gives a mild buff to the
minigame completion speed.
balance: The craftable sinewy reel line can now be used to fish on lava
or liquid plasma, but it's a bit harder to use.
balance: The rare-to-find-in-maintenance master fishing rod now comes
with a flexible line and weighted hook preinstalled, and has better
range than other rods.
balance: Fishing reel lines are now small enough to fit pockets.
add: The rescue and jawed hook can now snag and reel in mobs, not only
items. The jawed hook also slows down when applied, a la beartrap.
qol: Fish bounties now accept filled (stasis) fish cases.
qol: Several balloon alerts for fishing rod interactions.
fix: Reeling in items (and mobs) now respects movement resistance and
anchorage.
fix: Fixed the fishing rod equipment UI being too small to fit its
components.
sound: Reeling in something now plays a sound.
/🆑

* Fishing hook and reel line tweaks (also qol for the fish bounties)

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-17 06:41:19 -05:00
SkyratBot
8eeca186df [MIRROR] Cleans up some extra args in Destroy() [MDB IGNORE] (#25907)
* Cleans up some extra args in Destroy() (#80642)

## About The Pull Request

After https://github.com/tgstation/tgstation/pull/80628, these shouldn't
be needed anymore right?

## Why It's Good For The Game

Cleans up some vestigial code

## Changelog
EDIT: Not player-facing.

* Cleans up some extra args in Destroy()

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-12-30 01:21:26 -05:00
SkyratBot
1433ad9fa4 [MIRROR] Fixes being able to fish up qdeleted spawners [MDB IGNORE] (#25908)
* Fixes being able to fish up qdeleted spawners (#80646)

## About The Pull Request

Fixes https://github.com/NovaSector/NovaSector/issues/152

This is mostly a downstream issue, I think, but should a spawner ever
get added to the fish tables here this bug will be present.
Basically spawners, when created, do their item spawning behavior on the
src loc and then immediately qdel themselves.

If you try to forceMove() the spawners out of nullspace, like what was
happening with fishing, you'd end up with an unmovable broken item that
cannot be easily admin deleted.

This PR also adds a stack_trace when you forceMove() a qdeleted spawner,
because this is not the first time I've seen this issue come up. It
doesn't stop it from happening, though, because it's easier to visually
see the bug that way. This just provides some useful feedback as to why
the bug is happening should you check the debug logs.

## Why It's Good For The Game

Fixes a bug

## Changelog

🆑
fix: fishing up a spawner will now give you the spawned item instead of
a broken, undeletable spawner object
code: adds a warning to the stack trace when something tries to
forceMove() a qdeleted spawner
/🆑

* Fixes being able to fish up qdeleted spawners

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-12-29 22:46:54 -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
b15b16976a [MIRROR] Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom [MDB IGNORE] (#25516)
* Attack chain refactoring: Broadening `tool_act` into `item_interact`, moving some item interactions to... `atom/item_interact` / `item/interact_with_atom`

* Patches up merge skew (#80197)

## About The Pull Request

Yeah #79968 (1e76fd70b4) was not
compatible with master but no one said anything on the PR so i got
jebaited into merging it. The code should be up to the same standards
per the documentation I read (preventing thwacking the target in certain
situations while not returning anything in other situations)

master will definitely compile now though

* Patches up merge skew

* Merge conflicts

* Modular adjustments

* Removes this entirely duplicated proc...

* Update tool_override.dm

* Update weldingtool.dm

* Update tool_override.dm

* Update tool_override.dm

* Nope. Copy paste begone.

A skyrat edit is so much easier to deal with here

* Update brand_intelligence.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-09 08:22:19 -05:00
SkyratBot
4c01e3f805 [MIRROR] Demotes the "electrical conductivity" flag from flags_1 to obj_flags [MDB IGNORE] (#25381)
* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` (#80033)

## About The Pull Request

Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game

Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.

