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ba5c112a86bb2845df830df81d59cd54ca8ac99f
292 Commits
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ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570)
## About The Pull Request
I completely screwed up and told the original PR author of #82415
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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.  I've also tweaked the sprites of both the tile object and the actual material tile turf to give it the right shading.  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: https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/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,  `/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:  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  Look at all this wasted space  🆑 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.  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 does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: 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, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: _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...  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> |
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8f2f418c7b |
[MIRROR] Fixes plasma flower modsuit cores having an extremely small amount of power (#27468)
* Fixes plasma flower modsuit cores having an extremely small amount of power (#82842) ## About The Pull Request The var was still using the old values. ## Why It's Good For The Game 15 kj instantly depletes your power supply upon taking a step. Oof. ## Changelog 🆑 fix: The plasma flower modsuit core now actually contains a reasonable quantity of power. /🆑 * Fixes plasma flower modsuit cores having an extremely small amount of power --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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a603583284 |
[MIRROR] Removes the stun from longfall modules activating. (#27452)
* Removes the stun from longfall modules activating. (#82824) ## About The Pull Request What it says on the tin. When you fall with the longfall module active, you do not get stunned. If you fall from more than one z-level, however, you will be staggered from the fall, with a length based on the number of levels fallen. ## Why It's Good For The Game I noticed that while using these as a felinid that I actually was stunned utilizing them. dropping the equipment I was carrying and being rooted in place for a bit. And I thought to myself 'wait, hang on, by taking this thing out, out I'm actually WAY better off than if I kept them in, what gives?' They just got powercreeped, unfortunately. Freerunner and being a catgirl is stronger than this very niche module, because they're equipment independent and also not a hard stun (I know faceplanting with freerunner is still a bit of a stun, but you can still move and potentially avoid losing equipment by falling while prone). And maybe it functions a lot stronger in situations where those two traits just don't apply (or apply in a very negative fashion in the case of felinids), I don't see why they shouldn't be superior to those traits. You have to have a modsuit, and you need to be on a map that makes use of multi-z. And additionally be in gravity. Typically, I would think equipment benefits should be stronger than innate/roundstart features. Most of the time, it is easier and more beneficial to be in constant flight while using a modsuit than to prepare for longfalling. So let's just make it better overall. I don't know how many people would even use it, but I know I will and I love tossing myself into the void below. ## Changelog 🆑 balance: Longfall modules no logner stun you when they activate. balance: Falling from a height greater than one z-level while using the longfall module will still stagger you. /🆑 * Removes the stun from longfall modules activating. --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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2b60c77e55 |
Yet another mirror batch (#27314)
* A skub-related station trait. Reduced weight of annoyingly frequent neutral traits. (#81388)
## About The Pull Request
This PR introduces a new station trait that lets people choose if they
want to be pro-skub or anti-skub (or neither, really). It works the same
lobby buttons that job-related station traits also use. Depending on
whether you chose to be pro or anti skub, you'll spawn in with a special
box that contains the (bulky) skub and a pro-skub shirt, or an anti-skub
shirt. EDIT: Both also receive a number of stickers to propagate their
causes.
Kudos to @Fikou for coding the lobby buttons to be accessible by any
station trait rather than only job-related ones when you made the
Cargorilla station trait.
Another thing this PR also halves the exaggerated weight of low-cost
traits such as scarves, wallets and glitched PDAs, which I clearly
underestimated.
## Why It's Good For The Game
We've learned that low-cost, high weight traits are a bit of a design
mistake, because they tend to tip the scales toward themselves over and
over and over, leveling the diverseness of the feature and therefore
making it shallow and boring.
Beside, I've been thinking of the popular [skub comic
strip](https://pbfcomics.com/comics/skub/) lately.
## Changelog
🆑
add: Added a Skub-related station trait. You can now choose if you want
to be pro-skub or anti-skub, complete of shirt and stickers. Please
don't shank each other over it.
balance: Halved the weight of station traits such as scarves, wallets
and glitched PDAs.
/🆑
* Fix some slime species subtypes not having burn resistance (#82164)
## About The Pull Request
All slime species limb subtypes now inherent from the parent `/jelly`
subtype, giving them all their proper burn resistance.
## Changelog
🆑 Melbert
fix: Slimepeople and Luminescents are now 50% burn resistant like
Stargazers
/🆑
* There we go
* FIX: Makes Hatsune mi-go a (friendly) gold slime mob (#82251)
## About The Pull Request:
The hatsune mi-go is now a friendly gold slime mob. This means it won't
try and kill you. It also now doesn't make your ears hurt, and drops a
keyboard synth on death (you monster.)

## Why It's Good For The Game
So in making my resprited mi-go and subsequent speedmerge, I failed to
realize that there are only 10 possible migo spawnpoints - 5 in snowdin
gateway, 3 on ceres whiteship, and 2 on kilo whiteship. This means at
most eight can exist on anyround, with a decent likelyhood of 0. This,
combined with the fact the hatsune migo is banned from spawning outside
of roundstart locations, along with the fact people seem to love the
thing, made it feel _too_ rare, even for a shiny mob. You still have to
roll the random odds with the life chem or friendly gold slime pools,
but you should actually see them outside of two mutually exclusive space
ruins and a gateway now. Also, they don't try and kill you now, because
it would have been wrong to add a hostile creature to the friendly pool.
🆑
fix: Hatsune mi-go now is a friendly gold slime mob, and doesn't hurt
your ears.
add: Hatsune mi-go drops a keyboard synth on death (you monster.)
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* [THE QUIRKENING] Adds customization options to Organ Prosthetic, Junkie, Smoker, and Alcoholic! (#82051)
## About The Pull Request
Lets people pick:
- The shitty organ they spawn with (still has the restrictions of not
being possible to get heart when you are a plasmamen, for example)
- Their favorite alcohol to blackout with
- Their favorite brand of cigs
- Their favorite brand of drugs!
A lot of the code was taken from a downstream, made by @Floofies, i
already had my own implementation but it was buggy and not nearly as
clean, then i was made aware of theirs.
## Why It's Good For The Game
Character Customization is good and fun and lets people have more choice
in their roleplay.
## Changelog
🆑
add: Prosthetic organ users are now allowed to pick what they want to
start with.
add: Junkie of all kinds, including smokers and alcoholics, are also
able to pick their favorite type.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* [NO GBP] Fixes the "Drop Pod: Syndies" deathmatch modifier. (#82216)
## About The Pull Request
I've had false memories of `pick_weight` working with assoc-value-less
lists.
## Why It's Good For The Game
This will fix an issue with deathmatch modifiers.
## Changelog
🆑
fix: Fixed the "Drop Pod: Syndies" deathmatch modifier.
/🆑
* Fix robocontrol access runtime (#82242)
## About The Pull Request

`check_access` expects an item, such as an ID card, to... check access.
Not a mob.
We can circumvent this entirely by using `allowed`.
But this has an averse effect in that `allowed` will only check the
user's ID, not the ID in the mod PC.
So we need to run a separate check of `check_access` for the computer ID
card.
## Changelog
🆑 Melbert
fix: Robocontrol should work better.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Adds a photobooth (#82105)
## About The Pull Request
Adds a photobooth machine to the HoP line which can be used to update
your security records photo.
It updates the records of the person's name, which means hiding your
identity and wearing an ID will let you change other people's photos. If
you aren't hiding your identity and are wearing someone else's ID, it
won't update at all because it will be unable to find your record.
There's 2 variants of this machine, one at the HoP line that's tied
behind Law Office access (so Lawyers have an extra thing they can help
out with if no one's available, but maybe it would be better behind
Library access since Curators are our "photographer" role?), and the
Security one that requires Security access.
The Security one has a special feature that it adds a height chart
behind the player.

This machine is used by either right-clicking on it or by pressing a
button, so the HoP can do it remotely from their line (except on Tram
where it's in the library), and after a few delays it'll update your
records automatically to how you look like.
Emagging the machine will remove its access restrictions but every time
it updates your photos it will spam camera flashing and blind you.
Sprites
Open

Closed

Security version on the left, has a red tint on it

Video demonstration (old sprites):
https://github.com/tgstation/tgstation/assets/53777086/a2e59f08-2d58-4f5b-b081-e137c7606d35
## Why It's Good For The Game
Current security records has no way to change your photo ID, something
that was a feature before it was moved to TGUI. The only alternative is
to fully delete your record and make a new one with a photo and the same
name, but this shares a major issue with the HTML UI: You're immediately
sold out by the fact you have a background. No matter how well you try
to cover your tracks, any security officer looking at records will see
you are the only photo on the manifest that has a background and even a
camera in your hand, which makes it impossible to get away with it
unless security essentially takes pity on you.
This opens up the ability to fully mask yourself in records, finally.
This is also better even for non antagonists because you can now
properly update your photos to match what you look like in the event of
an appearance change or even just a job change, which makes it a benefit
for HoPs who likes to keep records as up-to-date as possible.
## Changelog
🆑 JohnFulpWillard, Twox
add: Added a new photobooth machine to the HoP's line.
fix: Things checking for access now checks your off hand, too.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Converts slimes to basic mobs (#82176)
After months of preparation, and further months of work, I am finally
done. Please bear with me, as this is a massive refactor, but I have
already atomized everything I could. This is now ready for review.
General
- The hilbert hotel slimes are now a subtype instead of a varedit.
- The `use_mob_ability` subtree now also accepts non cooldown abilities.
If set_behaviours is set up properly, mobs won't keep continously
triggering it as if it were a 0 second cooldown action. The alternative
would have been turning the slime abilities into cooldown abilities.
- Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND`
signal, instead of being part of attack_hand.
- Adds datum/ai_controller/controller as a fourth, optional argument to
`/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible
to access blackboard keys.
- Slimes no longer attack windows if they would accidentally move into
them (when the conditions are met), since random walk behaviour ignores
tiles they can't go in. It was also not worth to keep. Did you know this
was the sole override of `ObjBump()`?
- Examine was made less snowflaky/bespoke. Also added a new element:
`/datum/element/basic_health_examine`, which is a simple bespoke element
that prints out a custom message based on how damaged the basic mob it
is attached to is.
- Slimes only perform knockdown instead of paralysis, as they can attack
more often now, and paralysis is not that fun.
- LAssailant has been removed due being archaic code. To befriend a
slime, you have to spawn a monkey with the slime console, or feed them a
sheet of plasma. Simple grabbing the monkey or stuffing them in
disposals do not work anymore. Slime console spawned monkeys will have a
visible status effect, with pheromones coming off them to make this
clearer.
Actions
- Feeding, reproduction and evolution is no longer a verb.
- Slime feeding is no longer an action button. You have to use right
click, or as previously, mousedrop. Slimes can always unbuckle from mobs
they are attached to.
Hunger
- Instead randomly changing the starvation and max nutrition values
while growing up, evolution costs 200 nutrion. This makes the code more
readable, and behaviour more predictable, while still giving the
intended time between evolving and splitting. As a result, I could also
turn these into defines.
- Added a component that handles doing an effect over time while buckled
to a mob, until the mob dies or you get unbuckled.
- Slimes gained nutrition is no longer randomly multiplied by the damage
config value, but rather gain nutrition equal to twice the damage dealt.
You'll have to eat one monkey to evolve, just as before.
- Slimes do not heal passively. They only heal from eating. It was a
rather miniscule value that did not have much effect.
- Slimes generate electricity from hunger threshold, instead of the
random amount of hunger threshold + 100.
Environment
- Slimes take 15 damage from cold every second, instead of using a
complex formula (that also decreased the damage up to a point?).
- Slimes still heal from burn damage, but this is now set on the damage
coefficient list.
- Slimes instead of getting stunned by the cold, freeze in an ice cube.
BZ instead of setting them unconscious, calls the stasis status effect,
allowing you to safely stash your hungry slimes for later. They also no
longer slow down from the cold, as they are already slowed down by the
damage they get. Conversely they no longer get a speed up from a random
amount of temperature. I could be convinced to readd this either as part
of the basic sensitive component, or a similar one.
AI
- Removed the attacked_stacks system. Slimes will just perform regular
retaliation if you hit them in a harmful manner.
- Slimes now use the pet orders component. They will interrupt their
feeding when given a command by their master.
- Slimes have their own subtrees. I tried to replicate as much as I
could from the old code, dividing ancient code artifacts and intentional
stuff, so there might be some weirdness.
- Slime speech has been almost fully reduced to basic blorbing, as you
can not even understand them anymore, and most of them require the slime
to loop through all of their surroundings.
