Commit Graph

778 Commits

Author SHA1 Message Date
SmArtKar
f58ebf1a6e Third Time's the Spessman: Solves jetpack struggles once and for all (#88317)
## About The Pull Request

This PR improves our jetpacks in 2 major ways: partially decoupling them
and intentional space movement from SSnewphys, and implementing
consistent pushoff speeds.

Currently jetpacks work by applying constant newtonian force whenever an
input key is held down by a client and stabilizing the movement every
time they get processed by SSnewphys which is an SS_TICKER subsystem,
which means that it attempts to fire prior to everything else and has a
wait of a single tick. This would be fine if we could guarantee that
there isn't another SS_TICKER subsystem with a higher priority that
constantly overtimes... oh right, that'd be the most important subsystem
of SSinput.

Newtonian impulses, both when starting a drift and when applying
continious force rely on SSnewphys to fire the loop, which can end up
not happening due to overtime in input (and is a frequent issue on
highpop). To circumvent this, newtonian impulses now forcefully fire
their drift loop regardless of SSnewphys, thus ensuring that the
movement always happens in the tick it was called (If you ask something
to move with an ``instant`` flag you'd expect it to move the same tick).

Second issue stems from the fact that jetpacks try to move you at your
movement speed, except when pushing you off objects they hijack normal
movement code that would've ran, resulting in a single tile of slow,
janky movement (Or, when moving along walls, making the controls feel
"sticky" and worse than what you'd have without a jetpack in the first
place). By forcefully applying enough force to make players move at
expected speeds, we can solve that issue.

Third issue stems from a minor mistake in SSnewphys processing order -
process() on jetpacks ran **after** moveloops have fired, so all
stabilization only applied next tick. I swapped fire orders around which
solves this problem too, although it won't be triggering much as
stabilization would now forcefully fire the related loop by itself.


https://github.com/user-attachments/assets/1068f68b-2cd1-49b0-bff0-1f79ed0aed5a

Also I've refactored wings to be jetpacks since they behave exactly the
same, which is a bit cursed if you think about it.

## Why It's Good For The Game

Jetpack movement is highly inconsistent in speed/smoothness, janky and
gets ruined by even a slightest amount of overtime in subsystems above
it - this should solve all of those issues.

## Changelog
🆑
qol: Jetpacks are significantly smoother and nicer to use now - and not
affected by lag anymore!
code: Cleaned up spacemove/jetpack code a bit and moved some common code
to helpers.
refactor: Wings are now... jetpacks. They behave exactly the same and
this should reduce the amount of copypaste code in spacemove
significantly.
/🆑
2024-12-07 00:15:36 +01:00
Ben10Omintrix
028244ef03 u can now hand-feed animals. like cats and raptors (#88173)
## About The Pull Request
this PR does 2 things, firstly it allows u to directly feed animals from
ur hand instead of having to drop it on the floor and relying on their
AI to go eat it. So you can now directly feed ore to raptors or wheat to
cows by simply clicking on them with the item. secondly, it links the
tameable component and the eating element together, as now the former
relies on signals sent by the latter.

## Why It's Good For The Game
Small QOL for pet owners when it comes to feeding their animals.

## Changelog
🆑
qol: u can now directly feed animals from ur hands, like raptors or
cats, by clicking on them with their preferred food.
balance: u can now heal ur raptors mid or post battles by hand feeding
them ores
/🆑
2024-12-06 23:43:56 +01:00
Time-Green
a0d47d999e Fixes harddels, reduces unneccessary update body calls (#88300)
Closes #88283
Closes https://github.com/tgstation/tgstation/issues/88320

Fixes a harddel caused by the limp status effect not being properly
deleted

Reduces update-body calls in:
- Initialize from 4 to 1
- On z-level change from 2 to 1
- On move with bloody shoes from 1 to 0

Mostly by just passing along the proper argument and removing seemingly
unnecessary update body calls
2024-12-04 01:34:57 +01:00
Ivory
f5a712b054 Labor shuttle no longer takes off with more than one prisoner inside (#88083) 2024-11-30 13:16:44 -05:00
Tim
69c01b27ee Improved shower/blood effects (#87747)
## About The Pull Request
Last night I was experimenting with hooking up different chemicals to a
shower and discovered that blood didn't really do anything other than
have red mist and particles. Your characters clothes were still cleaned.
The mood boost was still happy. So I reworked it a bit.

Blood now:
- Gives a negative mood, disgust, and status effect when showering with
it (unless you are morbid, evil, or undead, then it's considered
positive)
- Has an icon alert for bloody showers
- Covers a mob's clothing with blood when showering (or any objects on
the tile)
- Tossing or spraying a container full of blood now covers objects/mobs
in blood
- The revenant defile spell now affects showers by removing all water
recyclers and reagents that gets replaced with blood

Showers now:
- Require 70% of water to clean and get mood/status effects
- Require 70% of blood to get mood/status effects
- Require 20% of radioactive reagents to stop radiation removal effects

So it's possible to have a clean water shower that is secretly
radioactive. Since radioactive reagents do nothing on `TOUCH`, all this
achieves is preventing the water from washing off the radiation.

I did have to refactor some of the reagent code to support method types
for objects since I was experiencing hazmat issues when I was testing.
Whenever I would inject blood from a syringe into a beaker, it would
cover the beaker in blood on the outside. This would have been extremely
hazardous for viruses. So I needed to make sure we are only applying it
to the methods for `VAPOR|TOUCH`

Also improved the mood typecasting for owner to allow checking of mob
biotypes. (so we can check `UNDEAD` for mood)

## Why It's Good For The Game
Blood effects and interactions are now more consistent. The code for
objects is refactored to support method interactions with reagents.
Evil/Morbid people now get some unique interactions that fit their
theme. Last we get a cool new ability to let revenant's make their
defiled areas something out of a horror movie.

## Changelog
🆑
add: The revenant defile spell now affects showers by removing all water
recyclers and reagents that gets replaced with blood.
add: Showering in clean water (+70%) results in positive
mood/regen/stamina effects. It will wash off the mob.
add: Showering in dirty water results in negative mood effects and
disgust. It will NOT wash off the mob.
add: Showering with radioactive reagents (+20%) results in the
preventing the shower from washing off the radiation.
add: Showering in blood (+70%) results in severe negative mood effects
and disgust. (unless you are morbid, evil, or undead then it's
considered positive) It will cover the mob in blood.
add: Water effects that interact with a mob from touch or vapor
(showering/spray bottles/etc.) will now heal sleep, unconsciousness,
confusion, drowsiness, jitters, dizziness, and drunkenness.
fix: Fix bloody showers not covering objects in blood.
fix: Tossing or spraying a container full of blood now covers
objects/mobs in blood
fix: Fix wrong status effect for watery tile
image: Add new alert icons for bloody/dirty showers
code: Refactored some expose_obj reagent code to support method types.
code: Improved mood typecasting for owner to allow checking of mob
biotypes.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-30 03:16:04 +01:00
SmArtKar
da9d492af2 [NO GBP] Fixes projectile parrying (#88269)
## About The Pull Request

I have... questions, to previous self. Yeah.

## Changelog
🆑
fix: Fixed projectile parrying
/🆑
2024-11-29 15:43:59 +01:00
carlarctg
f198a55364 Added 'loose hat' functionality to the hat stabilizing component, used in modsuist (#88030)
## About The Pull Request

You can now wear a hat on any modsuit, even w/o the stabilizing module.

However:
- It will always sit slightly askew, at an angle.
- Involuntarily falling to the ground for any reason will cause the hat
to fall to the ground.
- Being thrown, slapped, or slipped will send it flying off.

Added the Atrocinator, Hat Stabilizer, and Tanning modules to the black
market.

Added the loose hat component to bio/bomb/rad hoods and space helmets.

## Why It's Good For The Game

> You can now wear a hat on any modsuit, even w/o the stabilizing
module.

I think the notion of, say, the Head of Security putting his cap on his
modsuit and then being slipped by the clown, who then steals the cap, is
really funny.


https://github.com/user-attachments/assets/3ad8a74d-0cb8-4118-8beb-d2ce9c76b358

The module is fairly rare and sometimes I just want to wear a silly hat
alongside the modsuit without badgering the captain for his hat module.
The downsides are rather plentiful so it's not like the hat module is
made irrelevant - if anything it makes it more notable.

This will add a bunch of enjoyable silliness to rounds, so I think it's
worth it.

> Added the Atrocinator, Hat Stabilizer, and Tanning modules to the
black market.

> Added the loose hat component to bio/bomb/rad hoods and space helmets.

It sucks losing your iconic drip when you need to venture out to space
for whichever reason - this lets you keep it without taking up space in
your bag, while having the throw downside.

They just feel perfect for the vibes of the black market. More
miscellaneous completely useless fancy stuff that has exorbitant prices
please!

## 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
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all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: You can now wear a hat on any modsuit, even w/o the stabilizing
module. But it may easily fall off...
add: Added the Atrocinator, Hat Stabilizer, and Tanning modules to the
black market.
add: Added the loose hat component to bio/bomb/rad hoods and space
helmets.
/🆑

~~I'm having a bit of an issue. Somewhere I fugged up and now the worn
overlay on the mod helmet sprite doesn't work properly...~~ Turns out
that code was never used and nonfunctional to begin with so I removed it
entirely yay
2024-11-29 01:28:09 +01:00
SmArtKar
a2d463cdd8 Guncode Agony 4.4: Armor as an argument (#88143)
## About The Pull Request
Lil cleanup/tweak I couldn't do in the main PR because it conflicted
before and i forgot after. Yes this works with overrides that don't have
the arg, yes I tested it.

