Commit Graph

98 Commits

Author SHA1 Message Date
MrMelbert
5cffc0d169 Extremely minor reagent optimization (#93645)
## About The Pull Request

Saves us like, 10,000 - 20,000 lists per round by not initing a list for
every reagent

Uses a signal to handle allergic reactions blocking metabolism rather
than adding behavior `/reagent`

## Why It's Good For The Game

Will it matter? Probably not, is it cleaner? Heck yeah

## Changelog

🆑 Melbert
qol: Tox damage from allergic reactions is affected by tox damage
modifiers
refactor: Changed how allergic reactions to chem pause metabolism,
report any oddities
/🆑
2025-10-29 22:39:48 +01:00
FlufflesTheDog
0f3d4596f3 Dullahan fixes (#93365)
## About The Pull Request
Fixes up some of the blaring problems with the woefully unloved
dullahans, making them at least playable in time for halloween. List of
individual fixes in the changelog, but notable code changes include that
visible/audible messages can (currently exists for dullahan heads and
holopad projections) now be proxied, so that detached cameras can
optionally relay TTS, emotes, and other messages to the proper client.
## Why It's Good For The Game
Its spooky month!
## Changelog
🆑
fix: Dullahans spawn with their intended organs
fix: Dullahans can hear/see emotes
fix: Dullahan heads properly have preferences applied to them
fix: Dullahan heads no longer appear eyeless
fix: Dullahans can hear things from their head regardless of if their
body is nearby
fix: Dullahans can hear TTS messages
fix: Dullahans have a TTS voice
qol: Dullahans have a head in the character preview, for the sake of
easier customization
/🆑
2025-10-29 00:20:58 +01:00
Fghj240
50f3030e09 Stabilized cerulean extract clones copy more damage from their owner (#93504)
## About The Pull Request

(In case people don't know, a stabilized cerulean extract is an item
that creates a clone of you that is catatonic while you hold it. If you
become a corpse (doesn't work if you're gibbed, decapitated, or dusted,
or completely deleted in any other fashion) and the clone is still alive
your soul is pulled into the clone)

Currently, the clone is just the equivalent of a catatonic monkey human
with your dna moved onto it. It looks the same as you, but the
similarities end there. It doesn't share your traits, sex, or voice.
This PR changes the clone to copy more of your old self so it actually
feels like you and you can't use it to get rid of all your brain traumas
but the clone does keep any positive ability you get from your traits as
well.

## Why It's Good For The Game

Bugfix. I mean maybe it's intended that way but that seems unlikely.

Also I should mention that because addictions are tied to your mind
(whatever that means) the only addictions that swap to your clone are
ones that you have from traits. Also your allergies will be randomized
again since you're getting new traits.

## Changelog

🆑
fix: stabilized cerulean extract clones keep your traits
fix: certain traits now function properly when added midround
/🆑

---------

Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
2025-10-26 22:06:20 +01:00
Roxy
f3848f1ef2 Renames flatten_list proc to assoc_to_values (#93453)
## About The Pull Request

`/proc/flatten_list()` -> `/proc/assoc_to_values()`, also changes the
code doc to mirror the language of `assoc_to_keys()`'s code doc

## Why It's Good For The Game

Having a proc called `assoc_to_keys` that takes an associative list and
returns a list of the keys, and also having a proc that takes an
associative list and returns a list of the values, and the latter not
being called `assoc_to_values` is very funny

## Changelog
🆑
code: renamed flatten_list proc to assoc_to_values
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-10-14 21:01:09 +00:00
MrMelbert
3ea7b03369 Accentuate the positive with **Personality**: A (soft) mood rework (#92941)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-10-02 19:00:13 +00:00
MrMelbert
7c0973ccf4 Refactors names and voices / potted plants no longer conceal voice (just appearance) / honorifics show on examine (#92781)
## About The Pull Request

Closes #92778
Closes #86829

<img width="347" height="39" alt="image"
src="https://github.com/user-attachments/assets/c50bd1ff-8c00-47a7-a31a-617fae2adc5b"
/>

1. Splits `TRAIT_UNKNOWN` into `TRAIT_UNKNOWN_APPEARANCE` and
`TRAIT_UNKNOWN_VOICE`

2. Renames some stuff like `getvoice` and `getspecialvoice`

3. Gets rid some crummy signals around `get_visible_name` and
`get_voice`

4. Heads now apply the disfigured trait when relevant (rather than
snowflake checking for damage amount)

5. Ling voice refactored into using special voice (it was only used by a
viro symptom anyways; I don't anticipate this overlap being problematic)

6. Mask voice changer refactored into a trait

## Why It's Good For The Game

Potted plants shouldn't have magical voice concealing powers -
especially not over radio, but not over in person either. It's a damn
plant

So I addressed this by refactoring our face and voice system. Overall
things should be a lot cleaner and easier to use.

