Commit Graph

559 Commits

Author SHA1 Message Date
SyncIt21
57eeb5290c Minor maintenance for borg Inducer (#88250)
## About The Pull Request
- Moves borg inducer to the same file as other inducers for easy
maintainence
- Compressed code for its `get_cell()` proc
- Fixes examines & screentips for borg inducer

## Changelog
🆑
code: slightly improved code for borg inducer
spellcheck: fixes examines & screentips for borg inducer
/🆑

---------

Co-authored-by: AMyriad <143908044+AMyriad@users.noreply.github.com>
2024-12-05 22:34:26 -08:00
Ben10Omintrix
4fde078f23 Refactors projectile dampeners and adds some new visuals (#87913)
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-23 14:50:58 +01:00
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
Penelope Haze
b67a0901f2 Fix issues discovered via TypeMaker (#87596)
## About The Pull Request
Fixes issues with var typing and proc arguments, discovered using
OpenDream's WIP TypeMaker feature (using improvements I haven't PR'd
upstream yet).

## Why It's Good For The Game
Codebase maintenance.
2024-11-19 15:24:52 -05:00
thegrb93
704052391f Fix cyborg inducer (#87953)
## About The Pull Request
Fixes: #87951
## Why It's Good For The Game
Bugfix
## Changelog
🆑
fix: Fix broken cyborg inducer
/🆑
2024-11-17 04:59:21 +01:00
SyncIt21
20f17fb1ca Fixes some broken borg omnitools (#87643)
## About The Pull Request
- Fixes #87641

TODO
- [x] Write unit tests for bog omnitool wrench
- [x] Write unit tests for bog omnitool screwdriver
- [x] Write unit tests for bog omnitool wirecutter
- [x] Write unit tests for borg omnitool crowbar
- [x] Write unit tests for borg omnitool multiool

Tests for engiborg omnitool for now

## Changelog
🆑
fix: some broken borg omni tools should work again
/🆑
2024-11-03 14:35:24 +01:00
Aliceee2ch
2b755b3822 Where them peaches at? // a.k.a Service Cyborg botany tools! (#87464)
## About The Pull Request
(my dumb ass commited previous pr on master branch so i made new 💀)

- Adds "Service Cyborg Botany Upgrade" that cost 13 iron and 2 glass.
- Basically, the mostly unused cyborg model has now more functionality.
(as we know how many gimmicks can be made through botany)

- Botany Omni-tool:

![gorg_newskin](https://github.com/user-attachments/assets/877ea903-1d9d-4b83-af50-7a0e7a080308)

- Meet the "Gardener"

![gorg_gardener](https://github.com/user-attachments/assets/3a70c6a2-d6cc-45c3-8584-e730e9f3d694)

## Why It's Good For The Game

I was outraged that despite the borg ability to cook - near half of the
recipes you could not recreate due to the lack of a botanist (or when
theyre doing syndicate operations). The Service borg can now serve well
on a lowpop rounds.

## Changelog


🆑
add: Added new botany module in mechfabricator designs. Gives service
cyborg plant bag and plant analyzer.
add: Added cyborg botanical omni-tool.
qol: Service apparatus (another existing module) can now hold: seeds,
fish, grafts.
qol: Secondary beaker storage can now hold any beakers. It used to spawn
with one, but when you dropped it - you could no longer pick it back.
image: New gardener skin for service cyborg.

/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-01 17:04:55 +00:00
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
grungussuss
63bd34eff7 some code organization for playsound(smth, pick('... (#87211) 2024-10-17 21:35:02 +02:00
SyncIt21
35d008dfab General maintenance for inducer (#86929)
## About The Pull Request
**1. Qol** 
- Adds examines & screentips for screwdriver act, inserting & removing
cell

**2. Code Improvements**
 - Autodocs & removes some unused/redundant vars
 - Corrects return values of `screwdriver_act()`
 
**3. Fixes**
- Fixes #85408. Charging is consistent with cell rating & scales for
higher tier cells
- Syndicate inducers now uses super batteries not cells so they have
higher charge
 
**4. Refactor**
- Moved attack chain to `item_interaction()` & `interact_with_atom()` &
removes a lot of procs to merge with this new attack chain
 

## Changelog
🆑
qol: adds extra examines & screentips for inducer
fix: inducer charging rate scales with cell rating
fix: syndicate inducers now have correct charge & batteries installed
refactor: inducer attack chain has been improved & redundant vars/procs
have been removed, report bugs on github
/🆑

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-10-06 18:27:40 +00:00
SmArtKar
d4ac95a0e1 Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request
123 changed files and multiple crashes after writing broken regex, I
replaced most remains of direct spans with macros. This cleans up the
code and makes it easier to work with in general, see justification for
the original PR. I also fixed a bunch of broken and/or unclosed spans
here too.
I intentionally avoided replacing spans with multiple classes (in most
cases) and spans in the middle of strings as it would impact readability
(in my opinion at least) and could be done later if required.

## Why It's Good For The Game

Cleaner code, actually using our macros, fixes borked HTML in some
places. See original PR.

## Changelog
Nothing player-facing
2024-09-26 19:36:13 +00:00
grungussuss
58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
vect0r
ab365f9fb4 Adds the ability for an AI to remotely charge an APC with an upgrade disk (#86470)
## About The Pull Request

Adds an upgrade disk that gives the ability to remotely charge an APC
with the AIs backup power (the one that runs down when there is no power
in an APC). This tech disk is under advanced AI tech

Also added the ability to make new disks with the new object type
/obj/item/aiupgrade, and made it so not every AI module is malf, now
only subtypes of /datum/ai_module/malf show up on malf upgrade screens

## Why It's Good For The Game
Adds the ability for an AI to assist crewmembers who do not have power,
which is a pretty interesting interaction. Does chem not have power and
is trying to make some healing chems? you can provide power for them for
a bit, but they better hurry!


## Changelog
🆑
add: Added the remote power AI disk
code: made it possible to easily add new AI upgrade disks
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-19 09:24:43 +00:00
nesquik
f6c8c46757 *Add a capacity upgrade for janitorial cyborg light replacers (#86351)
## About The Pull Request
This is a researchable upgrade for janitorial cyborgs. It gives them
slightly more than double the amount of lights, and it is researchable
in the same suite of upgrades.

## Why It's Good For The Game
I often found myself wanting more lights, or wanting to fix small broken
windows as a cyborg, and this PR adds a solution.

## Changelog
🆑
add: Add a capacity upgrade for janitorial cyborg light replacers
/🆑
2024-09-09 23:54:01 +02:00
Sealed101
c956a3ff8d Makes borg deconstruction drop installed upgrades and an exoskeleton (again) (#86480)
## About The Pull Request

Borg upgrades would vanish upon deconstruction via lockdown-wrench
pipeline, which is inconsistent with them being dropped upon a module
change, and it's also kinda scummy.
Exoskeletons were not being dropped upon such deconstruction because
some melbert guy codered too hard i think haha whoops (#76583)
also made borg exoskeleton's part removal process use head and chest's
`drop_organs()` to handle flash/cell/wiring removal. it seems to be
neater but i could be wrong

## Why It's Good For The Game

Fixes #59647 
Makes the exoskeleton (the most expensive and vital borg shell piece)
drop upon deconstruction again which is nice and cool

## Changelog

🆑
fix: fixed borg exoskeletons not dropping when a borg is manually
deconstructed
fix: borg upgrade modules are now dropped when a borg is deconstructed
/🆑

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-08 01:51:15 +00:00
tgstation-ci[bot]
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
PROGRESS):

