Commit Graph

482 Commits

Author SHA1 Message Date
Ghom
dadd6e559d [NO GBP] Gives tiziran water turfs their own fish again (#88381) 2024-12-08 20:12:33 +01:00
MrMelbert
9007190a74 Audits a bunch of calls to receive_damage, replacing them with apply_damage (#88205)
## About The Pull Request

Looks through calls to `receive_damage` and replaces them with calls to
`apply_damage`

`receive_damage` is a gross to use internal proc that doesn't take into
account physiology (damage modifiers) or even update the mob's sprite
when taking damage

It should be avoided many uses - `apply_damage`, in fact, can take a
bodypart as a target, and is overall a lot easier and more ergonomic to
use.

"So what are valid uses of it?"
- Apply damage itself, and similar direct-damage procs 
- Ensuring you deal an exact amount of damage to a bodypart
- Damaging a limb with no owner

## Changelog

🆑 Melbert
refactor: A ton of things now use the more correct method of applying
damage to you. Which means they will correctly factor in damage
modifiers and are less likely to break your sprite. Some examples
include embedded objects jostling around, chiropractice, and tackling a
wall. Report any oddities, such as extreme damage or bodyparts being
wrongly affected.
fix: Having acid splashed on your face may now disfigure you and make
you bald, as it once did three years ago.
fix: Itchy heretic trauma now better checks if the bodypart is covered
or not before determining if you should itch.
fix: "Repair Puncture" logs no longer mistakenly report you are
"Incising burned flesh"
/🆑
2024-12-04 09:00:15 +13:00
Ghom
bfb5fea278 Nerfs fish infusion slipperiness and make them slightly more susceptible to fire and heat. (#88065) 2024-11-24 20:35:50 +01:00
Ghom
8804f5595c turfs now handle fishing more internally to save time on world initialization (#88092) 2024-11-23 14:53:30 +01:00
Ghom
2473fca3dc The immerse element is now lazyloaded (#87977)
## About The Pull Request
SmarKar _kindly_ asked me to reduce time spent loading fishing-related
stuff during init, however we cannot further (lazy-load the already
(somewhat) lazy fishing spots without resorting to some serious hacky
solution worthy of an altogether serious wiggling eyebrow, because of
the signals for explosions and examining the turf, however he also asked
the same for the immerse element, which can be done, and so it was.

## Why It's Good For The Game
Saving a few hundred milliseconds of when loading turfs on world
initialization.

## Changelog
N/A
2024-11-20 02:26:37 -05:00
aaaa1023
09c9805be5 Fixes roundstart active turfs on lavaland pod crashsite ruin (#87942)
## About The Pull Request
The hotspring and the surrounding watery tiles didn't have lavaland
atmos so it caused active turfs roundstart.

<details>
  <summary>Full changes</summary>
  
Adds /turf/open/water/hot_spring/lavaland_atmos
Adds /turf/open/misc/ashplanet/wateryrock/lavaland_atmos
Replaces matching turfs on lavaland_surface_crashsite.dmm with the above
turfs to remove roundstart active turfs
 
</details>


## Why It's Good For The Game
Squashes a few round start active turfs

## Changelog
Not really player facing
2024-11-17 04:22:43 +01:00
Ghom
1142ece17b AI-controlled mobs can now cross open space if they won't fall. (#87821) 2024-11-11 15:20:35 +01:00
Ghom
e5472d9be4 Fishing bluespace capsules (#87639)
## About The Pull Request
With this PR, I'm introducing fishing bluespace capsules to the game.
They can be found on the black market, but I'll get a couple more ways
to get them before it's ready.

Anyway, they're special bluespace capsules that spawn a fishing spot of
your choice. The fishing spot can be changed by alt-clicking the
capsule, and so far it has 5 choices, plus 2 locked behind emagging for
obvious reasons:
- Freshwater: pretty basic, you get freshwater fish from this.
- Saltwater: mainly saltwater fish.
- Tiziran: You get tiziran fish here, like the gunner jellyfish,
armorfish, needlefish, dwarves moonfish and the new, bigger zagoskian
moonfish. By the by, moonfish now periodically lay moonfish eggs, a
staple of lizardfolk cuisine.
- Ice fishing spot: A small ice turf with a hole dug in it; salmon,
arctic char, arctic chrabs and the bonemass (skeleton fish).
- Hot Spring: Somehow the new home to the ought-to-be-extinct
sacabambaspis. It also doubles as a better shower overall, with mild
healing on top of stamina recovery. Felinids still hate it though, and
won't benefit from the healing.
- Lava: A 2x2 square of pure lava. Requires an emag for obvious reasons.
- Plasma: Ditto, but it's plasma instead of lava.

As a sidenote, unlike standard shelter capsules, these require their
area to be clear of pipes and cables on top of the other requirements,
unless emagged. Obviously, I've done some changes to allow pipes and
cables to not be hidden by water turfs, though I'm still keeping these
reqs because I don't think these fishing spots would look great if
riddled with cables and pipes. I may remove this extra req later if it
proves to be a tad too tedious.

Also they don't knock you back when expanding.

Screenshot from a recent test (fixed the misplaced decal and tweaked a
few things since then):

![immagine](https://github.com/user-attachments/assets/6bbcddfb-ff1c-4e96-834a-2129cadbb31f)


## Why It's Good For The Game
The idea stems from how not all fishing spots aren't designed to be
accessible every round, which is fine, because we have the fish-porter
for that. However, even the fish-porter should have its limits in terms
of what it can provide by itself (linking is all fair and game), so I've
thought having something of a middle point would been neat, also as a
way to mess around with the station layout a bit, to empower the player
with a little extra "terraforming".

## Changelog

🆑
add: Added fishing bluespace capsules to the game, which can be used to
spawn a variety of fishing spots, from freshwater to tiziran sea to hot
springs, and also lava and plasma if emagged.
add: Added two new fish: the zagoskian moonfish and the sacabambaspis.
Moonfish will now periodically lay moonfish eggs.
map: The 'crashed pod' lavaland ruin now has a hot spring, and the
cursed hotspring on icemoon now has a plastic chair and a fishing
toolbox.
/🆑
2024-11-11 08:01:09 +13:00
Tim
af3ae5246e Fix glass floor crowbar interactions (#87630)
## About The Pull Request
Fixes #87569

This allows glass floor tiles (reinforced/plasma/etc.) to be crowbarred.
It also removes deprecated code from #66301 that was used as a band aid
to handle openspace multi-z interactions with glass floors.

## Why It's Good For The Game
Glass floors were permanently preventing people from placing or fixing
wires/pipes/etc since the tile could not be crowbarred.

## Changelog
🆑
fix: Glass floors can now be crowbarred.
code: Removed deprecated crowbar code for tiles
/🆑
2024-11-03 14:38:35 +01:00
Aliceee2ch
a3ac0ead2b You can now place material iron tiles in space (#87602)
## About The Pull Request

After #87587 i considered that players (especially newbies) can confuse
iron tile and material iron tile.