- Discipline does not have stacks either. Disciplined baby slimes have a
chance to clear their attack and hunt blackboard keys. All slimes will
stop feeding on the target otherwise.
- Since discipline is not a stack, rabidity instead gets removed at a
10% chance per disciplining.
- Slimes faces are a bit more randomly picked now.
- We want to convert all simple animals to basic mobs. Old slime code
was also very strange, and had some systems that have been replicated by
components.
- Slimes fully paralyzing you is not fun at all. Knockdown should give
you a fighting chance when a slime would like to eat you.
- Slimes slow down from the heavy damage they get from the cold, so I
don't think they need extra slowdown, nor do they need to speed up from
warmth, as they are already fast.
- Slimes turning into an icecube instead of becoming paralyzed from the
cold is more fun for the slimes, as they can break out for a few
moments. It is also funny.
- Slimes entering proper stasis from BZ is not just a visual indicator
of a slime that is safe to approach, but also keeps the slimes's hunger
value in check, allowing it to not starve while stopped. They can also
look around and blorble, instead of staring at a black screen, if player
controlled.
- The attack_stack and discipline_stack behaviours were rather
overcomplicated, and the xenobio mains I talked with didn't even know it
was a thing, so I argue it needed simplification.
- The bespoke friendship system of slimes was also too complicated.
Slimes slowly gained levels of trust, and at certain levels commands
costed friendship, and other levels, they did not. The binary friend/not
friend system that everything else in the game uses is much more
sensible.
- Using right click for feeding is much more sensible than using an
action, and then picking someone from a dropdown.
- Slime speech was very soulful but not only did it loop through
everything in sight, you couldn't even understand it unless you spoke
slime. Maybe it can be readded later in a different form.
- Slime's passive healing was miniscule, and having them rely on feeding
is more interesting.
also
fixes #81463
🆑
refactor: Slimes are now basic mobs. Please report any strange
behaviours!
balance: Slimes only stun you for two seconds when they shock you, the
rest of the duration is a knockdown.
balance: Slimes are not stunned from the cold, but rather, get frozen in
a freon icecube. BZ also puts them in complete stasis, instead of making
them unconscious. Their speed is likewise unchanged by temperatures.
balance: Slimes do not passively heal, they instead rely on feeding.
fix: Slimes can use the buckling screen alert to unbuckle and stop
feeding, along with clicking on the mob they are riding
/🆑
* Oh, right.
* Fixes AI verb Jump To Network (#70016)
* check for camera loc to not be a silicon
* check for z=0 instead
* Update code/modules/mob/living/silicon/ai/ai.dm
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* evil touch
* redundancy
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Removes camera assembly structures (#81656)
Removes the camera assembly structure middleman between the camera
wallframe and camera machine. All its behavior has been instead moved to
the camera, and I've tried to keep as much of the behavior the same as
before.
This also fixes the issue that camera assemblies had where, upon the
construction being finished, it would move itself into the newly
finished camera machine, therefore taking itself off a wall, therefore
deconstructing itself. This resulted in 2 piece of iron being in each
camera machine (except roundstart ones), and because camera machines
rely on the assembly inside of them for upgrades and such, upgrading
didn't work at all.
I've also made camera nets use defines (not in map) so it's easier to
find a list of them all, and tried to add autodoc comments to nearly
every var in camera code.
Removes copy paste and spaghetti code between structure and machine
camera, thus making it easier to work around with.
Closes https://github.com/tgstation/tgstation/issues/79019
🆑
fix: Cameras built in-round can be upgraded again.
fix: Deconstructing cameras now more consistently return to you the
upgrades inside of the camera.
fix: RD's telescreen can now properly see Ordnance cameras again.
fix: [Deltastation] Library art gallery no longer has an invisible
camera.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* [MDB Ignore] Combines Cargobus consoles with Dept. Order Consoles, freeing all departments of 1 whole tile of space (#82210)
## About The Pull Request
- Departmental orders are now an NTOS app
- To download, they require `ACCESS_COMMAND`.
- To use, they require one access from the department.
- This means you cannot order things from not-your-department unless you
have an ID.
- When newly downloading the app, it will prompt a head of staff to
insert an ID, to determine which department to be linked to.
- Changes chat room overlay from the kind that AI uploads use to a new
icon.
- Minor refactors to department order in general.


## Why It's Good For The Game
These two computers are surprising waste spacers for two things which
are tied together.
So why not combine them?
The lesser used cargobus chat is still there, and departmental orders
are front and center.
This gives mappers a ton more leeway when mapping departments out and is
overall less clutter.
## Changelog
🆑 Melbert
qol: Cargobus chat console and Departmental Order console are now
combined into one.
qol: Mod PCs active on the "chat client" apps no longer look like AI
uploads (and now have their own sprite)
refactor: Departmental order consoles were refactored a bit, report any
oddities.
/🆑
* This should cut it.
* Was it really just skub?
* [No GBP] Fixes slow slime feed (#82284)
## About The Pull Request
Slimes were supposed to gain the same amount of nutrition as the damage
they dealt while feeding. However, I have accidentally multiplied this
again by `seconds_between_ticks` a second time. This meant that locally
slimes fed normally, but on the server they got about the third
nutrition they were supposed to, probably due to having more ticks per
second then my machine. This PR fixes that.
Also raised the nutrition gained by slimes by 20%, after careful
testing, one monkey wasn't always enough.
## Why It's Good For The Game
Fixes #82283
## Changelog
🆑
fix: Slimes now feed faster, and should only need one monkey to reach
their next lifestage.
/🆑
* [No GBP] Fixes a slime speed config and ai controller null error in slime nutrition handling (#82330)
## About The Pull Request
Someone has linked the runtimes logs of round 226376 to show off a
runtime, and I took a look, and found some unrelated runtimes in slime
code.
- The config file for slime slowdown was still using the simple_animal
path. This has been fixed.
- Somehow, a grey slime has lost its AI controller, and when it got
hungry, it runtimed. For now, a coalesce operator has been put in place.
Later, an investigation is needed to figure out where did its AI
controller go.
## Why It's Good For The Game
Runtimes bad.
## Changelog
🆑
fix: Slime properly load their slowdown values from the config files.
fix: Slimes who lose their AI controller will no longer runtime when
they get hungry.
/🆑
* [No GBP] Slime stasis fixes (#82304)
## About The Pull Request
`handle_environment` is never called when the target was in stasis, so
slimes stayed in stasis forever. This PR fixes that, albeit in an ugly
way.
It also makes slimes actually not get hungry while in stasis.
## Why It's Good For The Game
Fixes #82300
I also claimed slimes can be safely kept in stasis, but I didn't
actually put a stasis check before handle_nutrition. This is fixed now.
## Changelog
🆑
fix: Slimes stop being in stasis when taken out of a BZ filled
environment
fix: Slimes no longer become hungry while in stasis
/🆑
* Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180)
I've recently noticed that the maploaded penguins from the snowdin away
mission were dying from unsafe atmos/temperature. This sparked the idea
of making a (focus only) unit test that would prevent this sort of
issues from happening.
This PR also implements the usage of the `atmos_requirements` and
`body_temp_sensitive` elements for simple animals too, cutting down the
copypaste.
More unit tests to make sure things are done correctly.
🆑
fix: Made sure that mapped critters (i.e. penguins on the snow cabin
away mission) can survive in the environment they're spawned in.
/🆑
* This all is going to suck.
* A step further
* Is this hell over?
* I hope it is.
* Autosort I suppose
* This should cut it for VoidRaptor
* And Blueshift
* Revert "Autosort I suppose"
This reverts commit 9100de67c30514fc25db3ba29df81d1b0ac54e24.
* Dear god, the chicken.
* I fucking hate mapping
* fixes gas analyzers (#82278)
## About The Pull Request
#82180 accidentally messed up air analyzers being able to read or send
readouts to the chat.
## Why It's Good For The Game
air analyzer good
## Changelog
🆑
fix: air analyzers work again
/🆑
* [NO GBP]Grind & juice fixes (#82272)
- Fixes #82266. Anything that has reagents can be either grinded or
juiced
- If something doesn't have reagents but has grind results it can still
be grinded but not juiced
🆑
fix: anything that has reagents can be either grinded or juiced
fix: stuff that does not have reagents but has grind results can still
be grinded but not juiced
/🆑
* Birdshot Engineering Retrofitting (#81840)
Warning: Nanotrasen Confidential Proprietary Information (NCPI) must
only be accessed and viewed within a Nanotrasen Virtual Environment
(NVE, vNTOS-3). Employees in violation of this information ordnance will
have their wages A) garnished, and B) sent to a labour camp up to a
maximum of ten (10y) years. Questions regarding policies related to NCPI
should be directed towards departmental heads or your sector Central
Command Information Authority (CCIA) personnel.
## About The Pull Request
Credentials Confirmed
The Birdshot Engineering Revitalization Plan (formerly proposal
Blindfold, now BERP) is a procurement effort to address growing
maintenance liabilities and costs on the Skitter-MDR Class Orbital
Station located in the Spinward Stellar Cluster (SSC, Sector 28-7b).
Over the course of the previous year, ongoing analysis data has provided
vital feedback since the station was once again brought into operation
after 17 years of abandonment; and using this data, 4 options were
outlined for the Blindfold Proposal.
1) Abandonment - No Cost. Operations on Birdshot will cease. 28-7b
operations will be moderately impacted.
2) Procurement - Medium Cost. Replace offending station sections
completely with low-cost, working alternatives. Operational gains in
28-7b expected.
3) Do Nothing - No Cost. Moderate long-term impacts to operations in
28-7b.
4) >>>_Was removed_
Option 2 was selected for BERP. Procurement efforts identified 3
solutions and later narrowed it down to 1. Following the selection
process architects were brought in to draft up low-impact refits to the
designated hulk. 5 selections made it past initial drafting, with 3
ultimately being selected for engineering board review. Penultimately
draft proposal 3 was selected for the project and now awaits engineering
certification. The draft plan is provided on the next page:

Following board certification, implementation of the plan will be
commenced by 28-7b Nanotrasen Enigneering Corps. (NECs). Construction
time-frame pending Project Foremans review.
## Why It's Good For The Game
Birdshot Engineering is where this whole station began. Back then,
things were going to look closer to Birdboat Station, but that became
looser and more ill-defined as progress was made on the overall station.
While I was satisfied of the decrepit feel of Birdshot Enigneering
initially, I knew that at some point, it would require modification to
better play into Birdshots strengths.
I've had a long laundry list of a roadmap that I've wanted to implement
since the station was added, and this was the top item. Tier Zero.
Problema Numero Uno. You get the idea. This has been a year of drafting,
redrafting, and redrafting everything until it fit Birdshot right. With
this, we're nearly there. I see this being the definitive Engineering
Department for this station for quite some time to come. However, this
is still a draft and some elements are subject to change as I begin to
work out some of the more minor kinks in the draft such as pipe
locations and transit tubes.
Presently Atmospherics is completely rebuilt from the bottom up. There
is more space, enough to do projects, but you'll have to tear down some
windows and walls to gain it. Nothing ventured, nothing gained. You also
have most of the gas distro line outside. I'm a firm believer in
enabling whatever antics ANY lunatic may have. Atmos techs can rest
assured that outside lines are completely reconfigurable (and powered)
enabling some... unique project prospects. You also gained an inside HFR
and Spare burn chamber. Enjoy.
The Engineering Common Areas are now inside the department proper
instead of the satellite treatment in the original implementation.
Security gets an actual outpost and engineers now have a proper office
to file engineering documentation. They say that office colleagues can
form tight bonds so let's see whose is stronger: Purples or Yellows?
The Supermatter Engine is more of an upgrade over the previous model
(Leaky SM is here to stay so deal with it). The room is larger with less
rock, allowing some manner of greater customization, but I believe
engineers will be more than happy to find that they now have a Burn
Chamber of their own. I have zero clue of what they'll do with it, but I
think any enterprising CE will be able to create something that even god
should fear.
Finally we have maint improvements. Nothing really to see here though
maybe there's the beginning of something for the future if you care to
speculate. I couldn't really keep the meandering maint of the previous
rock, so instead we now have some pseudo dead-ends. It's all connected
by transit tubes to the north (not shown) so you can slowly get around
if you will it. Of course there's plenty of cut-throughs,
not-so-finished sections, and opportunity for those who need it. Caution
to the blind, this whole rock is spicy.