## Changelog

🆑 Melbert
refactor: Refactored a lot of code relating to human face and voice, ie,
what shows up in examine and in say. Report anything odd when examining
people, with ID cards, when talking over radio, or when disguised
refcator: Refactored how you get disfigured when your head's super
damaged
refactor: Refactored ling mimic voice and traitor voice changer
del: Potted plants no longer hide voice. They still hide appearance,
though
qol: Honorifics now show in examine / in world, rather than only when
speaking.
/🆑
2025-09-12 17:11:06 +02:00
nikothedude
fadbf16e1b Asthma quirk, inhalers - Electric Boogaloo (#92747)
## About The Pull Request

Revival of https://github.com/tgstation/tgstation/pull/79691

A while back, I made this PR, but lost motivation after diving too deep
into the code soup of can_breathe and related procs. Now, I have removed
those parts, and have simplified that part of the code to the point I
think it's ready for review.

Many reviews from the previous PR have been addressed in this PR.

<hr>

<details>
  <summary>Details</summary>
  
Asthma is a 4 point negative quirk that emulates real life asthma. It
works by slowly decreasing the amount of pressure each breath you take
receives, until your lungs completely seal, ensuring death if you dont
get oxyloss meds/windpipe surgery.

Inflammation (the tracker for intensity) increases whenever you breathe
smoke, use a cigarette, metabolize histimine, or suffer an asthma
attack.

Asthma attacks have a low chance of happening every second, starting 10
minutes after you spawn and with a 20-30 grace period between attacks.
They are "diseases" that cant be outright cured by albuterol, only put
into remission. They increase inflammation at varying rates depending on
their severity, with extreme asthma attacks being a immediate threat to
your life while mild ones might not even cause inflammation. The
response to these is always the same - use your inhaler before you start
choking.

Asthmatics start with a rescue inhaler, a low-capacity inhaler loaded
with albuterol, which I will get to later.

Albuterol is a new medicine thats a little tricky to make but still
doable. It can be efficiently created with inverse convermol, or
transmutated from salbutamol and convermol. The opposite is true, with
albuterol able to be turned into salbutamol. Two canisters are available
in chemvends.

Upon use, it increases the virtual pressure of all breaths taken by 40%.
This allows for you to breathe in lower pressure environments, as well
as enhancing the effects of things like healium.

It's OD causes your diaphram to spasm, causing sporadic losebreath and
forced breathing.

Inhalers are a fancy new reagent application apparatus that uses the
INHALE reagent bitflag.

Inhalers themselves are rather unremarkable, they are merely the method
of using inhaler canisters (they also have a rotary display
approximating the uses left in a canister - just like real life
inhalers).

Inhaler canisters are the reagent containers, and are generally low
capacity. They can only be used in a inhaler, and contain aerosolized
chemicals.

Inhaler canisters and inhalers are unlocked from chemical synthesis, and
are printable for cheap from a medlathe.

In order to use a inhaler, one must uncover the mouth of a carbon and
wait a few seconds (its faster if its a self-application) before a small
amount of the reagents are delivered via the INHALE bitflag. This only
works on things currently breathing - if theyre dead, have no lungs, or
just, arent breathing - it will fail. This includes asthmatics with 100%
inflammation.
  
</details>

<img width="181" height="74"
alt="282863233-77a7cd6b-44d2-458e-9966-06d485df1521"
src="https://github.com/user-attachments/assets/293b6659-0834-4e9a-b033-cc3b0cfde18e"
/>

<img width="1465" height="202"
alt="282863346-2a247736-0c3a-43b0-a60b-7cff10ce4963"
src="https://github.com/user-attachments/assets/5d9a13dc-b7b2-4de2-adda-8fbc8276e667"
/>


Sprites are not mine; they are from swanni and I can NOT sprite for the
life of me
## Why It's Good For The Game

1. Asthma is just cool. One of my favorite features on bay was the fact
lung damage required you to turn up the pressure on your O2 tank to
survive, and this does precisely that.
2. Its always fun to add new ways to interact with atmos as a player
that arent grossly broken, and I fail to see how a 40% increase of gas
intake will really affect balance too badly.
3. Inhalers are badass.
## Changelog
🆑
add: Asthma quirk, based on IRL asthma
add: Inhalers, a new reagent administering method that uses INHALE
add: Albuterol, a new reagent that increases the amount of gas you
inhale by 40%
balance: Inverse convermol now forms once the reaction is done, not on
metabolize
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-09-08 13:31:21 +12:00
Lucy
12ebe064fc don't use get_all_contents every process for family heirlooms (#92576)
## About The Pull Request

the family heirloom quirk runs `get_all_contents` on the quirk holder
every process. which is kinda dumb and wasteful when we are looking to
see if the quirk holder has an item _that we already have a reference
to_... `/atom/proc/contains` exists and works just fine for this.

## Why It's Good For The Game

`get_all_contents` is very wasteful and unneeded for this use-case

## Changelog

no user-facing changes
2025-08-17 03:31:15 +02:00
Cirrial
9983156985 add saline glucose solution to blacklist for medical chem allergy (#92476)
## About The Pull Request

Adds saline-glucose solution to the blacklist for medical chems you can
be allergic to, thus removing it as a thing you can be allergic to.