  - [x] #85777 - Reverted in 3
  - [x] #85767 - Reverted in 2
  - [x] #85763 - Reverted in c
  - [x] #85762 - Reverted in 2
  - [x] #85760 - Reverted in dbc19df13b033ac8bb5a83fa38c5cf140cf31836
  - [x] #85733 - Reverted in 22f17d057eac71661b86c3f2186489568c130043
  - [x] #85721 - Reverted in 6d90643dbbc90f3d21f2d25dc85dc4d4f706d6a3
  - [x] #85719 - Reverted in c52954648309ad4786238f409cd33142d486190f
  - [x] #85705 - Reverted in 3b5ddabfd5ab2cfec226a643be6e8a8fd656c831
  - [x] #85684 - Reverted in cbc1839625f44ba67bcd5489c3629ef98e31b2d4
  - [x] #85662 - Reverted in 69cac24e236604c262093abea7b9566ecbd092c4
  - [x] #85663 - Reverted in f394c3b1430d346b0598abf19fe511b30c3f4676
  - [x] #85673 - Reverted in 8a9ae0411488c9c779a54c5c41076238c230a304
  - [x] #85718 - Reverted in f8f18d8b626e963b06555f76850702740d5de0c3
  - [x] #85667 - Reverted in a1365766d178b727b6c6b503ad410e9d88d57ddd
  - [x] #85683 - Reverted in 3bdb0207d883de8db6f726d976025517cc6d3cba
  - [x] #85676 - Reverted in 0a5d667b2c8a9a2519af2a4fda8cd39f568e5049
  - [x] #85661 - Reverted in 49fc6bc1815133644d7173aa7914ede6c900218a
  - [x] #85682 - Reverted in b41efe96fd72228b079319ac07c660f4cd974af6
  - [x] #85695 - Reverted in 89a173b136cb0297070cef39c5bc9783b6323f02
  - [x] #85654 - Reverted in 1e4836b5173a40fbeb8755e0fb76ebc8d39fe1e0
  - [x] #85655 - Reverted in b4dde41eebd0422e1ec440b4d8d54229fc9617f4
  - [x] #85634 - Reverted in 0c352fc785762da025a68873438593b508f757d9
  - [x] #85700 - Reverted in 1327cf7fe48d7f4fd227120508f77c831aefa4ca
  - [x] #85633 - Reverted in c71c8c9d43112a1f4c6331bbba546881dcffd59d
  - [x] #85649 - Reverted in 73484337077f616878e63208d9bf2309f0d2e579
  - [x] #85475 - Reverted in 839f700001a57646109e75332d5311fe27bbc957
  - [x] #85467 - Reverted in 6f08421f64d01b13775d146cf7a451f9f38e195a
  - [x] #85472 - Reverted in 63c6a9b04e72e8130df5eeb2861c75f80a97e3de
  - [x] #85300 - Reverted in 7c776034f34ee6a76810c1a3779f169f2430c418
  - [x] #85249 - Reverted in 257d02273751fc1f939f76756f70b614a6e06789
  - [x] #85236 - Reverted in f9f4c444c8fc027dea87d4dbe0ebb8dd6bc67154
  - [x] #85299 - Reverted in f24ddff51dc3fec7145a2e97f057f1b286921db3
  - [x] #85228 - Reverted in cb8c318f7e2183d9f941c582f79e4c8b2503d95c
  - [x] #84910 - Reverted in 2a562ca26d9d13f335c276487f66edaa0d21b3bd
  - [x] #84889 - Reverted in 679da6885b034bcd8843f7f4c855388bce263733
  - [x] #84766 - Reverted in 4035dd7adee74af0fed82c14a8749585b2ab1c96
  - [x] #85607 - Reverted in dc9a0462b4c287cee2d541925f8a9988d18d9d85
  - [x] #85618 - Reverted in 2a06f57c89939dc31e9273ef250bd050cff17ff1
  - [x] #85619 - Reverted in b98661affc90e44c68a58c05e57cdf1dfd094c93
  - [x] #85608 - Reverted in 57a935126233f90255aef0a55dab16524be1faac
  - [x] #85648 - Reverted in ab82c66a95d4fbff86040b421a86cc82dca73009
  - [x] #85692 - Reverted in f04fac92bd3594f12f244bae9ea0c5c300c737fb
  - [x] #85544 - Reverted in 7b1198eb5c700e85ec163e60828c01fac55a9909
  - [x] #85631 - Reverted in 81c04ceb553f9887d59f8edf8b2526ff3807264b
  - [x] #85529 - Reverted in 2a7e2c8e3856d67cdefda0d25803393070a6e996
  - [x] #85525 - Reverted in 6ed2d9f28a9333c705eafd21acf54771b8e4db36
  - [x] #85514 - Reverted in a4fa2aa79d93b69d15e0fb9cb1fb7a5bc288bb34
  - [x] #85520 - Reverted in 6e1bd4b11cd55e36cab332c5a0c90c76a2e43703
  - [x] #85521 - Reverted in 79afdac194da5f42b38fb0fdfc394f2b8d485266
  - [x] #85519 - Reverted in a967cae1fb3feea23fdf196595e496431740f52d
  - [x] #85513 - Reverted in e3934edf8794f93a37dc7f63c60aa64ed7b60736
  - [x] #85498 - Reverted in cf1fadbc54a1365362aaeb142cbbd4e2c3be6f15
  - [x] #85485 - Reverted in 2a650ef9c0454bd650d6a13d10c0cb71bb134b2b
  - [x] #85494 - Reverted in bbb97958010dc0f74cee279fd304a7fcaccb625e
  - [x] #85552 - Reverted in f1780715bd054300e50e9102ad150c76690d4ca1
  - [x] #85724 - Reverted in 6933699cef8b01f9aef989f36ca079680a2777ff
  - [x] #85735 - Reverted in a6564f19226ef3969bec0573b49fa772d6e6df31
  - [x] #85729 - Reverted in f728d121a2f27a3cc7973fc2041df9b7193b796d
  - [x] #85704 - Reverted in 38f5b034a3370eda4657a2a5a6adcf3df6ec280c
  - [x] #85660 - Reverted in 7db39869d37ff5b39574d88ffc872449ab5b457c
  - [x] #85752 - Reverted in 1f2988028b7cccad121fc658d6547d89453703b7
  - [x] #85592 - Reverted in 263cbcfcb54746a9361369d86b44cc3e2d375199
  - [x] #85580 - Reverted in a92d53624198dce844c108b5dbea09cf2a16cd10
  - [x] #85573 - Reverted in a7d51042355798038ced44f64e987261b85e93bc
  - [x] #85534 - Reverted in 31787e7d1ce4fec2ce20776672099bf35486a296
  - [x] #85511 - Reverted in 2567a2eb56cdb7058f89ea298e53197147198d82
  - [x] #85508 - Reverted in 69de2ac16c20d968adcd19f0732fd2f84a4ae90e
  - [x] #85680 - Reverted in 44437ac406c708b9a3ab3b47f4e3c10e77a0b91b
  - [x] #85551 - Reverted in 7f17d428fd2787a6982534bfc9ac9188fd4b8675
  - [x] #85478 - Reverted in bd9e575dafc62dc7e1259e8c19199ba15d82be4f
  - [x] #85476 - Reverted in 4ce8052076de0bb52f1ed87663920e98482ade62
  - [x] #85593 - Reverted in 9ff5924d3d56fcba3f180fc4b539568fb2013323
  - [x] #85441 - Reverted in db96015adaec01f3fbcb978796a0d7abd5668932
  - [x] #85567 - Reverted in 62696ad04fb34fd946708309bd3e439db9b3f488
  - [x] #85337 - Reverted in 1267e9f002d03c33187afd2e734e95a78a5ca6ac
  - [x] #85348 - Reverted in 4fcc3c659ee2a38d978e137252309644d5adde8f
  - [x] #85350 - Reverted in e691c833dd5aca2e7808591516e8443e8ccf1b27
  - [x] #85744 - Reverted in 251578d2868a691981b824a268c540b9c15a424e
  - [x] #85772 - Reverted in bc6804a04aa9368074bcc853e689c8fe6de2cb3a
  - [x] #85797 - Reverted in a05e36ec4a0129ff6901ea07488120b54a8ee124
  - [x] #85787 - Reverted in a5393f94b9e71d9ea0625e5fcfb5baaf16af38d3
  - [x] #85742 - Reverted in cd99a2aeaa1347b790c9bfdae35e41900e2ada9a
  - [x] #85440 - Reverted in 8b5ead7c7f0d8087b41256a296e730443752f17d
  - [x] #85739 - Reverted in 3511aae5a4798104220b79ad0e5b2b357dc1e83b
  - [x] #85293 - Reverted in fc687ca36ef476ab9080f0c62b427ab0af533d68
  - [x] #85716 - Reverted in 130b32a222a7585cfdde71aa561fb8b2c7d8083b
- ~~[ ] #85848 - Reverted in f6c46ca2f5cb2d039e4b26731570ca801741cc5d~~
(SKIPPED)
  - [x] #85795 - Reverted in 4684c3325a9135b6bf10eb43026f373993bf605d
  - [x] #85859 - Reverted in 0e0838fe11b7d9af4f62af4f7388ed8fb57bf49c
  - [x] #84873 - Reverted in 34407b79a45718a305f3bfe3fac7f129b4f1c51f
  - [x] #85864 - Reverted in 4b25a209c5019bb65922cd793aff339f20c3d026
- ~~[ ] #85845 - Reverted in a326246e81b7b9242bbf45e7ab3b31caf9ce8147~~
(SKIPPED)
  - [x] #85844 - Reverted in bdf1e6c1e3469884550d3211e51ec9303a022482
- ~~[ ] #85843 - Reverted in 41a8acb196af0988372b06ade7131d07d03daab3~~
(NOT BEING INCLUDED)
- ~~[ ] #85840 - Reverted in 4807bacea8418000f84d62ca0fb122846cab4929~~
(NOT BEING INCLUDED)
- ~~[ ] #85837 - Reverted in bc9edfa8666de14ca4e57e466146d753182a3a71~~
(NOT BEING INCLUDED)
  - [x] #85865 - Reverted in 14c958b465af40f0ff28b100047c4c572919ae19