Overall I'm happy with this and want to open it up in Draft Mode for
initial thoughts. I have a rough timeline on finishing this that
stretches out to the weekend, so the earlier comments are, the more
likely I'll be able to MAYBE do something about it. Thanks for the
patience and hopefully this is a doozy of an update for all our players.
Previous Engineering Provided for Point of Reference:

closes #75590
## Changelog
🆑
qol: Wholesale Revamp of Birdshots Engineering Department
fix: Some Birdshot Amtospherics Concerns
fix: Some Birdshot Engine Concerns
/🆑
* Bumps `dependencies.sh` to 515.1633 Stable (#82138)
## About The Pull Request
Two reasons for this.
1. It's the stable branch, so let's move it up. This PR will detect any
issues that we might have with the latest 515.1633 as far as the
codebase is concerned (the servers have been running 1633 for at least a
week now).
2. ~~I'm fucking sick of seeing the Lua Scripting Notice in CI even
though it was fixed a few days ago in #82074
(
|
||
|
|
59d74624b1 |
Upstream power stuff combined and shit (#27284)
* Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579) Removes all arbitrary energy and power units in the codebase. Everything is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you are going to multiply by time. This is a visible change, where all arbitrary energy units you see in the game will get proper prefixed units of energy. With power cells being converted to the joule, charging one joule of a power cell will require one joule of energy. The grid will now store energy, instead of power. When an energy usage is described as using the watt, a power to energy conversion based on the relevant subsystem's timing (usually multiplying by seconds_per_tick or applying power_to_energy()) is needed before adding or removing from the grid. Power usages that are described as the watt is really anything you would scale by time before applying the load. If it's described as a joule, no time conversion is needed. Players will still read the grid as power, having no visible change. Machines that dynamically use power with the use_power() proc will directly drain from the grid (and apc cell if there isn't enough) instead of just tallying it up on the dynamic power usages for the area. This should be more robust at conserving energy as the surplus is updated on the go, preventing charging cells from nothing. APCs no longer consume power for the dynamic power usage channels. APCs will consume power for static power usages. Because static power usages are added up without checking surplus, static power consumption will be applied before any machine processes. This will give a more truthful surplus for dynamic power consumers. APCs will display how much power it is using for charging the cell. APC cell charging applies power in its own channel, which gets added up to the total. This will prevent invisible power usage you see when looking at the power monitoring console. After testing in MetaStation, I found roundstart power consumption to be around 406kW after all APCs get fully charged. During the roundstart APC charge rush, the power consumption can get as high as over 2MW (up to 25kW per roundstart APC charging) as long as there's that much available. Because of the absurd potential power consumption of charging APCs near roundstart, I have changed how APCs decide to charge. APCs will now charge only after all other machines have processed in the machines processing subsystem. This will make sure APC charging won't disrupt machines taking from the grid, and should stop APCs getting their power drained due to others demanding too much power while charging. I have removed the delays for APC charging too, so they start charging immediately whenever there's excess power. It also stops them turning red when a small amount of cell gets drained (airlocks opening and shit during APC charge rush), as they immediately become fully charged (unless too much energy got drained somehow) before changing icon. Engineering SMES now start at 100% charge instead of 75%. I noticed cells were draining earlier than usual after these changes, so I am making them start maxed to try and combat that. These changes will fix all conservation of energy issues relating to charging powercells. Closes #73438 Closes #75789 Closes #80634 Closes #82031 Makes it much easier to interface with the power system in the codebase. It's more intuitive. Removes a bunch of conservation of energy issues, making energy and power much more meaningful. It will help the simulation remain immersive as players won't encounter energy duplication so easily. Arbitrary energy units getting replaced with the joule will also tell people more meaningful information when reading it. APC charging will feel more snappy. 🆑 fix: Fixes conservation of energy issues relating to charging powercells. qol: APCs will display how much power they are using to charge their cell. This is accounted for in the power monitoring console. qol: All arbitrary power cell energy units you see are replaced with prefixed joules. balance: As a consequence of the conservation of energy issues getting fixed, the power consumption for charging cells is now very significant. balance: APCs only use surplus power from the grid after every machine processes when charging, preventing APCs from causing others to discharge while charging. balance: Engineering SMES start at max charge to combat the increased energy loss due to conservation of energy fixes. /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Corrects Suit Storage Unit charge rate (#82192) ## About The Pull Request Adjusts SSU charge rate according to the new conversion ratio. Betcha didn't know SSUs recharge suit and MOD cells? This number is actually supposed to be equal to the rate a recharger station does it. I don't know if we have some macro for it. ## Changelog 🆑 Melbert fix: Fixed Suit Storage Unit cell charging rate /🆑 * Corrects EVA thermal regulator cell cost (#82195) ## About The Pull Request Another unit not converted to watts / joules ## Changelog 🆑 Melbert fix: Fixed space suit thermal regulators cell usage. /🆑 * Fixing cell power usage (Part 1) (#82197) ## About The Pull Request Yeah i am not about to create 30 different PR's to address 1 issue at a time. The changes are small enough to be grouped together in bulk. This fixes the following issues specified in #82196 - Borg & exosuit RCD (Fixes #82193) - Motorized wheelchair - Canister shielding - Electrolyser - Potato cell - Space heater - Microwave ## Changelog 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 1). See PR 82197 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 2) (#82198) ## About The Pull Request Continuation of #82197. Fixes these issues in #82196 - Cyborg self repair - Cyborg lollipop dispenser - Mauna mug - Plasma cutter (Initial charge not the number of laser shots so partial fix) ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 2). See PR 82198 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 3) (#82204) ## About The Pull Request Continuation of #82198 Fixes these issues in #82196 - Borg hypo spray - Borg projectile dampen - Borg chameleon - Firelance - MODlink scryer - Emergency light usage ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 3). See PR 82204 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * [NO GBP]Fixes static power usage not always drawing the remaining energy of an APC cell. (#82205) ## About The Pull Request Makes APC static power draw consume the remaining energy of the cell if there's not enough energy. ## Why It's Good For The Game Prevents a niche issue where an area composed entirely of static power users with no dynamic users from running forever with no power supply. ## Changelog 🆑 fix: Fixes static power usage from being able to not draw power. /🆑 * Fixes recharge stations charge rates (#82191) ## About The Pull Request - Fixes #82190 Have to now use the assigned constants and not magic number `10000`. Also stuff will take the exact charge needed without any wastage. ## Changelog 🆑 fix: recharge stations draw the same amount of power as before but directly from grid(without using apc cell power) and won't waste any excess power /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes space heater power usage (#82208) ## About The Pull Request Related to https://github.com/tgstation/tgstation/issues/82196 fixes the space heater power cell usage relating to power per tile heated. Space heater calculates the amount of power required to heat a tile, but only uses power at the end of the processing loop. Fixes so the power consumption matches the calculated usage per tile. Reverts changes to space heater power efficiency in https://github.com/tgstation/tgstation/pull/82197 that causes the heater to instantly drain the cell. Fixes https://github.com/tgstation/tgstation/issues/82228 ## Changelog 🆑 LT3 fix: Fixes Schrödinger's space heater, where a space heater both consumes a power cell instantly while also not consuming power when heating adjacent tiles /🆑 * General maintenance for reagent grinder (#82161) ## About The Pull Request **1. Qol** - Adds examines & screentips for screwdriver, crowbar & wrench acts. - Adds examines & screentips for inserting, replacing & removing beaker, Also for inserting items from bags or directly - Adds an off icon overlay for when the reagent grinder is either screwed open or loses power, **2. Code Improvements** - Replaced `attackby()` with `item_interaction()` so we can end the attack chain early for non combat operations like inserting beakers/ ingredients for grinding etc. - Removed custom shake animations & replaced it with the global `Shake()` proc cause it did the same thing - Removed constructed version of reagent grinder. We instead just check `mapload` to see if we need the beaker to be created or not for round start reagent grinders - Grinding & Juicing use the same `operate_for()` rather than having seperate procs for each operation - Removed trait `TRAIT_MAY_CONTAIN_BLENDED_DUST`. Why do we have this? Its just used to change the grinder description to warn it may contain dust. It's a waste. **3. Fixes** - You cannot insert hologram items into the grinder. Rather than destroying that item & making it vanish you simply won't be allowed to put it inside the grinder so you can save that item - You can hit the grinder with items like screwdriver, wrench, crowbar, beaker & even with stuff you would normally put in the grinder when in combat mode - Adds `can_interact()` checks for using the UI & other stuff - Fixes #46356. All items of type `obj/item/grown` can be put from any bag into the grinder - The item "and its contents" are now grinded/juiced recursively to get all the reagents it has to offer just like a real grinder would - An AI/Human with AI access examining the reagent grinder now actually works. **4. Refactors** - The grinder now measures its available capacity based on the "total weight" of all items present & not its number. This is more realistic because the grinder has limited space inside & so inserting huge items should have greater impact rather than deciding on an arbitrary number like 10(The grinder having the capacity for 10 items of any size inside its small compartment makes no sense). Examines are displayed to show how much capacity of the grinder has been filled. Upgrading the grinder with better matter bins will allow for higher storage capacities. - Total power consumed is measured based on the duration & weight of all items grinded cause you know its realistic. 🆑 qol: adds examines & screentips for tool acts & other operations for reagent grinder qol: adds an off icon for when the grinder panel is open/not powered code: auto docs vars & procs. Shared common proc for grinding or juicing code: removed trait for blended dust, changed some item interactions to end the attack chain early & save time fix: no inserting hologram items into the reagent grinder fix: you can hit the reagent grinder tools like screwdriver, wrench, crowbar & even beakers/ingredients etc when in combat mode fix; adds sanity checks for when & how mobs interact with the reagent grinder fix: examining a reagent grinder by an AI/Human with AI access now actually works. fix: you can insert Nova flowers & other food items from any bag type fix: reagent grinder now grinds all the contents of an item recursively to produce maximum reagents like a real grinder would refactor: reagent grinder now measures available capacity to store items as total weight of stored items & not number. Capacity can be increased with upgraded matter bin refactor: reagent grinder power usage is now a function of duration & total weight of items blended, meaining blending more number of items/larger items will consume more power refactor: reagent grinder code has been optimized overall. Report bugs on github /🆑 --------- Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk> * Suit Storage Units / Inducers can charge MODsuits without necessitating them be screwdrivered opened (#82194) ## About The Pull Request So MODsuits do this thing here with `get_cell` in that they don't return anything when they're closed  And I... can't tell why they do this. I looked through every use of `get_cell` and the only things affected by this are A. Suit Storage Units, which I believe have always been intended to charge MODsuits? and B. Inducers So I removed the `open` check. Allowing both Inducers and Suit Storage Units to charge mods without needing you screwdriver their panel open first. I also took the opportunity to allow SSUs to charge multiple items at once (divvying charge accross all items) ## Why It's Good For The Game I asked Fikou and they said it was "probably not" intended that you need to screwdriver them open so yeah. I think I remember charging my MODs during the original test merges years back but I can't remember if I opened the suit first when I did or not. Either way, it's not super intuitive. Though it's already not very intuitive that SSUs charge things. ## Changelog 🆑 Melbert qol: Suit Storage Units charge MODsuits while their cell panel is closed or open, rather than only when screwed open qol: Inducers can charge MODsuits while their cell panel is closed or open, rather than only when screwed open qol: Suit Storage Units will charge all items within simultaneously (if possible) /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes modular computer boot-up (#82254) ## About The Pull Request Fixes a bug where modular computers (specifically PDAs) will fail to start up if there is zero required application power draw. PDA will now consume base active power usage during startup. Related https://github.com/tgstation/tgstation/issues/82196 Fixes https://github.com/tgstation/tgstation/issues/82245 Fixes https://github.com/tgstation/tgstation/issues/82229 ## Changelog 🆑 LT3 fix: Fixed modular computers failing to boot up using cell power (eg: contractor tablet) /🆑 * Fixing cell power usage (Part 4) (#82227) ## About The Pull Request Continuation of #82204 Fixes these issues in #82196 - Cyborg Electroadaptive Pseudocircuit - Defib EMP - Cell EMP - `/datum/action/cooldown/mob_cooldown/charge_apc` stuff - Mecha movement, melee, light ,weapon & tool energy drains - Ninja drain ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 4). See PR 82227 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 5) (#82296) ## About The Pull Request Continuation of #82227 Fixes these issues in https://github.com/tgstation/tgstation/issues/82196 and others that weren't noticed. - Batton emp protection - Cyborg stun arm - Cyborg energy sword - Cyborg hug attack - Mechanical god religious sect charge check - Mecha fixes - Phasing energy drain - Short circuit energy drain - Durand shield damage energy drain - Plasma engine recharge rate - Mechbay recharge power rate - Recharge station charge rate Stuff that was already working & didn't require fixing. - Plasma cutter energy shots - Botany cell charging ## Changelog 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 5). See PR 82296 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Ties power limit of anchored circuits to 20 * standard cell charge to make it consistent with power changes. (#82287) ## About The Pull Request It just makes the power requirement 20 * standard cell charge instead of 20000 ## Why It's Good For The Game This is too restrictive to make anything with. https://github.com/tgstation/tgstation/assets/62126254/e39dcf27-8793-42b0-84a0-7f747e95efcc ## Changelog 🆑 fix: anchored circuits no longer blow up after 2 components are used. /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Space heater power and heating tweaks (#82344) ## About The Pull Request - Fixes #82342 - Space heater computes total power for heating adjacent turfs and uses cell energy once rather multiple times per turf - Improvised space heater actually works & uses beaker heat capacity and not a constant of 200 for heating beaker contents ## Changelog 🆑 SyncIt21,Pickle-Coding fix: space heater(including improvised) turns off when cell is drained fix: optimized power usage for both improvised and main space heater. Improvised heater now works & uses beaker heat capacity /🆑 * Improved lathe error message (#82260) ## About The Pull Request Improves the auto/protolathe low charge error message. Instead of simply saying low power, it will tell you how long until it has enough charge to print.  ## Why It's Good For The Game Less mashing the lathe over and over with no idea how much APC charge it needs to start printing again ## Changelog 🆑 LT3 code: APCs can now calculate time-to-charge qol: Overloaded lathes will now tell you the wait time until they're ready to print again /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes issues with multitools on power objects (#82389) ## About The Pull Request So at some point the power object's `multitool_act(...)` proc was set to _always_ block, for what I could find to be no discernable reason. ### The Main Thing https://github.com/tgstation/tgstation/blob/d38f9385b863e49f83455a227764d302629e2867/code/modules/power/power.dm#L62-L74 Now, of course, it shouldn't, because this cuts the entire chain short and thus blocks any other multitool interactions. Like opening the wires panel with a multitool, in this case. Even if `can_change_cable_layer` were to be false and thus the object would never actually care about having this interaction, it'd _still_ block it. So we don't do that. But what _do_ we do? I decided to just split off the actual cable changing part into its own proc, `cable_layer_act(...)`. ```dm /obj/machinery/power/proc/cable_layer_act(mob/living/user, obj/item/tool) var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer) if(isnull(choice)) return ITEM_INTERACT_BLOCKING cable_layer = GLOB.cable_name_to_layer[choice] balloon_alert(user, "now operating on the [choice]") return ITEM_INTERACT_SUCCESS ``` Which is then called on `multitool_act(...)`, if `can_change_cable_layer` is true. ```dm /obj/machinery/power/multitool_act(mob/living/user, obj/item/tool) if(can_change_cable_layer) return cable_layer_act(user, tool) ``` Which continues with the chain if we can't change layers by default, and otherwise lets `cable_layer_act(...)` work out whether we should block or continue. Notably, we've removed the `cable_layer_change_checks(...)` proc from the equation, and just let inheritors override it to add their own preconditions and what flags they should return. On its own this fixes the APC wire panel interactions, but also lets us just return `NONE` when we need to. ```dm /obj/machinery/power/emitter/cable_layer_act(mob/living/user, obj/item/tool) if(panel_open) return NONE if(welded) balloon_alert(user, "unweld first!") return ITEM_INTERACT_BLOCKING return ..() ``` ### The OTHER Things While doing this I noticed there's actually very little sanity checks after we close our input list. ```dm var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer) if(isnull(choice)) return ITEM_INTERACT_BLOCKING ``` We only care about whether we made a choice! Testing this, lo and behold, this can cause runtimes if the power object gets qdeleted before you close the menu. As a funny side, it _also_ doesn't care about whether you're on the other side of the station, while your multitool is on a different z-level, or just doesn't exist anymore. So we just add a few basic sanity checks while we're at it. ```dm var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer) if(isnull(choice) || QDELETED(src) || QDELETED(user) || QDELETED(tool) || !user.Adjacent(src) || !user.is_holding(tool)) return ITEM_INTERACT_BLOCKING ``` That's all. Having done some basic testing, I believe the behaviour is otherwise unaffected. ## Why It's Good For The Game It's annoying to need to swap to an empty hand or wirecutters to interact with APC, emitter, or tesla coil wires. This fixes that. (Fixes #81745.) ...and then a few other tidbits I realized existed. ## Changelog 🆑 fix: Fix using a multitool on a power object with wires not actually opening the wires menu when it should. fix: Fix a runtime from a power object being deleted before selecting what cable layer to put it at. fix: Fix power object cable changing not caring about whether you were still adjacent, still holding your multitool, or whether it even still existed after the selection menu was closed. /🆑 * Updates cyborg cells created from borgifier to the SI standard (#82437) ## About The Pull Request Unchanged value in transformer.dm resulted in borg charge draining to zero immediately after forced conversion in the borgifer. Changing the value of robot cell charge to 5 MJs to fix this. ## Why It's Good For The Game Fixes #82426 ## Changelog 🆑 fix: changed value of cell charge from 5000 to 5 megajoules /🆑 * cell chargers now bypass APCs (#82309) ## About The Pull Request This makes cell chargers and suit storage units draw from the grid before the local apc ## Why It's Good For The Game Upgraded Cell chargers have a charging power of 1MW leading to them instantly draining the apc of any room they are in, this Pr makes them draw from the grid preventing immediate blackout. This is a stopgap until someone smarter than me changes power values so a pocket-sized battery won't require the same power to charge then over 600 average suburban homes. ## Changelog 🆑 balance: suit and cell chargers should draw from grid preventing instant apc blackouts in most cases. /🆑 * Let ethereals starve again (#82308) ## About The Pull Request Ethereals use energy as 'food', so of course #81579 had to touch them. To bring them in line with the new standard, the Ethereal charge levels were updated to be in megajoules. https://github.com/tgstation/tgstation/blob/466b3df0483162c3900e411c25dfe15c2320786e/code/__DEFINES/mobs.dm#L292-L299 https://github.com/tgstation/tgstation/blob/7fa8daad63f49a11e22ab64a984d29b35619852c/code/__DEFINES/mobs.dm#L285-L292 However! This forgot to update the rate at which Ethereals passively discharge. https://github.com/tgstation/tgstation/blob/7fa8daad63f49a11e22ab64a984d29b35619852c/code/modules/surgery/organs/internal/stomach/stomach_ethereal.dm#L11-L14 https://github.com/tgstation/tgstation/blob/7fa8daad63f49a11e22ab64a984d29b35619852c/code/__DEFINES/mobs.dm#L437 Meaning it's effectively a thousand times less with the new charge levels. So we simply update this define to be in kilowatts. ```dm #define ETHEREAL_CHARGE_FACTOR (0.8 KILO WATTS) //factor at which ethereal's charge decreases per second ``` ## Why It's Good For The Game Fixes issue with ethereal hunger caused by #81579. ## Changelog 🆑 fix: Ethereal starvation has been updated to the new joules/watts standard. Congratulations Ethereals! You can starve again! /🆑 * [NO GBP]Fixes ethereal charging and recharge station charge speed. (#82483) ## About The Pull Request Fixes many instances of things not charging ethereals properly. Scales all things that are meant for charging/taking from the ethereal stomach by STANDARD_CELL_CHARGE, so we never run into this issue again. Ethereal stomachs now store a cell inside them, and uses that for the charge instead of tracking a variable. Fixes recharging stations not being able to charge ethereal stomachs. The ethereal signal proc attempted to feed a callback datum to adjust_charge(), which caused a runtime. Changes that by invoking the charge_cell callback instead. Also fixes recharge station charging speed. They weren't converted correctly. Also formats their charging speed in their description, and displays power rather than referencing cycles. ## Why It's Good For The Game So ethereals charge properly. Closes #82470 ## Changelog 🆑 fix: Fixes many instances of energy sources for ethereals supplying a thousand times less energy than intended. fix: Fixes recharging stations not being able to charge ethereals. fix: Fixes recharge stations charging too fast. qol: Recharge stations display their recharging speed in formatted power, rather than unformatted energy per cycle. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Update lead acid batteries charge values (#82510) ## About The Pull Request So during the whole power consistency update thing, it seems lead acid batteries were entirely forgotten about. Which, well, is easy, because they never actually used `STANDARD_CELL_CHARGE`. https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/code/game/objects/items/maintenance_loot.dm#L32-L33 Looking into it, the previous value for `STANDARD_CELL_CHARGE` seemed to have been 1000, so we convert it directly: ```dm maxcharge = STANDARD_CELL_CHARGE * 20 chargerate = STANDARD_CELL_CHARGE * 1.4 ``` But, comparing this to the normal power cells, it seems their charge rates got _halved_ during the update. So, we do that too. ```dm maxcharge = STANDARD_CELL_CHARGE * 20 chargerate = STANDARD_CELL_CHARGE * 0.7 ``` And that fixes it. ## Why It's Good For The Game Fixes lead acid batteries still using the old power amounts, and not being relative to `STANDARD_CELL_CHARGE`. ## Changelog 🆑 fix: Lead acid batteries have had their power values fixed. /🆑 * This should do for modular code, for now. * Fixing cell power usage (Part 5) (#82296) Continuation of #82227 Fixes these issues in https://github.com/tgstation/tgstation/issues/82196 and others that weren't noticed. - Batton emp protection - Cyborg stun arm - Cyborg energy sword - Cyborg hug attack - Mechanical god religious sect charge check - Mecha fixes - Phasing energy drain - Short circuit energy drain - Durand shield damage energy drain - Plasma engine recharge rate - Mechbay recharge power rate - Recharge station charge rate Stuff that was already working & didn't require fixing. - Plasma cutter energy shots - Botany cell charging 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 5). See PR 82296 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * [NO GBP]Fixes some mapped SMES starting with low energy. (#82203) ## About The Pull Request Scales them all by up to 20 to account for removing the dumb SMESRATE define. This isn't a 100% conversion for every SMES because it would go beyond their capacity (old SMES use to duplicate cell energy, so they had a higher capacity than their cell parts imply). Also removes instances of varediting their capacity to fucking 1e+600 and replaces them with magical SMES. ## Why It's Good For The Game So lavaland and crap don't instantly run out of power. Also I don't think we should be varediting anything to 1e+600. ## Changelog 🆑 fix: Fixes lavaland SMES and other crap from not starting with enough energy. fix: The pirate SMES are now magical instead of secretly infinite. /🆑 * Mechbay & modsuit recharger tweaks (#82337) ## About The Pull Request - Both mechbay & modsuit rechargers now waste a small amount of energy as heat like it did before - Fixes #82332. Mechbay recharger displays the energy of the mech in joules & charges the cell with the exact energy required directly from the grid thus not causing the room to blackout ## Changelog 🆑 fix: Mechbay & modsuit rechargers waste a small amount of energy as heat fix: Mechbay recharger console displays mech charge as joules & charges directly from the grid thus sparing the rooms apc cell from huge loads /🆑 * Refactor APCs interaction chain from attackby to item_interaction (#82390) ## About The Pull Request For how many lines this is, there's not a lot to really say. In general, we simply move all item interactions from `attackby(...)` to `item_interaction(...)`, split each item interaction off into a separate proc, and make them all return the proper item interaction flags. We _do_ kill some probably dead code, and remove a call to `attackby(...)` elsewhere. Then, for clarity, we move the cell check below the ID check so it can be next to the other item type checks, as the priority between cell and ID is unlikely to matter anyway. Other than what's described above and detailed below, each section's functionality should be the same. Now, for the parts that _do_ need to be explained more. ### Killing Probably Dead Code Alright, so, the first part that does not have the cleanest transition. https://github.com/tgstation/tgstation/blob/d38f9385b863e49f83455a227764d302629e2867/code/modules/power/apc/apc_attack.dm#L22-L23 Whatever the fuck this is. Asking around, this seems to just be dead code. For sanity's sake removing it and testing, silicon interactions with it seem to work just fine. So we kill it. We just kill it. We Just Kill It. Closest we could find requires the distance check there to be false, so it wouldn't apply. But it _does_ bring us to the second bit of weird code. ### Calling APC Attackby Elsewhere? So wallframes let you screwdriver them to put them up, which from a comment seems to be because of cyborgs. APC wallframes of course override this with their own implementation, that allows you to also replace a damaged cover or frame like that! https://github.com/tgstation/tgstation/blob/d38f9385b863e49f83455a227764d302629e2867/code/game/objects/items/apc_frame.dm#L29-L39 ...By just calling the wholeass `attackby(...)` proc on the APC and calling it a day. But hey, this is where our previous splitting up comes in handy, because we just have a `wallframe_act(...)` proc! So we just call that instead. ```dm var/obj/machinery/power/apc/mounted_apc = locate(/obj/machinery/power/apc) in get_turf(user) mounted_apc.wallframe_act(user, src) return ITEM_INTERACT_SUCCESS ``` ...And not use single letter variables, while we're at it. That should be all. Remember to get snacks and drinks. ## Why It's Good For The Game Split off 178 line `attackby(...)` item interaction chain into separate procs called in `item_interaction(...)`. Screwdrivering APC wallframes no longer calls the wholeass `attackby(...)` on the APC, but just call the new sub-proc for the specific interaction it cares about. ## Changelog 🆑 refactor: APCs have had their item interaction chain refactored. This should functionally be the same, but please report any issues. /🆑 * [NO GBP]Cells will only consider 0.1% of their charge when shocking a user. (#82456) ## About The Pull Request Makes cells only consider 0.1% of their charge when calculating the damage for shocking someone. This makes the minimum damage 20, and goes up to 22 (previous behaviour, even though that's a shockingly small difference) with a 50 MJ cell, which is the highest capacity crew can get. This makes it inversely scale with the standard cell charge define, so if that gets changed, cells will use a different composition of their charge to consider. ## Why It's Good For The Game Airlocks instantly critting people when shocked regardless of what's in the grid wasn't previous behaviour. * Oops. There we go. * Oh, these two too. --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk> Co-authored-by: moocowswag <62126254+moocowswag@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: Archie700 <archie712@hotmail.com> Co-authored-by: Blacklist897 <149209377+Blacklist897@users.noreply.github.com> |