## Why It's Good For The Game

This PR removes barely noticeable difference between iron tile and
material iron tile, since they use the same amount of the same material
and should therefore act the same.

![image](https://github.com/user-attachments/assets/3236ab63-6086-4c4b-973f-866efeaab9d6)


## Changelog

🆑
fix: you can now place material iron tiles in space like regular iron
tiles
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2024-11-01 13:05:14 +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
Ben10Omintrix
3905d5ec49 penguins can now fish (and fishing ai expansions) (#87267)
## About The Pull Request
penguins are now able to fish! they will drill water holes in ice using
their beaks and catch fish from there. also expands the fishing ai a bit
to make it a bit more customizable. animals will now fish only when
they're hungry, otherwise there will be a cooldown between every fishing
attempt, defaulted to 45 seconds but can be edited depending on the mob.

## Why It's Good For The Game
makes the fishing behavior alot more generic, before it was only
compatible with lobstrosities but this makes it so it can be applied to
any mob. also reduces lobstrosity fishing frequency by a tad bit as they
were too spammy before.

## Changelog
🆑
add: penguins will now fish from water holes
/🆑
2024-10-24 17:06:00 +02:00
Da Cool Boss
e9d8130aa3 [No GBP] Minor fixes to Haunted Trading Post, Garbage Truck & Lizard Gas (Lavaland) ruins, and MI13 Food Truck (#87026)
Haunted Trading Post
-
- Shock traps no longer trigger when Syndicate mobs move nearby. This
stops patrolling bots wasting the traps' charges.
- Employee lounge has had its items rearranged, to prevent the 1-in-8
chance of the shock trap in the room emitting sparks in just the right
direction to ignite the fuel tanks.
- Dedbots now become sparks and robotic debris when destroyed.
- Space outside the map has been replaced with turf passthrough. By
default this doesn't change anything, but this stops the map template
bringing space tiles with it if it's force loaded on planetary maps.

Garbage Trucks
-
-Space outside the map has been replaced with turf passthrough.

Lizard Gas (Lavaland)
-
- Asphalt turfs in the unroofed parts of the ruins now use planetary
atmos. Atmospheric mishaps (ie plasmafloods and fires from broken or
sabotaged equipment) will spread in a more intuitive pattern (ie they
will bunch up and bubble under the roof, instead of sticking to the
road)

MI13 Food Truck
-
- Removed a decal in a wall.
- Minor tweak to thruster sprites.
## Why It's Good For The Game
These are maintenance fixes on maps I've made. 
## Changelog
🆑
balance: [Haunted Trading Post] Explosive trap in Employee's Lounge is
now less sensitive.
balance: [Haunted Trading Post] Shock traps will no longer be triggered
by Syndicate mobs.
fix: Dedbots now properly spawn post-death visual effects.
fix: [Lizard's Gas (Lavaland)] Atmos outside the gas station has been
tweaked, for realism.
fix: [MI13 Food Truck] Minor visual fixes.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-10-23 13:11:52 +02:00
Koi
5eb77f25ee [NO GBP] Icebox Ruin Fixes (#87308)
## About The Pull Request

Fixes active turfs on two of my icebox ruin maps by creating a
stonefloor icemoon subtype.

## Why It's Good For The Game

it fixes

## Changelog
🆑

fix: fixed active turfs on two icemoon ruins.

/🆑
2024-10-20 16:34:04 +02:00
BluBerry016
674b89dc94 Fixes Lava / Chasm Underlays (#87092)
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/59605

To quickly explain what this PR does:
- Lava no longer assumes it needs to call basalt as the diagonal
underlay by default. This has been moved to `/turf/open/lava/smooth`;
where basalt's smoothed lava is actually housed. All other lava types
now inherit the basic underlay behavior and perform as expected therein.

- Icemoon chasms (currently unused? Could probably get away with
implementing them on the bottom floor if you really want to; though they
look really ugly) now call for snow as their underlay.

- The underlays for lava AND chasms now use `::` to refer to the turfs
they're trying to mimic; making it easier to keep these up to date
without a few biffed compiles.
## Why It's Good For The Game
Quickfixes an error I noticed three years ago lmao
## Changelog
🆑
fix: Shuttles that land next to plasma turfs no longer ruin the mass
hallucination that is Icebox having Plasma and not just super-deadly;
spiky basalt deltas. You're welcome; unreality fans.
/🆑
2024-10-10 15:58:34 +02:00
Ghom
cdebe98a17 refactoring how materials effects are added to atoms (#86901)
## About The Pull Request
I'm "cooking" the materials system a bit, specifically the code
responsible for applying and removing effects. My goal is to move most
of the code to the objects-side, split it in smaller procs that can be
more easily overriden or called for object-specific modifiers and
effects, while also revamping things all around to better support items
made from multiple materials (the cleric mace will most likely be one in
this PR, with the handle and tip made of different materials).

PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO
MATERIALS.

## Why It's Good For The Game
One of the nastiest flaws with the materials system is that it's just
unfeasable to have items made of multiple mats (with effects enabled)
right now, as they easily tend to override each other, where some of the
modifiers and effects should only be applied the main material.

Beside, the system's starting to show signs of its time, from the
several type checks used to apply different effects, the one letter
variables to the the material flags that are still being passed down as
arguments when you can access them from the atom/source arg anyway. It
would be disonhest of me if I went ahead and coded material fishing rods
or whatever fish fuckery with materials without ensuring it won't
further the technical debt the feature currently has.

## Changelog
🆑
refactor: Refactored materials code. report any issue.
add: Cleric maces (The autolathe-printable weapon design from outer
space) can now be made of two different materials.
balance: Buffed cleric maces a little.
fix: toolboxes' stats are now affected by materials again.
/🆑

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2024-10-06 21:56:20 +02:00
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
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
c9a220d4c4 Water turfs are now properly named (#86641)
## About The Pull Request
Because water turfs were unnamed on compile-time, they defaulted to the
last section of their path.