- ~~[ ] #85818 - Reverted in a77256f74e2d330f5f76141eb9c994a8e5e45810~~
(NOT BEING INCLUDED)
  - [x] #85822 - Reverted in caba685be95fd336f0b09e88bccfb8856d5ad9b4
  - [x] #85794 - Reverted in 0d4de984eb8513d065e8ac724e8cde11f01d4ef7
  - [x] #85756 - Reverted in 9c5a7e1a5f895851493e149ccb5cd50e35cd6101
  - [x] #85852 - Reverted in 74303e5bbae8426a073d068ef4342d8acc420a09
- ~~[ ] #85841 - Reverted in e5831ce3cc87765cb13e6d342417bc1730780392~~
(NOT BEING INCLUDED)
- ~~[ ] #85834 - Reverted in 1be665204da791ec7520d0799c015157fc625953~~
(NOT BEING INCLUDED)
  - [x] #85792 - Reverted in 33b4e48175040f9f76ef83d3154f10c69589b6ad
  - [x] #85646 - Reverted in fd23a0d6c4c96470b688dc0a35370c61c7e32f61
- ~~[ ] #85799 - Reverted in 4a7a6d812f2f301c1e749c92f324223f9bde8a39~~
(NOT BEING INCLUDED)
  - [x] #85819 - Reverted in 8bf001b7889d3a4282947cd332833c473b98eac1
  - [x] #85479 - Reverted in 6aeb5ef4582c03febe0c914185d29f75df4d5d94
- ~~[ ] #85824 - Reverted in 9ca3edfaa17d97306ac73207ef32fd1272061f6b~~
(SKIPPED)
  - [x] #85406 - Reverted in 702280ff48c8aef44f4da9a85eb33a7bc5faa013
  - [x] #85778 - Reverted in ce0ec5c685aadb02ae049d6714f1d2fd6dae1f26
- ~~[ ] #85851 - Reverted in 610c68b275cf3c54181d36ce48bd97b0cce0665c~~
(NOT BEING INCLUDED)
  - [x] #85754 - Reverted in 5cbdda00c5335db79ea50aedba097de1d06bf91b
  - [x] #85266 - Reverted in abdfec798e5223dfa9d67e1967d7618454dbec28
- ~~[ ] #85823 - Reverted in 86b766abd3d77af8ad835a3464fc5ff95cc11079~~
(NOT BEING INCLUDED)
- ~~[ ] #85842 - Reverted in 7ddd47e26ef1bc336e92a6675a33ec3191039c16~~
(NOT BEING INCLUDED)
  - [x] #85857 - Reverted in e32312ee20e9fdccb6dd7c4dc2d185540bd2276b
  - [x] #85856 - Reverted in 7d5d74c2b55a08ef5553568e996053157359dbe2
  - [x] #85276 - Reverted in 1d6fa881e4aef1e6b368d5b6809bccb021fbbd2a
  - [x] #85886 - Reverted in f27d6cabdf8f06f29926616345fa82c4e1e48708
- ~~[ ] #85771 - Reverted in 019d898b601c9ef4d45b7ee0f2144518ee127ca9~~
(SKIPPED)
  - [x] #85464 - Reverted in adc00417795deb85f8aa6170b0f0a07c40c8798c
- ~~[ ] #85870 - Reverted in d69b998420bfb39693bb59b9b9a20611880fdafa~~
(NOT BEING INCLUDED)
- ~~[ ] #85869 - Reverted in 0063c69f111bb67144f9b379476250ce86c99eee~~
(NOT BEING INCLUDED)
  - [x] #85530 - Reverted in b40c93399411d277b3899e149196f3eb974f841f
- ~~[ ] #85871 - Reverted in 63908bbd0a71d0a2bd0a4691816c17cc9eb5310c~~
(NOT BEING INCLUDED)
- ~~[ ] #85832 - Reverted in b29dab083f091198d65a9b0754536f13a935dc2c~~
(SKIPPED)
- ~~[ ] #85825 - Reverted in d072b294ca3bc526df5128df45653db97ba38fe1~~
(NOT BEING INCLUDED)
  - [x] #85632 - Reverted in 290092c7d826aa5b100a38cd4bacc5330b39a934
  - [x] #85902 - Reverted in 76118d620e71f1819a9385863b689d9a8d4ea810
  - [x] #85906 - Reverted in 82623c2cc0fd9aee3e79c95fe5558146c59bc941
  - [x] #85907 - Reverted in 68b7305f21240ca28c33afc904ee532966b7c4bd
  - [x] #85449 - Reverted in ab86a79339ef7b01ceb08dc7279c698927ebcbfa
- ~~[ ] #85875 - Reverted in 0a1fcda90e638e66d574c247e93f0669d0c27b0e~~
(NOT BEING INCLUDED)
- ~~[ ] #85861 - Reverted in 6dad5111aa144860371c93a2d78094fe3d39a7e1~~
(NOT BEING INCLUDED)
  - [x] #85264 - Reverted in dc1d2dcc995f33fc5773e037f5171e9516897281
  - [x] #85726 - Reverted in dbd9ec81586c87c1ab2afc43d43c4f020907dc1b
  - [x] #85730 - Reverted in 7de2c2a1d012ccb03f82c6beabd71a66aa0f910a
  - [x] #85880 - Reverted in 02169d2f28611765997fa332dda69c8031436fd1
  - [x] #85176 - Reverted in e3c85aae1cf665c9892bf7280b7b48ea42323198
- ~~[ ] #85887 - Reverted in 56b35f294b303fd30fbd7685011d37b456d584c7~~
(NOT BEING INCLUDED)
  - [x] #85883 - Reverted in 53be06a505ebd8581114bba8590e378d387b6c1a
- ~~[ ] #85882 - Reverted in a8877ff0083ca5753e3d3b1b9c9edc3613fa6570~~
(NOT BEING INCLUDED)
  - [x] #85895 - Reverted in 741235d41b3a19a40434653f1c14fc0999fac9c3
- ~~[ ] #85746 - Reverted in b7aebb6e5788f6c484173f0a5e29f042ea0c8560~~
(NOT BEING INCLUDED)
- ~~[ ] #85889 - Reverted in d677231d8c55efcd2cf427d510d961cd00f186c7~~
(NOT BEING INCLUDED)
- ~~[ ] #85888 - Reverted in 693f79abae54980ee098d602ed79926d51d5094b~~
(NOT BEING INCLUDED)
  - [x] #85898 - Reverted in 4f41fda23e6b9711aef5d00836591c1ac230612e
- ~~[ ] #85821 - Reverted in 738c9a75f65c4a376da36ad208e1fd8fdeac1ff0~~
(NOT BEING INCLUDED)
  - [x] #85694 - Reverted in f7ea4d19cdaa2067c87c43362b514c684b56b1f3
  - [x] #85308 - Reverted in 4a89b62774da5e9ec9ea241c60ec2a99f51f9bed
  - [x] #85904 - Reverted in 999dbe1773cc7488c629bb8d0d21be5454dbef60
- ~~[ ] #85901 - Reverted in bbf832da9e0c61ad25221530df3b1e93cace25dd~~
(NOT BEING INCLUDED)
- ~~[ ] #85896 - Reverted in 542fe408728faaef8a16869e13c4661018a8a07c~~
(NOT BEING INCLUDED)
  - [x] #85927 - Reverted in 7dc87df28e79ef3e9f3fad83cc0907d2dc867c47
  - [x] #85908 - Reverted in bcca80f073a486ca7908e9636d0e8b275c2085bf
  - [x] #85929 - Reverted in 094bf3610a73961f6433a52ada1a52f25d853738
  - [x] #85877 - Reverted in 5874cafd0dab8d3bd61cf1f662793c2708f42dcc
  - [x] #85903 - Reverted in b3ba8fffc5548e0f2ae6bada3baf10bad3c75e54
- ~~[ ] #85913 - Reverted in 67f7ec48d20f9a64ce4664fa2c452a25b60db59e~~
(SKIPPED)
  - [x] #85914 - Reverted in 7efcd3a5f7fef33c2a1625386bfead80a6ed5309
  - [x] #85917 - Reverted in fc50a5ff998d0e7269131a029e533e90e9dc3c54
- ~~[ ] #85949 - Reverted in 10a8e0f5c69e3ca1eb6e26f00945bfe226598bc2~~
(NOT BEING INCLUDED)
- ~~[ ] #85338 - Reverted in 847549ab938f77464829b1392a1b6f2b2f4b9e8f~~
(SKIPPED)
- ~~[ ] #85922 - Reverted in 3d9388249b8c322aac5dd4980d4ab4673ca01006~~
(SKIPPED)
  - [x] #85923 - Reverted in 2c6ffa4decf40eb52a92353aeb98aee8cbc7b4a2
- ~~[ ] #85920 - Reverted in 1de5b03981d9fcf9c2e6823bffa515fb939aa541~~
(NOT BEING INCLUDED)
  - [x] #85919 - Reverted in 1773e9baccdc941285f56ccb416f5c7125b031ef
  - [x] #85271 - Reverted in aecf8002cf2807a76b6b295867e50392b4bc4534
  - [x] #85918 - Reverted in 023ec3a4d1b1b2fc8f596fea65a77ddc9a06689f
  - [x] #85924 - Reverted in e4886079ad90f33628ac59e0793dfbbc8b8b9420
  - [x] #85928 - Reverted in 7470b7d5ac40be21c345e8825f4c4efc4738e29f
  - [x] #85926 - Reverted in 7761c9e3a1f442f37d4db4b27e5d78fae95edf00
  - [x] #85900 - Reverted in 633736cb0655dc464e9794666c63ae6ec7689826
  - [x] #85909 - Reverted in a47c7ec8a77bd02f8b7bb1ce3c621efbe57077c3
- ~~[ ] #85931 - Reverted in 9bc7a412982da6fbdb9cd24570d98877b76a45c3~~
(NOT BEING INCLUDED)
- ~~[ ] #85894 - Reverted in c15e1711656929aeb59f482145ecf029b40d58b8~~
(SKIPPED)
- ~~[ ] #85759 - Reverted in f45d70be0ffb9bf007bfa18a1bd1b5ce23d6dcfc~~
(SKIPPED)
- ~~[ ] #85892 - Reverted in fc08dc1a7160f584c94e368962eb56c18dccc86a~~
(SKIPPED)
- ~~[ ] #85915 - Reverted in 428f475c26f383998a689560a16de86da3f17557~~
(NOT BEING INCLUDED)
  - [x] #85222 - Reverted in 66e7ac2f00735c90acdb69a50c9e485a0f4e1552
  - [x] #85150 - Reverted in 3079387f926e41febb576105ec0b3acec2f7beba
  - [x] #85935 - Reverted in ce6114f644593ead295763362a61d19077f22acf