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e021ec7176 |
[MIRROR] Blocks (most instances of) screen elements from entering base atom /Click (#27049)
* Blocks (most instances of) screen elements from entering base atom `/Click` (#82236) ## About The Pull Request Fixes #76495 This PR prevents (most) screen elements from running base `/atom/proc/Click` and `/mob/proc/ClickOn()` when clickend. (The only exception I found to it was the cursor catcher for scopes.) Why? Most, if not everything in `ClickOn` is considered "in world" interacting. It abides by `incapacitated`, runs `faceAtom`, etc. This means, currently, you can "interact" with screen elements using in world elements. For example, TK-ing / pointing a gun at your mood face. Right now this affects very little, but there is a large potential for errors. All you have to do is forget a sanity check in `afterattack` and suddenly you have an item that can affect your screen objects. The only example I found was the `/item/godstaff`, which can color some of your screen elements. But there may be more. Like guns. Note: Many, many screen elements ALREADY do not fall down into atom click. They simply don't call parent. Which is totally fine. I am just ensuring ALL* screen elements do not fall down into atom click. ## Changelog 🆑 Melbert fix: Blocks mobs from trying to "physically" interact with some of their hud elements, such as using Telekinesis or point a gun at your mood meter. /🆑 * Blocks (most instances of) screen elements from entering base atom `/Click` --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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991efb4fed |
[MIRROR] Fixes stabilized red bypassing immutable slowdowns / Fixes being unable to construct fulltile objects on immutably slow things (#27065)
Fixes stabilized red bypassing immutable slowdowns / Fixes being unable to construct fulltile objects on immutably slow things (#82250) ## About The Pull Request - Fixes Stabilized Red extract's equipment slowdown immunity bypassing item Immutable Slowdown - Fixes(?) Settler equipment slowdown modifier applying to immutable slows - Fixes Immutable Slow being considered an object flag when it was an item flag, causing objects to consider objects with it to be `BLOCKS_CONSTRUCTION_DIR` ## Why It's Good For The Game The description of Immutable Slows: `When players should not be able to change the slowdown of the item (Speed potions, etc)` Stabilized Red extracts were changing the slowdown of the item, which is unintended. Likewise Settler was doing the same, but that one I'm a bit more iffy on. Either way I suppose if things should immutably be slow, they should immutably be slow. ## Changelog 🆑 Melbert fix: Stabilized Red extracts no longer bypass Immutably Slow items fix: Settler equipment speed modifier no longer applied to Immutably Slow items fix: Immutably Slow items no longer block construction of certain items /🆑 Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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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> |
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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> |
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a008362aaf |
[MIRROR] Adds checks and set to modsuit access and locking (#26923)
* Adds checks and set to modsuit access and locking (#82011) Lets you un/lock your modsuit. Also alerts you when you cant unlock it because you don't have the access. * Adds checks and set to modsuit access and locking --------- Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com> |
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0ba7e4c434 |
[MIRROR] MODsuit now uses spacesuit cell hud element (#26921)
* MODsuit now uses spacesuit cell hud element (#81985) ## About The Pull Request Rather than using screen alerts, MODsuits will now use the spacesuit cell hud element, which normal space suits use to show how much cell is left. Also adds some new states to the cell hud icon to accommodate. ## Why It's Good For The Game 1. Less clutter in the alerts tab. Allows for higher priority screen alerts to be displayed, such as being on fire. 2. Less confusing for Ethereals using MODsuits. 3. Consistency with normal space suits. ## Changelog 🆑 Melbert add: MODsuits now use the "suit charge" HUD element to show how much charge they have left, rather than a screen alert /🆑 * MODsuit now uses spacesuit cell hud element --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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b7f4873e1c |
[MIRROR] Adds a collar bomb to the black market. (#26907)
* Adds a collar bomb to the black market. (#81898) ## About The Pull Request Originally part of the other blackmarket PR, but it seemed a tad awkward to have it mandatorily installed on mobs rescued from the holding facility. But yeah, this PR adds a neck item that causes the wearer's death with a 5 seconds countdown when triggered, which can be bought from the market uplinks. The box comes with a yellow button to trigger it, but it can also hold a signaler (which the wearer cannot tamper) if you wish to use assemblies. Take note that, upon being worn, the item cannot be removed by any mean beside beheading iirc (so HARS should counter it), and fire/acid if you have a ton of patience because of its high armor values. ## Why It's Good For The Game More mean and evilish stuff to populate the black market with. ## Changelog 🆑 add: Added a collar bomb to the black market. add: Added a possible kit to the special syndie bundle B, which also has uses these collars. /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Adds a collar bomb to the black market. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com> |
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8e8cc93958 |
[MIRROR] Buffs the SC/FISHER Saboteur Handgun. (#26875)
* Buffs the SC/FISHER Saboteur Handgun. (#81553) ## About The Pull Request The saboteur gun will now silence pAIs, toggle off radio broadcasting (won't auto-relay nearby speech), disable turrets, chill out secbots a little, and turn off APCs like power outages do. The disrupt duration has also been buffed from 10/20 to 15/25 for ranged and point-blank respectively. Removed a conspicious chat message from an otherwise inconspicious gun. Brought the code up to date. ## Why It's Good For The Game The concept is cool, alas it's also undermined by how much of a joke it's right now, and the game has plenty already. The amount of interactions it has with things is underwhelming, so you could barely consider it a stealth tool. The duration is also quite scarce, I pointed that out in the original PR too. Basically, I want to make the item cooler. ## Changelog 🆑 balance: Buffed the duration of the SC/FISHER Saboteur Handgun's disruption effects. It's also stealthier and it won't conspiciously alert living mobs hit by it. add: Added saboteur interactions with radios, pAIs, turrets, secbots and APCs. /🆑 --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> * Buffs the SC/FISHER Saboteur Handgun. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> |
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f8b87b994b |
[MIRROR] Overlay Lighting Color/Intensity Pass (#26825)
Overlay Lighting Color/Intensity Pass Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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9079534cf1 |
[MIRROR] Use a common list for acceptable silo materials (#26817)
* Use a common list for acceptable silo materials (#81790) ## About The Pull Request This list containing the same material values was copy pasted all over. It's already cached in the subsystem so let's just use that. Renamed ore category into silo category. ## Changelog 🆑 code: Use a common list for acceptable silo materials for some stuff. Renamed ore category into silo category. /🆑 * Use a common list for acceptable silo materials --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
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a0d0f8a7cd |
[MIRROR] Riot armor and helmets (and similar gear) protect against more melee-based attacks (like RNG punches), bottles aren't near guaranteed knockdowns (#26633)
* Riot armor and helmets (and similar gear) protect against more melee-based attacks (like RNG punches), bottles aren't near guaranteed knockdowns (#81365) <!-- 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. --> partially includes Syndicate modsuits and other suits with a module) TRAIT_SHOVE_KNOCKDOWN_BLOCKED is now called TRAIT_BRAWLING_KNOCKDOWN_BLOCKED. This is possessed by riot suits, SWAT suits and now **plate armor**. Not the chaplain variety, because fuck them I guess. (this was apparently deliberate so don't complain to me, okay?) Anyone with this trait is now unable to be knocked down by; - Pure RNG on blunt objects attacks to the chest (Probability is otherwise altered by melee armor already) - Unarmed punches, both RNG and deterministic - Bodies thrown at them. Instead, dealing stamina damage and causing them to become staggered. A new trait called TRAIT_HEAD_INJURY_BLOCKED, which protects from various head injury related effects. This is possessed by riot helmets, SWAT helmets, plate helmets, hardhats and applied to MODsuits with armor boosters activated/the infiltrator suit while active. The trait is also granted to anyone wearing a modsuit with the Head Protection module installed. This can be printed from round start, and comes pre-installed into all the engineering modsuits, security moduits, research modsuit and magnate modsuit. (I had to bump up the security modsuit complexity a bit to put it in iunno if we have a policy about that) Anyone with this trait is protected against: - Bottle smashes to the head. - RNG Blunt force trauma to the head by blunt objects (Probability is otherwise altered by melee armor already) - Partially protects against getting your spine snapped during a bad tackle (this used to be a check ONLY for the riot helmet or hardhat) The bottle smash's chance of a knockdown is based on the force and knockdown duration of the bottle, altered by relevant head melee armor. It's no longer basically guaranteed due to weird math that would determine whether or not you were knocked down only if your armor exceeded certain values or not. Any instance that would check either for riot armor or riot helmets instead checks for the new traits. People weren't particularly happy with the possibility of getting ownzoned by a naked assistant or random toolbox-wielding tider while in dedicated melee protection armor as a result of pure RNG jank. [There was a whole thread here about it](https://tgstation13.org/phpBB/viewtopic.php?f=83&t=35645) with regards to unarmed combat. If you're in riot gear, you should feel like you can confidently combat improvised/blunt weapons at a cost of general protection from the more serious dangers to your wellbeing (AKA lead poisoning or heatstroke. Get it....it's bullets and lasers...) For some reason, bottle smash knockdowns, despite using the values just...conveniently don't get blocked by armor except for extreme values? If at all? I felt like this was really weird for something with such a hefty and fairly powerful knockdown effect, particularly one you can lob at someones head at range. I remember, way back when I first started playing, that this was a feature that used to stun, and one I used a lot to get cheap kills. The amount of bullshit stuns I got on people with it still haunt me to this day. It hasn't improved in the current era, despite being a knockdown, simply because any knockdown still takes several seconds to exit. An arbitrarily low knockdown is still a several second one. It's time to bring this in line with similar equipment. Rather than using flat values that are _clearly_ meant to be only applicable to riot armor the decade ago that the code was written, let's use traits instead. That's way better than relying on magic numbers that may become irrelevant when the code around it changes, which anyone touching that code may not even be aware existed. Since we're using a trait, we can actually allow modsuits to occasionally fill defensive niches that aren't strictly armor values. Handy. <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 balance: Nanotrasen, in direct response to the increasing danger posed by wannabe martial artists and rioters in the fringes of the Spinward Sector, have upgraded the impact dampeners found in their riot armor. Staff have also started to rediscover the value of medieval armor; it isn't particularly easy to topple a knight in a suit of plate with just your fists. balance: Melee-focused armor is now more able to protect you from various RNG-based knockdowns, such as critical hits from punches (as well as the ones applied through the staggered status), shoves, critical hits with a blunt weapon to the chest, and body throws. balance: Melee-focused helmets also protect you from head injuries, such as bottle smashes, accidentally hitting something dense during a tackle, and critical hits from a blunt weapon to the head. balance: Bottlesmash knockdowns are less reliable in general. add: A new module, the Safety-First Head Protection module, protects you from head trauma! Available in most modsuits expected to take hits to the head often. And from roundstart exofabricators. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * oh well --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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290a97d05e |
[MIRROR] You can do more things while floored (#26643)