## Why It's Good For The Game
Don't run armor code thrice please thank you

## Changelog
🆑
code: Projectile impacts no longer fetch mobs' armor values thrice
/🆑
2024-11-25 03:59:21 -08:00
SmArtKar
bbb7a41743 Guncode Agony 4: The Great Projectile Purge (#87740)
## About The Pull Request
~~Kept you waitin huh!~~
The projectile refactor is finally here, 4 years later. This PR (almost)
completely rewrites projectile logic to be more maintainable and
performant.

### Key changes:
* Instead of moving by a fixed amount of pixels, potentially skipping
tile corners and being performance-heavy, projectiles now use
raymarching in order to teleport through tiles and only visually animate
themselves. This allows us to do custom per-projectile animations and
makes the code much more reliable, sane and maintainable. You (did not)
serve us well, pixel_move.
* Speed variable now measures how many tiles (if SSprojectiles has
default values) a projectile passes in a tick instead of being a magical
Kevinz Unit™️ coefficient. pixel_speed_multiplier has been retired
because it never had a right to exist in the first place. __This means
that downstreams will need to set all of their custom projectiles' speed
values to ``pixel_speed_multiplier / speed``__ in order to prevent
projectiles from inverting their speed.
* Hitscans no longer operate with spartial vectors and instead only
store key points in which the projectile impacted something or changed
its angle. This should similarly make the code much easier to work with,
as well as fixing some visual jank due to incorrect calculations.
* Projectiles only delete themselves the ***next*** tick after impacting
something or reaching their maximum range. Doing so allows them to
finish their impact animation and hide themselves between ticks via
animation chains. This means that projectiles no longer disappear ~a
tile before hitting their target, and that we can finally make impact
markers be consistent with where the projectile actually landed instead
of being entirely random.

<details>

<summary>Here is an example of how this affects our slowest-moving
projectile: Magic Missiles.</summary>


Before:


https://github.com/user-attachments/assets/06b3a980-4701-4aeb-aa3e-e21cd056020e

After:


https://github.com/user-attachments/assets/abe8ed5c-4b81-4120-8d2f-cf16ff5be915

</details>


<details>

<summary>And here is a much faster, and currently jankier, disabler
SMG.</summary>


Before:


https://github.com/user-attachments/assets/2d84aef1-0c83-44ef-a698-8ec716587348

After:


https://github.com/user-attachments/assets/2e7c1336-f611-404f-b3ff-87433398d238

</details>

### But how will this affect the ~~trout population~~ gameplay?

Beyond improved visuals, smoother movement and a few minor bugfixes,
this should not have a major gameplay impact. If something changed its
behavior in an unexpected way or started looking odd, please make an
issue report.
Projectile impacts should now be consistent with their visual position,
so hitting and dodging shots should be slightly easier and more
intuitive.

This PR should be testmerged extensively due to the amount of changes it
brings and considerable difficulty in reviewing them. Please contact me
to ensure its good to merge.

Closes #71822
Closes #78547
Closes #78871
Closes #83901
Closes #87802
Closes #88073

## Why It's Good For The Game

Our core projectile code is an ungodly abomination that nobody except
me, Kapu and Potato dared to poke in the past months (potentially
longer). It is laggy, overcomplicated and absolutely unmaintaineable -
while a lot of decisions made sense 4 years ago when we were attempting
to introduce pixel movement, nowadays they are only acting as major
roadblocks for any contributor who is attempting to make projectile
behavior that differs from normal in any way.

Huge thanks to Kapu and Potato (Lemon) on the discord for providing
insights, ideas and advice throughout the past months regarding
potential improvements to projectile code, almost all of which made it
in.

## Changelog
🆑
qol: Projectiles now visually impact their targets instead of
disappearing about a tile short of it.
fix: Fixed multiple minor issues with projectile behavior
refactor: Completely rewrote almost all of our projectile code - if
anything broke or started looking/behaving oddly, make an issue report!
/🆑
2024-11-23 04:02:35 -08:00
Ben10Omintrix
13705da08d fixes a few issues with the chipped quirk (#87764)
<!-- 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

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! --> the text displayed when this quirk's gained would
include the skillchip's typepath rather than its name. this fixes that.
also fixes an issue with how the callback timer was being handled, which
would lead to a runtime whenever the quirk was removed (since addtimer
returns the id and not the callback itself). also fixes the scratch
effect never actually working because an organ slot was being provided
to `get_organ_by_type` rather than the type. also fixes the itchy effect
not going away after the skillchip is removed (it gets added again if
the skillchip is reimplanted).

## Why It's Good For The Game

<!-- 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. --> fixes a few
issues with the chipped quirk

## 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 its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: fixes the chipped quirk displaying the skill chip's typepath rather
than its name
fix: fixes chipped quirk's itchy effect not working
fix: the chipped quirk's itchy effect now goes away when the skillchip
is removed
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-11-23 12:27:02 +01:00
Ghom
7663b39cc8 Refactoring aquariums into components (feat: portable fish tanks) (#87866)
## About The Pull Request
I've been meaning to do this for some time. I need this for
portable/handheld aquariums/fishtanks to be possible. I'll sprite and
code them before I call this PR ready, however suggestions and code
reviews are welcome in the meantime.

Being a pretty heavy refactor, some things might break (we have more
than a few unit tests so perhaps not) while others, coincidentally,
might be fixed without me knowing. Anyway I'm sure this PR fixes
aquarium beauty, which wasn't really working to begin with because the
code was so fucking bad. Nothing really worth of a CL entry tho.


TODO:
- [x] handheld aquariums, craftable with a kit and little plastic or
buyable from the fun vendor ig.
- [x] an aquarium upgrade for handheld aquariums to bypass possible
restrictions.
- [x] update the beauty element to consider items, which shouldn't
contribute to the area beauty when held or otherwise not on a turf.

## Why It's Good For The Game
This should make handheld aquariums possible.

## Changelog

🆑
refactor: refactored aquariums heavily. Please report any fishy bug.
add: Added portable/handheld fish tanks to the game. They can be crafted
with an aquarium kit and 5 sheets of plastic. While portable, they
cannot store fish that are too big or if there're too many already. This
restriction can be removed by using the new "bluespace fish tank kit"
techweb item.
map: Replaced the lawyer's stationary pet aquarium with a fish tank, so
you can carry McGill around.
balance: Reduced the iron cost of stationary aquariums a little.
/🆑
2024-11-21 09:45:49 +13:00
Ghom
d9d52d5f0e Using the gibber on people with fish tails now yields some fish tail fillets. (#87883) 2024-11-17 13:32:21 +01:00
Lucy
a3a3fd7a15 Admin deleting a mob now ghostizes it beforehand, preventing a runtime (#87887) 2024-11-14 14:05:39 +01:00
Fikou
0f26f6e9ee modsuit given traits use refs + fixes their deletion not working right + need boot out for ai to move (#87726)
## About The Pull Request
so there is a problem of:
if 2 modsuit modules were to apply the same trait and 1 were removed,
shit would break
so now all instances of mod_trait applied to the modsuit wearer are refs
instead, with mod_trait used for stuff added to items as that isnt
likely to have the same thing
also qdeleted modsuits delete their parts apparently accidentally
removed at some point. the previous time they did it caused qdel loops
but this time it doesnt
makes boots need to be out for an ai to move someone in a modsuit
improves the ui, non-standard cores now have unique colors for the
charging bar, and you can extend/retract things from ui, also adds a
configurable button to config menu so that the tether doesnt repurpose
the pin function made for circuits
redoes modsuit balloon alerts to use simpler language
makes the weapon recall module make you pick up the weapon if its on
your tile as throws dont work on same tile

![image](https://github.com/user-attachments/assets/97a0eb85-8127-4297-b679-3e5488ce73be)


## Why It's Good For The Game
futureproofing (also technically presentproofing, if you wear something
like infiltrator and normal back modsuit and both have ai control they
both will give you a trait)
also ai movement doesnt have any checks currently, i think it makes
sense that it would require your boots to be out so that the ai has
something to move
fix stuff change break boom wack
2024-11-13 12:29:35 -06:00
Ghom
c8f3048289 Fixes the randomizer fishing portal not working as intended. (#87794) 2024-11-10 21:28:59 +01:00
tonty
d5daa9c9b8 [NO GBP] Renames mob/camera to mob/eye and makes everything follow suit (#87684)
## Why It's Good For The Game

Clarity and consistency regarding DM's systems. 
Internally, `eye` is used for anything that controls the client's view.

![image](https://github.com/user-attachments/assets/7d1291e1-7a6a-4736-a14b-97834e89846f)
How `eye` is used in DM is consistent with how we use the term, so I
figured this would add clarity.

Being named mob/camera also makes it unclear exactly what it's doing.
The name implies that it would function similar to how mob/camera/ai_eye
does, but most of the time it's only used as... an eye.

My ulterior reason for this PR is that I want to clean up
mob/camera/ai_eye and it's subtypes after this.
## Changelog

🆑
server: mob/camera has been renamed to mob/eye, which may break
downstreams
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-09 10:57:45 +00:00
Ghom
e6253c7812 Adds a score for all species of fish that you've caught. (#86049)
## About The Pull Request
I'm adding a score that tracks which types of fish you've caught across
multiple rounds. To do so, I had to add a new score subtype that manages
the score value not being a number. Thankfully the achievement code is
fairly flexible so not a whole lot had to be done, although I've to add
a new column to the achievements table in the DB, because the 'value' is
for integers, while we need one for text strings ~~(the contents of the
list are converted to text with a delimiter before being saved cuz I'm
not sure if and how our DM slash SQL integration handles using lists
directly and I don't want to waste time finding it out)~~.