## Why It's Good For The Game

You can eat salt, water, and anything with sugar to have an immediate
life-threatening reaction to fundamentally required chemicals within
most organisms' systems.
I know you're opting into massive random inconvenience/harm/death when
you're deranged enough to pick this trait, but this seems a bit crueller
than intended.

If someone can convince me that slightly salty sugar water is actually
something you can totally be allergic to, I am going to sprinkle some
salt into a can of soda and drink it before them and magically not die
(and the can of soda would 100% be far more chemically damaging than
saline glucose solution could be)

## Changelog

🆑
balance: You will no longer be allergic to saline-glucose solution.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-08-08 15:56:50 -04:00
SmArtKar
3fdc42ba23 Makes Fluoride Stare less of a meme, fixes lizard blinking (#92426)
## About The Pull Request

Buffs fluoride stare to not be completely unplayable, increasing warning
delay from 30 seconds to 3 minutes, and post-warning grace to 30 seconds
from 10, as well as halving damage per second.
Also fixes lizard blinking being horribly broken, made brain damage
properly update eye blinking instead of you having to wait until an
update_body call to get your brain-damaged blinks.
Additionally, fixes a bug where only roundstart eyes would blink, as
#88300's removal of update_body in eye insertion prevents them from
properly updating their overlays when inserted, thus not granting their
owner passive blinking until forced by another source.

- Closes #90269

## Why It's Good For The Game

Fluoride stare was somewhat of a joke quirk, but people liked the
concept, so it should probably not make you blind in the first five
minutes of the round. Original numbers are extremely detrimental and
require constant micromanaging to the point where you can't do any job
whatsoever.
2025-08-07 12:46:54 -05:00
MrMelbert
08045236ca Quirks send on_gain messages in fewer contexts (#91867)
## About The Pull Request

Quirks only send their on_gain text when given midround, such as by an
admin

## Why It's Good For The Game

Spams the hell out of you for no reason - in very few contexts are these
messages important (randomized allergies come to mind), but there are
other avenues to figure out (such as dogtags)


![image](https://github.com/user-attachments/assets/a1abb43b-edd0-4a08-8085-319ee216917a)

## Changelog

🆑 Melbert
qol: Quirks spam you less on roundstart or latejoin
/🆑
2025-06-29 11:42:59 -06:00
necromanceranne
57624ca1e2 Rebalances wound determination values, wounding escalation and wound armor to hopefully be less explosive (#91099)
## About The Pull Request

This is a big one so please bear with me, wounds are complicated

### Max Potential Wound Rolls

We've decreased the max contributed damage to wound rolls from 35 to 25.
This results, after the exponent, a max possible wound roll of 1 to 91
before any modifiers (assuming the attack, after armor, is 25 or above).

The minimum value to wound is still 5.

### Wound Escalation Penalties

Most wounds were contributing significant numbers per wound type to the
potential for a new wound to occur. Getting wounded once meant you were
getting wound a lot, but actually getting past that first wounding may
be the tricky part.

We have significantly reigned in the wound penalty that having a wound
contributes, and instead utilize the series wound penalty to allow same
type wounds to escalate themselves faster as a priority. Having wounds
still makes you more wound vulnerable, just not to such an extreme
degree.

The priority here for what wounds matter most for contributing to
overall wounding vulnerability is ``Infected BURNS > BURNS >
SLASH|PIERCE > BLUNT.``

### Wound Armor

Wound armor, unlike all other kinds of armor, was used as a additive
value to the wound roll modifiers rather than a multiplicative value.

We have reworked how wound armor is determined by changing how wound
modifiers are calculated.

Firstly, we're passing our entire injury roll into the
``check_woundings_mod()`` proc, as we're not treating this as a proc
that just adds values anymore.

Secondly, bare wound bonus only applies if there is no potential wound
protection from any source, as expected. But it comes last in the
calculations.

Thirdly, wound protection is applied to the injury roll last, after
wound bonuses from the attack, wound bonuses from other wounds and wound
bonuses from a disabled limb are applied. This does not include serial
wound bonuses, which are determined outside of this proc.

Wound protection comes from two sources. Clothing and limb wound
resistance. Your chest and head have an amount of wound resistance so
long as they are not mangled in any fashion. Being mangled means having
either a hairline fracture or a weeping avulsion wound.

Wound protection reduces the final injury roll by a percentage. Say our
roll is 50, and we have effectively 50% wound protection. The final roll
would be 25.

### ~~Wound Armor on Clothing~~ Reverted

~~Most clothing have had their wound armor values changed. As a loose
rule, I used the highest of melee or bomb armor, except where that value
was 100, in which case I used the lowest instead. I'm basing this
decision on how embeds are calculated, which is attack type agnostic.~~

~~Some armor have inconsistent values because they are alternative
armors to an existing armor type or are hyperspecialized armor.
Ablative, bulletproof and security vests all share a value of 35,
despite the former two not having decent melee or bomb armor.~~

~~Some clothing missing wound armor that should have had them now have
wound armor.~~

~~This may need a bit of scrutiny in case one or two seem weirdly high.
Some have maybe become too low. Its a bit hard to say.~~

### The ``bare_wound_bonus`` variable

I changed it to ``exposed_wound_bonus`` to better represent when it
applies. You can be naked and still not be affected by this bonus if the
limb has wound resistance.