- ~~[ ] #85936 - Reverted in f601fa796bce7e70645a84fff91391cbb6ed8e37~~
(NOT BEING INCLUDED)
  - [x] #85937 - Reverted in 64242f589df3d9118fd5c09d19574758260c76a1
- ~~[ ] #85940 - Reverted in a979c6c24705a8729efab5eca40840f1c8070f1d~~
(NOT BEING INCLUDED)
- ~~[ ] #85942 - Reverted in 9562c14083212fc962b8687663ba5fac2ebfdd1a~~
(NOT BEING INCLUDED)
  - [x] #85944 - Reverted in adf8e1927e4b9886c9042d6a0eaaef74e4e0e102
  - [x] #85605 - Reverted in 88dbfb4f859f12549e8cf8ed5204ee8d7183d40f
  - [x] #85945 - Reverted in dea9e79a9c298eae05b8d173d8df4a37218e2d9c
  - [x] #84964 - Reverted in 234481fb1d92a266768fcbca49245151236803ed
  - [x] #85952 - Reverted in c62d87ab54d687db64b1551b319195527ca92924
  - [x] #85953 - Reverted in bd0e46245ccb597081b8baa4f81ff85949f672be
- ~~[ ] #85943 - Reverted in 697b6841391354885ef2d314d9185b8eee7a5cb0~~
(NOT BEING INCLUDED)
  - [x] #85946 - Reverted in f4afd4d330b6fc28397f7707bca8773d44cb15ed
  - [x] #85950 - Reverted in 394fffcb836f32f4e1b1fd91a621249e0e5d7d67
  - [x] #85955 - Reverted in 2230a5bc141cd11fc79ccf6b4b653257508a7e65
  - [x] #85319 - Reverted in fdaddd9cd6ed0bdd1cd78ba3c9729035936abcbd
- ~~[ ] #85934 - Reverted in 41bb6122b6d6e3c38c500d5ddf63808836ab090e~~
(NOT BEING INCLUDED)
- ~~[ ] #85255 - Reverted in 3e213b8554b40e53f6429969d6e9dbaa357fb09e~~
(SKIPPED)
- ~~[ ] #85961 - Reverted in 6f3d000b3601dc7f75f7edd221fab3edc3bbbd8c~~
(NOT BEING INCLUDED)
  - [x] #85956 - Reverted in a5bf22a93ca1a149ca839e6c874d088b32c7c25f
  - [x] #85958 - Reverted in c964a46741bd26a600bb75bc6463c629c11c914f
- ~~[ ] #85969 - Reverted in b599cd4bd3ae223210eb0d3b47c3bd814e1cb08c~~
(NOT BEING INCLUDED)
  - [x] #85252 - Reverted in 5a0e2f31a6e1093ab47970056f5bb3af54172e12
  - [x] #85984 - Reverted in b000da82f62bb48b059a881d596f3a2e7d985d21
  - [x] #85137 - Reverted in 1f31b558e41fc66d5da9db30a83d89cbb9949eae
  - [x] #85881 - Reverted in f3913f94c4557c4fc9d5605cd8e875accabebda6
  - [x] #85972 - Reverted in d3afed87a3a8eed7e0016512d2186b6aded0fca9
  - [x] #85998 - Reverted in 3d286b763cf2f7fe11b6f0ccb2456130570726c2
  - [x] #85358 - Reverted in 75f84bda1b3c80d54ae94a567bf96016aaae45b2
- ~~[ ] #85964 - Reverted in be1aeb010afa20c1b6949218d8911ee9e900b3d7~~
(SKIPPED)
  - [x] #85960 - Reverted in 69cbfce1529377ce7cd998ab474add0d61650d7f
  - [x] #85992 - Reverted in 89e4a7bb0b793461338ba1b0a3d332bf78ef140c
  - [x] #85967 - Reverted in d398e418eb340f309be523514ae0befdf1869560
  - [x] #84888 - Reverted in bb98eb09f06a1fdc0bbb733d6a42d711e6d477bc
- ~~[ ] #85983 - Reverted in 81152a9cd347eb7b4073758e2e96490e6e729ca9~~
(NOT BEING INCLUDED)
  - [x] #85976 - Reverted in 93c091347ca8f04763b91fd4c39ccdff848a0d50
- ~~[ ] #85962 - Reverted in de32ea25b534c725e3d55418ef0363145f0ed2b0~~
(NOT BEING INCLUDED)
  - [x] #85977 - Reverted in 393652a1ef065014748ae6977a9f36b32c99dc7c
  - [x] #85959 - Reverted in 52e6e07eb98bcb74a423934b14d5850dbf2c6647
- ~~[ ] #85988 - Reverted in a5853ccde46b5fee2d9eb31755384de15e7a5a87~~
(SKIPPED)
- ~~[ ] #85974 - Reverted in eab20ba04e6b06f862a0fb35cedb6374af7b93c0~~
(SKIPPED)
  - [x] #85939 - Reverted in ca85b05692f55f6b3e4bd0b3f30c63f89531c33f
  - [x] #85878 - Reverted in 3b3d3dbff9148e46b01f3af28f17f66bef4dfd16
  - [x] #85858 - Reverted in 08d6082e62d07117170ff5ffd065daad1278e853
  - [x] #85651 - Reverted in b76ab4a2114dd0eb78336878b2825d9919c210cc
  - [x] #85505 - Reverted in 0958eaa7b6f4d48400bea4e215e11edaa933ba8a
- ~~[ ] #85352 - Reverted in 620cec18618e514bbe4d3eb0a0d0db1528b9d312~~
(SKIPPED)
  - [x] #85279 - Reverted in ba0fd529ef94ba793fe2eee40975533fe8f475e3
  - [x] #85954 - Reverted in d7fe0336f2a968b93fd02361814930236e3b8ddf
- ~~[ ] #85996 - Reverted in 5fbd62139e0c1b668aaaf35d249d527cdc276b93~~
(SKIPPED)
  - [x] #85994 - Reverted in c99a03c6833ac58e0288111953573f697488234f
  - [x] #85470 - Reverted in fbd5ac46d84d27455cbcf5f998741124ed6de625
- ~~[ ] #85981 - Reverted in dc74c75011ddfb1b16d644fd2ca5607599532d6f~~
(NOT BEING INCLUDED)
  - [x] #86011 - Reverted in b14b42e70e2bd21f19d443065b2342e4591c5e05
  - [x] #85820 - Reverted in 26248546b9f7d0fedec52e7b2f7def40d457e29f
  - [x] #86013 - Reverted in e17ac14f53d08be988f0516e7c39d31496a35184
  - [x] #85986 - Reverted in 4021ffea0b1bbb1f6c5b26a296abd5a8bda1d5b3
  - [x] #86019 - Reverted in c0801b3aa5dbdd33ca7c6c81e80c9fa573ada9e1
  - [x] #86010 - Reverted in 10dff005729305b75deaf1c5755a94125fa5141d
  - [x] #86029 - Reverted in 664619213db52930fa22007561dad01fe8bb3de4
  - [x] #86024 - Reverted in e74ea4368cbd2cd085aa6e8bbe83db07800b0bd4
  - [x] #86022 - Reverted in 0b2fc6a1f478c48546b161fd3ddd571f7ed6000f
  - [x] #86015 - Reverted in b99d93592dbf8840a035f22f26b64bcf27c817cb
  - [x] #85415 - Reverted in d6102c7339838675c03eb771d7a3b5a9bea4035d
- ~~[ ] #85703 - Reverted in 339b7edf3c0318f9f02922018d6918211660234f~~
(SKIPPED)
  - [x] #85890 - Reverted in 4e54f376e07071f84ed283e7468e334aaf6e4e02
  - [x] #86046 - Reverted in 0bbe2c9a048c229d151682e08aca1fa176c3ad91
  - [x] #86008 - Reverted in a0a0635cd6618618c49fda7cf150231d62a14236
  - [x] #86042 - Reverted in fa376315a064b945ed9846225c7f48e38e9b55ed
  - [x] #85891 - Reverted in 603dcd691e9eaad0a610c60c94fee522391bd2b3
  - [x] #86040 - Reverted in e42fc7618194b4b01cb68ca0c61385e465d0cb05
  - [x] #86025 - Reverted in 536bb25fe91845fe05bb7d512d8e73cc193b67ff
  - [x] #86012 - Reverted in 5cb4ec5bdf87653a5bb651c536f21423db30887e
  - [x] #86004 - Reverted in e9536143e78e3b0614d3ce6ee2c9a40005ba9b91
  - [x] #85989 - Reverted in 88a92322c2f028d2e3a2be18951d35d1135a6268
  - [x] #86044 - Reverted in d0a5fb5956be23144e325d3d51f53cb103dd5bbe
  - [x] #86001 - Reverted in 195c3597044315c9b10d002e6196911ac0622c45
  - [x] #86030 - Reverted in 5265796286b481d34fc91a1f8c58b6373d23415e
  - [x] #86055 - Reverted in e82138798cda028b673fe7ac83890e5a6b9e16d2
  - [x] #86057 - Reverted in c921900e6151552aa0768b4c9d7cc58c58dfbcc0
  - [x] #86014 - Reverted in c004d4e989a2faa672793f58fd98bd6fded8194e
  - [x] #85304 - Reverted in 611510bd7f65ee06738b7344326d72f57a131f8a
  - [x] #86061 - Reverted in f14b0a245dcf164bb99f7696e180847bb5be9b11
  - [x] #86075 - Reverted in 5339fe6c098d48769eda3f9935aa3488faa73097
  - [x] #86089 - Reverted in 10b5398e6b55f4799ca7d6740ac50c031e157c43
  - [x] #86081 - Reverted in ba86f43383cd2e8417c0a465c23fe3227fcd5520
  - [x] #85609 - Reverted in 9e5208feaca3163b7f4237c316d880161933777f
  - [x] #86114 - Reverted in cf410a97b8348381f96cc784a6489d7c1dea49ba
  - [x] #86023 - Reverted in a7a2e95c0c1b0598f15019934c80ccc80a9f89af
  - [x] #86027 - Reverted in 9cf71611befac64d26d326c060ef082262aeca70
  - [x] #86016 - Reverted in b67fa06e1559c8de87899bd06d09891b4c7ae947
  - [x] #86095 - Reverted in dc5abd827bb56e1609afe5a9d2bdd957d40cc75c
  - [x] #86105 - Reverted in f5b8e7ecbe99cb38e829a98a4f6eb2c200af8b91
  - [x] #86070 - Reverted in 6c460bbc22827bdbc566b524b8e6a959cbb61c37