EDIT: It's mostly done beside the reviews that are going to point out
things that need to be changed. The UI changes are done. It's time for
reviews.

Here are screenshots of the UI with all fish still uncatched beside one
(I've since then the typo on its name and removed an extra zero from the
index number, as well as a nit with the spacing between cells):

![immagine](https://github.com/user-attachments/assets/a1dcfeb6-6d26-461e-aaa1-97c619f5cbfa)

![immagine](https://github.com/user-attachments/assets/768f6621-c992-4932-9bca-979dd1e43d6f)


## Why It's Good For The Game
We have about dozens over dozens of different fish in the game now, many
of which are just fluff anyway. It's getting to the point it's perhaps
doable to add a score or something to be a braggard about.

## Changelog
🆑
add: Added a new score that keeps track of all different fish that
you've caught between shifts.
server: Added a new schema table to store the aforementioned entries and
the ckeys associated to them, with an additional timestamp column.
/🆑
2024-11-04 13:48:25 -08:00
Ghom
2d7b8a5ff6 material fishing rods and material fish. (#87108)
## About The Pull Request
The reason why I refactored material effects code is here.

In this PR I add the possibility of printing fishing rods from different
materials at your nearest autolathe, though it doesn't stop there. Each
material has different values for (so far) fishing difficulty, casting
range, experience gained and foremost the chance of catching fish made
of the same material as the fishing rod used to catch it. The material
the fish is made from can either increase or decrease the weight of the
fish.

In a many cases, material rods can also have other small effects on
fishing, like removing the chances of duds even without a bait, or
attracting shiny-loving fish, or passing some other fish trait checks.
In a few cases, these fishing rods can have bigger, more impactful
effects on fishing. That said, here's a list of more or less the effects
(skipping very minor ones and those inherited from being items) and
modifiers across materials so far, a few things will be added later:

<details>
<summary>Huge-ass list (out-fucking-dated now that I've added 5 more
variables 😢)</summary>

- Iron: +30% fish weight, 8% chance of material fish
- Glass: +20% fish weight, +5 difficulty, +20% experience, 8% chance of
material fish
- Silver: +35% fish weight, -5 difficulty, - 15% experience, 15.5%
chance of material fish
- Gold: +50% fish weight, -10 difficulty, -25% experience, 20.5%
material fish, +1 casting range
- Diamond: +40% fish weight, -13 difficulty, -30% experience, 23%
material fish, -1 casting range
- Uranium: +100% fish weight, 8% material fish
- Plasma: +30% fish weight, 8% material fish
- Bluespace: +30% fish weight, -5 difficulty, -15% experience, 23%
material fish, +5 range
- - 33% chance of selecting a reward from (almost) any fishing source
instead of the current one.
- Bananium +20 difficulty, +60% experience, 38% material fish, +3
casting range
- - 20% chance of fishing either a clownfish, lubefish, donkfish,
soulfish or skin crab instead
- Titanium: +20% fish weight, -5 difficulty, 8% material fish, +1 range
- Runite: +50% fish weight, -18 difficulty, +220% experience, 38%
material fish, +1 range
- Plastic: -20% fish weight -5 difficulty, +20% experience, 8% material
fish, +2 range
- Wood: -50% fish weight, +8 difficulty, +30% experience, 13% material
fish, -1 range
- Adamantine: +60% fish weight, -23 difficulty, -40% experience, 33%
material fish, +1 range
- Mythril: +40% fish weight, -25 difficulty, -50% experience, 43%
material fish, +2 range
- Hot Ice: -10% fish weight, -10 diffiulty, -10% experience, 18%
material fish, +1 range
- Metal Hydrogen: -40% weight, -15 difficulty, -20% experience, 23%
material, +4 range
- Sand: +20% weight, +30 difficulty, -80% experience, 8% material, -2
range
- Sandstone: +20% weight, +25 difficulty, -70% experience, 8% material,
-2 range
- Snow: -20% weight, +25 difficulty, -70% experience, 8% material, -2
range
- Runed Metal: +50% weight, -12 diff, -10% experience, 38% material
- Bronze, +40% weight, 13% material
- Paper: -60% weight, +40 diff, -90% experience, 8% material, -2 range
- - Has a 20% chance of fishing up an aggressive stickman
- Cardboard: Same as above, but without the stickmen
- Bone: +5% weight, +15 diff, -15% experience, 8% material, -2 range
- - 20% chance of fishing up either a unmarine bonemass, a unmarine
mastodon, a hostile skellie or rarely a single-use spectral instrument
that can turn you or someone else into a spooky scary skeleton.
- Bamboo: -50% weight, -4 difficulty, +30% experience, 13% material, -1
range
- Zeukerite: 20% weight, -16 difficulty, -10% experience, 28% material
- Plasteel: +75% weihgt, +5 difficulty, +10% experience, 8% material
- Plastitanium: +10% weight, -10 difficulty, -5% experience, 8%
material, +1 range
- Plasmaglass: +20% weight, +5 difficulty, +30% experience, 8% material
- Titanium Glass: +25% weight, -5 difficulty, +25% experience 8%
material
- Plastitanium Glass: +20% weight, +50% experience, 8% material
- Alien Alloy: +140% weight, -25 difficulty, 33% material, -40%
experience, +2 range
- Hauntium (good luck using it): +40% weight, -30 difficulty, +50%
experience, 38% material, +2 range
- Meat: +13 difficulty, -20% experience, 28% material, -2 range
- Pizza: -10% weight, +13 difficulty, -20% experience, 28% material, -2
range

</details>

## Why It's Good For The Game
I think it's nice to have two features interact with each other (fishing
and materials), and it adds a layer of interesting uses to some
materials.

## Changelog

🆑
add: Autolathes can now print fishing rods of different materials, which
can increase or decrease fishing difficulty, casting range, and
experience gained, and can have other interesting effects.
/🆑
2024-11-03 11:20:39 -05:00
Autisem
fec9a5d725 Adds a new NFC component for circuits (#87286)
## About The Pull Request

TODO:
- [x] Main circuit code
- [x] BCI compatibility
- [x] Limiting range in some way(not intended as a private cross map
coms system)


This adds a new NFC component, its similair to NTNet component with the
distinction it will only be received by the shell's circuit you target.
Allowing more targeted networking for things like remotes

I'd love suggestions for a max range, if any. Because im not really
sure. Maby circuit has to be in vision for it to work?

gif is too big so here is direct link to discord embedded gif showing it
off

https://cdn.discordapp.com/attachments/326831214667235328/1296810437295341649/example.gif?ex=6713a455&is=671252d5&hm=f87b282ac71c318eac03b4a53e03ebcfd91e5a0b0a1e9165beb3f87318b96809&

<img
src="https://cdn.discordapp.com/attachments/326831214667235328/1296810437295341649/example.gif?ex=6713a455&is=671252d5&hm=f87b282ac71c318eac03b4a53e03ebcfd91e5a0b0a1e9165beb3f87318b96809&">

## Why It's Good For The Game

NTNet is powerfull for making networked circuits, but I lack a good way
to create a direct "remote" with complex data.
I want to make a circuit that makes it easier to controll other circuits
in a less strictly coupeld way and this seems like a clean way to make
those

## Changelog
🆑
add: A new cirucit component allows NFC communications
/🆑

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2024-11-02 14:32:54 +01:00
Ghom
778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
larentoun
692540a7b9 Singularity_pull() standartize (#87304)
## About The Pull Request
Previous attempt - https://github.com/tgstation/tgstation/pull/87227

`/atom/proc/singularity_pull(obj/singularity/singularity, current_size)`
has first arg typed, but other procs were just referencing it as a
un-typed variable.

Since args are not standartized AND
`atom/proc/singularity_pull(obj/singularity/singularity, current_size)`
is out-dated, since it can be called by things that has
`/datum/component/singularity` - not just by
`obj/singularity/singularity` - This PR just adds args to every
`proc/singularity_pull()` as follows:
`proc/singularity_pull(atom/singularity, current_size)`

## Why It's Good For The Game
Standartization

## Changelog
No changelog needed
2024-10-25 02:08:26 +02:00
SmArtKar
b8091a2e5d Changes wall leaning into a component, makes windows leanable #2 (#87390)
## About The Pull Request
Recovery of #85771, minus directional window leaning (because it looks
goofy)

## Changelog
🆑
add: You can now lean on windows the same way you can lean on walls
fix: You no longer stop leaning on walls after clicking on anything
/🆑
2024-10-24 16:54:44 +02:00
SmArtKar
592353088e Refactors hat stabilizers into a component shared with plasmamen helmets (#87305)
## About The Pull Request

Hat stabilization is now a component shared between MODsuits and
plasmaman helmets, only change this results in is attached helmets
applying their visor flags to plasmaman helmets (like it was with
MODsuits), but that should not have any impact envirohelms already cover
your face

## Why It's Good For The Game

Less copypasted code and maybe some day we can get hat stands.