## Why It's Good For The Game
This will fix #86638

## Changelog

🆑
fix: Water turfs from the crashed site ruin on lavaland are no longer
named "lavaland atmos".
/🆑
2024-09-15 13:38:06 +02:00
FinancialGoose
d92da7770a Double the melting point of floor and halve the thermal transfer of fire onto floor (#86156)
## About The Pull Request
Double the melting point of regular plating from 10'000 kelvin to 20'000
kelvin by using the max_temperature_sustained instead of heat capacity
of turf to determine melting point. Turf should still super conducts
using heat capacity but melts based on this variable instead, reinforced
floor still retain their immunity to melting.
## Why It's Good For The Game
Fire melting a floor leads to a quickly depressurization of the room and
thus killing the fire. This creates a cold airless room and also harder
to fix due to the cold temperature. By making it harder to burn through
floors fire will last longer and be more engaging due to its visuals
compared to a cold vacuum.
## Changelog
🆑
balance: double the melting point of hull and halves the thermal
transfer so plasma fire should lose less heat and harder to melt it
/🆑
2024-09-13 14:45:13 +02:00
Ben10Omintrix
91baa94ac5 event based incapicated and able_to_run (#86031)
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)

## Why It's Good For The Game
slightly improves the performance of basic mob AI

## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
2024-09-04 10:02:49 -04:00
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
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  - [x] #84910 - Reverted in 2a562ca26d9d13f335c276487f66edaa0d21b3bd
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  - [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
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  - [x] #85864 - Reverted in 4b25a209c5019bb65922cd793aff339f20c3d026
- ~~[ ] #85845 - Reverted in a326246e81b7b9242bbf45e7ab3b31caf9ce8147~~
(SKIPPED)
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- ~~[ ] #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
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  - [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)
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(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
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(NOT BEING INCLUDED)
- ~~[ ] #85842 - Reverted in 7ddd47e26ef1bc336e92a6675a33ec3191039c16~~
(NOT BEING INCLUDED)
  - [x] #85857 - Reverted in e32312ee20e9fdccb6dd7c4dc2d185540bd2276b
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  - [x] #85886 - Reverted in f27d6cabdf8f06f29926616345fa82c4e1e48708
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(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
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  - [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
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  - [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
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(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
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  - [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
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  - [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
Ghom
73081bcff0 Add messages (paper, photos, cash) in bottles. (#85703)
## About The Pull Request
This PR adds a new persistent feature: message inside bottles. These are
basically glass bottles with inside a piece of paper, a photo or space
cash (no holocredits, and most bills rarely go over 1000 credits anyway)
from a previous round, which can be fished at the beach, or from the
relative fishing portals.

Each piece of written paper or photo that isn't map-loaded has a roughly
a 0.2% chance to be added to the message bottles database at the end of
the round. However, you can also manually toss a glass bottle with
inside a paper/photo/bill into the ocean (or a fishing portal generator
with the ocean/beach module loaded) for guaranteed results.

The bottles are removed from the database once fished up by the by,
unless tossed back into the ocean.

I've also offset a couple bottle sprites that weren't properly aligned
(for the message overlays).

TODO:
- [x] add a couple (20 prob or less) message bottle spawners to the
beach away mission or something.
- [x] add a few sounds for adding and removing the message from the
bottle. (pickup/drop sounds already handle that)
- [x] test it properly.

## Why It's Good For The Game
I think it'd be neat to have a way to send photos, snarky "seek grass"
messages, as well as the occasional financial aid to future players, and
furthermore, another thing to tie fishing to.

## Changelog

🆑
add: You can place papers, photos and cash bills (no holochips) inside
bottles and then toss them into the ocean (or fishing portal gen with
relative settings) with right-click, for others to fish them up on
future rounds.
/🆑
2024-08-24 01:31:38 -04:00
klorpa
e1bf793264 Spelling and Grammar Fixes (#86022)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-08-23 21:49:46 +02:00
Ghom
659e6f0ca2 Fishing expansion 2: one-year later boogaloo (#85252)
## About The Pull Request
This PR mainly adds more fish and more fishing spots to the game, while
refactoring a few aspects of the fishing minigame.

Listing out with the new fish:
- Arctic char: mainly filler content for the ice hole fishing spot
- Sockeye Salmon: ditto but also provides better fillets that boost the
quality of resulting food items when cooked or used in recipes
- Soulfish: joke content, found by the cursed spring ruin
- Skin Crab: also a joke found by the cursed spring
- Bump-Fish: filler for the sand fishing spot
- Burrower Crab: ditto, reusing a fish sprite I made last year
- Sand Surfer: ditto
- Three-Eyed Goldfish: It's a reference, doh
- Stingray: A modestly weaponizable fish (whoops I've forgot to set the
hit sounds), it possess a few traits that make it deliver bits of venom
each time you hit someone with it
- Swordfish: Huge-ass fish that may require two hands to wield (or not,
if the RNG wants to make it smaller). Stats-wise, it's more or less the
equivalent of the captain sabre, if not stronger (and more unwieldy due
to size and weight). Becomes weaker when dead. Also gives better quality
fillets.
- Chainsawfish: A mutation of the goldfish with some size, weight and
traits requirements, but can also be found on emagged fishing portals.
Stronger than the swordfish, it behaves sort of like a chainsaw, with
the similar tool behaviour and var values. Also becomes weaker when
dead.

As for the fishing spots, you can now fish on sand turfs, at the cursed
springs or on ice. Rivers/jungle water now has its own fishing spot
datum, and no longer uses the generic fishing portal one. To fish on
ice, you first have to carve a hole with a pick or a shovel.

I've also refactored the fish "AI" hardcoded stuff used in the fishing
minigame into their own datums, which let me add a few fancier ways to
how the fish moves during the minigame (i.e. the soulfish moving at 1
FPS or the chainsawfish getting faster and faster).

As for the sword and chainsaw fish, their potential strength is balanced
out by the need of keeping them alive, as well as the potential
cumbersomeness, two-handed wielding and potential slowdown from the
excessive weight of the fish (Thank you Big Slappy for the inspiration).

Other minor changes include: Pufferfish giving better quality fillets
(too bad they're poisonous, I'll go and make a skillchip to let cooks
safely separate the poisonous liver from the fillets); McGill The
lawyer's goldfish) having a 15% of being three-eyed; the aforementioned
slowdown from fish weight and two-handed carry from fish size; a couple
new fish icons (the ones that hint you on what you're trying to catch)
for the fishing minigame; a few adjustments to prevent self-reproducing
fish from ignoring the population cap and let fish with a stable
population of 1 to crossbreed (also gotta make a different PR to let it
happen rarely without the crossbreeding trait).

This PR is still a WIP, gotta test it several times.

## Why It's Good For The Game
Fishing is something I've been working on for about a year now, but
there are still a few places where it's kinda lackluster, like there's
not enough diverse fishing spots or useful fish (I'll be working on a
separate PR to make the logistic of a carrying a fish around without
letting it die a tad easier). Also, look at these sprites:

![new
fish](https://github.com/user-attachments/assets/49c55065-32b0-44ec-ac12-74b3a1763f50)

Can you guess which is which?

## Changelog

For the sake of not dumping players with niche information 90% of the
players won't understand, I'll keep the CL pretty generic

🆑
add: Added twelve new fish types to the game. Some are cool, other are
not, some come with their own special traits and some are straight-up
weapons.
add: Added more fishing spots to the game. Sand, ice, rivers, the cursed
spring...
balance: A few fish like salmon, swordfish and pufferfish (poisonous
btw) now give better quality fillets when butchered, which can improve
the quality of food that uses them even further.
balance: Excessive fish weight will make the fish slowier to carry,
while excessive size may make it require two hands.
balance: Adjusted size, weight and cooldowns of several fish, for the
better.
/🆑
2024-08-20 06:46:11 +02:00
carlarctg
2f69fe6190 Adds three new deathmatch maps - Ragnarok, Lattice Battles, Species Showdown (#85319)
## About The Pull Request

Adds three new deathmatch maps.