I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️

* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags`

* Modular

* Update misc.dm

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-03 07:58:26 +00:00
Bloop
17cba0dccf [MISSED MIRROR] Puts all traits in the globalvars file + CI Testing (#79642) (#25131)
* Puts all traits in the globalvars file + CI Testing (#79642)

Fixes #76349

I didn't know that people needed to add any new traits to a global list
so they can be easily read in View Variables, and was pretty shocked to
find out many other people didn't know it was a thing. Let's make it a
thing by testing it using a new CI Python Linter to check this. But oh
no-

![image](https://github.com/tgstation/tgstation/assets/34697715/c093f1a8-00ce-40a6-8e1d-f344107ce7b8)

There were about 200+ missing traits. Alright, so let's do the
following:

* Move trait defines to their own dedicated folder in the `_DEFINES`
folder.
* Split up the traits mega-file into different files, for better
organization. One for the macros, one for the sources, and a few for the
"trait declarations"
* Run the linter a load of times and add everything to the globalvars
file, removing anything that's no longer used and figuring out where the
best categorization of it is. also minor code improvements. also rename
all of the ones that look weird. also fix list indentations
* Also alphabetize the lists because it's easy
* Move everything to a new `traits_by_type` list, while keeping the
admin one the way it is for the time being while we figure out a better
way to show that list to admins.
* Profit

Mapping trait injectors will now work for any type of trait. You
shouldn't add any trait via this injector though, but you're no longer
limited to coders remembering to add it to that critical list you
needed.

Lays the framework for a better view variables experience. This work is
too lengthy to presently do, but hopefully we can get this done sooner
rather than later. we will need a code-accessible way to view these
traits for such a framework to be implemented, so let's just do that.

Future steps are to break down the mega-declarations file into a folder
full of separate files by typepath, but that requires a lot of auditing.
Does need to happen one day though, there's a lot of mob traits mingled
with datum traits and auuugh we gotta do this later this PR is already
massive.

there's probably ways to game this but this catches _my_ mistakes so
good luck to everyone else (it should work for 99% of everyone)

Nothing applicable to players. However, to mappers, the mapping trait
injector should always be able to add any kind of trait (which is rather
good for the times when you need it).

* Update tgstation.dme

* Update _traits.dm

* Comment these out for now

---------

Co-authored-by: san7890 <the@san7890.com>
2023-11-19 18:12:03 -05:00
SkyratBot
68b58cd630 [MIRROR] [NO GBP] Fixes the aquarium reagent holder [MDB IGNORE] (#25123)
* [NO GBP] Fixes the aquarium reagent holder (#79733)

## About The Pull Request
The auto-feeding mechanic wasn't working correctly due to bad logic.

## Why It's Good For The Game
Fixing an issue which is my fault.

## Changelog

🆑
fix: The aquarium auto-feeding feature now works correctly.
/🆑

* [NO GBP] Fixes the aquarium reagent holder

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-11-19 14:36:13 -05:00
SkyratBot
2f4010c992 [MIRROR] Removes final remnants of 'targetted' [MDB IGNORE] (#24927)
* Removes final remnants of 'targetted' (#79626)

## About The Pull Request

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

## Why It's Good For The Game

Typos bad. Accurate guides good.

## Changelog

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

* Removes final remnants of 'targetted'

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-11 08:11:32 -05:00
SkyratBot
6240c48600 [MIRROR] You can fish out of hydroponics trays [MDB IGNORE] (#24811)
* You can fish out of hydroponics trays (#79443)

## About The Pull Request

Adds a fishing spot to hydroponics trays.

Chances

- 33% nothing
- 33% grass
- 20% random seed (discludes rarer seeds, such as gatfruit and most
mutations)
- 10% grass seeds
- 1% strange seed
- 1% axolotl
- 1% frog

Lightly inspired by something (I think) is possible on Goon, but
obviously entirely new code.

## Why It's Good For The Game

Mostly just for laughs, they're basins of water so surely you can get
something out of it.

## Changelog

🆑 Melbert
add: Fishers can now try their luck at fishing out of hydroponics
basins.
/🆑

* You can fish out of hydroponics trays

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-11-06 01:11:07 -05:00
SkyratBot
7926b066fc [MIRROR] Fishing-related bounties. [MDB IGNORE] (#24636)
* Fishing-related bounties. (#79136)

## About The Pull Request
This PR adds three basic/assistant bounties for shipping fish. The
reward is above par when compared to other basic bounties, however, each
shipped fish that is either dead or comes from a case (bought from
cargo, cause that's lazy) will reduce the payout by a portion of it,
also the pool of assistant bounties is quite big you wouldn't roll them
too often.