## Changelog
🆑
refactor: Refactored hat stabilizers into a component shared with
plasmaman helmets
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2024-10-23 20:32:01 +02:00
SmArtKar
df00d85356 Eye wounds, scars and a new ~Pirate~ RP quirk (#87209)
## About The Pull Request

Upon getting stabbed in your eyes or having a bullet fly through your
head there's a chance (minor for stabbing, extremely low for headshots)
you'll receive a new "Eye Puncture" wound which causes profuse bleeding
out of your now-empty eye hole. Once healed you'll have to deal with a
scar on your eye which cannot be cured and requires surgical
replacement. Eye scarring will reduce your eyes' max health by 15, give
you a minor screen tint and a fancy visual on your character sprite.
Getting scarring on both eyes will turn you completely blind.


![image](https://github.com/user-attachments/assets/c1ae4ff3-6844-405d-819b-9c390511e321)

This PR also introduces a new quirk which gives you eye scarring on the
eye of your choice and an eyepatch to go alongside it, just make sure
that it sits on the right eye.

Also added medical(white) subtype of eyepatches to loadout for those who
want that version instead. Credits to AnturK on discord for the idea.

## Why It's Good For The Game

Its a neat lil' feature that makes the game more immersive, and unlocks
more roleplay opportunities for players. New quirk gives access to this
feature for players who want to make it a part of their character's
backstory (or maybe as a part of permanent scar roleplaying).

## Changelog
🆑
add: Getting stabbed or shot in the eyes has a chance of giving you a
new wound and a semi-permanent scar, blinding you on one side
add: Added new "Scarred Eye" quirk which blinds you on one eye but gives
you a fancy eyepatch
add: Medical eyepatches have been added to loadout
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2024-10-19 13:39:19 +02:00
EnterTheJake
0d0270b3dc Blade Heretic/Side knowledges improvements/fixes. (#87167)
<!-- 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

Blade Heretic has received a few changes.

The cost of crafting a Dark blade has been reduced in exchange for a
lower blade capacity, The Dark blade itself has received a new sprite.

![Updated Dark
Blade](https://github.com/user-attachments/assets/f5dde8a3-6827-4d4f-a530-0a1a01965a63)

Realignment pulls you out stuns a bit faster and grants baton resistance
while active.

You may now infuse your blades with a (weaker) mansus grasp upon
unlocking the ability to dual wield, they also gain increased demolition
modifier.

Mawed Crucible now slowly refills and requires fewer organs to brew a
potion; you may now use a charge to refill your eldritch flask.

The potion themselves have also received changes more on that below.

The cooldown on the cursed curio shield has been reduced.

Lionhunter's rifle no longer does increased damage on scoped targets,
instead it marks them with Mansus grasp and teleports the heretic to
them.

Lastly Blade ascension has been fixed, you once again get the Ring of
Blades.

<!-- 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

Oh boy, here we go.

# **Blade Heretic changes**

Blade Heretic sits in a pretty decent spot, I wouldn't call the path
weak by any stretch of imagination, but there are few aspects that could
be reasonably improved without changing the overall strength of the path
significantly.

**Sundered Blade**
I think these are too expensive to craft, especially compared to the
other blades which require very basic materials.

It's not uncommon to run into situations where you just cannot afford to
make more than a set of blades, and i'd argue it's not fun for the crew
to have their titanium or silver deposit drained every time a blade
heretic rolls around.

As a solution, i'm halving the cost in exchange of lowering the cap from
5 to 4 blades.

**Realingment**

This spell is lowkey awful; 25 stamina regen per second really doesn't
make much of a difference when you are getting chain batoned, I have
footage of blade heretics dying to a single shove stun while this abilty
was active.

The stamina regen and reduce immobility timer has been buffed on top of
granting baton resist so long as it stays active, so you can properly
get in fighting position without getting constantly knocked down.

Mind you, It's still no CNS rebooter, so stuns will still yield a few
seconds of vulnerability.

**Swift Blades reworked into Empowered Blades**

You may now use your Mansus grasp to infuse your Dark blades.

It comes with the tradeoff of losing the knockdown and the stamina
damage, you still retain the backstab.

Video Demonstration: https://www.youtube.com/watch?v=9cO9BOD8Zz4

Dark Blades also gain increased demolition modifier.

Dual wielding puts the heretic in the annoying position of having to
switch between the second Blade and an empty hand to use Mansus grasp.

Blade is supposed to be a master of melee combat, but they are still a
dark mage, so why shouldn't they be able to infuse their blades?

It still comes with a tradeoff, I'd reckon super sweaty players will
still want to hotswap, but hey, the option is there.

The added demolition modifier is to provide Blade with some way of
breaking in and out of places, given the path has no jaunts or utility
whatsoever, this seems reasonable to me.

Lastly Malestrom of Silver finally works now; you once again get the
blade aura upon ascending.


# **Side Knowledge changes**

**Mawed Crucible**

The crucible now passively refills, and has a special interaction to
refill the Eldritch Flask, the potion themselves have received changes.

- Xray Potion: duration bumped from 60 to 90 seconds.

- Wall phasing potion: Duration bumped from 15 to 40 seconds, you may
now recall to your original location at will.

- Potion of the Wounded soldier: Upon expiring, it heals your wounds and
regrows missing limbs.

**Reasoning**: Let's be honest here, noone ever makes this thing, the
cost of making 1 potion is exorbitant and the potion themselves are not
even that good to begin with.

I'm not gonna explain every change in detail, but considering the
crucible is one of the OG side knoweldges and you hardly hear anyone
talk about it, we can safely give it a few buffs.

**Unfathomable Curio**

Cooldown on the shield has been halved.

**Reasoning**: discussed it with Rex (the guy who created it), 60
seconds for 1 block is a bit excessive , 30 seconds seems reasonable
enough.

**Lionhunter's Rifle**

Made a bit easier to craft and maintain, it can now be stored in the
vest slot of the Eldritch Robes.

The homing projectile now fully penetrates armor instead of having bonus
damage; it also marks the victim with Mansus grasp and teleports the
Heretic directly to them, the homing on the projectile itself has been
improved.

**Reasoning**: another side knowledge that sadly barely sees any play.

Frankly this gun just doesn't have a purpose to exist, long range
weaponry don't really mix with Heretic toolkit all that well, as you
want to get close to your target to drag em to the spook dimension, not
snipe 'em from a distance

Lionhunter now works as an initiation tool, upon marking the target, the
Heretic transforms into the fired bullet until it connects, applying
mansus grasp on the victim.

Keep in mind you still need xray or thermals to use the rifle to its
full potential, either from the Crucible or the ashen medallion.

Video Demonstration: https://www.youtube.com/watch?v=AXmidKrx-Fg

As a trade off, the damage has been halved from 60 to 30.

<!-- 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
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mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
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should they deem it appropriate. You can attempt to finagle the system
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🆑
balance: Sundered Blades now require 1 Titanium or Silver bar to craft
and their capacity has been reduced to 4.
balance: Realignment pulls you out of stuns a bit faster and grants
baton resist while active.
balance: Blade Heretic dual wielding now let's you infuse Your Dark
Blades with a weaker mansus grasp and grants an increase in demolition
modifier.
fix: Malestrom of Silver grants the ring of protective blades once
again.
balance: Mawed Crucible requires 3 organs to brew one potion, passively
refills overtime and can be used to refill the Eldritch Flask
balance: Brew of Crucible soul effect bumped to 40 seconds and can be
ended early.
balance: Brew Of Dusk and Dawn effect bumped to 3 minutes.
balance: Brew of the wounded soldier now offers a very minor passive
heal and fully heals your wounds and limbs upon expiring.
balance: Cursed Curio shield now recharges faster.
balance: Lionhunter's rifle has been reworked, it now fits on the
eldritch robes vest slots, it's cheaper to craft it and its ammunition
and works as an initiation tool.
/🆑

<!-- 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: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-10-16 22:02:08 +02:00
carlarctg
2b0485d0c8 Adds a flipping skillchip, the Chipped quirk, a chip connector implant, and a quirk to spawn with it. (#87082)
## About The Pull Request

Added the FOSBURY skillchip, found in hacked toy vendors.
This skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's
integrity. At first, this is harmless, emitting sparks only, but at a
certain point, your head starts smoking, your brain begins
short-circuiting, and once the chip has lost all integrity your head
will explode in a shower of gore, giving you a cranial fissure!

Added the Chipped quirk. It allows you to spawn with one skillchip. Of
note here is that the only chips you can spawn with are the 'default'
skillchips found in the toy vendor, you can NOT spawn in with the
fosbury chip or with the musical one.

Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time. Being EMPed will cause it to drop one random skillchip, and if you
try using it while it's malfunctioning you'll take out a bit of your
brain instead. It can also be made at the exosuit fabricator after basic
research.

Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.
## Why It's Good For The Game

> Added the FOSBURY skillchip, found in hacked toy vendors.
This skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's
integrity. At first, this is harmless, emitting sparks only, but at a
certain point, your head starts smoking, your brain begins
short-circuiting, and once the chip has lost all integrity your head
will explode in a shower of gore, giving you a cranial fissure!

During the time flipping was bugged to have no cooldown or delay, it was
really funny seeing people flip at increasingly higher speeds. Many
people miss it, and to be honest, so do I. But everything needs limits
or it stops being funny and ends up being overdone. To this end this
skillchip lets people relive those days of glory, until they go out in a
beautiful explosion. The chip will last a very long while if well taken
care of, and there are plenty of warning signs before it gets too risky
to use, but we know what players are actually gonna do, and I am looking
forward to it.

> Added the Chipped quirk. It allows you to spawn with one skillchip. Of
note here is that the only chips you can spawn with are the 'default'
skillchips found in the toy vendor, you can NOT spawn in with the
fosbury chip or with the musical one.