* You can do more things while floored (#81641) ## About The Pull Request While on the floor, you can: - Use the UIs of Atmos machinery (except thermomachine and bluespace gas vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins - Close extinguisher cabinets with Right-Click - Click and drag yourself onto a photocopier to climb onto it. I also changed all instances of ``ui_status`` to have all the args it's being passed, I was messing with it a bit but it's gonna be for a later PR. ## Why It's Good For The Game It's an extra layer of harmless realism, also nice QoL for people who do not have functional legs and do not have a wheelchair. ## Changelog 🆑 qol: You can use atmos machines, holopads, crayons, spray cans, and disposal bins while floored. fix: You can close extinguisher cabinets while floored. fix: You can climb onto a photocopier from the floor. /🆑 * You can do more things while floored --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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3f4cdfcde0 |
[MIRROR] buff corporate modsuit (#26626)
* buff corporate modsuit (#81525) buffs the corporate modsuit's armor also expands the other-description on it because flavor mmm yum yum munch * buff corporate modsuit --------- Co-authored-by: EEASAS <109891564+EEASAS@users.noreply.github.com> |
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56f02d7e30 |
[MIRROR] Cardboard cutouts are now tactical. (#26545)
* Cardboard cutouts are now tactical. (#81245) ## About The Pull Request Basically, this means players holding cardboard cutouts will now assume their appearance, just like for potted plants. Good for pranking. I've had to tweak the tactical component and the waddling element a bit to get them to work as intended while dealing with the multiple sources of the waddling element. ## Why It's Good For The Game  ## Changelog 🆑 add: Players holding cardboard cutouts will now assume their appearance, just like for potted plants. /🆑 * Cardboard cutouts are now tactical. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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4f53ec2660 |
[MIRROR] Fixes complex lights not handling moving well, renames lighting defines (#26484)
* Fixes complex lights not handling moving well, renames lighting defines (#81423) ## About The Pull Request [Fixes static lights not moving](https://github.com/tgstation/tgstation/commit/ffef43c05a55dae414ef94558ecf9b9df709ded7) Worked fine when the owner moved, but if the owner was inside something else, it would try and trigger an update on the PARENT's lights, which are obviously not us. [Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they do](https://github.com/tgstation/tgstation/commit/de73a63bd4d97783c69c95370726d1c253ffb8fe) People keep trying to change the lighting system of lamps and it makes me mad. I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a better name for turf matrix lighting. Suggestions welcome ## Why It's Good For The Game Closes #80005 Hopefully improves understanding of lighting at a glance ## Changelog 🆑 fix: Fixes fancy lights not updating their source location when picked up and moved /🆑 * Oh well --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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d2a0b52769 |
[MIRROR] Fixes the typepath of the shove blocker module. (#26445)
* Fixes the typepath of the shove blocker module. (#81374) ## About The Pull Request The bulwark module had the wrong typepath for most of the descriptive elements and its complexity. So the shove block was a free module. And technically not incompatible with itself. Oh my. Not super relevant for actual play, as there is no access to this module anywhere currently, but who knows. ## Why It's Good For The Game Typepaths. ## Changelog 🆑 fix: The shove blocker module parent type now has the correct typepath. /🆑 * Fixes the typepath of the shove blocker module. --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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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> |
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3d28268ea0 |
[MIRROR] Refactor jukebox, jukebox datum, now jukebox audio is positional. And it fully respects deaf people. (#26301)
* Refactor jukebox, jukebox datum, now jukebox audio is positional. And it fully respects deaf people. * fix our stuff --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: jjpark-kb <mccorvey.norman@gmail.com> |
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c4c124c9b7 |
[MIRROR] Gloves changes featuring nerfed shove cuffing (#26325)
Gloves changes featuring nerfed shove cuffing (#81187) <!-- 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. --> This PR increases cuff time to 4 seconds, but adds a trait for gloves that makes you cuff 1 second faster. Currently this is placed on black gloves, the captain's gloves and any other gloves which are used for combat (like krav maga, any tacklers, and combat gloves). Chameleon gloves also have this trait so that traitors have a glove choice other than the somewhat conspicuous combat gloves to help them with kidnapping, something they may do for objectives or contracting. It also makes nitrile and latex gloves hide your fingerprints once again. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Latex gloves not hiding fingerprints was basically done purely for balance reasons to make them not a direct upgrade over black gloves, however it bothered me that this made little sense logically and is very unintuitive and not something that's easy to tell in game. I've personally arrested multiple people while playing sec using finger print evidence they didn't even realize I could possibly have because they thought their gloves would protect them. Also I don't like playing against shove cuffing, dying because you dared to stand within 1 tile of a wall or table and got shoved once is unfun and takes basically zero effort or preparation and is one of the most effective things you can do to fight someone, it discourages RP because literally anyone can just turn on combat mode, walk you into the wall while you're typing and kill you with nothing but a pair a cable cuffs. This will make it take a little more prep and make you a little more conspicuous when you intend to do it. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Wearing certain gloves (such as black gloves and combat oriented gloves) allow you to cuff people faster balance: base handcuffing time is now 4 seconds balance: latex gloves now hide your fingerprints /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> Co-authored-by: SkeletalElite <skeletalelite0@gmail.com> |
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0d0c901be2 |
[MIRROR] Disarm refactor, plus shoving people with shields [MDB IGNORE] (#26144)
* Disarm refactor, plus shoving people with shields * wew --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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da48f77628 |
[MIRROR] Implant pad TGUI [MDB IGNORE] (#26147)
* Implant pad TGUI (#80978) ## About The Pull Request I was messing a little bit with TGUI stuff and ended up turning the implant pad TGUI, so why not. On top of the new UI, I replaced the messages to chat with nice and consistent balloon alerts which will hopefully make it not seem like an ancient piece of shit. Video demonstration https://github.com/tgstation/tgstation/assets/53777086/a1ebe0d4-005b-4e29-a623-2c1b352cd017 I also removed ``INTERACT_MACHINE_SET_MACHINE`` from the prisoner console, because it was accidentally left in when the console was moved to TGUI ## Why It's Good For The Game I'm still going down the list of things that need to be TGUI, and I ended up doing this cause I just felt like it while messing with some other stuff. Rest of the list is visible here: https://hackmd.io/@ sClqlHM0T4yZfn-qa5KnAg/S152Tl2hh ## Changelog 🆑 refactor: Implant pads now use TGUI /🆑 * Implant pad TGUI --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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21df804063 |
[MIRROR] QOLs balloon alerts to the armour booster module [MDB IGNORE] (#25947)
* QOLs balloon alerts to the armour booster module (#80680) ## About The Pull Request Adds balloon alerts for the armour booster module on toggle  ## Why It's Good For The Game The simple clarity is helpful and it works if you somehow get the module on a suit that doesn't normally get it (where there's no helmet icon differences) Also makes it extra clear for newer players who probably don't understand how it works (like fluke ops) ## Changelog 🆑 qol: Toggling an armour booster module on a MODsuit now gives a balloon alert making the tradeoffs more clear. /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> * QOLs balloon alerts to the armour booster module --------- Co-authored-by: YakumoChen <king_yoshi42@yahoo.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> |
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33d7bdecc2 |
[MIRROR] Removes material breakdown flags, traits & miscellaneous fixes. [MDB IGNORE] (#25836)
* Removes material breakdown flags, traits & miscellaneous fixes. (#80389) ## About The Pull Request 1. Removes material breakdown flags i.e. all flags with the format `BREAKDOWN_XXX`. These flags do nothing, there are no special checks to transform materials based on these flags, they are passed around just because certain procs require them for syntax purposes only. Apparently there were plans to make these flags do something special from the comment https://github.com/tgstation/tgstation/blob/302247c0d1e980478f59d9c497169290ee259887/code/__DEFINES/construction/material.dm#L43 But nobody got any ideas for years now. The only special thing we can do with them now is remove them and reduce code clutter, so let's do that The only flag that ever did something was the `BREAKDOWN_INCLUDE_ALCHEMY` flag. This only worked when coupled together with `TRAIT_MAT_TRANSMUTED` trait(which is only used by the reagent metalgen) and when both this trait & flag are combined together... they still do nothing https://github.com/tgstation/tgstation/blob/302247c0d1e980478f59d9c497169290ee259887/code/game/atom/atom_materials.dm#L41-L42 Yup they cancel out each other to prevent returning an empty list, the traits only job was to prevent materials from being recycled (like why? what's the benefit of that? nothing) and the flag was meant to bypass this restriction so both the trait & the flag cancel out each other therefore doing nothing meaningful. Best remove them both and call it a day. 2. Fixes an error in displaying number of sheets inserted into a mat container when that sheet is made up of alloy materials. it would count as 2 or more because it would take the sum of total material amount inserted and not the actual sheets. That's fixed now. 3. Remote materials now properly respect the `MATCONTAINER_NO_INSERT` flag 4. Adds helper proc to insert materials via the remote material component with proper context ## Changelog 🆑 fix: mat container displays correct number of sheets inserted for alloy materials. fix: remote materials now properly respect the `MATCONTAINER_NO_INSERT` flag. code: removes material breakdown flags and related traits. code: adds helper proc to insert materials via the remote material component with proper context. /🆑 * Removes material breakdown flags, traits & miscellaneous fixes. --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
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0f1761fa40 |
[MIRROR] Color matrix defines for filters and identity [MDB IGNORE] (#25823)
* Color matrix defines for filters and identity (#80320) This PR converts the procs `color_matrix_identity`, `color_matrix_lightness` and `color_matrix_contrast` into defines/macros. Also adds in defines for common color matrix filters. I don't like how `color_matrix_identity` is a one-line proc with no arg. Also these help people identify the sort of color matrix filter is being used. * Color matrix defines for filters and identity --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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899063da95 |
[MIRROR] Circuit action button refactor [MDB IGNORE] (#25798)
* Circuit action button refactor (#80379) ## About The Pull Request This PR makes several changes to how circuit action buttons work: - The MOD action and BCI action components have been merged into a single component. - MOD circuit actions can be pinned from the configuration menu. This works the same way as pinning individual modules, and can be done both by the wearer and a suit AI. - Action components have an output pin for the user of the action. This allows MOD module circuits to distinguish between the wearer and an AI. - Creates a supertype for `/datum/action/item_action/mod/pinned_module` named `/datum/action/item_action/mod/pinnable`, which implements common functionality for pinned modules and pinned circuit module actions. ## Why It's Good For The Game The prior functionality of circuit MOD actions was somewhat unintuitive, requiring the user to select an action from a radial menu *after* activating the module, whether from a pinned action or from the module radial. Providing similar pinning functionality to modules themselves makes MOD actions more readily usable. Merging the two different types of circuit components into one was made with the idea that adding new types of shells with equipment actions would inflate the number of subtypes of `/obj/item/circuit_component/equipment_action` without adding much meaningful functionality. ## Changelog 🆑 qol: MOD wearers and internal AIs can pin the individual actions in a MOD circuit module in a similar way to how they can pin modules. Circuit module actions can be pinned from the configuration menu of the circuit refactor: The MOD action and BCI action components have been merged into one component - the Equipment Action component. /🆑 * Circuit action button refactor --------- Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net> |
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9a3fb5c5c1 |
[MIRROR] FOV is Dead (Long Live FOV) [MDB IGNORE] (#25600)
* FOV is Dead (Long Live FOV) * Update _megafauna.dm * Update _vehicle.dm * FOV Hotfix: Actually offsets gameplane render relays * removes redundant visual_shadow * removes GAME_PLANE_UPPER references * Update mob_movement.dm --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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7bfe7215ff |
[MIRROR] Throwing a bee at someone injects reagents [MDB IGNORE] (#25663)
* Throwing a bee at someone injects reagents (#80354) ## About The Pull Request Throwing a bee at someone injects that bee's reagents. This has a larger code footprint than you might expect because venom injection is done via an element which in turn gives a callback to a component. While I was touching that I also separated `COMSIG_MOVABLE_IMPACT` into `COMSIG_MOVABLE_PRE_IMPACT` because a lot of effects trigger from `COMSIG_MOVABLE_IMPACT` despite the fact that the throw impact can be cancelled after the signal is sent. I also added an inject check onto the venomous element for mob attacks, so thick clothing can now protect you from venom injection. I elected that Giant Spiders have big enough fangs to ignore this such that this isn't a major balance change, as do moonicorns (that horn is massive), Fire Sharks, and Clowns (no idea how they are applying chems at all to be honest). ## Why It's Good For The Game I thought about someone throwing a bee at someone like a little dart and thought "hee hee" ## Changelog 🆑 add: If you throw a bee at someone it will hit them sting-first and inject that bee's reagent balance: Thick clothing can now protect you from the venom of bees, snakes, frogs, and (small) spiders /🆑 --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com> * Throwing a bee at someone injects reagents --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com> |