The three bounties are the following: One for any kind of fish, another
for fish of matching fluid type (freshwater, saltwater, sulphuric
water), and lastly, one for specific types of fish, possibly easy money
if RNG is with you.

## Why It's Good For The Game
I wanted to add something diffrent from most grimy assistant/basic
bounties where you either just print the stuff from the nearby autolathe
or fetch it for little money. Also, this provides another outlet to
fishing, I guess.

## Changelog

🆑
add: Added a few fish related bounties.
add: Fish cases to store and preserve life fish within can be now
printed from the service techfab and the autolathe.
/🆑

* Fishing-related bounties.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-10-28 20:06:50 -04:00
SkyratBot
d46346d656 [MIRROR] Aquariums now have an internal feed storage. Fish catalogs as 25cr goodies. [MDB IGNORE] (#24488)
* Aquariums now have an internal feed storage. Fish catalogs as 25cr goodies. (#78958)

## About The Pull Request
Added a reagent holder to aquarium tanks and some code to enable the
fish to be automatically fed at selectable intervals of 1 minute to 7
(default 3). The holder can be accessed and filled by opening the
control panel, and emptied with a plunger if necessary. Simple plumbing
compatibility has been added as well, in case you think the 6 units of
capacity of the reagent holder (enough to feed a fish 60 times) are not
enough. The preset fishing tank starts with enough feed to keep its
contents alive for 30 minutes.

Beside that, I've fixed a small oversight with the fish analyzer goodie
pack. It should cost 150, not 500.
The fish catalog is now a goodie pack you can get as a goodie for dirt
cheap (25 creds) and a subtype of `book/manual`, so there's a slim
chance you may find it at the library or somewhere else.
Fixed a small oversight inside the fish catalog.
Mapped in a single aquarium kit for each station map, in the service
hallway/storage room where the techfab and cargo consoles are also
found.
Aquarium kits are now compatible with slapcrafting.

## Why It's Good For The Game
Aquariums require too much maintainance for a gimmick, and it's quite
awful to see the fish inside preset aquariums die 5 minutes into the
round. Also, you cannot get fish catalogs anywhere but from the aquarium
kit crate, which costs 1k credits, though its pertinence with fishing
goes beyond aquarium stuff.
Lastiy, I think it's good to give the crew a free aquarium kit. The
price of the supply pack is a bit out of reach for many, service could
use a bit of fisciculture too (I may make it a service pack later, so
that it can be ordered through the service console).

## Changelog

🆑
add: Aquariums now have a small internal reagent holder, accessible when
the panel is open and used to automatically feed the fishes at
selectable intervals, also compatible with plumbing.
add: Fish catalogs can now be bought as a goodie pack, for 25 cr, or
rarely found at the library or maints.
fix: Fixed the prices of fish analyzers. It's supposed to be 150 cr, not
500.
map: Added an aquarium kit to each station, found in the room where the
service techfab and order console also are.
qol: Aquarium kits are now compatible with slapcrafting (crafted by
hitting them with the required material without opening the menu).
balance: Moved the aquarium kit and fish supply packs from the "General"
section to "Service" and "Livestock" respectively, meaning they can be
ordered for free from the service orders console.
/🆑

* Aquariums now have an internal feed storage. Fish catalogs as 25cr goodies.

* UpdatePaths

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-22 14:51:43 -04:00
SkyratBot
ac2a608f8b [MIRROR] Fixes a fishing balloon alert runtime [MDB IGNORE] (#24411)
* Fixes a fishing balloon alert runtime (#79050)

## About The Pull Request

![S8wPj0cMzd](https://github.com/tgstation/tgstation/assets/13398309/f06483c1-87c6-47a7-b907-043941bb2e53)

What it says on the tin. Runtime shown above, it was missing the user
arg.