## Why It's Good For The Game

I'm not promising anything with this PR, but this is an attempt to
sanity check the values on wounds so that we're not seeing what the data
that determined the removal of beheading presented. An extreme
over-representation of tier 3 wounds. ~~And, from that, maybe I can
argue for beheadings coming back. That's my goal. I think beheadings
happened so much because the numbers were in need of work.~~ Well okay I
just wanna make wounds a bit more workable actually more than I want
beheadings.

Why is it that tier 3 wounds were so over-represented? Because wounds
will often force more severe wounds of other types by merit of any
wounds existing at all on a limb. Having **_a_** wound makes you more
wound prone for any kind of wound, and not just making you more likely
to suffer a more severe type of the same wound.

The threshold mechanic was intended to simulate making a wound worse,
but oddly just made a limb broadly more prone to getting worse from any
kind of attack to such a degree that future wound rolls of different
types were often going to start at the threshold necessary to be a tier
3 wound.

Dismemberment, mind you, requires you to suffer a flesh wound while you
have a bone wound of tier 2 or higher (with tier 3 giving a bonus to
this). You can do this readily via just a sharp weapon, because having a
mangled limb causes the wound to turn into a bone wound. Technically,
this is meant to be less likely as the effective damage for this wound
is halved. But the wound bonus from having a flesh wound was almost
always significant enough to kick your new bone wound up to a tier 3.

In other words; its not surprising that you saw so many beheadings,
because the system wanted to behead you as fast as it possibly can
thanks to all these escalating values.

Wound armor was only applied as a flat reduction on the roll. The
average for wound armor was 10. After receiving a single wound, you can
expect wound rolls to reach upwards of 100, even if the actual damage
roll was not particularly high, due to wound stacking bonuses form being
wounded.

This meant that wounds, if they happened, came thick and fast after the
first, regardless of what your protection might be to wounds. It was
just a matter of getting past the initial bump.

This is why effects that forced wounds were so powerful. They basically
made a given limb more prone to taking a wound without having to deal
with the protection problem first.

Finally, this is just a broad flaw with the system that is not its
fault. It is actually a problem that isn't a problem. Most people in the
game are not wearing helmets that protect their head. So most people are
going to suffer from a higher proclivity of being wounded if people are
aiming for the head. There is this...kind of cargo cult belief that
aiming for the head means you do more damage, or can stun someone if
you're lucky or what have you. It's entirely nonsense, but it has a
grain of truth in that people rarely wear, or even have access too,
headwear that provides wound protection or any protection at all. People
have jumpsuits, which are universally wound protected, but that isn't
true of the head. Look, the point is, they're not aiming at the head
because it is usually less armored, its for other reasons but it just so
happens to become true due to wounds and how wounds roll their type.

To soften this issue, I've decided to treat wound resistance as armor
until the limb suffers a tier 3 wound. This way, hits to the head MAY
not necessarily escalate to tier 3 instantly as they would on live even
from relatively low power weapons. Some weapons have very low force, but
have extreme bare wound bonuses. This should be less likely after this
change. I doubt this will necessarily make high damage high wound
weapons like energy swords any less prone to cutting you clean open, but
it might thanks to the reduction to contributed damage to the injury
roll. The system is now _a bit more random_.

## Changelog
🆑
balance: Wounds do not make you as vulnerable to suffering wounds of all
types as before. Instead, wounds make you more vulnerable to suffering
worse versions of themselves as a priority.
balance: Wound armor is now more impactful when protecting you from
wounds when you have already been wounded.
balance: Your head and chest are more difficult to wound until they have
been mangled; either from suffering from a weeping avulsion or a
hairline fracture.
code: Changed the variable for bare_wound_bonus to exposed_wound_bonus
to better explain what that variable is doing.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-06-19 17:49:59 +02:00
throwawayuseless
f02819360b Diagnosis: The Diagnosing (#91361)
## About The Pull Request
Adds more analog diagnostic stuff, and expands on what's already there.
Current content added:

- Custom text for when you examine different kinds of organs with
stethoscopes and penlights.
- Examining eldritchly corrupted organs too closely (stethoscope and
penlight) is a bad idea.
- If you place a metal disk against a guy sparking like a tesla coil,
you get shocked. Go figure.
- If someone has an actively damaging zombie infection (ie. got clawed
by a zombie, not romerol), you can see it on penlight.
- New Hemoanalytic Scanner, for use in places where real health scanners
with actual useful features are too high class. It's able to scan for
medicines in the blood, check blood and oxygen levels, determine if the
scannee has tox damage, and even check their blood type. It's printable
roundstart for iron and glass, so that medbay isn't completely fucked if
science doesn't do their job and they lose their health analyzers
somehow.
- Nifty status effect messages for those tools!