### Important nonDM Balance Changes

Cult daggers fit on belts.

Heretic blades fit on belts.

Veil shifters fit on belts.

I really don't know why these didn't, it makes inventory management
rather annoying at times. It also screwed my loadouts over.

Cursed Blades fit on cult robes. They're cult equipment after all.

Bronze suits fit toy watches!!

### Ragnarok


![ragnarok](https://github.com/user-attachments/assets/b20b0974-b1e3-4d1f-9c46-03c56da3eebf)

A vicious battle in the jungle, between the three major religious sects:
Prove your deity's might! And try not to upset any primates. Or fall
into the chasm.

Going clockwise:

**Cultist Invoker**: Wielding a mirror shield, shielded robes, a sword,
and some bolas, this cultist has a 'well-balanced' set of equipment to
annihilate their opponents.

**Cultist Artificer**: This set harnesses the blood magicks - with
spells of stunning, blood rites, and ranged hallucinations, with a
wicked Cursed Blade and Veil Shifter as implement, and Berserker Robes
to finish the look.

**Holy Crusader**: Nullifying most, but certainly not all, of the
fearsome arsenal of the opponents with the null rod at their belt, the
Crusader packs a dangerous claymore and armor to protect them from the
demons.

**Rat'var Apostate**: Hey, what's that guy doing there in the dark? They
don't have any magic because their god is Fucking Dead, but they're
still going to show up for a token effort. Good luck!

**Heretic Scribe**: This mad soul wields an antique rifle and an
assortment of other dangerous relics, with a set of magic geared towards
staying far apart, picking enemies off from range and evading their
attacks for the final blow.

**Heretic Warrior**: With the deadliest of Mansus Magic at their
disposal, this warrior is only limited by their ability to juggle all
their spells at once - don't get overwhelmed sorting your spells while
an Invoker runs at you with a sword and shield and makes you cry
yourself to death.

### Lattice Battles


![spleef](https://github.com/user-attachments/assets/03391656-4544-4230-8a40-ab6349a1458c)

A fresh change of pace: In this pacifist map, the only way to kill your
opponents is to snip the lattices and catwalks from under them. Watch
your step.

### Species Warfare


![species_warfare](https://github.com/user-attachments/assets/35b4acc5-10db-403b-ac0f-78fac8d41e8a)

Prove the might of your static by duking it out with every other kind of
crewmember out there. Features a messy dorms, a ticking-timebomb atmos,
a rather sterile robotics, a slippery closet, a fluffy medbay, and an
energetic bridge.
Mirror Shields now shatter on throw (which stuns and hurts)

## Code changes

Added two new traits, TRAIT_ACT_AS_CULTIST and TRAIT_ACT_AS_HERETIC.
Added these as an OR to respective IS_X checks. Added new GET_X checks
for them, which do not check the trait.

Tidied up the file those are in.

Added belt_contents() to outfits, but it dosen't work....

Added a heretic rust sister-type to rust walls and floors.

Fixed a typo in cult ascension.

## Why It's Good For The Game

These maps all aim to do something interesting and unique with DM rather
than the usual deathfest and hugging of random crates.

Ragnarok allows players to practice unusual and rare magical mechanics,
similar to Ragin' Mages.

Lattice Battles adds SPLEEF to the game, which I think is awesome.

Species Warfare is, I think, fun and funny. Each 'department' has
incredibly chaotic and thematically-appropiate content for the species
its meant to symbolize, and I look forward to the chaos that every round
in it is inevitably going to have.

> Mirror Shields now shatter on throw.

I'm surprised they didn't! Since they aren't used anywhere I can do what
I want with them.

## Code changes

> Added two new traits, TRAIT_ACT_AS_CULTIST and TRAIT_ACT_AS_HERETIC.
Added these as an OR to respective IS_X checks. Added new GET_X checks
for them, which do not check the trait.

I think this is a clever solution to the problem of 'what if I want
someone who acts as the antag, but isn't?' Some procs do need the datum
to modify it, so there's GET_X, but those aren't common and don't seem
likely to be an issue.

> Added belt_contents() to outfits, but it dosen't work....

Help would be very much appreciated, I don't know what I'm doing wrong
here. It's only used for the heretic scribe's unfathomable curio.
Some post-PR cleanup coming up.

## Changelog
🆑
add: Added three new DM maps - Ragnarok, Lattice Battles, Species
Showdown.
/🆑
2024-08-19 13:47:27 +00:00
SmArtKar
49384e61ee Fixes active turfs on crashsite ruin (#85935)
## About The Pull Request

Water and breached pod had stationside atmos and were creating a ton of
active turfs roundstart

## Changelog
🆑
fix: Fixed active turfs on crashsite ruin
/🆑
2024-08-19 00:01:07 +02:00
Ben10Omintrix
4d43710d44 fixes rcds accounting for player dir only before construction (#85824)
<!-- 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! --> rcds now build based off of player's dirs right
before the object gets built

## 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. --> closes #85810

## 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 rcds accounting for player dir only before construction
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-15 23:14:44 +02:00
LemonInTheDark
4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
SmArtKar
de2c6a6985 Fixed mapload circuit floors not drawing power and deconstructing circuit floors not reducing power load (#85343)
## About The Pull Request

Closes #84923

## Changelog
🆑
fix: Fixed mapload circuit floors not drawing power and deconstructing
circuit floors not reducing power load
/🆑
2024-07-29 16:37:44 +01:00
Jackriip
0b8972917a Makes set_basalt_light local (#85134)
## About The Pull Request
- Converts set_basalt_light() from a global proc to an object proc
- Adds defines for basalt light levels to ensure consistency across real
and fake basalt turfs
- Replaces non local usage of set_basalt_light with switches that
utilize the light defines

## Why It's Good For The Game
Global namespace should be reserved for things that truly need it. This
isn't one of them. Helps reduces global namespace pollution.

Tested it and confirmed it works on all turfs that were modified

## Changelog
🆑
refactor: refactored global set_basalt_light proc into object proc
/🆑
2024-07-21 01:12:07 -04:00
r3dj4ck0424
68f210117a Fixes a chasm appearing in Tramstation when the jungle grass is destroyed (#84933)
## About The Pull Request
Changes the baseturf on a specific section of Tramstation - namely, the
jungle grass and dirt in the test subject room - from
/turf/open/misc/dirt to /turf/open/misc/dirt/station
The original baseturf had its own baseturf of chasm/jungle, while the
new baseturf does not (and should turn to asteroid sand if repeatedly
obliterated)

![Tramstation_Monkey_Pit](https://github.com/user-attachments/assets/b7dbaca8-74af-4b20-96ed-26023c39fbc4)
This is the area in question.

Additionally, I have added the jungle grass variant into the turf list
as /turf/open/grass/jungle/station so that everyone making a station
with jungle turf can use it more easily.