Chips can be kind of neat sometimes, and I think always having one as
part of your character can make for some fun things as the consistency
of it makes it more likely to stick in your mind to do stuff with.
> 'but can't you just go to the vendor at the start of every shift?'
Sure. But we have loadouts. We have tagger, musician, and many other
things that are 'roundstart bloat', and while that by itself is not an
excuse, it's part of the design of character setup: Minimizing the time
spent running around the station for things your character is supposed
to have for their personality/roleplay/gimmick. They're paying the cost
of quirk points for it, anyways.

> Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time. Being EMPed will cause it to drop one random skillchip, and if you
try using it while it's malfunctioning you'll take out a bit of your
brain instead. It can also be made at the exosuit fabricator after basic
research.

I like the idea of having a gross usb drive on the back of your brain
that you shove chips into and out of, especially if it drops pieces of
your brain when malfunctioning. It also adds a little bit of extra
relevance to skillchips now that you don't need to spend 15 (!!!)
seconds inside a skillstation to add one. The cost is, as stated, quite
literally losing your brain on EMP's and the moderately expensive sum of
4 points.

> Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.

It annoys me that there were organ slots for 'anti drop implant'. Now
they're just slots for anything meant to connect to the
cerebellum/central nervous system, making it less brute forcey and also
adding the start of some fun exclusivity between brain implants.
## Changelog
🆑
add: Added the FOSBURY skillchip, found in hacked toy vendors. This
skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's integrity
and cause malfunctions.
add: Added the Chipped quirk. It allows you to spawn with one base
skillchip. (not the one above)
add: Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time.
code: Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-10-14 10:47:43 +02:00
Ghom
4738c1f26e Feeding fish certain reagents may have some effects (#86955) 2024-10-10 14:06:22 +00:00
Ghom
96c0c0b12c Fish infusion (#87030)
## About The Pull Request
I'm adding a new infusion ~~(actually four, but two of them are just
holders for specific organs tied to a couple fish traits)~~ to the game.
As the title says, it's about fish.

The infusion is composed of three primary organs, plus another few that
can be gotten from fish with specific traits.

The primary organs are:
- Gills (lungs): Instead of breathing oxygen, you now need to stay wet
or breathe water vapor.
- fish-DNA infused stomach: Can safely eat raw fish.
- fish tail: On its own, it only speeds you up on water turfs, but it
has another effect once past the organ set threshold. It also makes you
waddle and flop like a fish while crawling (I still gotta finish sprites
on this one)

Other organs are:
- semi-aquatic lungs: A subtype of gills from fish with the 'amphibious'
trait, falls back on oxygen if there's no water. Can also be gotten from
frogs, axolotl and crabs.
- fish-DNA infused liver: From fish with the 'toxic' trait. Uses
tetrodotoxin as a healing chem instead of a toxin. Also better tolerance
to alcohol if you want to drink like a fish (ba dum tsh).
- inky tongue: From fish with the 'ink production' trait. Gives mobs the
ability to spit ink on a cooldown, blinding and confusion foes
temporarily.

The main gimmick of this infusion revolves around being drenched in
water to benefit from it, In the case you get the gills organ, this also
becomes a necessity, to not suffocate to death (alternatively, you can
breathe water vapor, without any benefit). To enable the bonus of the
organs set, three organs need to be infused. They can be gills, stomach,
tail and/or liver, while the inky tongue doesn't count towards it.

Once the threshold is reached, the following bonus are enabled:
- Wetness decays a lot slower and resists fire a bit more.
- Ink spit becomes stronger, allowing it to very briefly knock down
foes.
- Fishing bonuses and experience
- Resistance to high pressures
- Slightly expanded FOV
- drinking water and showers mildly heal you over time.
- for felinids: You won't hate getting sprayed by water or taking a
shower.
- While wet:
- - If the fish tail is implanted, crawling speed is boosted.
- - You no longer slip on wet tiles.
- - You also become slippery when lying on the floor.
- - You get a very mild damage resistance and passive stamina
regeneration, and cool down faster.
- - You resist grabs better.
- - get a very weak positive moodlet.
- However, being dry will make you quite squisher, especially against
fire damage, slower and give you a modest negative moodlet.

While working on it, I've also noticed a few things that explained why
tetrodotoxin (TTX) did jackshit at low doses, because livers have a set
toxin tolerance value, below which, any amount of toxin does nothing.
Also I've felt like reagents like multiver & co were a bit too strong
against a reagent that's supposed to work at very low doses, with slow
metabolization, so I've added a couple variables to buff TTX a bit,
making it harder to purge and resistant to liver toxin tolerance (also
added a bit of lungs damage).



## Why It's Good For The Game
I wanted to take a shot at coding a DNA infusion and see how chock-full
I could make it. DNA infusions are like a middle point between "aha,
small visual trinket" and organs with generally ok effects. I seek to
make something a bit more complex ~~(also tied to fishing ofc because
that's more or less the recurrent gag of my recent features)~~ primaly
focused around the unique theme of being strong when wet and weaker when
dry.

EDIT: The PR is now ready, have a set of screenshots of the (fairly mid)
fish tails (and gills, barely visible) on randomly generated spessman
and one consistent joe:

![immagine](https://github.com/user-attachments/assets/a4965508-22e2-4d3a-8523-29fec6bce91e)


## Changelog

🆑
add: Added a new infusion to the game: Fish. Its main gimmick revolves
around being stronger and slippery when wet while weaker when dry.
balance: Buffed tetrodotoxin a little against liver tolerance and
purging reagents.
/🆑
2024-10-09 02:03:50 +02:00
MrMelbert
c7e14784b3 Refactors health doll, replaces "wounded" screen alert (#87011)
## About The Pull Request

The screen alert for being wounded is deleted

Instead, your health doll will now glow red on any (and all) wounded
limbs


https://github.com/user-attachments/assets/83565684-3e19-4753-8034-d8de6574e2b8

To accomplish this, the doll was refactored a bit. No longer operates
off of overlays, now uses vis contents across every limb, and just
updates the icon state of all those vis contents

## Why It's Good For The Game

Wounds really spam the hell out of you with screen alerts and it often
blocks you from seeing more relevant alerts that you care about

The mere presence of a minor dislocation on your leg prevents you from
noticing that you are no longer breathing. This is a bit troublesome

This can be resolved in other ways, of course - adding a priority value
to alerts? - but instead, I think we can just make better use of our
existing hud elements

I find this decently intuitive, at a glance. 
- The old screen alert gave you a tooltip saying you could click the
alert to examine yourself.
- Clicking on the health doll examines yourself the exact same way.
- So, players may see their doll glowing red, and click on it to self
examine, to see the report of them having a wound on their leg or chest
or whatever.

## Changelog

🆑 Melbert
del: Having any wounds no longer gives you an alert in the top right
qol: Having any wounds now make the corresponding bodypart on your
health doll (the lil dude on the right side of the screen) glow red.
refactor: Refactored how the hud's health doll shows up for humans.
Report any oddities
/🆑
2024-10-06 17:02:03 +02:00
_0Steven
fbbed0a38d Fixes prosopagnosia not working with screentips (bitflag&signal edition) (#86980)
## About The Pull Request

So previously I made a pr for fixing the prosopagnosia quirk, but the
code I wrote was far too ass for what was already incredibly hot code.
In the comments, Mothblocks requested using the same bitflag&signal
logic the other screentip modifiers use.

![image](https://github.com/user-attachments/assets/cd26ab56-f1e8-4be3-a847-5a4509d312c1)
I, of course, said I'd look into it in a few days.

Anyhow, 199 days later, I've made this pr.

Here we introduce a new `mob_flags` var on `/mob`, where we set
`MOB_HAS_SCREENTIPS_NAME_OVERRIDE`.
Then, based on whether this is set, the screentips system sends a signal
to the user mob to request possible name overrides.
We then make the prosopagnosia quirk set this flag and register the
signal, upon which it just sets the name to "Unknown" if it's a human.

This fixes our issues (in a saner way).
## Why It's Good For The Game

Better is prosopagnosia can't be easily obviated by just having
screentips on.
## Changelog
🆑
fix: Prosopagnosia actually accounts for hover screentips, showing
humans as Unknown in those too.
/🆑
2024-10-04 02:45:00 +02:00
SmArtKar
c06f2f9352 [NO GBP] Makes MODtethers quicker to cut, adds a rapid cut action to MODsuits and some examine hints (#86984)
## About The Pull Request
Tethers will now take only 1 second to cut, tether anchors have a line
about how to lengthen/shorten and cut tethers, and MODsuit tether module
now can quickly snap all tethers attached to you in case of an
emergency.

I'm not a fan of MOD tether quick cutting code but its the best we can
do to avoid GetComponent usage.

## Why It's Good For The Game
Tethers aren't very comfortable to use and a lot of people get confused
and stuck with them, this should help a ton.