## Why It's Good For The Game
Fun, rarely used systems are being improved, and seeing as how the
easily available, faster health analyzer is basically the end-all be-all
of diagnostic tools anyways, it's not going to unbalance anything unless
i literally make them just a health analyzer but better.
## Changelog
🆑
add: Vaguely estimate what kinds of hearts and lungs people have from a
variety of weird stethoscope noises! (Or just look it up on the pr, I
won't judge.)
add: Using analog diagnostic tools on eldritch organs from beyond the
waking world or people whose hearts cause their skin to arc like a tesla
coil is a bad idea. Examine people, ya goof.
add: You can see if someone has an actively damaging (read: contracted
straight from the groaning hungry source) zombie infection by using a
penlight. Act out highly emotional headshot hesitation scenes today!
add: New Hemoanalytic Scanner (read: really shitty but roundstart
printable chem scanner), which tells you all about someone's blood, and
can also detect medicines in their bloodstream! Not toxins or
miscellaneous reagents though.
refactor: Refactored and added some penlight, stethoscope, and organ
code. If shit is fucked, please report it on the github issue tracker
ASAP.
fix: X-Ray vision generically causes eyes to glow under penlight, not
just specifically the mutation X-Ray vision.
fix: Reflex Hammers now fit in medical storage items, IE. medbelts and
medkits.
balance: People with welding-eyes or similar will not have their pupils
react to penlight examination.
/🆑

---------

Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-06-19 09:36:02 +02:00
SmArtKar
b4061f1800 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
## About The Pull Request

Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.

- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.

- Closes #91039 

#### Examples

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-05-31 19:38:07 -05:00
fleur
429a70ce4f Narcolepsy quirk (#91184)
## About The Pull Request

This is a PR I made a while ago for downstreams, and it has become my
favorite negative quirk to play with. It grants your character a
slightly more forgiving version of the narcolepsy trauma, as it has
lower odds of making you snooze plus a bonus list of reagents that will
suppress symptoms (`modafinil` and `synaptizine` for now), and cares
about if you are caffeinated, (have `trait_simulated`).

The rate at which you fall asleep/get drowsy is appropriate in my
opinion, though I could understand if players would want it to be more
common.


![image](https://github.com/user-attachments/assets/4a2a6f3e-0a4b-4085-9d43-acf28778d991)

## Why It's Good For The Game

Really fun quirk to play with, adds more risk to your gameplay. Use your
over-the-counter stimulants to try and win from a stun baton.

## Changelog


🆑
add: Adds Narcolepsy as a -8 negative quirk!
refactor: Slightly adjusts the logic of the narcolepsy trauma
balance: The narcolepsy trauma its symptoms can now be softened by being
caffeinated, and modafinil or synaptizine suppress it entirely
/🆑
2025-05-21 22:39:56 +02:00
Artemchik542
fca1e61371 Quirk "quadruple amputee" now will return your original limbs back if you off it (#90745)
## About The Pull Request

Then you try to remove quirk - your limbs didn't change back to normal

**Visual bug only**, originally found on downstream. Also confirmed on
up-to-date TG-localhost


![error](https://github.com/user-attachments/assets/33c280d2-9aa9-4ccc-bca2-3977a2e723de)

## Why It's Good For The Game

Bug-Fix always good

## Changelog

🆑
fix: Quirk "quadruple amputee" now will return your original limbs back
if you off it
qol: Quirk "prosthetic limb" now resets more correctly
/🆑

---------

Co-authored-by: Maximal08 <73069825+Maximal08@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-05-16 22:40:49 -07:00
_0Steven
6590760f56 Resolves merge skew, fixes broken quirk equipping (#91158)
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## About The Pull Request

#90869 and #90937 ran into some nice merge skew issues, where the latter
got in despite its slot lists needing to be adjusted to go with the
former.

...But `LOCATION_MASK` never existed. So this pr adds that.

......But `equip_in_one_of_slots(...)` wouldn't actually do anything,
because of trying to treat a regular list like an associative list with
corresponding item slots. So this pr adds those corresponding item
slots.

This should fix our issues.

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## Why It's Good For The Game

less jank
also hey resolves our merge skew

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## Changelog

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🆑
fix: Fixes quirks and the scarf trait just dropping items to the ground.
/🆑

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2025-05-15 03:29:57 +00:00
SmArtKar
352c7ecdd7 Refactors ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK out of inventory code (#90869)
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<!-- You can view Contributing.MD for a detailed description of the pull
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## About The Pull Request

So yesterday I've spotted that we had wrong SLOTS_AMT value set, and
went a bit down a rabbit hole and found how abhorrent our
ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK usage is. They're not real
inventory slots, but just "hints" at items being located in backpacks or
belts, or instructions to put an item into a belt/backpack. This PR
rewrites all usages of them as "hints", and adds an equip_to_storage
proc used to equip an item into a storage positioned in a certain slot,
so ``equip_to_slot_if_possible(item, ITEM_SLOT_BACKPACK)`` is now
``equip_to_storage(item, ITEM_SLOT_BACK)``

## Why It's Good For The Game

Its really stupid and we shouldn't have those as slot flags,
ITEM_SLOT_HANDS at least makes sense but those two are just absurd.
Should make equipping things into non-backpack storage a bit easier too,
in case we end up going through with the idea of suit/uniform pockets
being a major part of player inventory.