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2fa469566c |
[MIRROR] Balance changes to swords, energy shields and modsuit shields. [MDB IGNORE] (#25531)
* Balance changes to swords, energy shields and modsuit shields. (#80072) ## About The Pull Request ### Sword Weaponry Mundane sword weapons of all sorts do not block ``LEAP_ATTACK`` attacks whatsoever. These attacks include tackles, xeno tackles and bodythrows. Energy swords and double energy swords only gain 25% block probability against such attacks. ### Double Energy Sword No longer grants outright energy projectile immunity while employed. Instead, it just has a high probability of reflecting (the typical 75% to block any other attack). So, very solid defense against energy projectiles, but not immunity. Against non-reflectable projectiles, like ballistics or nanite bullets, the desword only has 50% block, similar to an energy sword. To compensate for the loss of defensive power, we'll make it all the more rewarding for getting on top of someone with the sword by giving it 40 force while active. And also it costs 13 TC. ### Combat Energy Shield This also lost outright energy projectile immunity, but gained the standard blocking power of shields on top of the ability to reflect energy projectiles when they block them. This significantly increases the shields potential effectiveness while no longer pigeonholing the shield to only energy weapons. (This makes them exceptionally good against tackles and body throws, by the by). Deathsquads still have the perfect deflection energy shield so that they can continue to spam pulse shots with impunity. ### MODsuit Shield Module Only has one charge instead of three, but it recharges in half the time. This is no longer such a perfect defense, and does somewhat need you to be thinking about how you're utilizing the shield rather than not thinking about defense at all by barreling forward under three potential hits worth of protection. Also much cheaper, at almost half price of 8 TC. Because of how cheap it is (and how much it still is necessary to keep you alive), I've put it into the core equipment box (which brings the price up to 22 TC. As a reminder, this is not meant to be at any discount, and is more aimed towards teaching newer players which items contribute towards success. If you don't want all the times within, don't buy this box, just buy what you want separately.) ## Why It's Good For The Game This is a doozy of an explanation, I hope you're ready for it under the spoiler. <details> With my tackling and bodythrow prs, numerous people expressed exasperation at the fact that these two tools may have been keeping some outlier antagonist gear from becoming too easy to steamroll with if you already knew what you were doing. My intent was to create consistent rules and behaviours that both A) did not rely on bugs to keep the balance of power from tipping one way or the other, and B) was at least consistent or had consistent rules established. This PR is tackling overperforming gear combinations for already competent nukies that may have, over time, crept out of control, and applying some consistency to the rules around similar equipment. AND also deals with quite possibly the most braindead element of game design we've tolerated for about a decade, and half a decade after it was necessary to maintain that decision. Part of the culprit of this issue is that, specifically in regards to nukies, crew can't use the vast majority of their weapons effectively against them. This largely is because this antagonist can gain immunities to those types of equipment. And that is rapidly increasing as we move closer towards outright ballistic removal. I don't think the game is made healthier by everyone on the station having to fight armed mercenaries with spears, and doesn't make much thematic sense either. More so, most greener players probably just don't know this is how it works, and so surprise Pikachu when their lasers bounce off nukies harmlessly. (This bit reminds me of the problem of new players using disablers against simple mobs) But of course, that isn't the only part of the problem. The other half is due to being able to be layered on a much more broad defensive tool in the form of the MODsuit Shield Module, whose three charges could render the mindful nukie near untouchable if they're pairing it with some other layered defense, such as a desword. Notice that this doesn't really address armor. The culprit is negation, and not mitigation, and we should be sparing in how easily we hand out outright effect negation simply because it isn't super obvious to a new player why it happened, and how to resolve it. At the very least, we should look to find ways to add options for players to overcome these problems. Especially with teamwork. Energy projectile immunity made sense while there floated around an energy projectile that ostensibly would down you in a single shot. Nukies ALSO had projectile weapons that worked much the same (c-20r stun bullets, taser shot bulldogs, etc.), so it was predominantly tit-for-tat. These immunity granting equipment pieces forced crew members to get shotguns and ballistic guns to fight these dangers; something more available at the time. We've exercised large bits and pieces of this from the game a long time ago, but we still have some remnants convinced we're still in a taser-rich, ballistic available environment. We need to move the games languishing tools into the modern era and re-established their place in the game. Namely, the double-energy sword and the combat energy shield are almost entirely unchanged besides refactors for the last decade or so, even while the game around them have changed. They've been a continuous sore point for me in all my time developing and a constant nagging issue. I want to deal with it now. MODsuit Shield Module is just kind of really good and only made stronger the more defenses you have. It's good to have a defense like this, but I think it is too brain dead. With only one charge, it will save you from a lost joust here and there, but it won't make it as simple as running right at every problem you encounter and eating a volley of attacks while you kill someone with impunity. **With regards to traitors**, since they also get double-energy swords; I'm open to suggestions if this is hitting them far too hard, but I'm not terribly concerned using this weapon for a few reasons. **Firstly**, I think their presence amongst the crew make it a much better weapon for tots than nukies (in isolation) simply because they can find ways to exploit it via tools they gather from the station. It is a force multiplier. Traitors also have a much bigger element of surprise usually. **Secondly**, round-start traitors typically grow to be a bit stronger over time, but I don't foresee many waiting to pay for the double-energy sword unless they're already flush with TC. So if a traitor is in a position after they've unlocked access to it to buy one of these, they are probably doing pretty okay for themselves. </details> ### TL;DR Defense stacking and attack immunities are not particularly healthy things to both design around, or experience in-game. They are kind of just relics of the past made only sorer once I ripped off a few bandaids. This is a source of a number of symptomatic issues in the game, so let's fix that and make it easier on all of us going forward. Much of the way these things worked operated on extremely outdated design considerations. It doesn't make sense for them to work like this today, and only makes things harder by keeping the status quo. ## Changelog 🆑 balance: Mundane sword-like and medieval weapons are not able to block tackles, xenomorph tackles and body throws. balance: The double-energy sword and energy sword have trouble blocking physical projectiles, body throws and tackles. balance: The double-energy sword also no longer has guaranteed energy projectile deflection; only doing so on a successful block (75% chance to block). balance: But it does have 40 force now, so it is more lethal a weapon. Traitors can purchase the sword for only 13 TC (down from 16 TC). balance: The combat energy shield (The one you hold) now functions as a normal shield (it used to only protect you against energy projectiles and nothing else). It loses guaranteed energy projectile deflection, but still reflects the projectile so on a block. feature: Death commandos continue to have their energy shields deflect all incoming energy projectiles. Because who cares about deathsquads being balanced? balance: The MODsuit shield module only has one charge, but recharges every 10 seconds. It also costs 8 TC (down from 15). It is also now in the Core Gear beginner box (bringing the total price up to 22 TC). /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> * Balance changes to swords, energy shields and modsuit shields. --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> |
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8df7202455 |
[MIRROR] Rename notify_ghost_cloning to notify_revival [MDB IGNORE] (#25442)
* Rename notify_ghost_cloning to notify_revival (#80096) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Renames - `/mob/proc/notify_ghost_cloning` to `/mob/proc/notify_revival` - `/mob/dead/observer/proc/notify_cloning` to `/mob/dead/observer/proc/send_revival_notification` - `/atom/movable/screen/alert/notify_cloning` to `/atom/movable/screen/alert/revival`. I could have found a way to merge both procs together but default parameters keep me up at night. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Conciseness, code that is named after a removed feature is silly. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> nothing playerfacing <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * Rename notify_ghost_cloning to notify_revival * Missed wow * Modular --------- Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com> Co-authored-by: SomeRandomOwl <somerandomowl@ratchtnet.com> |
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3a400ebc5d |
[MIRROR] Falling down a z-level while standing up can (occasionally) break your legs. Felinids will now always land on their feet (for better or for worse). [MDB IGNORE] (#25407)
* Falling down a z-level while standing up can (occasionally) break your legs. Felinids will now always land on their feet (for better or for worse). * This whole proc needs to be overridden?? * Update living.dm * Delete human.dm --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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67c8055df5 |
[MIRROR] Disables mod links from virtual modsuits [NO GBP] [MDB IGNORE] (#25370)
* Disables mod links from virtual modsuits [NO GBP] (#80038) ## About The Pull Request Via discussion in discord:  ## Why It's Good For The Game Virtual entities, however suited up they are, shouldn't be able to communicate station side with crew or with syndicate entities. ## Changelog 🆑 fix: Mod links are now disabled in the virtual realm. /🆑 * Disables mod links from virtual modsuits [NO GBP] --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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b2594720d0 |
[MIRROR] [NO GBP] Correctly fixes the quick carry module [MDB IGNORE] (#25312)
* [NO GBP] Correctly fixes the quick carry module (#79928) ## About The Pull Request Messed something up in #79909, now the `FAST_MED` trait should be correctly applied, as well as the appropriate quick or quicker carry trait. Cleans up the procs a bit too so that things don't have to be redefined. ## Why It's Good For The Game Makes a fix actually fix stuff ## Changelog 🆑 fix: The quick carry module should now correctly apply the appropriate traits /🆑 * [NO GBP] Correctly fixes the quick carry module --------- Co-authored-by: Nick <42454181+Momo8289@users.noreply.github.com> |
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13ef1be324 |
[MIRROR] Quick carry modules now give the correct bonus [MDB IGNORE] (#25236)
* Quick carry modules now give the correct bonus (#79909) ## About The Pull Request Fixes #79470 The quick carry module and its advanced version both gave the same buff after a copy/paste error. That ain't right. ## Why It's Good For The Game Uuuuuhhhh oversight bad ## Changelog 🆑 fix: MOD quick carry modules now give the correct carry speed bonus /🆑 * Quick carry modules now give the correct bonus --------- Co-authored-by: Nick <42454181+Momo8289@users.noreply.github.com> |
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3fa98bd2cc |
[MIRROR] Adds UPSIDE_DOWN movetype for negative gravity / makes Atrocinator affected by less things [MDB IGNORE] (#25155)
* Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things (#79785) ## About The Pull Request Fixes #79764 I was going to tackle this issue by slamming `TRAIT_NO_SLIP_ALL` on Atrocinator users and calling it a day, but like, that didn't feel proper. So I thought hey, we could just give them the flying movetype, even though they technically aren't flying it means they're unaffected by things that flying would make you unaffected by. Nope, this means the mob technically "negates gravity", so no falling and no feetsteps. Let's try floating - this give us feetsteps but no falling upwards. So instead of going back to square one, with `TRAIT_NO_SLIP_ALL`, I decided to go for the more complex route of just adding a movetype. Hence, move type `UPSIDE_DOWN`. This covers situations where a mob would be "floating" above the ground, but still walking. ...Negative gravity. This means overall the Atrociator acts more as you'd expect - you don't slip on ice, you don't trigger bear traps or mouse traps, you can walk over railings, unaffected by conveyor belts, etc. ## Why It's Good For The Game Makes the Atrocinator a lot more consistent with how you'd expect for it to work. Admittedly it is a bit niche use of movetypes, but it can possibly be expanded to more things in the future, who knows? I applied it to mobs on meat spikes (even though they don't move), just for proof of concept. ## Changelog 🆑 Melbert fix: Atrocinating mobs will now behave more as you'd expect. Meaning they don't slip on wet patches, can't trigger bear traps / landmines / mouse traps, ignore conveyors, and can walk over tables and railings. fix: Floating mobs are unaffected by conveyor belts, acid (on the ground), glass tables fix: Floating mobs won't squish stuff like roaches anymore fix: Fixes bear traps triggering on floating / flying mobs /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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b237afa316 |
[MIRROR] Mob attackedby / check_block refactor, plus some minor cleanup of attack_x procs [MDB IGNORE] (#25079)
* Mob `attackedby` / `check_block` refactor, plus some minor cleanup of `attack_x` procs * Fix the race condition * Modular * Ooops --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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020d2ad13e |