## Changelog
🆑
qol: Added an explanation of how to change tether length and cut them to
tether anchors
qol: MODsuits can now quickly snap all tethers attached to you
balance: Tethers can now be cut significantly quicker
/🆑
2024-10-04 01:29:24 +02:00
Chubbygummibear
22d319fa86 Weather planes from The Wallening to fix multi-z weather overlays (#86733)
## About The Pull Request

I started doing this for Yogstation, but ended up doing all my testing
on TG code since there's more debug tools to use, and @LemonInTheDark
said I should upstream it when I was done. So I'm just gonna start here.
The whole point of this is to stop multi-z maps from stacking weather
overlay effects like

![dreamseeker_FBUu3nPLCJ](https://github.com/user-attachments/assets/52559dfc-68d2-403d-8148-b410750f78c4)
Old pic I know, but you get the point

Now it behaves as expected


https://github.com/user-attachments/assets/6d737eae-2493-4b48-8870-e4ac73dcbbeb



https://github.com/user-attachments/assets/b253aa97-c90d-4049-a97d-940b0ec386d0


<details>

<summary>Note: this does not fix the issue of areas out of your view not
updating their appearance. 90% sure that's a Byond™️ issue</summary>


https://github.com/user-attachments/assets/3db5ce28-2623-4d3e-a5f4-bd561d96010a

</details>



## Why It's Good For The Game

Isolating weather to its own planes is good for having better control
over how it behaves. Since weather overlays are tied to areas it makes
them kinda hacky to begin with, but this is a step in reigning them in.

## Changelog
🆑
fix: fixed multi-z weather overlays stacking and not hiding overlays
above you
/🆑
2024-10-02 22:49:09 -07:00
SmArtKar
ad111f4950 Spacemove refactor - Newtonian physics (#84869)
## About The Pull Request

This PR significantly enhances how zero-g movement works. Its no longer
locked to one of 8 directions, everything now has inertia and is
affected by weight. This means that throwing a piece of wire will no
longer completely reverse your movement direction, and that being thrown
out of mass driver no longer will slow you down to a halt at some point.

This leads to following gameplay changes:
* Guns now accelerate you. Ballistics have higher acceleration than
lasers, and higher calibers have higher acceleration than smaller ones.
This means that firing full-auto weapons in zero-g will make you drift
and accelerate significantly. While this can be a hilarious way to
travel in space, it makes using them trickier.
* Impacting a wall or an object while moving at high speeds will cause
you to violently crash into it as if you were thrown. Careful when
exploring!
* Jetpacks now have inertia. Changes introduced in #84712 have been
mostly reverted, although speed buff has been reduced to 0.3 instead of
0.5 (although this is compensated by new movement mechanics, so overall
speed should be roughly equal). All MODsuit jetpacks now possess the
speed boost. Advanced MODsuit jets (which has also been added back) and
captain's jetpack instead have higher acceleration and stabilization
power, providing much more precise control over your movement.
* Firing guns while moving on a jetpack will partially negate your
pack's acceleration, slowing you down. Non-advanced jetpacks'
stabilization is not enough to compensate for heavy caliber weaponry as
sniper rifles, shotguns or rocket launchers.
* You no longer instantly decelerate upon sliding along a wall. Instead,
it may take a few tiles if you are moving at extreme speeds. Passing
over lattices still allows you to grab onto them!

As space movement is angle-based instead of dir-based now, its much more
smooth than before due to using new movement logic.

Example of jetpack stabilization in action:

https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41

And, of course, you can do this now.

![jetpack_500](https://github.com/tgstation/tgstation/assets/44720187/37b11cd8-2bd1-4640-ae0c-5e0cc505bf52)

**This pull request requires extensive gameplay testing before
merging**, as a large amount of numbers have been picked arbitrarily in
an attempt to keep consistency with previous behavior (guns and
normal-sized items applying 1 drift force, which is equal to what
everything applied before this PR). Jetpacks and impacts may also
require adjustments as to not be frustrating to use.

Closes #85165

## Why It's Good For The Game

Zero-G refactor - currently our zero-g movement is rather ugly and can
be uncomfortable to work with. A piece of cable being able to accelerate
you the same as a duffelbag full of items when thrown makes no sense,
and so does instantly changing directions. Inertia-based version is
smoother and more intuitive. This also makes being thrown into space
more of a hazard (possibly opening the door for explosive
decompressions?)
Jetpack inertia and gun changes - this is mostly a consequence of
inertia-based movement. However, zero-g combat being preferred during
modes like warops was an issue due to it negatively affecting everyone
without jetpacks which are in limited supply onboard. This reverts the
mobility changes which severely impacted space exploration, while making
zero-g combat more dangerous and having it require more skill to be a
viable option.

## What's left

- [x] Refactor moth wings to use jetpack code
- [x] Refactor functional wings to use jetpack code
- [x] Locate and fix a recursion runtime that sometimes occurs upon
splattering against a wall
- [x] Add craftable tethers and modify engineering MOD tethers to use
the same system

## Changelog
🆑
add: You can now craft tether anchors, which can be secured with a
wrench and attached to with right click. They won't let you drift into
space and you can adjust tether length/cut it via lmb/rmb/ctrl click on
the wire.
add: MOD tethers now remotely place and connect to tether anchors
instead of throwing you at where they landed.
balance: MOD tethers can now be used in gravity
balance: Jetpacks are now inertia-based. 
balance: Guns can accelerate you significantly in zero-g.
balance: All jetpacks now give you equal speed buff, however advanced
MOD ion jets and captain's jetpack have higher acceleration/deceleration
values.
refactor: Refactored zero-g movement to be inertia-based and utilize
angles instead of directions.
/🆑
2024-09-26 02:49:54 -07:00
Ben10Omintrix
51cc8d62dc fixes botkeeper displaying wrong states (#86786)
## About The Pull Request
bot modes werent correctly reflecting the bot's AI states. this pr fixes
that. also fixes some issues where the bot's AI might get stuck
inbetween switching modes

## Why It's Good For The Game
closes #86771

## Changelog
🆑
fix: botkeeper now displays bot's correct states!
/🆑
2024-09-21 15:09:58 +02:00
Ghom
0acaf6850b You can try to pet fish while holding them too (careful around aggressive ones) (#86594)
## About The Pull Request
Earlier this day, I have found myelf adding a check to the fish petting
proc Ben added recently along with his aquarium UI rework, so I've
thought it'd be good if players could do it regardless of aquariums.
I've also added a couple lines to check if it's a safe environment and
the fish isn't dead, because petting a dead or drowning fish shouldn't
solicit much of a cute reaction.
Furthermore, petting aggressive fish comes with a coin flip where you
get your hand bitten half of the times. I think it's a pretty much
reasonable interaction.
Also, petting chasm crabs lowers their anger slightly, which determines
the behavior of the juvenile lobstrosity they grow to be.

## Why It's Good For The Game
Polishing a fish feature added by another contributor.

## Changelog

🆑
add: You can pet fish while holding them. Be wary of petting aggressive
fish.
/🆑
2024-09-18 16:13:19 -04:00
Ghom
1aad3e118c You can now link fishing portal generators to other fishing spots. (#86291)
## About The Pull Request
You can now interact with the fishing portal generator with a multitool
to load it in the buffer and subsequently link fishing spots to it by
tapping them with the same multitool. The maximum number of fishing
spots that can be linked at once depends on the tier of the matter bins
of the machinery. Normally, while you can link fishing spots from other
z-levels, they can only be activated if they're on the same z-level as
the machinery (or if both are on station for multi-z stations). This
limitation can be bypassed by upgrading the machinery with a tier 3 or
higher capacitator.

While it's possible, I'm not spriting new fishing portal overlays and
icons for the radial menu for every fish source out there (yet). The
code is enough work for now.

This also comes with a unit test, because there is no such thing as too
many unit tests for fishing.

## Why It's Good For The Game
Fish portal generators are designed to let players fish a different
bunch of things while being able to be moved wherever you like, unlike a
lake or an ocean, with all the comfort of being able to able to catch
fish from distant locations. Allowing players to link other fishing
spots to it fits its design. It also means that you can go out and
explore, find more fishing spots and then return to the station without
having to detach yourself from the ongoing round for several more
minutes.

## Changelog

🆑
add: You can now link fishing portal generators to other fishing spots
with a multitool. The number of fishing spots that can be linked at once
and whether the link can be activated from different z levels depends on
the tier of the stock parts it's built with.
/🆑

---------

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2024-09-18 14:14:04 +00:00
Ghom
ba4fa8fe07 What you wear and on what chair you sit on can now influence fishing difficulty (#86646)
## About The Pull Request
A foreword, I had to refactor a few bits of shitcode my past self added
first. For context, the "gone fishing" and "actively fishing" traits
only had one source, which is the fishing challenge itself, ad there was
no way to access the challenge from outside its code, except for a few
weakrefs which were being used as sources for the aforementioned traits
(the shitcode in a nutshell). There were also a few signals that I
didn't like because they were being sent to the harder-to-access
challenge datum rather than the user. So I scrapped the traits for a
couple signals to send to the user, then added a global list as a mean
to easily access the challenge datum, and lastly changed the code to
accomodate the titled feature (and allow the challenge to recalculate
its difficulty DURING the minigame phase)

Moving on to the actual feature: I've added a component that can be
added to objects on which mobs can be buckled to or items. When equipped
in the right slots or buckled to, the object will adjust the difficulty
of current and future fishing challenges by a certain amount (more often
than not positive, but there're many exceptions) as long as the object
isn't equipped or the user is unbuckled.

I've been having some fun adding component to a ton of clothes in the
game as well as chairs. Way too many objects to enumerate, so I'll give
you the general idea:
- each carp-themed article provides a slight positive modifier (easier)
- some (not all) doctor-related garbs provide a marginal positive
modifier each (fish doctor jokes)
- floortile camo clothes have positive modifiers
- Tuxedo, laceups, gowns provide negative modifier (more difficult)
- utility garbs such as bio/bomb/rad hoods and suits are quite bad. Riot
armor too.
- boxing gloves are very, very bad. Insulated gloves and haul gauntlets
are also very bad, to a lesser degree.
- **tackle** gloves are good. (pun intended)
- wizard garbs are good, because wizards are good at casting. (also a
pun)
- magboots slightly bad. Space suits bad.
- Blindfolds and welding protection are also bad. Gas masks marginally
bad.
- Pirate attire is nice to have. (I just vibed a little on this one)
- plastic chairs are quite versatile because they can be carried around,
but the mime chair is the best, followed by ratvarian chairs.
- Fishing toolboxes, analyzers and the fish catalog are a plus, because
they can be held.
- And the fishing hat, obviously (not as great as you'd think)

Some of these may be subject to change depending on what people say.