## 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. -->

🆑
refactor: Refactored how backpack and belt contents are handled in mob
inventory code, report any issues with lingering item effects or
inability to equip things into them!
/🆑

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2025-05-15 01:07:41 +01:00
throwawayuseless
54ea5b5333 Immunodeficiency Quirk 2: Localhost Boogaloo (#90937)
## About The Pull Request
Adds a new quirk, (-10 cost) called Immunodeficiency, and a new inverse
chem of spaceacillin, sepsisillin. Both cause the same effect. (Well,
the quirk version is permanent obviously) When affected by either of
these, viruses will progress faster and you will catch them more easily,
burns will necrotize faster and be harder to sanitize, and alien embryos
will gestate more quickly. These effects can be mitigated with
spaceacillin, but even while under the effects of spaceacillin, you'll
only be about on par with or slightly worse than a normal person, as
opposed to the blanket protection that spaceacillin normally provides.

Owners of the quirk will be provided with a bottle of 3 low dose (1
minute duration) spaceacillin pills to mitigate their condition, and a
sterile medical mask(the noninternals kind) for style and flavor.
## Why It's Good For The Game
More unique quirk options = good. Reasons to actually ask RP and
chemists for things = good. More inverse chems = good.
Also, the sepsisillin was too good an inverse name and effect to resist.
Sepsisillin also has some interesting use cases.

Example: Need a guy dead and work in medical? you could just stab him,
or... you offer him a coffee. Inside said coffee is 10u of sepsisillin
and the deadliest blood transmitted virus (to minimize collateral
damage) you can cook up. Watch as he drinks said coffee, feels fine, and
then 2 minutes later suddenly starts attempting to un-dock from his
lungs.

## Testing Images:

Spawns with mask and pills: 
 
![Screenshot 2025-04-30
181323](https://github.com/user-attachments/assets/6c8f3cd7-27f5-431c-adab-cfacf43b57c8)
![Screenshot 2025-04-30
180418](https://github.com/user-attachments/assets/ba3306ee-9d34-4d8a-9460-0bdc64b284d8)

Monkeyhuman with Fungal TB after 1 minute.
![Screenshot 2025-04-30
182920](https://github.com/user-attachments/assets/c3227d72-20a2-4ff2-87ae-5685c359170b)

Monkeyhuman with Fungal TB and Immunodeficiency after 1 minute.
![Screenshot 2025-04-30
182933](https://github.com/user-attachments/assets/08138108-143e-41d3-ac78-201bf62ff396)

## Changelog


🆑
add: Adds new immunodeficiency negative quirk, and sepsisillin, the
inverse of spaceacillin. Both have an immune system weakening effect,
mitigate-able with spaceacillin.
/🆑

---------

Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
2025-05-13 10:40:36 +12:00
Bloop
c9f4c68447 Fixes a couple of directional xenogib sprites that I missed [NO GBP] (#90897) 2025-04-30 09:01:47 +02:00
Bloop
3d01e86e29 There will be (colorful) blood: datumizes bloodtypes, greyscales blood sprites, and fixes a lot of inconsistencies with gibs and forensic data (#90593)
## About The Pull Request


This PR:

- Converts all of the blood types into their own datums, which can be
set up to have their own colors, descriptions, and other fun unique
properties. For example, the clown blood that is constantly randomizing
itself.

- Converts all the blood decals into greyscale, which in turn eliminates
the need for separate xeno sprites. They both use the same ones now.

- Audit of blood splatters/gibs/bodyparts/organs to make sure that they
are getting the correct forensic data applied to them.

- For the admins: Adds a clown blood smite.

My primary goal with was to make the appearance of the new sprites look
almost indistinguishable to the original ones.

I consider this a "first pass", as in there are still some further
refactors I would like to do on the backend side, but am satisfied with
it enough to push it forward as a first step towards a better blood
system! I didn't want to do too much at once because of A) fatigue and
B) easier to test things to make sure I'm not breaking something
important this way.

This has been test-merged on Nova for over a week now and has been going
great, so I finally got around to upstreaming the bones to TG. Although
I did test it a bit you may want to TM it just in case I missed some
things when copying it over.
2025-04-28 00:57:59 -05:00
MrMelbert
32d04164c4 Adds Common Second Language quirk, tweaks to partial understanding (#90614)
## About The Pull Request

- Tweaks partial understanding. 

Paragraphs are now split into sentences first creating more natural
breaks between sentences.

- Adds "Common Second Language" quirk

This quirk changes your default understanding of common (up to) 90%
(your choice), meaning you drop the occasional word.


![image](https://github.com/user-attachments/assets/63e9d67b-7db2-4d23-9d0f-bae175962db4)


![image](https://github.com/user-attachments/assets/840ef391-5126-4ba7-9298-804686bcd6df)

Additionally, when your sanity drops below a threshold, you become
forced to speak your native language, albeit with a partial
understanding applied for everyone else.

Incompatible with similar language quirks + can't be taken by humans
(yet?)