After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
John Willard
1880003270 Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request

Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.

This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.

No more type checks, removes a silly var on the mob level and another on
the client.

Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.

Other changes:

- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.

## Why It's Good For The Game

This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.

## Changelog

🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
2024-08-19 10:43:45 +00:00
YesterdaysPromise
fec946e9c0 /Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up
some mess. This PR accomplishes some of the more major structural clean
up changes I wanted to do with /obj/ folder, but decided to wait on
until wallening gets merged, and so, time has come. Several things to
still be done, although I know these cleaning PR's are quite a load, so
will wait for this one to get done with first.

## Why It's Good For The Game
Saner spriters, better sprites, less annoyance. Also deleted a whole
load of redundancy this time around, a lot of sprites which existed
simultaniously in two places now got exit their quantum superposition.
2024-08-15 20:22:02 -07:00
Chen Marisa
e842dfccfc Add reaction search to service cyborg (#85441)
## About The Pull Request

This PR adds the "Reaction Search" button to the cyborg shaker, and
allows you to select between the internal beaker, and whatever's in the
beverage holding apparatus.

## Why It's Good For The Game

Very helpful for cyborgs who want to make drinks but don't have access
to a chemical/booze/soda dispenser to open the reaction search menu.

## Changelog
🆑
add: the cyborg shaker in service borgs now have the ability to open the
reaction search menu
/🆑
Sorry for the branch/repo confusion, I'm going to make a separate github
account for tgstation itself since github wont let me have tgstation,
and a fork of tgstation, on my account lol.


https://github.com/user-attachments/assets/d7ef6425-de83-48c6-b829-fbf7ac379941
2024-08-14 13:44:35 +02:00
nesquik
afc1e53014 Clarify what the Medical Cyborg Omnitool Upgrade does (#85729)
## About The Pull Request
Changed the text of the medical cyborg omnitool upgrade to specify it
increases surgery speed, and adds the advanced scanner.


## Why It's Good For The Game
I had a hard time figuring what this upgrade does. This should make it
clearer for everyone why it is good, given it has not much visual
feedback.

## Changelog
🆑
qol: Clarified what the Medical Cyborg Omnitool Upgrade does
/🆑
2024-08-14 13:29:19 +02:00
nesquik
83dde48caa Add a janitorial 'borg plunger (#85475)
## About The Pull Request
I got annoyed at not being able to plung vents when there's a clog. This
PR corrects that. I copied all of the cyborg mop attributes to make
this. This is my first PR on this server, but I did test it on a local
server, and it indeed, plungs.

## Why It's Good For The Game
More content for janitorial cyborg. They really should have a plunger,
to be honest. It just makes sense to me.