## Why It's Good For The Game
Closes #82932 
Prevents a planetary chasm from appearing on an asteroid, and brings the
turf in line with the rest of the station.
Jungle grass is also starting to pop up on other maps, so this should
make things a bit less chasm-heavy.

## Changelog
🆑
fix: Destroying the jungle grass tiles in Tramstation's science wing
should no longer open a chasm.
/🆑
2024-07-15 03:13:57 +02:00
Yobrocharlie
c024c101f6 Outpost45 runtime fix (#84864)
## About The Pull Request
fixes a few runtimes
## Why It's Good For The Game
makes outpost 45 cause less lag and adds a new tile, asteroid gravel
which is mechanically identical, but adds nothing actually new to the
outpost
## Changelog
adds a new tile, asteroid gravel which is mechanically identical to the
old var eddited asteroid sand.
🆑
fix: makes outpost45 cause less lag
/🆑
2024-07-12 00:05:15 +02:00
OrionTheFox
ddef344307 Resprites Catwalk Tiles to match TG's floortiles (#84819)
## About The Pull Request
Forgive me Maintainers, for I have sinned.
Months ago, a year ago, maybe longer, I PR'd some new and improved
sprites for the Catwalk Tiles here to TG. And when I did, I did not use
the right tile palettes for reference.

I have come to atone.


![image](https://github.com/tgstation/tgstation/assets/76465278/16605b30-455c-4c17-863b-00451a76fe27)

![image](https://github.com/tgstation/tgstation/assets/76465278/2d91e1b0-37c9-4916-b02a-9b23db0e3028)

![image](https://github.com/tgstation/tgstation/assets/76465278/c4233dec-1871-42ac-848b-2e8e94454dbc)

![image](https://github.com/tgstation/tgstation/assets/76465278/d8f09852-a8aa-4093-a4fd-68ddcbbc51af)

![image](https://github.com/tgstation/tgstation/assets/76465278/ff219529-d91c-459c-b8dc-b95e44890fa6)

Additionally, I removed a duplicate white catwalk tile (flat_white - the
one left is iron_white) and changed the `none`/error icon in the file to
double as both an error marker, and a template of the catwalk mesh for
future catwalk tile sprites.
## Why It's Good For The Game
Consistent matching tile sprites are much, much nicer to look at.
## Changelog
🆑
image: re-sprited Catwalk Floor Tiles to fit with TG floor tiles
/🆑
2024-07-11 02:27:39 +02:00
rageguy505
c7ccfee406 Fixes active turf in icebox/wawa xenobio (#84666)
## About The Pull Request
Makes a new openspace turf with matching xenobio BZ air mix.
## Why It's Good For The Game
Less active turfs when the game starts
## Changelog
🆑

fix: no more xenobio active turfs
/🆑
2024-07-08 22:36:07 +02:00
LemonInTheDark
e90a9b4b68 Flattens The Floor Plane (Camera Update Too) (#84350)
## About The Pull Request

Ok so like, side map right? It makes things higher up in the world
render above things lower down in the world.

Most of the time this is what we want, but it is NOT what we want for
floors.
Floors are allowed to be larger then 32x32, and if they are we want them
to render based off JUST their layer.
If we don't allow this grass turfs and others get cut off on their
bottom edge, which looks WEIRD.

In order to make this happen, we can add TOPDOWN_LAYER to every layer on
the floor plane and disable sidemap.

I've added documentation for this to VISUALS.md, and have also
implemented unit test errors to prevent mixing TOPDOWN layers with non
topdown planes (or vis versa).
This new test adds ~1 second to tests, which is I think a perfectly
scrumpulent number.

EDIT:

I nerd sniped myself and implemented sidemap layering and lighting for
cameras (also larger then 32x32 icon support for getflat)
The lighting isn't perfect, we don't handle things displaying in the
void all that well (I am convinced getflat blending is broken but I have
no debugger so I can't fix it properly), but it'll do.

This came up cause I had to fix another layering issue in cameras and
thought I might as well go all in.

![image](https://github.com/tgstation/tgstation/assets/58055496/601b422c-f6aa-42ba-bcd9-b1faebe236e3)


## Why It's Good For The Game

Old:

![image](https://github.com/tgstation/tgstation/assets/58055496/d4102386-420d-4346-b05c-b819e62d98d0)

New:

![image](https://github.com/tgstation/tgstation/assets/58055496/1f5e303e-adee-427d-8fe3-76c8f2dbe098)


## Changelog
🆑
fix: Grass turfs will render properly now. Reworked how floors render,
please report any bugs!
fix: Cameras now properly capture lighting
fix: The layering seen in photos should better match the actual game
/🆑
2024-07-04 12:10:41 -07:00
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
Afevis
1aade91a18 Unit tests for stuff accidentally placed in space by mappers (#84453)
This unit test detects all turfs & other movables that aren't in a lit
area (ie area/space/nearspace) on station zlevels

The grep detects movables placed on shuttles that do not have the
correct area assigned, which caused those atoms to break off of the
shuttle & literally get launched into random parts of space (usually on
station z-levels; the only reason I found this issue was cause the unit
test was detecting random shit ending up on station maps lol)

Minor fix for the mapload_space_verification unit test - it was falsely
detecting turfs that shuttle grids (that were template_noop) were parked
ontop of, which aren't effected by the shuttle in any way. This allowed
the following fix

Fixed a number of shuttles having atoms in /area/template_noop areas.
Atoms in these areas are treated as not actually part of the shuttle
itself & were launched off into random space tiles across all z-levels
via dump_in_space(). Corrected those grids to have the correct area, and
as such, shuttles now stay together properly.

🆑 ShizCalev
fix: Fixed a number of shuttles having parts (such as lattices)
completely disappearing.
fix: Fixed the ceilings above shuttles on station maps being
full-bright.
fix: Fixed lattices sometimes appearing at random locations in space on
station maps.
fix: Cleaned up a number of accidentally placed objects in space across
all station maps.
fix: Fixed a false positive with the mapload_space_verification unit
test failing on turfs that weren't actually part of shuttles.
code: Added a unit test that automatically finds all base space turfs
with objects on them, as well as non-space turfs that are set to space
areas (meaning that these squares weren't lit properly.)
/🆑


Shuttle Ceiling Fix:
Before

![2024-06-30_23-15-18-dreamseeker-Doctor_s_Spess_Junk_Eta](https://github.com/tgstation/tgstation/assets/6209658/4d1fb186-460a-409f-ab5d-3258b4e205f8)
Fixed
![Screenshot 2024-06-30
231528](https://github.com/tgstation/tgstation/assets/6209658/bd957384-4ba5-4fb6-9919-7f17f01d723c)


Shuttle Fix:
Before

![image](https://github.com/tgstation/tgstation/assets/6209658/4b408c40-0a25-4d8c-a9c7-65157eaf1172)
Fixed (look at the lattices in the middle. the stuff in the shuttle are
randomized / not part of this)

![image](https://github.com/tgstation/tgstation/assets/6209658/80a9e5f2-8c30-492e-8cd3-31f9b8ffb275)
2024-07-01 11:51:18 +02:00
LemonInTheDark
7d1e9e1c0a Implements Cardinal Smoothing Support, Misc Smoothing Cleanup (#84402)
## About The Pull Request

[Implements a new cardinal only bitmask smoothing
mode](d565564918)

The icon cutter supports generating cardinal only dmis, we should
support using them.