## Why It's Good For The Game

Just a fun way to play around with the new "partial understanding"
system.

## Changelog

🆑 Melbert
add: "Common Second Language" quirk
qol: Language translations chunk sentences together better, making
partial understanding a bit easier to parse.
/🆑
2025-04-21 04:18:05 +01:00
FlufflesTheDog
5bc18586a7 System for restricting quirks based on species, no more blood deficiency on bloodless species (#90326)
## About The Pull Request
Quirks can now define if they're "species appropriate," where the base
proc's behavior is simply "does this species already have the quirk's
main trait"
I am unsure if that on its own imposes any new restrictions, currently.

Additionally, blood deficiency cannot be picked on any species without
blood or that doesn't breathe.
I'm sure there's more that might make sense, I'm open to suggestions

Alternative to #90238
## Why It's Good For The Game
Currently, reduces the possibility of taking something like blood
deficiency on a race which suffers no downside from it in order to get
free positive quirks.
Future-ly, potentially allows quirks exclusive to only a select few
species as offered by #90238
## Changelog
🆑
fix: Species without blood can no longer be blood deficient
/🆑
2025-04-05 19:42:52 +02:00
Lucy
c106e50649 Reword the Pushover quirk's description to be more accurate (#90289)
## About The Pull Request

Exactly what it says on the tin.

`TRAIT_GRABWEAKNESS` doesn't care if you're resisting via the
verb/button, or by trying to move while grabbed, it acts the same
regardless.

"Resisting out of grabs will take conscious effort" can easily be
interpreted as "you have to use the resist verb/button to escape like
normal", when this is not the case.

I've reworded that part to "Resisting out of grabs is noticeably more
difficult.", to make it clear that resisting out of grabs _in general_
is more difficult.

## Why It's Good For The Game

makes things clearer for players

## Changelog
🆑
qol: Reword the Pushover quirk's description to be more accurate to how
it actually works.
/🆑
2025-03-28 18:36:47 -04:00
SmArtKar
107188c51e Terror Unification: Converts all "fear" quirks and traumas (except item phobias) to use a unified handler (#90217)
## About The Pull Request

This PR adds the fearful component which acts as a unified handler for
terror effects. This currently includes nyctophobia and claustrophobia
quirks, terrified status effect from nightmare's spell, and the
monophobia brain trauma. The component processes terror handler datums
which act both as terror sources and effects - jittering, stuttering,
vomiting, panic attacks, etc.
This means that nyctophobia and claustrophobia now act more like
terrified status/monophobia - causing jitters, stuttering, periodic
panic attacks, etc, and their effects stack (i.e. being in a closet in
the dark will increase your fear much quicker).

Closes #37492
Closes #57121
Closes #69684

## Why It's Good For The Game

Terrified status is very immersive and its effects perfectly fit
nycto/claustrophobia quirks, enough to be impactful to owner's gameplay,
but not roleplaying for them, which is what we want quirks to be. It
also makes them share their stress, which is how you'd expect them to
act. (I would also love to see monophobia moved from a brain trauma to a
quirk, as it perfectly fits latter instead of former, and acts as a
great incentive to interact with other people instead of doing autism
projects by yourself.)
I haven't moved phobias to this system yet, but it could be done in the
future without too many issues - should make phobias less painful to
deal with, and maybe make people actually interested in playing around
them instead of rushing a lobotomy because of how debilitating they are
(currently only interaction is getting hugged by someone you're afraid
of, which will increase your terror)

## Changelog
🆑
add: Nyctophobia and Claustrophobia quirks now have proper terror
effects instead of making you walk/suffocate. Immersion!
refactor: All sources of "terror"/"fear" now use a common component,
meaning they share their counters.
/🆑
2025-03-27 21:01:23 +01:00
Lucy
8a8bfe42c4 Prosopagnosia now uses ID card names (if present) instead of always Unknown (#90198)
## About The Pull Request

This changes Prosopagnosia a bit - instead of people _always_ appearing
as Unknown, if they have an ID, they'll appear as the name's ID, albeit
with a question mark next to it, i.e "Captain?" or "John Doe?"

![2025-03-23 (1742707863) ~
dreamseeker](https://github.com/user-attachments/assets/34f2b636-a4e7-4acc-9b80-6a3e3e9b6804)
![2025-03-23 (1742707875) ~
dreamseeker](https://github.com/user-attachments/assets/ffb660ac-70a9-46b3-919a-1e33a16f01ed)

Also, this lets you see your _own_ name when self-examining / hovering
over yourself, 'cuz it's not like you can see your own face anyways, you
kinda just know you are you.

## Why It's Good For The Game

you can see the ID card while examining anyways - nothing says you can't
recognize IDs, just faces.