## Changelog
🆑
add: Added a cyborg plunger for janitorial modules
/🆑
2024-08-14 12:38:50 +02:00
_0Steven
f91b75caf3 Fixes borgs not being able to place apparatus-held items on tables (#85232)
## About The Pull Request

As said on the issue this is fixing:

"Looking at it, this seems like it might be an order of operations
issue.
Normally, the borg apparatuses run the `melee_attack_chain(...)` as the
stored object on their `pre_attack(...)`...
However, this is *after* the item interaction type procs on the table,
and thus after it attempts to place the item."

"Borg items I believe are not abstract, which would return `NONE` and
allow it, rather they're just blocked from being placed, which returns
`ITEM_INTERACT_BLOCKING`.
As such, it cuts it short before the `pre_attack(...)` is even ran."

This instead makes it use the `get_proxy_attacker_for(...)` proc, which
cuts earlier into the `melee_attack_chain(...)`, to instead run it as
the stored item when available.
As a side-effect, we can remove the right-clicking to splash bit,
because it should now be possible to use the container's default combat
mode splash. That code was also just, non-functional now, because we cut
into the chain before it can run.
## Why It's Good For The Game

Fixes #85181.
## Changelog
🆑
fix: Fixes borgs not being able to place apparatus-held items on tables.
As a side-effect, they can now combat mode right click splash containers
as normal instead of having their own right-click floor splash.
/🆑
2024-07-26 07:24:54 +02:00
norsvenska
5f80128fa9 Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 13:41:37 -06:00
L0pz
eadf96ef0a Cyborg upgrade module sprites (#85024)
## About The Pull Request

Adds unique sprites for each cyborg's upgrade modules


![image](https://github.com/user-attachments/assets/7c991f68-5b2c-429e-b1fa-afcb87563190)

![image](https://github.com/user-attachments/assets/4e6113e0-557e-4de6-a2a0-329227ecaa4b)


## Why It's Good For The Game

Current upgrade modules just use the ancient circuit board sprites which
are kinda boring and uninteresting on top of being shared by a lot of
other things.

These sprites look more like actual upgrade modules and allow you to
identify upgrade modules and their type without having to check the
item's name.

## Changelog
🆑
image: Added new unique sprites for cyborg upgrade modules
/🆑
2024-07-18 06:39:32 +02:00
Ghom
515ca7ea2f Adds the National Ice Cream Day. (#84791)
This PR adds the National Ice Cream Day (yeah, it's one of those
'murrican holidays) to the game, bringing a few niche ice-cream-related
effects to the game

During the Ice Cream Day:
- Crematoriums replaced with cre**a**matoriums.
- All cyborgs that don't already come with the treat dispenser are given
(a slightly weaker) one stuck in ice cream mode.
- Robot customers order ice cream thrice as often.
- The ice cream vat starts with two times and a half more ingredients.
- Ice cream cones can hold up to four times as many scoops as normal.
2024-07-11 23:19:05 +00:00
ArcaneMusic
43e62163fe Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)
## About The Pull Request

This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.

### What does something being contraband MEAN?

Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.

### What items ARE contraband?

Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.

<details>
  <summary>In hindsight it's kind of a long list.</summary>
  
* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.
  
</details>

### How does this interact with the round?
Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.

Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.

### Other minor changes that I rolled into this

Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.

Adjusted the N-spect scanner's description to match it's new
functionality.

The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.



https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d

**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.

**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.

**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).

## Why It's Good For The Game

Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.

As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.

Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.

If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.

Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.

## Changelog

🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-07-11 03:08:25 +02:00
SmArtKar
b6c84135c3 Refactors embedding to use datums instead of storing data in bespoke elements (#84599)
## About The Pull Request

This refactors embedding elements to make them use singleton datums
(similarly to armor) instead being bespoke and creating a new element
every time armor values are supposed to be adjusted.
Default values have been removed from defines due to now being declared
in base class itself.
Additionally fixes vending machines and tackling gloves setting
generated shards (which they instantly embed into their victim) embed
properties to null after running the embedding code, despite said shards
having non-null embedding values by default, making them not be able to
embed into anyone else, also potentially breaking the pain/jostling code
if they somehow get updated.

## Why It's Good For The Game

Current embedding system is an unnecessarily complicated mess as bespoke
elements are hard to work with, and creating a new element every time
you change values is hacky at best. This change should make it easier to
read and work with.

## Changelog
🆑
fix: Fixed glass shards generated from falling vending machines or
tackling windows not being able to embed into anyone.
refactor: Refactored embedding code to use datums instead of bespoke
elements and ugly associated lists.
/🆑
2024-07-07 23:20:07 +02:00
SyncIt21
e4c5c2fc2a Allows for proxy atoms in object melee attack chain (#83860)
## About The Pull Request
1. Objects now have an `get_proxy_for()` proc. This returns an atom that
will participate in the object melee attack chain on behalf of your
atom. Allows for general purpose polymorphism per object interaction
2. Cleaned up some multitool acts to accommodate proxy behaviour
3. You can pry tiles as an Engiborg with crowbar in hand & do other
similar behaviour with crowbar
5. Improves & Depends on #83880. We don't need a hidden omni toolbox &
can create the tools directly in the omnitool and pass them in the
attack chain as a proxy rather than calling the attack chain manually.
All tools are on the borg directly
   - Fixes #84355
   - Fixes #84359
   - Fixes #84393

## Changelog 
SyncIt21,zxaber
🆑
fix: omni crowbar tool interaction for replacing tiles has been fixed 
fix: techfab screentip does not runtime when you hover over it with an
omnitool multitool
fix: medi borgs can do brain surgery again
code: improved multitool & general tool code for some machines
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-07-03 15:47:18 -07:00
MrMelbert
5e888b8106 Fix cyborg omnitool regression (#84341)
## About The Pull Request

Fixes #84340 

It hooked pre-attack for tool usage, which is deprecated. 

## Changelog

🆑 Melbert
fix: Fixed cyborg omnitools being unusable on some things
/🆑
2024-06-26 23:50:26 -04:00
Alien
2ad1af4900 Surgical omnitool upgrade upgrades the health analyzer (#84331)
#84305
That pr's branch was broken in some way so I had to make a new one to
change it
## About The Pull Request

The mediborg omnitool upgrade makes your health analyzer advanced now

## Why It's Good For The Game

It's weird that mediborgs can't get advanced health analyzers. The
omnitool upgrade makes your tools better (including the syringe which
isn't part of the omnitool) so it makes sense to put it in here.

## Changelog

🆑
balance: Mediborg surgical omnitool upgrade makes the health analyzer
advanced
/🆑
2024-06-26 23:45:50 -04:00
Watermelon914
0db2a23faf Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request
As the title says. A standard power cell now only stores 10 KJ and
drains power similar to how it did before the refactor to all power
appliances.

The new standard megacell stock part stores 1 MJ (what cells store right
now). APCs and SMESs have had their power cells replaced with these
megacell stock parts instead. Megacells can only be used in APCs and
SMESs. It shouldn't be possible to use megacells in any typical
appliance.

This shouldn't change anything about how much 'use' you can get out of a
power cell in regular practice. Most should operate the same and you
should still get the same amount of shots out of a laser gun, and we can
look at expanding what can be switched over to megacells, e.g. if we
want mechs to require significantly more power than a typical appliance.

Thanks to Meyhazah for the megacell icon sprites.

## Why It's Good For The Game
Power cell consumption is way too high ever since the power appliance
refactor that converted most things to be in joules. It's a bit
ridiculous for most of our machinery to drain the station's power supply
this early on.

The reason it's like this is because regular appliances (laser guns,
borgs, lights) all have a cell type that is identical to the APC/SMES
cell type. And it means that if we want to provide an easy way to charge
these appliances without making it easy to charge APCs/SMESs through a
power bug exploit, we need to introduce a new cell type to differentiate
between what supplies power and regular appliances that use power. This
is primarily what the megacell stock part does.

This moves us back to what it was originally like before the power
refactor, where recharging power cells wouldn't drain an exorbitant
amount of energy. However, it maintains the goal of the original
refactor which was to prevent people from cheesing power generation to
produce an infinite amount of power, as the power that APCs and SMESs
operate at is drastically different from the power that a regular
appliance uses.