## Why It's Good For The Game
A hundred lines of fishing challenge code made ever-so-slightly less
awful, and a way to modify fishing diffculty beside skills and bait.

## Changelog

🆑
add: Your current clothes and what chair you sit on can now influence
the difficulty of fishing minigames. Having a bare minimum of fishing
skill will let you distinguish which objects can help and which won't,
so keep an eye out. Holding fishing toolboxes, fish analyzers or fish
catalogs can also help.
/🆑
2024-09-17 22:33:04 +00:00
SmArtKar
45d520f4df Another examine refactor: Tag edition (#86678)
## About The Pull Request
Another batch of changes to examine, ideas being courtesy of Melbert and
Swanni. When examining an item you will now see tags with tooltips
elaborating on their meaning instead of having each property displayed
in a separate line. Additionally, examines now use fieldsets, saving a
line previously spent on displaying an item's name and instead putting
it directly into the top outline. Embedding and slapcrafting also
display their properties as tags, and combat info now displays item's
sharpness.
Here are some examples, each tag previously taking up its own line.


![image](https://github.com/user-attachments/assets/f2cabc5a-daff-41b3-b320-4414eaf31c99)

![image](https://github.com/user-attachments/assets/3e2dff49-4f11-45dd-94a7-93205030f985)

![image](https://github.com/user-attachments/assets/359152ce-2a1d-4db2-8914-3a9416a6d4a9)

Additionally, protection classes now better elaborate on items'
temperature protection properties and tell you the exact temperatures
that an item can withstand


![image](https://github.com/user-attachments/assets/a75f989d-d7d3-4305-b87d-ccd3124c0b6f)
## Why It's Good For The Game

Tags are a very intuitive system used in many games and we could benefit
from it too. Compressing seven lines of text into one while retaining
readability and all information within by using tooltips will majorly
cut down on chat space used by examines.

## Changelog
🆑
refactor: Refactored how examines display item properties. A lot of them
are now displayed as tags that you can hover over to receive details
about, like item size, resistances and materials an object is made of.
qol: Protection classes now better elaborate on thermal resistances of
items, displaying the exact temperatures they can protect you from.
/🆑
2024-09-16 09:14:37 -04:00
Ghom
adc47b42ee You can release fish after catching it (#86126)
## About The Pull Request
This PR nerfs the mood event from fishing from 5 to 4. In exchange,
after catching a fish, you can release it in the appropriate fishing
spot for a minor positive mood event (if it's alive, or if the user has
either the morbid or naive traits). It also counts towards fish
population for fish that are limited in the amount of times they can be
catched. Mobs with the naive trait (clowns) get the positive mood event
even if the fish is dead or being released in a bad place like lava

Some fishing spots like toilets and moisture traps don't have this
option, but that's because they've their own interactions with fish
that'd otherwise be overridden by it.

This PR also fixes mobs with the morbid trait (coroners) not enjoying
aquarium in their own morbid ways and add a few touches pertaining the
naive trait like alternative chat messages when interacting with the
fish.

## Why It's Good For The Game
This gives players a way to get rid of unwanted fish without leaving it
to die on the floor, also it's in the spirit of recreational fishing.

## Changelog

🆑
fix: Fixed morbid mobs (coroners) not enjoying room beauty and aquariums
in their own weird ways.
add: You an now release fish after catching it for a positive moodlet
(or to repopulate certain fishing spot with rare fish).
/🆑

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2024-09-15 13:57:41 +00:00
Ghom
8d0e6734fe Fish (ya know, from fishing) is now edible (#86110)
## About The Pull Request
Fish (the item that you catch with a fishing rod) now has an edible
component attached to it, making it possible to eat them if you really
have to, at the cost of eventually killing and deleting the fish,
however, you normally shouldn't.
Along with the seafood and meat foodtypes flags, it possess the gore and
raw foodtypes too, making them pretty awful to eat unless you're a
(non-vegan) lizard, felinid, or wearing the strange bandana*, which can
only be found in the cqc kit case. Furthermore, it carry diseases like
the ones from food left on the floors for too long, so a strong stomach
is required to safely eat it even if you actually like it, dummy...
UNLESS you fry or grill it, thus killing the diseases (as well as the
fish) and removing both the gore and raw food types, then it becomes an
actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a
donkfish or a slimefish.

That is more or less the general rule. A few fish stray for it. For
example, lavaloops are never raw (still gorey). The skeleton fish are
never edibles, and holodeck fish is, well, holographic and thus
disappears if you try to eat it.

*the strange bandana is a reference to MSG, and this is a reference to
the MGS3 fish eating animation.

This is WIP btw, I'll have to test it and add some then polish it.

## Why It's Good For The Game
Whole unprocessed fish should be technically edible, even if not safe to
eat nine times out of ten. Also I kinda need this if I want to add a
tasty fishing spot to the kitchen deepfriers.

## Changelog

🆑
add: Whole, unprocessed fish is now edible. However it's pretty much
reccomended to grill or fry it for over 30 spess seconds before
attempting to eat it.
fix: germ-covered, dirty food no longer tries to infect you through
contact.
/🆑
2024-09-15 13:13:47 +02:00
Timberpoes
6808a082eb Assorted changes to job assignment code and logging. Runtime free, guaranteed or your money back. Price: $£0. (#85947)
## About The Previous Pull Request

#85308 reverted by #85929


![image](https://github.com/user-attachments/assets/e7518dcb-a60a-4bf1-a3d4-a5a8966d8633)

~~Causes the round to not start when a player isn't eligible for any
jobs at a specific priority level due to runtimes trying to `pick()`
from an empty list aborting the entire job assignment stack.~~
(Fixed???? by
e0e9f2f430)

Maybe we should test merge this for a mo just to make sure no more
cheeky runtimes pop up before merging.

## About The Pull Request

This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.

And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job

New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.

In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.

A key change will lead to an increase in assistants - Overflow fixes.

Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.

The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?

And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.

This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```

So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.

Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.

And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.

This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).

This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.

On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.

The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```

The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."

This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.

On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.

But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.

To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game

Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.

More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
2024-09-13 13:58:35 +02:00
MrMelbert
8486f2f7e2 Storage / table interactions at the bottom of the interaction chain (#85512)
Because the wings were in fact made of wax 

## About The Pull Request

Storage goes to the very bottom of the interaction chain, hardcoded in
on `/atom`.
This is not preferred, obviously, but it ends up being a lot less
snowflaking overall.

Tables also go at the very bottom by extending `base_item_interaction`. 

Fixes #83742
Fixes #84434 
Fixes #83982
Fixes #85516
Fixes #84990
Fixes #84890
Closes #85036
Closes #84025 (RMB places it on the table.)
Closes #86616

Other changes:

Refactored pod storage to be less jank. Patches some exploits around it.

## Why It's Good For The Game

Should make a lot more interactions a lot more reliable... hopefully

## Changelog

🆑 Melbert
refactor: Storage and Tables are now a lower priority action, meaning
some uses of items on storage should work... better, now. Here's hoping
at least, report any oddities.
refactor: Note: For an overwhelming majority of items, **combat mode**
will attempt to attack/insert into the target, while **non-combat-mode**
will attempt to use on a target. This means screwdrivering or emagging a
MODsuit must be done on non-combat-mode, as combat mode will simply put
the screwdriver or emag into its storage. Same applies to tables, though
when in doubt, RMB may help (for things which are also weapons, like
mops).
refactor: Refactored escape pod storage, now they actually properly show
as unlocked on red alert and above.
/🆑
2024-09-12 23:48:19 +02:00
EnterTheJake
e61afc4318 New Syndicate Stealth MODule: Wraith. (#86449)
## About The Pull Request

Introduces a new MODule in the uplink, makes the user transperent and
grants the ability to siphon light sources to recharge your suit.

Ingame demonstration: https://www.youtube.com/watch?v=bhXNOAMDy4U

## Why It's Good For The Game

I've been playing a ton of Splinter Cell and Intravenous recently and
this random idea popped in my head.

"Wouldn't it be cool if traitors could blend in the darkness to get a
jump on their opponents?"

Also unrelated

"Wouldn't it be cool if tots had a tool to recharge their suit that
didn't involve sitting in a pod for 10 minutes?"

This PR introduces a new module to the uplink, the Wraith.

It comes with a passive and active component.

Passively it works exactly like the crew version of the cloaking module
with just a couple of differences.

1) Doesn't need to be manually activated, if you lose the cloak it's
regained after 5 seconds.

2) Lower stealth alpha value( how trasperent you are basically),
slightly less visible than the crew version, not as good the ninja
module however , I tuned it just enough so that you are more or less
undetectable in the dark.

The active component of the module lets you destroy stationary lights to
recharge your suit power, if used on handheld or borg lights it turns
them off for a minute.

**Why do we need this module when we already have the stealth implant
and the chameleon projector?**

I can think of a few reasons.

1) MODsuits were designed to be customizible, traitor suits range
between 6 to 16 TC, having to invest in a 7-8 TC item after you already
bought a suit is fairly expensive.