This is fairly trivial, just involves skipping a step to handle
diagonals.

While I'm here, makes adding new smoothing modes easier by creating a
"using smoothing" group define

[Removes undef for smoothing
junctions](4c0a4d6e34)

It is useful to be able to reference these in the general codebase, they
should not be considered scoped to just icon smoothing

[Fixes a copypasta issue breaking burn states for asteroid
snow](a41b31dbe2)

[Removes SMOOTH_BROKEN_TURF and
SMOOTH_BURNT_TURF](8a9a340728)

Bitflags should not be this specific, this should be a var on
/turf/open, so that's what I'm making it.

## Why It's Good For The Game

Upstreams a bit of wallening work, cleans up the codebase some

## Changelog
🆑
fix: Some varieties of snow now visually melt properly again when burned
/🆑
2024-06-30 22:08:39 -06:00
Ghom
35484728f1 Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request
Since non-clothing items can also be worn on several slots, there's no
need for cigarettes/vapes to be subtypes of masks anymore, since that
comes with a few oddities like #82870.

## Why It's Good For The Game
This should fix #82870, with about no side-effect aside them no longer
being edible by moths 🤢.
2024-06-29 12:44:48 -05:00
MrMelbert
4aa7bae77a Moves tool use back higher in the chain, but makes it so tool acts are only called on non-combat-mode (#84083)
## About The Pull Request

### Dilemma 

So we've been running into a dilemma recently as we move more and more
items over (#84070, #83910)

Some things like modsuits, tables, washing machines, storage items want
to do their tool acts before their item interactions

In the past this was perfectly fine, because it was `tool_act` ->
`attack`, but now it's a problem, because it's `item_interaction` ->
`tool_act` -> `attack`.

Rather than resort to snowflaking, my idea is that we can move tools
back up the chain so deconstruction and other similar effects are
handled first, before anything else like putting the tool onto the
table.

### So why does it require non-combat-mode?

A large amount of tool acts early return if the user's on combat mode to
allow the user to smack the thing instead of using the tool on it. So
I've decided to walk back on what I said like a week ago and make this
standardized behavior.

### Misc

Reintroducing `tool_act` as a proc that exist means that atoms can
easily hook certain interactions that must happen very high in the click
chain, such as doing something that block storage insertion. Moves some
of the behaviors I put on the (admittedly rather hacky) new proc to
that.

(Also cleaned up a bit of lockbox and medbot code)

## Changelog

🆑 Melbert
fix: Fixed modsuit interactions slightly. No longer requires combat mode
to use tools on it, plasma core works as intended as well. (Using combat
mode, however, will make you insert the item)
refactor: Refactored lockboxes
refactor: Refactored medbot skin application
/🆑
2024-06-28 16:18:50 -06:00
carlarctg
ff836e10be First Genetics Content in 5 Years (Adds new positive mutations!) (#83652)
## About The Pull Request

Sister PR to #83439, that needs to be merged before this.

Adds a plethora of new positive mutations to the game!

Mutations now have a variable that directly adds and removes traits
instead of manually doing so for idk

Tripled cryobeam range.

Made the mushroom hallucinogen's code more readable.

- Adrenaline Rush
Trigger your body's adrenaline response, granting you 10 * P units of
pump-up, synaptizine, and determination. After 25 seconds, you crash,
recieving 7 * S units of tiring and dizzying solution. Can be Energized,
Powered, and Synchronized.
- Mending Touch
Transfer injuries from the target to yourself! Heal 35 * P damage,
recieving up to 35 * S damage in turn. Transfers moderate wounds, fire
stacks, and attempts to parallel limb-to-limb damage. Has bonuses for
pacifist players. Can be Energized, Powered, and Synchronized.
- Elastic Arms
Your arms become floppy and you can interact with things as if you were
adjacent to them from one tile further! Does not work through walls or
dense objects, and you become unable to lift huge items, pull large
corpses, and you get chunky fingers.

Split temperature adaptation into three:
- Cold Adaptation
Gain cold immunity, gain ice slip immunity!
- Heat Adaptation
Gain heat and ash storm immunity 
- Thermal Adaptation
Resist both cold and heat, but no extra fancies. The sprite is green
now!
Pressure Adapt has a purple sprite.

You can mix the cold mutations with Fiery Sweat to make these new ones:

- Cindikinesis
Instead of summoning snow, you can now summon... ash. Wow. Very cool.
- Pyrokinesis
You can fire fire now! Fires beams of heat that, unlike the temperature
gun, actually ignite on hit. Higher instability cost than its sister
mutation.

The changes have been themed primarily around classic superhero
gimmicks. Genetics feels like a natural spawning point for superheroes,
and its mutations show this via the good ol' 'radiation made me fire eye
lasers' hero backstory. Adding more ways to be a superhero is fun.

Also, added two new speech mutations:
- Trichromatic Larynx
Every word you say is now either red, green, or blue!
- Heckacious Larynx (Trichromatic Larynx x Wacky)
You sound, well. Absolutely ridiculous. Spectacularly silly. Profoundly
wacky. Don't give it to the clown.
Unlocked the Elvis mutation as well.

## Why It's Good For The Game

> Adds a plethora of new positive mutations to the game!

Genetics is in desperate need of new content, all it's had for years is
a slow gutting and removal of the few things it does have. Hulk is,
being real, stupid, dumb, stagnated, and overpowered, but it's been
begrudgingly accepted because genetics is quite literally just, nothing
without it. I'm here to add the somethings to genetics and add some more
variety (and no i'm not touching hulk)

> Mutations now have a variable that directly adds and removes traits
instead of manually doing so for every mutation.

Less stupid

> Tripled cryobeam range.

Shit joke mutation is now long-range shit joke mutation!

> Made the mushroom hallucinogen's code more readable.

Slightly OOS because I was going to add color blind mutations but
decided not to creep. This piece o shit code has been hurting my head
for years and now that I've finally understood it I want to make sure
others don't go through that pani.

> - Adrenaline Rush
A quick burst of some mild chemicals at the cost of eventual nausea,
sounds like a fair trade to me! If you're already on the ground, this
isn't going to do anything.
> - Mending Touch
Healing is something that's lacking from the mutations, and this puts a
fun spin on it, making the caster a damage pincushion as they heal and
absorb damage.
> - Elastic Arms
Classic superhero power, very funny, lots of silly and sandbox
potential. Has innate drawbacks because 1. thematic and 2. it's pretty
strong

> Split temperature adaptation into three:
They combine into the same thing it used to be, so don't freak out. This
just adds some separation between the immune types, for things like
themed superheroes.