## Changelog
🆑 Watermelon, Mayhazah
balance: Drastically reduces the power consumption and max charge of
power cells
balance: Added a new stock part called the battery, used primarily in
the construction of APCs and SMESs.
add: Suiciding with a cell/battery will shock you and potentially dust
you/shock the people around you if the charge is great enough.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2024-06-25 00:32:19 +00:00
SmArtKar
4ac4375faf Adds pen clicking, changes most pen typechecks into writing implement checks (#84186)
## About The Pull Request

Fixes #84170 
Adds pen clicking and changes some of edagger and pendriver code to use
it instead.
Also replaces most pen typechecks to writing implement checks where it
makes sense, so now you can rename things with everything you can write
with (crayons)


![3d6NwcATNp](https://github.com/tgstation/tgstation/assets/44720187/f6b3ba2f-f3de-4e40-827f-2bad153a92f4)

Twisting pen caps (for traitor uplinks) has been moved to ctrl + click
instead.
2024-06-24 16:08:37 -05:00
zxaber
70d26adf1c Cyborg Omnitool Refactor (#83880)
## About The Pull Request
- Complete rewrite of borg omnitool code;
- - Borgs that use omnitools now have a "Omni Toolbox" that holds
whatever tools the Omnitool would cover. The toolbox keeps track of
Omnitool "Arms" in a list, as well as when to upgrade (or downgrade)
tool speed. The toolbox is not seen by the player directly.
- - Omnitool "Arms" will display available tools based on the Omni
Toolbox's contents. Selecting one does not move the tool out of the
toolbox, but instead simply overrides any following clicks with a melee
attack chain of the selected item. This is reminiscent of how borg
apparatus tools work. When selecting a tool, the Omnitool "arm" will
also set its own icon state to match the tool selected.
- - Because all Omnitool "arms" are using the same tools from the same
toolbox, actions done with one can be seen from another. For example,
using the first Omnitool to scan the Silo with the engineer borg's
multitool will update the tool's buffer, and it can be used later, even
if the multitool is selected by the second Omnitool.
- Because we're now using real tools, rather than a single tool item
faking tool usage via tool flags, almost all interactions with tools
should properly carry over.
- Added Cyborg versions of the medical toolset, for use with the Medical
Cyborg omnitool, so that we can finally use the really nice borg-version
medical tool sprites.
## Why It's Good For The Game
Easier to read code.
Fixes #83667 
Fixes #83537 
Fixes #83077
Fixes #82918 partially; Heating beakers works, but the tile quick-swap
function will not function; the action is initiated by a click from the
tile stack rather than the crowbar.
## Changelog
🆑
fix: Refactored borg omnitool code, fixing most of the unique
interaction issues.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-06-24 18:32:51 +00:00
jimmyl
1e37bcf5e9 fixes emagged medbot hypo receiving upgraded medicine upgrade (#84208)
## About The Pull Request

fixes emagged medbot hypo receiving upgraded medicine upgrade

## Why It's Good For The Game

closes #83764

## Changelog
🆑
fix:fixed emagged medbot hypo receiving upgraded medicine upgrade
/🆑
2024-06-23 16:15:33 -06:00
TheRyeGuyWhoWillNowDie
a3872f9603 the omnitool upgrade for medical cyborgs makes their syringes faster too (#83792)
## About The Pull Request

gives medborgs upgraded with the omnitool upgrade TRAIT_FASTMED which
makes use of syringes quicker

## Why It's Good For The Game

encourages medical cyborgs to use a variety of chemicals with different
effects they've crafted themselves through the beaker apparatus instead
of just relying on their infinite hypospray for everything

## Changelog
🆑
balance: the advanced omnitool upgrade now hastens the mediborg's syringe
too
/🆑
2024-06-18 09:53:31 +02:00
MrMelbert
ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00
Waterpig
8fb5f3d28d [NO-GBP] Fixes my borg moduling fuckup (#83785)
## About The Pull Request

fixes #83773

## Why It's Good For The Game

I missed a few minor nitpicks in my PR, and did one major one that may
have ended up in accidental nullspacing of some things.


![image](https://github.com/tgstation/tgstation/assets/49160555/563702f7-1aa3-420b-b7e8-a1fb4e3f1e00)

![image](https://github.com/tgstation/tgstation/assets/49160555/0ca5f38d-c55c-4b22-871c-4a5cb40aa6a7)

## Changelog

🆑
fix: Fixes several service and item-handling borg modules not
functioning
/🆑
2024-06-08 19:22:27 -04:00
thegrb93
f2644ab9e8 Fix admin borg panel unable to install/remove upgrades (#83733)
## About The Pull Request
Fixes the admin borg panel's upgrade functionality. Caused by not
registering the signals for deletion and also by the upgrade code
checking the robot's contents instead of upgrades list (since the borg
panel spawns the item in the borg, it appears in the borg's contents,
making the check think the borg already has it installed.)
## Why It's Good For The Game
Easier testing new borg modules
## Changelog
🆑
fix: Fixes admin borg panel upgrade functions
/🆑
2024-06-07 22:15:36 -04:00
thegrb93
8925d03775 Fix borg emag modules stuck in inventory/screen after losing emag status (#83734)
## About The Pull Request
Checks that held modules exist in new module list after rebuilding
modules before putting them back in held modules.
Fixes emag modules stuck in inventory/screen after losing emag status
Also fixes jank fail to install piercing hypospray upgrade
## Why It's Good For The Game
Fixes buges
## Changelog
🆑
fix: Borg emag module jank when no longer emagged
fix: Borg piercing hypospray fail message
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-06-07 00:09:47 -07:00
Waterpig
63f5f65ef6 Borgs: the moduling (Various fixups to borg module code) (#83116)
## About The Pull Request

- Gets rid of the item addition copypaste code (Why nobody did this for
7 years is beyond me)
- Adds variable and proper checks for if a module is already installed
(Borgs will no longer eat up unlimited masses of lavaproof track
upgrades, among others) (Technically this never allows duplicates, at
least currently, as I don't recall any modules being capable to used
multiple times intentionally without also deleting themselves with
single_use)
 - Unsingleletters most if not all of `robot_upgrades.dm`

## Why It's Good For The Game

Makes the borg module code much cleaner, makes it significantly easier
for new ones to be added. Fixes unintended behaviour with some modules
being able to stack, which until now was always solved by copypasting
code.

## Changelog

🆑
fix: Fixed some borg modules just being constantly eaten up by borgs
even when they shouldn't allow duplicates
refactor: Borg module code now has better handling for adding/removing
items, and to prevent duplicate module usage (Unless one wishes to
override the behaviour.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2024-06-01 20:52:10 +00:00
BramvanZijp
abb1e4cad7 Fixes the piercing hypo inconsistancy on emagged borg modules. (#83377)
## About The Pull Request
The peacekeeper borg works with the Piercing Hypo Module. And it can be
emagged to receive a second hypo with a range of toxins. If you emag it
first and then insert the module, the hacked hypo will pierce as
expected. If you install first and then hack it, the hacked hypo does
not pierce. This PR fixes that bug.
## Why It's Good For The Game
The current way it works is inconsistent and I believe a bug.
## Changelog
🆑
fix: Fixed an inconsistency regarding the interactions between the
Piercing Hypo Borg upgrade and Hacked Borg Hypos.
/🆑
2024-05-24 16:11:00 +01:00
Pickle-Coding
74f52a7537 Fixes cyborg omnitool combat behaviour. (#83243)
## About The Pull Request
Fixes engineering cyborg omnitool from choosing the wrong reference for
the screwdriver and crowbar. Also fixes cyborg omnitool not transferring
the wound_bonus, bare_wound_bonus, and armour_penetration.
## Why It's Good For The Game
So they behave naturally.
## Changelog
🆑
fix: Fixes engineering cyborg screwdriver not being pointy. Fixes
engineering cyborg crowbar from being pointy.
fix: Fixes cyborg omnitools not using the correct wound bonus and armour
penetration values.
/🆑
2024-05-16 19:22:27 +02:00
nikothedude
03db803001 Parse_zone audit + minor misc cleanup (#83154)
## About The Pull Request

Does a audit on all uses of parse_zone, replacing most instances of it
with a new living-level proc that refers to the bodypart in that zone if
it exists.

In other cases, removes parse_zone entirely because the bodypart is
already confirmed to exist, so we just use plaintext_zone.