## Why It's Good For The Game

Bugfix

## Changelog

🆑
fix: "line snapped" and "rod dropped" balloon alerts will now display
when they are supposed to while fishing
/🆑

* Fixes a fishing balloon alert runtime

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-18 00:36:24 -04:00
SkyratBot
baed0aaf6f [MIRROR] [NO GBP] Fixed a few more issues with fishing. [MDB IGNORE] (#24285)
* [NO GBP] Fixed a few more issues with fishing. (#78904)

## About The Pull Request
fix: Examining twice experiment handlers with an active fish-related
experiment now gives a comprehensible, correctly spaced list of scanned
species rather than something like "pufferfishguppyslimefishchasmchrab".
fix: No more "line snapped" balloon messages everytime the fishing
minigame is over
fix: Getting to the Master level of the fishing skill now correctly
gives you that slight helping hand to identify yet-to-be-caught fishes.

## Why It's Good For The Game
Taking care of some issues I've noticed just yesterday.

## Changelog

🆑
fix: Examining twice experiment handlers with an active fish-related
experiment now gives a comprehensible, correctly spaced list of scanned
species rather than something like "pufferfishguppyslimefishchasmchrab".
fix: No more "line snapped" balloon messages everytime the fishing
minigame is over
fix: Getting to the Master level of the fishing skill now correctly
gives you that slight helping hand to identify yet-to-be-caught fishes.
/🆑

* [NO GBP] Fixed a few more issues with fishing.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-10-11 19:56:59 -04:00
SkyratBot
9dfe1fe75b [MIRROR] fish analyzers can also be used to perform fish scanning experiments. [MDB IGNORE] (#24146)
* fish analyzers can also be used to perform fish scanning experiments. (#78745)

## About The Pull Request
I recently read of someone being confused that they couldn't use them to
perform fish-related experiments, so I thought it would be a good idea
to add that. Also, I've converted the related misc supply pack to a
goodie one, like other fishing supplies.

## Why It's Good For The Game
It makes sense, and a fair amount of players doesn't even know
experiments exists until they play the scientist role a couple times.

## Changelog

🆑
add: Fish analyzers can now be used to perform fish scanning
experiments.
balance: They can now be singularly bought as a goodie pack for 125 cr
each, instead of a crate of three for 500 cr.
/🆑

* fish analyzers can also be used to perform fish scanning experiments.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-10-06 14:45:23 -07:00
SkyratBot
13a9abdf2c [MIRROR] The fishing portal generator expansion (plus skill-chip) [MDB IGNORE] (#24052)
* The fishing portal generator expansion (plus skill-chip) (#78203)

## About The Pull Request
This is a PR I worked on last month, but had to put on hold while
dealing with some pressing issues with fishing feature, minigame and
other stuff, and because I had to atomize out some of the stuff
previously present here.

I've expanded on the fishing portal generator to do something other than
dispense guppies and goldfishes. It now has multiple settings,
unlockable by performing scanning experiments for fish types, available
from the get go, which also reward a meager amount of techweb points
upon completion. The generator can now be built too. No longer it has to
be ordered from cargo.
It can also be emagged for the syndicate setting, tho right now it only
dispenses donkfish and emulsijack, both otherwise impossible to get
outside of... exodrone adventures.

The advanced fishing rod now comes with an experiment handler component,
specific to the fish scanning experiment, that automatically scans
fished content. The node to get it now requires 2000 points and the
first fish scanning exp to be unock.

A new skillchip has been added, which adds a trait that changes the icon
of the fish shown in the minigame UI, giving some clues on what the
reward will be. The same trait is also gained by reaching the master
(penultimate) level of the fishing skill.

A new fish type has been added, with its own quirks. One of these quirks
included temporarily switching movement direction of the bait.
Currently, it can only be fished in the hyperspace and randomizer
setting of the fishing portal.

Screenshots:
![fuck
yea](https://github.com/tgstation/tgstation/assets/42542238/b4c75951-fa07-44ae-99ee-f602adf8a5a4)

![radial](https://github.com/tgstation/tgstation/assets/42542238/68ff21d8-69fd-4ba5-aa58-9976b6e3282f)

## Why It's Good For The Game
The fishing portal generator is but a stale and underdeveloped prototype
of the fishing feature right now, so much I was thinking of removing it
at first. However, we also have a lot of fishes which are pretty much
unfishable, so I came up with the idea of adding new portal settings
that allow people to actually get them.