2) This MODule would be a better fit for ambushes, as it doesn't have
the *uncloaking* delay of its counterparts.

It is however considerably worse if you get caught, as the cloak is
disrupted on bump or damage.

3) It has better interactions with the sandbox.

Lights can go out for many reasons, maybe it’s just a power outage, or
some assistant broke it, or maybe it was anightmare.

 It leaves room for plausible deniability, adding to the paranoia.

It's also not complete invisibility, if you want to stay undetected you
need to lurk in the darkness, you might expand your domain, at the cost
of the crew eventually wising up to your shaeneningans.

Lastly, since the active component of the module uses the same proc of
the saboteur handgun, I've updated the code to be a generic proc rather
than a signal, to make it easier to reuse in the future.

Item desc provided by NecromancerAnne.

Module sprite made by Orcacora.

## Changelog

🆑
add: The Wraith Cloaking Module is now available in the uplink, costs 3
TC.
code: the saboteur handgun now uses a  generic proc rather than a signal
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-12 17:51:09 +00:00
Xander3359
f9d0d5f5ec Infiltrator suit now hides wings, antennae and obfuscates your voice (#86546)
## About The Pull Request
Infiltrator suit now hides wings, antennae and obfuscates your voice

Hidden moth wings are no longer capable of flight
## Why It's Good For The Game
Further helps the infiltrator suit hide your identity by hiding
wings/antenna and makes it where you no longer have species-specific
"say" verbs or lisps.
## Changelog
🆑
qol: Infiltrator mod hides your voice
fix: Infiltrator suit now hides moth wings/antenna
fix: hidden moth wings are no longer capable of flight
/🆑
2024-09-12 17:50:11 +02:00
Rhials
e2c4ab9900 Teleport blocker security implants prevent jaunting (#86597)
## About The Pull Request

This extends the teleport blocker security implant's capabilities to
block jaunts. All jaunt subtypes (ethereal, ashen passage, shadow walk)
are blocked and stun you upon attempting to use them.

This took way more trial and error than it should have. 
## Why It's Good For The Game

This was my initial vision when I added these. I even marketed them as
being useful for keeping a wizard or heretic contained, but that turned
out to be false advertising. After being served a civil claim under
Section 43(a) of the Lanham Act, I have been fined an undisclosed amount
of money and am being forced to rectify this.

Jokes aside, this was my intent from the get-go, and I'm only just now
getting around to making it so. It also just makes sense, because
jaunting is basically just teleporting with extra steps.
## Changelog
🆑 Rhials
balance: Teleport blocker implants now prevent implantees from jaunting.
/🆑
2024-09-12 17:19:27 +02:00
Ghom
59e3f1a240 Fishing rewards are now chosen once the minigame starts, not beforehand (feat. Crushing the difficulty now skips the minigame) (#86175)
## About The Pull Request
Rolling the reward up to 30 seconds before the minigame starts leaves
ample room for conditions to mutate and unforeseeable events to happen,
which can lead to more frequent issues. Furthermore, it makes more sense
this way, since you aren't pulling a carp until it bites the hook.

Also TIL that the difficulty of the fishing sources is added to the
default difficulty of the minigame, which is 15 and doesn't replace it,
which means most fishing spots have a default difficulty of 35 to 40, so
I thought it'd be nice if you somehow were able to skip the minigame if
you reduce the difficulty to 0 or less, which is totally possible with
some prep. IIRC, using the athletics fishing gloves at maximum fitness
level (21) + max fishing level (10) + settler quirk (5) + a favorite
bait (5) can lower the difficulty by a whooping 41 points, so it's
totally possible to achieve the skips on many fishing spots. Doing this
however won't train your fishing skill.

## Why It's Good For The Game
More stability. Also we skip the minigame entirely if it gets so easy it
becomes another waiting phase with little to no input.

## Changelog
🆑
balance: With enough preparation, good skills and equipment, you can
manage to skip the minigame phase of fishing by reducing the difficulty
all the way down to 0.
/🆑
2024-09-12 13:17:34 +02:00
Ghom
e21d5e37e2 Slims down the aquarium content component, moving most of its code to the items it's attached to. (#86104)
## About The Pull Request
If I ever want to convert aquariums to component so that we get portable
fish tanks, I'll have to remove the garbage code from aquarium contents
first, because it's a bit confusing to look at, and most of it is
hard-coded or about fish animations, which is annoying because it'll
also prevent me from making different animations for different fish in
the long run. This PR should replace some of the mess with a few signals
so that we can have slightly more freedom around the visuals of aquarium
contents.

#86090 should be merged first by the way to avoid issues with missing
visuals.

## Why It's Good For The Game
See the previous section.

## Changelog
N/A
2024-09-12 13:09:58 +02:00
Joshua Kidder
c24dcb625c Fixes broken malf AI shunting, fixes AI dying when they move a controlled mech into the SM, undoes mech domination cancelling delta, makes mech destruction during control cause a massive EMP instead (#86526)
## About The Pull Request

This fixes a couple of bugs that are still lurking for malf AI,
primarily, and reverts an unintentional balance change I did by making
mech domination cancel the delta activation.

There's a balance change instead; previously mech domination death
killed you (seemingly because of badly formed callstacks assuming you
never had a core or APCs available); I replaced this by causing the AI
to produce a massive EMP centered at their location if their mech gets
destroyed while they're piloting it.
## Why It's Good For The Game

Fixes https://github.com/tgstation/tgstation/issues/86107
Fixes https://github.com/tgstation/tgstation/issues/83753
Undoes unintentional balance change and adds with something that is
still quite debilitating, especially if you're currently under attack as
a malf AI.
## Changelog
🆑 Bisar
balance: AIs piloting mechs no longer die if they hit the supermatter,
nor do they harmlessly snap back to their core. The shock now causes
them to produce a massive EMP.
balance: Undid a balance change I did during the malf AI refactor. The
doomsday countdown will no longer stop if a malf AI dominates a mech.
fix: Fixed a few bugs with AI shunting and AI mech death.
/🆑
2024-09-10 23:02:24 +02:00
Ghom
10c2b7364e The fishening v3: Fishing lures. (#86007)
## About The Pull Request
Over half of the line changes are merely from splitting the
fish_types.dm into several files since it was over 1k lines already.

One of the small issues with fishing right now is RNG. You want to get
some specific fish, and you go through all the micromanaging with hooks,
reels and baits only for the random number god to say "nope", and that's
only going to get worse the more fish are in the game.

However, I've a solution: (unconsumable/reusable) fishing lures, each of
which attracts different fish based on different conditions. The only
caveat is that they require to be spun at set intervals (usually 1 to 3
seconds, depending on the lure, with a second-long window). Worry not,
there're visual cues in the form of a green/red light hovering the
fishing float, so you won't get screwed up by the server slowing down or
whatever.
The whole box of lures (12 so far) can be from cargo for the fair price
of 450 credits.

I've also added 5 new fish: monkfish, plaice, pike, another punnier
variant of the pike, perch and squid. The latter is quite special
because of the ink production trait, which lets players use it to blind
others at a close range and when butchered, it yields an ink sac, which
can be processed into a can of squid ink (one less item exclusive to the
produce console), or thrown at people in a sort-of-similar fashion of
banana cream pies (except it's ink).

<details>
  <summary>Images</summary>

Fishing lures (forgot to take my cursor off the veggie one before the
screenshot):

![immagine](https://github.com/user-attachments/assets/8ba7a0f2-2a9f-4177-9c0d-ebeabd8a0ef7)

The five new fish:

![immagine](https://github.com/user-attachments/assets/1c251079-3b39-48bb-af6c-0a35623953a7)

</details>

<details>
<summary>A table of fish catchable wth each lure (excluding
holodeck)</summary>


![table](https://github.com/user-attachments/assets/dee95855-405b-4945-bfc2-70e816e46109)

</details>

A few more things in the CL, baitfish are a thing now.

## Why It's Good For The Game
There should be ways to contrast some of the RNG fishing has. After all,
it's only going to get more random the more fish are in the game.
Furthermore, I find it disappointing that a lot of food stuff is
exclusive to the ingredients console and there're no other ways to get
it.

## Changelog

🆑
add: Added fishing lures to the game. They don't get used up like baits
and let you catch specific kinds of fish, though they need to be spun
every few seconds. The whole set can be ordered from cargo for 450
credits.
balance: The magnet hook now removes dud chances.
add: Added five new fish types: perch, two types of pike, monkfish,
plaice and squid. Squids have a fairly special ink production trait,
which lets you use them (unless dead) to ink people face at close range,
and can be butchered for an ink sac, which can either be processed into
canned squid ink, or thrown at someone.
fix: Refactored throwing a little. Some items (specifically
components/elements) won't be triggered when caught. no more plates
shattering despite being caught for example.
add: Goldfish, lavaloops, needlefish and armorfish can now be used as
baits.
/🆑
2024-09-06 19:50:28 -04:00
Ghom
a66065cb6d Removes a signal and a list from the movetype handler element. (#86119)
## About The Pull Request
We can already stop the floating anim by adding the no floating trait,
COMSIG_PAUSE_FLOATING_ANIM and the relative paused_floating_anim_atoms
list are redundant as we can just use the `TRAIT_CALLBACK_REMOVE` macro
and timers.

## Why It's Good For The Game
Less crap in the way of a one big bespoke element that manages the
movetypes of every living mob in the game.

## Changelog
N/A
2024-09-05 22:58:39 -06:00