> - Cold Adaptation
Perhaps mildly concerning, but I think this might be a fun spin on it?
TODO: make hiking boots effect?
> - Heat Adaptation
Nothing to say. It's cool.
> - Thermal Adaptation
Nothing wrong with this mutation so it stays in

> You can mix the cold mutations with Fiery Sweat to make these new
ones:
How can we have frozone and not, uh human torch or something. why are
there no heavy hitter fire superheroes in marvel or dc???
> - Cindikinesis
Can't really summon an equivalent to snow that's actually useful, so
here's this instead. Clown might like it, or maybe the chemist.
> - Pyrokinesis
The ignition effect is fairly weak and mostly a deterrent. I think this
is the most dangerous ranged mutation in the game, which is kinda sad.

> - Trichromatic Larynx
Colors are fun! We have speech mutations that change words but none that
change their color. Though, to be fair, this was mostly added for the
mutation below's combination.
> - Heckacious Larynx (Trichromatic Larynx x Wacky)
I felt that Wacky wasn't nearly wacky enough. It just made your speech
comic sans. That's great and all, but. It's not much? This will be a
truly clownly mutation, the Genetics equivalent of a HONK mech. I made
it a combination mutation specifically to restrain its power level.
> Unlocked the Elvis mutation as well.
Was there a reason to lock this?

## Changelog

🆑
add: Added tons of new mutations to Genetics, alongside some recipes!
add: Thermal Adaptation has been made a combination mutation from the
stronger but narrower Cold and Heat adaptations.
balance: Cryobeams have 9 tile range, and fiery sweat doesn't cause
spread on contact.
image: Added some neat new sprites for the new mutations, and added a
greyscale version of the magic hand sprites.
code: Infinitesmally improved mutation code.
/🆑
2024-06-28 17:52:09 -04:00
Sable
f2fec8aecf Fix active turfs in icebox listening post ruin (#84372)
## About The Pull Request

Replaces snowed over platings in icebox comms agent post with a new
standard air subtype
Why is it snowed over when it's freezing temperature? No idea, but the
turfs next to it are standard air and the room is atmos piped into a
standard temperature atmos section, so I guess its just for aesthetic
## Why It's Good For The Game

Acting turfs are not nice, neither are too many var edits in maps
## Changelog
🆑 Thlumyn
fix: fixed active turfs in icebox listening post
/🆑
2024-06-28 10:10:00 -04:00
GremlinSeeker
00bc375a26 BirdShot Service Department Changes (#84080)
## About The Pull Request

Revitalizing birdshot by extensively changing up most of the service
departments.

## Why It's Good For The Game
Birdshot is in need of some changes. I was hoping that these changes
would help improve it in the eyes of players.

This birdshot update features essentially an entirely moved/renovated
service departments, along with an addition to an arcade and a
commissary, along with a much improved public chapel. Moved the service
lathe to a new service hall found between the kitchen and hydroponics.
You can see the new layout below.


![image](https://github.com/tgstation/tgstation/assets/168238458/c281bd94-ba2a-4140-b7d4-e7ee58cc3a76)
## Changelog
:cl:Viralmilk22

add: Shifted up the service departments on Birdshot.
add: Added an arcade.

/🆑
2024-06-26 18:47:28 -07:00
Da Cool Boss
f62cd39a51 Updates The Lizard's Gas (Lavaland ruin) (#83278)
## About The Pull Request
Before:
![before screenshot](https://i.imgur.com/j2dec69.png)
After:
![after screenshot](https://i.imgur.com/5Bbkugw.png)
![in-game screenshot](https://i.imgur.com/EmUvGID.png)
Notable changes:
Sinks replaced with custom liquid plasma dispensers.
Welding fuel tanks are now outside.
Solid plasma sheets removed.
Stony road is now a new tile, asphalt.
Added a plasma gas tank, with a controller inside.
You can refill plasma canisters using piping connectors, like the space
version of this ruin.
Shortened the road to make the ruin play nicer with terrain generation.
Expanded the back room slightly.
Moved the lizard to the back room so he aggros watchers and bileworms
less.
Gave the lizard a name, and adds a missing lizard plush.
Reinforces the outside walls/windows.
Adds some flavour items (trash spawners, posters and empty canisters).
## Why It's Good For The Game
There was a bunch of little things that annoyed me about this ruin, so I
went through and changed a lot.

Replacing the solid plasma and welding fuel sinks was important because
those were silly and added little to gameplay. The plasma chamber can be
siphoned off into canisters and taken to the station where they can be
sold, or sabotaged to create fiery clouds. Instead of removing the sinks
entirely, I made them dispense liquid plasma instead and changed the
sprites. Making them into solid sheets is a fun puzzle for miners to
solve.

The road also had to go. The pipes appearing above ground looked awful
and the decals didn't work. So now it's a section of asphalt road. The
asphalt can be removed, it's basalt underneath. This helps the outside
match Lavaland's pallette better. The road was shortened to make the
ruin more compact and look better when it generated over lava, I hated
the roads ending cleanly in the middle of a lava lake.

The inside didn't get changed a lot. Atmos was fixed so it filters out
Lavaland stink. Some minor cosmetic stuff like adding posters to bare
walls and moving the freezer section away from the door. The backrooms
got expanded and now has a sofa so it's more usable as a break room.
## Changelog
🆑
add: The Lizard's Gas ruin in Lavaland has been revamped, and now
dispenses plasma gas fuel.
/🆑
2024-06-10 16:38:53 -07:00
Kian
62526218c2 adds final destination deathmatch map (#83757)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/82929 
I spent hours working on this; mapping, setting classes, testing,
balancing. It feels like shit to see pr closed. This is the same map but
without the removal of mech madness in the pr


![Photoshop_NFdOZPhR1L](https://github.com/tgstation/tgstation/assets/157846764/cb2979f6-ee40-4f22-b2d7-457b95a056af)
nuke op has a bulldog instead

## Why It's Good For The Game
its a deathmatch map; there are many like it but this one is mine. The
classes represent a variety of characters you'd find aboard space
station 13, albeit cartoonishly powerful and with more gear than you
could reasonably use. Have some honourable showdowns at peak performance
or a chaotic loot fest; no gear is restricted.

## Changelog
🆑
add: final destination deathmatch map, loadouts
fix: indestructible light tile emits light
/🆑

Co-authored-by: sylvia <sylvia-from-fulp-station@users.noreply.github.com>
2024-06-07 13:38:51 -04:00
Rhials
ab9cc35c48 Graveyard update take two (#83567)
## About The Pull Request

**PR body copied from last PR (#83149). I fucked something up (I think
by leaving dream maker open while trying to fix the merge conflicts?)
and rather than try and walk backwards I'm just making a new branch.**

This implements the digging of graves on most soil/dirt/planetary type
turfs, and gives the coroner their own private burial ground.