As for the skillchip and trait, it's but an extra to both the vending
machine in the library and the fishing skill itself, which has an
overall humble impact on the minigame.

## Changelog

🆑
add: Expanded the fishing portal generator. It now comes with several
portal options that can be unlocked by performing fish scanning
experiments, which also award a modest amount of techweb points.
balance: The fishing portal generator is now buildable and no longer
orderable. The board can be printed from cargo, service and science
lathes.
balance: Advanced fishing tech is no longer a BEPIS design. It now
requires the base fish scanning experiment and 2000 points to be
unlocked.
add: The advanced fishing rod now comes with an incorporated
experiscanner specific for fish scanning.
add: Added a new skillchip that may change the icon of the "fish" shown
in the minigame UI to less generic ones. Reaching master level in
fishing also does that.
qol: The experiment handler UI no longer shows unselectable experiments.
/🆑

* The fishing portal generator expansion (plus skill-chip)

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-09-30 23:41:29 -04:00
SkyratBot
365382357d [MIRROR] [NO GBP] simplifying fishing line shitcode. [MDB IGNORE] (#24046)
* [NO GBP] simplifying fishing line shitcode. (#78358)

## About The Pull Request
This should also fix the hooked item exploit for real now, but to avoid
further goofs, I'm keeping this as a draft until I finish running the
game locally.

## Why It's Good For The Game
Closes #78357.

## Changelog

🆑
fix: Actually fixed the hooked item exploit.
/🆑

* [NO GBP] simplifying fishing line shitcode.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-09-30 18:51:36 -04:00
SkyratBot
010f85e59a [MIRROR] Fixes beams rendering below mobs by default. The fishing line is no longer emissive. [MDB IGNORE] (#23876)
* Fixes beams rendering below mobs by default. The fishing line is no longer emissive. (#78170)

## About The Pull Request
That of beams being layered below mobs has been a minor issue ever since
that mess that is FoV was implemented (with the exception of chain
lighting of the 'lighting' holoparasite type). I'm changing the plane of
beams to GAME_PLANE_UPPER_FOV_HIDDEN along a couple other things.

## Why It's Good For The Game
Re-read the above section, also fishing lines shouldn't generally glow
in the dark like very thin lightsabers, and them being layered below
mobs has always been a peeve to me.

## Changelog

🆑
fix: Fixed beams rendering below mobs by default.
fix: The fishing line beam is no longer emissive (it doesn't glow in the
dark).
/🆑

---------

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

* Fixes beams rendering below mobs by default. The fishing line is no longer emissive.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
2023-09-24 00:49:07 -04:00
SkyratBot
b28a4d49e9 [MIRROR] Fixes rescue hooks, adds a unit test to help prevent it from breaking again [MDB IGNORE] (#23815)
* Fixes rescue hooks, adds a unit test to help prevent it from breaking again (#78418)

## About The Pull Request

Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23763

Somewhere along https://github.com/tgstation/tgstation/pull/77739 and
the following fishing PR's this feature got overlooked and broken.

The args for `dispense_reward()` and `find_chasm_contents()` needed to
be updated as they were just wrong.

This sets them straight and adds an additional fishing unit test for the
rescue hook to hopefully prevent this edge case from being overlooked.

## Why It's Good For The Game

Rescue hooks work again, hooray.