Also cleans up some single letter vars.
## Why It's Good For The Game

In the doc of ```plaintext_zone```, its said it ```Should be used for
parsing non-instantiated bodyparts```. 99% of the code ignores the
possibility of a bodypart existing, and so uses parse_zone when
plaintext_zone could be accessed instead.
## Changelog
🆑
code: Most instances of parse_zone now refer to the limb's
plaintext_zone var
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-05-16 16:45:33 +00:00
Sadboysuss
419044ed06 Medical borg fix (#82853)
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/82709
## Why It's Good For The Game
bug fix
## Changelog
🆑 grungussuss
fix: fixed being able to install multiple of the same upgrade to medical
cyborgs
/🆑
2024-04-26 15:09:06 -04:00
Singul0
85b857fc67 [NO GBP] Critical fixes for cyborg omnitools (#82825)
## About The Pull Request
Fixes several critical fixes for cyborg omnitools, surgical omnitools in
peculiar. Which is:
1. bonesetter omnitool can do compound fracture surgery now
2. omnitool butchering not properly disabled works (why didn't that
runtime. fucking dreammaker)
3. omnitool surgery_initiator not properly disabled
4. cautery in offhand not working

Fixes #82805
Fixes #82868

Honestly I have now regretted for doing this kind of implementation at
the start. with how shoddily coded it is.
Planning to refactor cyborg omnitools, admin omnitool and ayys omnitool
(all have the same base of implementation) to be less snowflakey. but
that's for the future. and will take some time. This is a bandaid fix
for now
## Why It's Good For The Game
this is cbt
## Changelog
🆑
fix: fixed cyborg bonesetter not working for compound fractures
fix: butchering not disabling in cyborg omnitool
fix: fixes a bug where if you select the omnitool it would be stuck in
surgery initiator mode
fix: cautery in off hand for cyborg omnitools not working
/🆑
2024-04-24 19:08:53 -07:00
Singul0
b11bdb1910 Adds Omnitools for engineer and medical cyborgs, reducing on inventory clutter. (#82425)
## About The Pull Request
[This PR is a bounty requested by Ophaq and worked on by
Singul0.](https://tgstation13.org/phpBB/viewtopic.php?f=5&t=36013)

All of the following description in this PR is written by Ophaq as to
what this PR entails:
In this PR, the medical and engineering cyborg's tools are completely
reworked and condensed into an arm similar to the implant a carbon would
get. The tools are shown in a radial wheel around the character to quick
select what is needed instead of looking for it in a cluttered bag of
items. There are a few tools such as the blood filter for the medical
cyborg, as well as the welder, gas analyzer, and t-ray scanner for the
engineering cyborg excluded from the radial wheel. mostly due to their
inherent inmodularity


![image](https://github.com/tgstation/tgstation/assets/127663818/f66425b3-771a-46a0-86e5-958124a3dd6f)

![image](https://github.com/tgstation/tgstation/assets/127663818/45e75c47-8f61-42aa-9ba3-01b25f266941)

Each cyborg gets two arms in case the player wishes to have one on the
side to quick swap to, like having a scalpel in one arm and a hemostat
in the other on the hotbar for convenience or just preference. An
upgraded version of the tools has been added to each respective cyborg
upgrade node with somewhat faster action speed. The upgrade replaces the
arms and transforms them into the "advanced" version which is currently
the same sprite as the regular but just a faster and more efficient
version. The sprites for the surgical arm currently look good but may
need replacing later if someone who wishes to resprite them down the
line decides to do so.
## Why It's Good For The Game
As it currently stands, the medical cyborg's magical bag of gadgets
takes up a lot of your screen space and as a player who plays medical A
LOT, this was a MUCH NEEDED quality of life feature.

The amount of clutter in a medical cyborg's bag makes it in my opinion,
hard to see at the bottom of the screen and a nuisance to constantly
close compared to other models. My standard set up for playing medical
cyborg on the hotbar is 1=med analyzer, 2=usually a secondary surgery
tool or injector, and 3=another surgery tool. The flow of gameplay
during surgery ends up being surgery tool, hit 3 and drop it, surgery
tool, repeat or for efficiency using X to swap between the two surgery
tools I need on 2 and 3. This gets tedious especially after so many
hours of playing medical cyborg. I know some people may disagree, but I
think it would help a lot of help to speed up this flow of gameplay
during surgery and declutter.

By turning the medical cyborg's toolset into an omni-surgery tool which
functions like the surgery arm implant's radial wheel, this would
greatly declutter by like an entire row and make things easier on
medical cyborg players. Having a secondary in the bag helps with
efficiency for those players who like having an extra tool on their
hotbar and swapping back and forth would also improve efficiency and
make less swapping by hitting Z needed. Additionally with the upgraded
version as an optional upgrade in the mediborg tech, this also lets them
be on par with players who use advanced tools late game but not at the
level of alien tools where players would obviously out compete a
mediborg in terms of action speed.

Engineering models also benefit from this rework but at a slightly
different and lesser way whereas certain tools are excluded such as the
welder, due to the way they work on refill and the gas scanner and t-ray
scanner not counting as tool components are not included in the arms.

Syndicate versions of the engineering and medical cyborg also get these
arms, unupgraded.
## Changelog
🆑
add: Adds an omnitoolset for both engineering and medical cyborgs,
containing various basic tools
qol: Engineer and Medical module inventory space is now significantly
decluttered
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2024-04-21 02:28:00 -07:00
SyncIt21
635b7fa66c Use cell defined constants for various stuff (#82594)
## About The Pull Request
This re writes most cell power usage cases with 2 defines
`STANDARD_CELL_CHARGE`(Joules) & `STANDARD_CELL_RATE`(Watts) so changing
cell capacity values in the future won't cause discrepancies.

## Changelog
🆑
code: most cell power usages are scaled with defined constants to help
adapt to future changes
/🆑
2024-04-18 14:29:21 -07:00
Jeremiah
8e3f635b98 Alt click refactor (#82656)
## About The Pull Request
Rewrites how alt click works. 
Based heavily on #82625. What a cool concept, it flows nicely with
#82533.

Fixes #81242 
(tm bugs fixed)
Fixes #82668

<details><summary>More info for devs</summary>

Handy regex used for alt click s&r:
`AltClick\((.*).*\)(\n\t.*\.\.\(\))?`
`click_alt($1)` (yes I am aware this only copies the first arg. there
are no other args!)

### Obj reskins
No reason for obj reskin to check on every single alt click for every
object. It applies to only a few items.
- Moved to obj/item
- Made into signal
- Added screentips

### Ventcrawling
Every single atmospherics machine checked for ventcrawling capability on
alt click despite only 3 objects needing that functionality. This has
been moved down to those individual items.
</details>

## Why It's Good For The Game
For players: 
- Alt clicking should work more logically, not causing double actions
like eject disk and open item window
- Added context menus for reskinnable items
- Removed adjacency restriction on loot panel

For devs:
- Makes alt click interactions easier to work with, no more click chain
nonsense and redundant guard clauses.
- OOP hell reduced
- Pascal Case reduced
- Glorious snake case

## Changelog
🆑
add: The lootpanel now works at range.
add: Screentips for reskinnable items.
fix: Alt click interactions have been refactored, which may lead to
unintentional changes to gameplay. Report any issues, please.
/🆑
2024-04-16 17:48:03 -06:00
MrMelbert
995d8e2ee1 Fixes a variety of input stalling exploits (#82577)
## About The Pull Request

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

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

## Changelog

🆑 Melbert
fix: You can't change the GPS tag of something unless you can actually
use the GPS
fix: You can't set the teleporter to a location unless you can actually
use the teleporter
fix: You can't reply to request console requests unless you can actually
use the console
fix: You can't update AI lawboards unless you're actually holding them 
fix: You can't update a borg rename board unless you're actually holding
it
fix: You can't mess with plumbing machines unless you can actually use
them
fix: You can't recolor / relayer ducts unless you're actually holding
them
fix: You can't magically wire APCs and SMESs unless you're right by them
fix: You can't use Stargazer Telepathy on people who you can't see
fix: You can't configure the Inspector Hat unless you can actually use
it
/🆑
2024-04-12 03:03:27 +00:00
Zergspower
25d7675581 Inducer fixes for Syndie and Borg (#82430)
Borg and Syndies
## About The Pull Request

The borg and syndie inducers were basically inoperable, so this just
fixes that


![image](https://github.com/tgstation/tgstation/assets/22140677/b0bc411a-ad38-456f-944b-5272e121a01f)

![image](https://github.com/tgstation/tgstation/assets/22140677/ebaab84f-36e7-4871-958b-eb47af335a3a)

Also i just noticed TG borgs have no Messenger or ability to see the
manifest???

## Why It's Good For The Game
## Changelog
:cl:Zergspower
fix: fixes Borg and Syndicate inducers not working
/🆑
2024-04-04 19:03:36 -06:00