[MIRROR] Code compression for reagent holder. Lowers plumbing reaction chamber tick usage [MDB IGNORE] (#25050)
* Code compression for reagent holder. Lowers plumbing reaction chamber tick usage (#79686) ## About The Pull Request More code improvements for reagent holder. As you can see it removes a lot more code than it adds so code savings are significant. This does not touch on any floating point arithmetic, all that is behind us, this focuses on removing redundant procs and merging existing procs to achieve the same functionality so if you do see any changes in reagent related behaviour it's not intentional and should be reported as a bug here. The following code changes can be summarized into points. **1. Removes procs `get_master_reagent_id()` & `get_master_reagent_name()`** Both of these procs have the exact same functionality as `get_master_reagent()` with the only exception of returning a different value. Instead we can just call `get_master_reagent()` directly and infer the name & type of it ourselves rather than creating a wrapper proc to do it for us, therefore reducing overall code **2. Removes & Merges `remove_all_type()` proc into `remove_reagent()`** The proc `remove_all_type()` is highly inefficient, it first uses a for loop to look for the reagent to remove & then it again calls `remove_reagent()` on the reagent once it has found it. We can just embed this functionality directly into `remove_reagent()` by simply adding an additional parameter `include_subtypes`. This way the operation is faster, and we reduce the code to get the job done. Also now `remove_reagent()` will return the total volume of reagents removed rather that a simple TRUE/FALSE **3. Removes & Merges `trans_id_to()` proc into `trans_to()`** Both these procs have the same job of transferring either a single reagent or all reagents. `trans_id_to()` is a scaled down version of `trans_to()` because - It does not have any `method` var. This means if you want to transfer a single reagent to a mob/organ or any other object it does not have the functionality to expose the target to that transferred reagent. - It does not have a `multiplier` var to scale reagent volumes - It does not have code to deal with organs or stop reactions i.e. it does not have the `no_react` var. We can overcome all these short comings by simply adding an extra var `target_id` to specify what specific reagent to transfer therefore attaining the same functionality while keeping the benefits of `trans_to()` proc therefore reducing overall code **4. Lowers plumbing reaction chamber tick usage for balancing ph.** Rather than invoking a while loop to balance ph it's much easier for the player to simply make the reaction chamber wait for e.g. add a reagent that will never come. This will make the chamber wait therefore giving the reaction chamber ample time to correctly balance the ph and then remove that reagent from the list therefore getting correct ph levels. No need to create code hacks when the player can do it themselves so the while loop has been removed ## Changelog 🆑 code: removed redundant procs `get_master_reagent_id()` & `get_master_reagent_name()` code: merged `remove_all_type()` proc with `remove_reagent()` now this proc can perform both functions. `remove_reagent()` now returns the total volume of reagents removed rather than a simple TRUE/FALSE. code: merged `trans_id_to()` proc with `trans_to()` now this proc can perform both functions refactor: plumbing reaction chamber will now use only a single tick to balance ph of a solution making it less efficient but more faster. Just make the reaction chamber wait for longer periods of time to accurately balance ph refactor: reagent holder code has been condensed. Report any bugs on GitHub /🆑 * Code compression for reagent holder. Lowers plumbing reaction chamber tick usage * Modular update * Update alcohol_reagents.dm --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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11e109c37c |
[MIRROR] You cannot store ammo casings (individual bullets) and ammo boxes (like magazines) in your suit storage [MDB IGNORE] (#24691)
* You cannot store ammo casings (individual bullets) and ammo boxes (like magazines) in your suit storage (#79311) ## About The Pull Request What it says on the tin. ## Why It's Good For The Game A) This messes with hotkey muscle memory quite significantly. Unless you have something in suit storage when you go to put a magazine back into your other storage (like your belt), you may accidentally place it into your suit storage. B) This may be why people think magnetic holsters are bad/don't work. Operatives sometimes hotswap half clips, and what might happen during a particularly intense combat is that they inadvertently put the magazine they just pulled from their gun into their suit storage because they're hotkeying; denying them their magnetic holster's major upside. Snapping their guns back into their storage and away from prying assistant hands. C) It serves no tactical purpose to put a bullet into your suit storage over the gun itself. Priority should always be to the belt storage. ## Changelog 🆑 qol: To avoid poor magazine discipline, most combat-ready personnel have instructed _not_ to put magazines into the gun loops on their armor vests. /🆑 * You cannot store ammo casings (individual bullets) and ammo boxes (like magazines) in your suit storage --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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1a942cccd2 |
[MIRROR] Fixes mod reskins not having their icon in radial menu when using different dmi path [MDB IGNORE] (#24685)
* Fixes mod reskins not having their icon in radial menu when using different dmi path (#79357) ## About The Pull Request Changes repaint proc a bit so it actually supports `MOD_ICON_OVERRIDE` in reskins and shows their icons correctly ## Why It's Good For The Game It's good for downstreams that want to make new reskins for modsuits and place them in to different dmi's in short, fixes this  to this...  (left one has both skins using `MOD_ICON_OVERRIDE`, but each one has different icon file) ## Changelog 🆑 code: mod reskins now properly shows their icon when skins loaded from different .dmi /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> * Fixes mod reskins not having their icon in radial menu when using different dmi path --------- Co-authored-by: Iajret <8430839+Iajret@users.noreply.github.com> Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> |
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58be66a653 |
[MIRROR] Nukie Update Followup: Returns CQC to the previous price range, Core Gear kit for newbies, hat stabilizers for everyone [MDB IGNORE] (#24679)
* Nukie Update Followup: Returns CQC to the previous price range, Core Gear kit for newbies, hat stabilizers for everyone (#79232) ## About The Pull Request Brings the CQC kit back down to the same price range of 14 TC (it's 1 more than before weapon kits). It feels like currently that CQC is overpriced, even with the stealth box coming along with it, and by comparison the energy sword and shield got a huge value increase by combining the two. They're both melee styles and also equally difficult play styles. It isn't really necessary to make one more expensive than the other. Also now comes with syndicate smokes. It's a whatever change, ops get these for free on the base. Adds a core gear kit in the weapon category. This kit comes with a doormag, a freedom implant, stimpack and c-4 charge. All of these are items almost every nukie buys if they want to succeed, so let's inform newer players by putting it RIGHT on top of the list. This isn't at any discount, this is mostly to help inform players what items help make you successful. Hat stabilizers are now a part of every syndicate modsuit for FREE. It comes built in, can't be removed, and has no complexity cost. Now everyone can wear their wacky hats as they operate. ## Why It's Good For The Game CQC felt like it got shafted waaay too hard with the weapon case changes. Definitely don't believe that it is punching at the same weight as many of the other high cost weapons. So we've dropped it down a category. 14 TC is still a large upfront cost, even if it comes bundled with a lot of goods. Melbert gave me the idea of a core bundle kit to help newer players and I was really taken with that. So I added it as part of this followup. I want people to wear their hats goddamnit, and I didn't learn my mistake with the tool parcels. So now everyone has hat stands on their suits. WEAR THE SOMBRERO YOU **FUCK**. ### THIS IS NOW A THREAT. ## Changelog 🆑 balance: Operatives can once again read about the basics of CQC at a reasonable price of 14 TC. qol: All Syndicate MODsuits come with the potent ability to wear hats on their helmets FOR FREE. No longer does any operative need be shamed by their bald helmet's unhatted state when they spot the captain, in their MODsuit, wearing a hat on their helmet. The embarrassment has resulted in more than a few operatives prematurely detonating their implants! BUT NO LONGER! FASHION IS YOURS! qol: There is now a Core Gear Box, containing a few essential pieces of gear for success as an operative. This is right at the top of the uplink, you can't miss it! Great for those operatives just starting out, or operatives who need all their baseline equipment NOW. /🆑 * Nukie Update Followup: Returns CQC to the previous price range, Core Gear kit for newbies, hat stabilizers for everyone --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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c38316cd68 |
[MIRROR] Adds a var to determine if anomaly-locked MOD modules can have cores uninstalled [MDB IGNORE] (#24556)
* Adds a var to determine if anomaly-locked MOD modules can have cores uninstalled (#79171) ## About The Pull Request Title. The `core_removable` var on the `anomaly_locked` MOD module typepath now determines if a core can be removed post-installation. This isn't used anywhere, at the moment, but could be used to, say, prevent a space-loot MOD module's core from being removed for other purposes. Adds `/prebuilt/locked` subtypes to the currently present and defined anomaly-locked modules, which have this var enabled, and puts them nowhere else.   ## Why It's Good For The Game Another way to control distribution of anomaly cores - making people commit to having a limited-supply item installed in a thing, or something like that. For habitual Github-readers, this is *unused*, at the moment, just something that could be used by another coder down the line or something. ## Changelog 🆑 add: Anomaly-locked MODsuit modules can now be varedited to have unremovable cores, or can be spawned with this functionality by using the /prebuilt/locked subtype. /🆑 Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com> * Adds a var to determine if anomaly-locked MOD modules can have cores uninstalled --------- Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com> Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com> |
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b6da56408e |
[MIRROR] A comprehensive refactor / cleanup of bullet_hit and on_hit to cut out a single bad species / mob proc [MDB IGNORE] (#24430)
* A comprehensive refactor / cleanup of `bullet_hit` and `on_hit` to cut out a single bad species / mob proc (#79024) ## About The Pull Request - Refactored `bullet_act`. Adds `should_call_parent` and refactors associated children to support that. - Fixes silicons sparking off when hit by disabler fire. - Desnowflakes firing range target integrity and cleans up its bullet-hole code a bit. - Cleans up changeling tentacle code a fair bit and fixes it not taking off throw mode if you fail to catch something. - The Sleeping Carp deflection is now signalized - Nightmare projectile dodging is now signalized and sourced from the Nightmare's brain rather than species - Refactored how cardboard cutouts get knocked over to be less snowflaked / use integrity - Also adds projectile `on_hit` `should_call_parent` and cleans up a bit of that, particularly their arguments. - On hit arguments were passed wrong this entire time, it's a good thing nothing relied on that. ## Why It's Good For The Game This is cringe. https://github.com/tgstation/tgstation/blob/1863eb2cd82e7cee4fdfff37b42d3fd0c7edd797/code/modules/mob/living/carbon/human/_species.dm#L1430-L1442 Bullets should overall act more consistent across mob types and objects. ## Changelog 🆑 Melbert fix: Silicons don't spark when shot by disablers fix: Changelings who fail to catch something with a tencacle will have throw mode disabled automatically fix: Fixes occasions where you can reflect with Sleeping Carp when you shouldn't be able to fix: Fixes some projectiles causing like 20x less eye blur than they should be refactor: Refactored bullet-mob interactions refactor: Nightmare "shadow dodge" projectile ability is now sourced from their brain /🆑 * A comprehensive refactor / cleanup of `bullet_hit` and `on_hit` to cut out a single bad species / mob proc * Modular changes --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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22943b9449 |
[MIRROR] Refactors UnarmedAttack so we don't have like 4 Unarmed Attack signals, kills two more snowflake species procs [MDB IGNORE] (#24356)
* Refactors `UnarmedAttack` so we don't have like 4 Unarmed Attack signals, kills two more snowflake species procs * Update chameleon.dm * Update _species.dm * Modular --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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a924d29501 |
[MIRROR] Fixes a bug with the plasma flower core MODsuit that would cause a butterfly murder scene wherever there were turrets [MDB IGNORE] (#24367)
* Fixes a bug with the plasma flower core MODsuit that would cause a butterfly murder scene wherever there were turrets (#78978) ## About The Pull Request Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/24306 The butterfly effect. The "MOD plasma flower core" spawns temporary butterflies using a `/datum/component/spawner`, which is nice and cute. Until you start getting shot at by turrets because spawners assign the faction of the mob to `MOB_MINING` by default. Fixes that. ## Why It's Good For The Game No more being murdered by your butterflies.  ## Changelog 🆑 fix: Fixes a bug with the plasma flower core MODsuit that would cause a butterfly murder scene wherever there were turrets /🆑 * Fixes a bug with the plasma flower core MODsuit that would cause a butterfly murder scene wherever there were turrets --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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00b8a76a6d |
[MIRROR] Makes the active sonar stop destroying the game [MDB IGNORE] (#24353)
* Makes the active sonar stop destroying the game (#79006) ## About The Pull Request Hey did you know the active sonar would just repeatedly add mobs to its internal list no matter if they were there already or not? Yea. Anyways that's fixed now, overtime is saved ## Why It's Good For The Game   ## Changelog 🆑 Wallem fix: The active sonar module won't attempt to create 6000000 new pings per process cycle anymore /🆑 * Makes the active sonar stop destroying the game --------- Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com> |