**Change 1 - Gravedigging:**

You can right-click planetary/dirt/grass tiles using a shovel or shovel
subtype (or entrenching tool). Speed varies on the type of shovel you
are using. This creates a Makeshift Grave, an unmarked burial mound
(different from the ones at the elephant graveyard).

This is handled through the new gravedigger component, which is mostly
unremarkable but worth mentioning in case anyone wants to add this
behavior elsewhere.

**Change 2 - Icebox Morgue Graveyard:**


![image](https://github.com/tgstation/tgstation/assets/28870487/e154dd79-9431-49b4-b3fd-9c932448c8cd)

The icebox morgue now has private burial ground, sealed off by a fence.
Mourners are expected to keep out and perform their grieving at the
appropriate distance. This does not affect the chaplain's burial ground,
which is publicly accessible from the outside. This gives a more secure
place to bury bodies (I'm sure someone will have a reason for this some
day) and may lead to fighting over corpses, which I think is funny.

Also, there might be some goodies left in those graves, but you wouldn't
go graverobbing just for some useless loot, would you??

This also adds a new area type, graveyard, which is mostly just the
icemoon outdoors with the spooky ambiance of the morgue.


![image](https://github.com/tgstation/tgstation/assets/28870487/57a3d790-4941-4130-b4de-ef524383e560)
## Why It's Good For The Game

Now you can bury your friends in an unmarked grave! Bury people alive!
Bury your treasure, or reminders of the sins you've committed! Bury
anything, anywhere you want!

The morgue graveyard is a nice bit of flavor. I know the Chaplain
already gets one (I forgot this when I started this PR though) but the
Coroner is an equal-if-not-more-important corpsekeeper than them.
## Changelog
🆑 Rhials
add: Shovels and entrenching tools can be used to dig graves on
asteroid/dirt/etc. surfaces. Neat!
add: The Icebox Morgue has been given a fenced-off graveyard in the
back.
code: burn_tile() is no longer double-defined on asteroid turfs.
/🆑
2024-06-02 02:52:52 +01:00
Sadboysuss
d912877e10 Fix tips for metal foam. (#83532)
## About The Pull Request
### Old: 

![image](https://github.com/tgstation/tgstation/assets/96586172/554f4470-95d7-420d-9333-cef49c5af1b9)
### New:

![image](https://github.com/tgstation/tgstation/assets/96586172/865f40a7-7502-435f-a2e0-dc7a7cef851a)

closes https://github.com/tgstation/tgstation/issues/83526
## Why It's Good For The Game
false tips are bad, let's make learning the game easier by sharing game
mechanics via descriptions.
## Changelog
🆑 grungussus
fix: fixed metal foam plating description and add more user friendly
explanation on how to replace tiling.
/🆑
2024-05-29 21:41:41 +02:00
Ben10Omintrix
761b14ef7c lavaland raptors (#82537)
## About The Pull Request
adds raptors to lavaland. these are creatures that have been created
through countless xenobiological experiments by nanotrasen to breed an
animal that can withstand the harsh conditions of lavaland and aid
miners. theres now a new ranch miners can access bottom right to the
mining base

![ranch](https://github.com/tgstation/tgstation/assets/138636438/20d9e358-15a5-48e2-aee3-9364ca139e43)
this ranch starts somewhat empty as most raptors have escaped
containment and are now scattered all across lavaland, u can find them
and return them to ur ranch.

in order to tame a raptor, u first need to prove to it that ur a capable
master. when u try to ride it, a little minigame prompt will pop up

![minigame](https://github.com/tgstation/tgstation/assets/138636438/dcc13102-7100-40c8-ae7a-089cd4daf868)
in this game, the bird's icon rapidly changes direction and u have to
quickly click the arrow thats OPPOSITE to the direction its facing
several times before the direction changes. if you fail 3 times itll
knock you off and run away, however if u win it will deem u a suitable
master and listen to your orders.

There's many different breeds of raptors you can find across lavaland,
all with different capabilities:
red raptors: these excel at combat and can be very useful for dealing
with lavaland mobs or defending the node drone
yellow raptors: are very speedy mounts, theyll get u from point A to
point B in record time
green raptors: they are the tankiest type of raptor and are very good
miners. while mounted, they will clear any rock walls in their path
purple raptors: can store items in them. they have a decent storage size
allowing players to carry more items across trips
white raptors: are able to heal other injured raptors. having one in ur
party would be very useful as they can nurse the combat raptors back to
full health when they need it
blue raptors: produce very nutritious milk with healing capabilities.
having 1 or 2 of these back at ur ranch would be very useful
black raptors: by far the rarest breed, its very unlikely that ull be
able to get one of these, but in the case u do, they have the combat
capabilities of the red raptor, speed of the yellow raptor, and
tankiness of the green raptor.

Breeding different colored raptors together can net u an entirely new
colored raptor. each breed has atleast 1 guaranteed combination of
parents that it will result out of.

you will also need to maintain a good friendship bond with ur raptors,
this is done by feeding them, grooming them, and petting them. u can see
the strength of ur bond by SHIFT clicking them. more hearts indicate a
stronger bond

![hearts](https://github.com/tgstation/tgstation/assets/138636438/5662c5a7-2df3-4f98-99f4-a11faa17b569)
having higher friendship bonds means ur raptors will perform better in
combat, and in the case of blue raptors, they will produce more milk.
Maintaining friendship bonds with baby raptors and keeping them happy
will also encourage them to grow faster

U can also analyze raptors using the new raptor-dex device available at
ur ranch

![pokedex](https://github.com/tgstation/tgstation/assets/138636438/82b92c0c-b7db-4a0d-997e-384a69c0ecbe)
the inherit modifiers indicate how strong this raptor's offspring will
be. raptors inherit attack and health stats from both their parents,
breeding raptors with higher inherit modifiers means the offspring will
be stronger.

raptors will also inherit some traits from their parents that will
change how they will act around u and around other raptors, some of them
being:
Playful: raptors will play with their masters and tease them
motherly: raptors will care for baby raptors, this will encourage baby
raptors to grow quicker
depressed: means its hard to keep this raptor happy and friendship bonds
will deteriorate faster if not given enough care.
coward: makes them flee combat if severly injured, ditching u to the
wolves
trouble maker: makes them attack other raptors at the ranch. however,
trouble maker raptors will not attack other trouble maker raptors,
instead they will form posses and bully raptors together. it might be a
good idea to isolate them from the other raptors

raptors primarily consume ores. to feed raptors, you need to place ore
into the food troughs at the ranch. they are too civilized to eat ores
off the ground or directly from ur hand, they will only eat it if its in
their trough

![trough](https://github.com/tgstation/tgstation/assets/138636438/70723cc7-5743-4ace-9955-4307879e7a83)

beautiful raptor sprites by spessmenart! (rest are codersprites)

## Why It's Good For The Game
adds a new layer to lavaland mobs, and gives miners new interesting
tools and ways to tackle the challenges of lavaland.

## Changelog
🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie
add: adds lavaland raptors and the raptor ranch
/🆑

---------

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2024-05-16 19:54:00 -07:00