## Changelog

🆑
fix: rescue hooks will once again drop the mob next to the fisherman
instead of just displaying a balloon alert and doing nothing
/🆑

---------

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

* Fixes rescue hooks, adds a unit test to help prevent it from breaking again

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2023-09-20 15:03:54 -04:00
SkyratBot
9557d7c8b7 [MIRROR] Reworks the fishing minigame into a game screen object from a TGUI interface [MDB IGNORE] (#23772)
* Reworks the fishing minigame into a game screen object from a TGUI interface (#78052)

Refactors fishing minigame from tgui window to dm screen objects

* Reworks the fishing minigame into a game screen object from a TGUI interface

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-09-18 14:29:23 -04:00
SkyratBot
51baa47287 [MIRROR] [NO GBP] A big blunder with my latest fishing fix PR [MDB IGNORE] (#23691)
* [NO GBP] A big blunder with my latest fishing fix PR

* Update fishing_rod.dm

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-15 16:34:08 +00:00
SkyratBot
47d1f9fc6d [MIRROR] Fixing fish hook exploits, bait not being consumed, race conditions and achievement [MDB IGNORE] (#23690)
* Fixing fish hook exploits, bait not being consumed, race conditions and achievement (#78302)

## About The Pull Request
The bait wasn't being consumed properly because it was badly coded.
Whoopsies.
The achievement would be unlocked upon gaining legendary rank ONLY IF
you won the minigame. My bad.
Upon win (and loss), the fishing minigame would often be prematurely
closed before ui act could run due to internal calls to do that. A
classic example of race condition.
Last but not least, the fishing hook exploit that would allow items to
be in multiple places, including nullspace, and cause a load of issues.

## Why It's Good For The Game
This PR should fix all of them. Closes #78210, closes #78204, closes
#78187, closes #77265, closes #77265, closes #73014.

## Changelog

🆑
fix: Fixed a race condition that made fishing yield no reward way too
often.
fix: The legendary fisher achievement is awarded even if you don't win
the minigame.
fix: Fixed a fish hook exploit.
fix: Baits are now properly consumed by caught fish and (alive) mobs.
/🆑

* Fixing fish hook exploits, bait not being consumed, race conditions and achievement

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-09-14 23:37:49 -07:00
SkyratBot
9368e23384 [MIRROR] [NO GBP] Sets the correct icon state for the holographic pufferfish. [MDB IGNORE] (#23657)
* [NO GBP] Sets the correct icon state for the holographic pufferfish. (#78219)

## About The Pull Request
It shouldn't look like a goldfish.

## Why It's Good For The Game
Ditto.

## Changelog

🆑
fix: The holographic pufferfish from the holographic beach from the
holodeck no longer looks like a goldfish.
/🆑

* [NO GBP] Sets the correct icon state for the holographic pufferfish.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-09-12 14:17:31 -04:00
SkyratBot
92bfea94a6 [MIRROR] [NO GBP] Name-wise, the telescopic fishing rod is no longer just a fishing rod [MDB IGNORE] (#23564)
* [NO GBP] Name-wise, the telescopic fishing rod is no longer just a fishing rod (#78130)

## About The Pull Request
Gives the telescopic fishing rod its own name.

## Why It's Good For The Game
Guess why.

## Changelog

🆑
spellcheck: Corrected the name of the telescopic fishing rod to
"telescopic fishing rod" from the more generic "fishing rod"
/🆑

* [NO GBP] Name-wise, the telescopic fishing rod is no longer just a fishing rod

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-09-07 18:39:55 -04:00
SkyratBot
29aa72b014 [MIRROR] [NO GBP] Fixes the fishing skill. [MDB IGNORE] (#23516)
* [NO GBP] Fixes the fishing skill. (#78110)

## About The Pull Request
The gain for second were 10 lower than they were supposed to be, since I
hadn't taken into account the deciseconds. I've also a cap on the gain
and lowered the necessary time just to be sure it doesn't take too much
time to attain the legendary tier anyway. I may bump it up later if
people say it's too easy.

## Why It's Good For The Game
This will fix #77972.

## Changelog

🆑
fix: It's now humanly possible to reach the legendary fisherman rank,
get the achievement and the hat.
/🆑

* [NO GBP] Fixes the fishing skill.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-09-04 13:43:13 -07:00
SkyratBot
c3c696b6a0 [MIRROR] [NO GBP] Fixing a small issue with chasm fishing [MDB IGNORE] (#23515)
* [NO GBP] Fixing a small issue with chasm fishing (#78111)

## About The Pull Request
The default spawnables from chasms are spawned on top of the chasm
rather than on the user's turf, and that can be an issue.

## Why It's Good For The Game
This will fix #77982.

## Changelog

🆑
fix: fixed fishing skeleton mob spawners that immediately crumble back
into the void of whatever chasm you fished them from.
/🆑

* [NO GBP] Fixing a small issue with chasm fishing

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-09-04 13:42:48 -07:00
SkyratBot
b9e07d2129 [MIRROR] Actually fixing fishable contents for some sources. [MDB IGNORE] (#23465)
* Actually fixing fishable contents for some sources. (#78030)

## About The Pull Request
During my first fishing related PR, I hadn't yet know that for the
`fish_counts` var to work, its contents also had to be within the
`fish_table` list, thus I ended up adding stuff that's not actually
fishable. Also there was no unit test to enforce that design, which is
lame.

## Why It's Good For The Game
Fixing the issues explained above. Basically #78019 but done right.

## Changelog

🆑
fix: You can now actually fish soggy wallets from toilets, rare ores on
ice moon, some boney stuff in oil puddles (good luck finding them) and
lube-fishes by the seawater.
/🆑

* Actually fixing fishable contents for some sources.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-09-02 11:55:26 -04:00
SkyratBot
3d2688e0b5 [MIRROR] fixes the compact fishing toolbox holding normal sized objects [MDB IGNORE] (#23413)
* fixes the compact fishing toolbox holding normal sized objects (#77978)

## About The Pull Request

This ensures that the compact fishing toolbox only holds small objects,
like a cardboard box, with the exception of a fishing rod.

## Why It's Good For The Game

I fucked up and gave settlers a smuggler satchel.

## Changelog
🆑
fix: Compact fishing toolboxes no longer break space and time to contain
any normal-sized object. Instead, they only break space and time to
contain fishing rods. Settlers migrating to Nanotrasen space have no
reasonable explanation for this phenomenon.
/🆑

* fixes the compact fishing toolbox holding normal sized objects

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2023-08-30 16:32:10 -04:00
SkyratBot
901f0b82bc [MIRROR] Miscellaneous fishing code changes. [MDB IGNORE] (#23237)
* Miscellaneous fishing code changes. (#77739)

## About The Pull Request
This PR contains a few changes that I hadn't got to do earlier,
including: different pressure / air mixture thresholds for different
fish (if amphibious), fish being able to be fed directly without the
need of an aquarium, replacing the `available_in_random_cases` variable
with a weight define of value 0, the preset fishing sources global list
so we don't have to manually instantiate lazy fishing spots and assign
them stupid string defines, chasm detritus made into datums, a couple
balloon alerts and removal of unused code.

## Why It's Good For The Game
The fishing portal generator UI is unused, the perfect variable for the
fishing minigame is also unused.
There's no reason for chasm detritus to be an item instead of a datum.
It isn't a map spawner.
Chasm chrabs, if given the amphibious trait, should be able to survive
Lavaland/Icemoon's atmosphere.
I don't even know why I made a snowflake proc to instantiate the
evolutions global list instead of `init_subtypes_w_path_keys`
The shiny lover and wary fish traits were actually making the minigame
slightly easier.
The background icons for the UI had a zero-alpha, one pixel thin stripe
on top that needed to be colored.
Improved `fish_source/proc/dispense_reward`.
Some doc comments and a typo or two.

## Changelog

🆑
add: You can now feed fish with the can of fish feed without having to
put the fish in a aquarium first.
balance: Some fish may survive in different, harsher atmospheres if
given the amphibious trait, like chasm chrabs on lavaland.
qol: aquarium now uses balloon alerts when feeding fish.
fix: The wary and shiny lover no longer incorrectly remove difficulty
from the minigame if conditions aren't met.
/🆑

* Miscellaneous fishing code changes.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-21 11:39:47 -04:00
SkyratBot
508b43d7b3 [MIRROR] Settler Quirk: Tame the Outdoors! Have trouble with tall shelves... [MDB IGNORE] (#23157)
* Settler Quirk: Tame the Outdoors! Have trouble with tall shelves...

* Update quirks.dm

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-17 17:46:43 -04:00
SkyratBot
47d0dd7978 [MIRROR] Changing an operator from *= to = and cleaning up an empty if control statement. [MDB IGNORE] (#22997)
* Changing an operator from `*=` to `=` and cleaning up an empty `if` control statement. (#77459)

## About The Pull Request
Exactly what it reads on the title. I shouldn't be bothered
thoroughfully explaining this with several paragraphs when it's only 3
lines of code affected.

## Why It's Good For The Game
I've sadly the dramatic timing of noticing my own slips minutes after
one of my PRs (#77420 in this case) get merged.

## Changelog
Barely any impact to the game beside perhaps ironically more generous
probability weights for fish without a bait.

* Changing an operator from `*=` to `=` and cleaning up an empty `if` control statement.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-10 19:06:03 -07:00
SkyratBot
43dda50703 [MIRROR] Fishing bait tweaks. [MDB IGNORE] (#22941)
* Fishing bait tweaks. (#77420)

## About The Pull Request
In this episode:
- Fishing without a bait is a noob trap, examining the rod will provide
you that information as well as a few other.
- Fishing without a bait will lower the odds of catching fish, but not
other objects.
- Catching objects that aren't fish or living mobs, or catching a dud
won't consume your bait.
- You're theorically* half as much more likely to catch fish even
without a bait.
- the synthetic bait from the tech fishing rod ignores preferences and
bait-related traits.

*I'm saying theorically because our `pick_weight()` doesn't support
decimal values. If the weight is lower than 1, (0.5 because we're
rounding), you're outta luck, get a bait.

## Why It's Good For The Game
Many people complain that fishing is tedious and that they almost always
catch nothing, even if they've probably forgotten to hook a bait to it,
because fishing without one (Really, just use any food, even that dollar
store snack is better than nothing) raises the odds of getting a dud
tenfold.
However, it's not completely their fault if nothing warns them against
it, which is why examining the fishing rod will tell you that.

The buff to the meager probability of catching a fish without a bait is
also due to the aforementioned decimal issue, but also because I
honestly believe even the most "skull-dented" player doesn't doesn't
deserve such a low chance.

"Inanimate" objects (well, fish are items, ironically) shouldn't
generally consume baits. Ditto for duds.

The tech fishing rod is nice on its own, but subpar to any other fishing
rod coupled with an amount of baits, since you're limited to what can be
caught with an unremovable doughball.

## Changelog

🆑
qol: Examining a fishing rod will now provide information on equipped
hook, line, bait, and right click functionality.
balance: Fishing without a bait will only lower the odds (a smidge less,
too) of catching fish, not other things.
balance: Catching something that isn't a fish or a living mob won't
consume the bait anymore.
balance: The Bepis fishing rod will now ignore fish's bait preferences.
/🆑

* Fishing bait tweaks.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-08 08:19:21 -04:00
SkyratBot
583156705f [MIRROR] [NO GBP] Fixing certain aquarium fish eating other fish when not hungry [MDB IGNORE] (#22939)
* [NO GBP] Fixing certain aquarium fish eating other fish when not hungry (#77408)

## About The Pull Request
Another couple, tiny mistakes my fishing PR. I believe I had forgotten
to change the logic while swtiching to early returns.

## Why It's Good For The Game
Bugfixing.

## Changelog

🆑
fix: Fixed certain aquarium fish eating other fish when not hungry.
/🆑

* [NO GBP] Fixing certain aquarium fish eating other fish when not hungry

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-08 08:18:37 -04:00
SkyratBot
c67b11a3c0 [MIRROR] [NO GBP] Fixing a logic mistake for chasm fishing [MDB IGNORE] (#22909)
* [NO GBP] Fixing a logic mistake for chasm fishing (#77401)

## About The Pull Request
What it should do is spawn a generic item when the list of possible
things to retrieve is empty, not the other way around. Surprised this
weren't caught earlier.

## Why It's Good For The Game
See above.

## Changelog

🆑
fix: Fixed a logic mistake for chasm fishing that resulted in only
generic items being spawned.
/🆑

* [NO GBP] Fixing a logic mistake for chasm fishing

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-06 17:28:39 -04:00