## Changelog
🆑
qol: Players with the Prosopagnosia quirk will now see the ID name (if
there is one) examining someone, instead of ALWAYS Unknown, altho it'll
have a question mark, i.e "John Doe?"
qol: Prosopagnosia no longer makes you see yourself as Unknown.
/🆑
2025-03-25 16:57:59 +01:00
SmArtKar
cf131db497 Cleans up mood and mood-related code (#90162)
## About The Pull Request

One of my upcoming PRs affects a significant chunk of the codebase so
I'm cleaning up messes that I've found along the way.
This PR adds wrappers for adjusting sanity/checking if a mob already has
a certain moodlet, fixes an oversight where attempting to set sanity
over passed maximum would abort the change outright (instead of actually
capping it out), moved jolly and depression processing into quirks
themselves (instead of having dedicated traits for them used solely by
said quirks and nothing else that are constantly checked for by mood
datums), and rewrote how blessings return their results to move omen's
deletion on blessing effect from constantly checking mood for a blessing
moodlet to a comsig.

## Why It's Good For The Game

Less jank handling of certain mechanics, we ***really*** shouldn't be
checking for blessings every time mood of all things is updated.

## Changelog
🆑
fix: Adjusting sanity over the allowed maximum will no longer completely
halt the change, and instead actually cap it at the maximum value.
code: Cleaned up mood and mood-adjacent code.
/🆑
2025-03-24 13:53:03 +01:00
MrMelbert
eb0e842320 Hallucination revamps and additions (#89865)
## About The Pull Request

1. Hallucination effects are now tiered

Hallucinations now all have tiers, ranging from common to special. 
If you are just hallucinating a teeny bit, you will not experience the
more extreme hallucinations, like bubblegum or your mom.
But if you're hallucinating off your butt, you will be a bit more likely
to experience them.

2. Hallucination rate has been tweaked

Default hallucination cooldown is now 20-80 seconds, up from 10-60
seconds.
However the cooldown will *also* vary depending on just how much you're
hallucinating, going down to 10-40 seconds.

3. RDS is now capped a bit lower (meaning you don't see the higher tiers
like bubblegum).

But I added a preference to uncap it. For the people who actually like
bubblegum visits.

4. If a hallucination fails to trigger, the cooldown will partially
reset. (by 75%)

5. "Fake chat" hallucination will pick more viable subjects.

Fake chat will try to find someone who can actually speak your language,
rather than make a monkey speak mothic or something.
(I may revisit this so if you're super-hallucinating it reverts to old
behavior though.)

6. Adds a hallucination: Fake blood

You hallucinate that you start bleeding, very simple.

7. Adds a hallucination: Fake telepathy

You hallucinate a random telepathic message, similar to fake chat.

8. Adds a hallucination: Eyes in the Dark

A nearby dark turf will have a set of glowing red eyes shine through the
dark. A classic.

9. Adds some new sub-hallucination: PDA ringtone (fake sound), summon
guns/magic (fake item)

Funny prank.

10. Makes mindbreaker a bit more effective at combating RDS.

Pretty much does nothing right now unless you gulp like 50u.

## Why It's Good For The Game

Hallucinations are pretty one note if you experience them for longer
than 10 minutes.

This is due to two fold:
- Many hallucinations are goofy, and not subtle
- Hallucinations trigger very rapidly

You will never fall for a hallucination because in between "You see John
Greytide put the blueprints away", you get your mom yelling at you,
everyone looking like syndies (again), and bubblegum

This pr addresses it by
- Limiting the wacky hallucinations for when you're really off your
gourd
- Reducing the period between triggers
- Adding a few hallucinations

If the wackier hallucinations are reserved for when you're really off
your rocker, this lets the more subtle ones sink in over time, leaves
more room for second guessing

## Changelog

🆑 Melbert
add: Adds 4-5 new hallucinations. Collect them all.
balance: If you are only hallucinating a little bit, the game will
prefer to pick more subtle hallucinations. If you are hallucinating a
ton, it will prefer the more wacky hallucinations.
balance: If you are only hallucinating a little bit, the cooldown
between hallucinations is longer. If you are hallucinating a ton, it
will be shorter.
balance: If a hallucination fails to trigger (such as a deaf person
getting a sound hallucination) the next one will be a lot sooner.
balance: RDS hallucination amount is capped at mid tier hallucinations.
This means bubblegum and co. will be a lot rarer, or will even never
show. HOWEVER, there is now a preference allowing you to uncap your RDS
hallucinations.
balance: Mindbreaker toxin is more effective at suppressing RDS.
balance: Some hallucinations effects have been tweaked up or down
according to the new thresholds. Madness mask as an example.
fix: "Fake Fire" Hallucination works again, and now has a unique message
for if you stop-drop-roll that other people see.
/🆑
2025-03-20 21:36:56 +00:00
SmArtKar
eb2796831b [MDB Ignore] Refactors pills, patches, and generalizes stomach contents, nothing to see here. (#89549)
## About The Pull Request

Currently patches are a subtype of pills, and while they have the
``dissolveable`` var set to FALSE, barely anything checks it (because
people don't expect patches to be pills in disguise) so we end up
patches being dissolveable and implantable, which is far from ideal.
Both have been moved into an ``/obj/item/reagent_containers/applicator``
class, which handles their common logic and helps handling cases where
either one fits. As for gameplay changes:
* Pills no longer dissolve instantly, instead adding their contents to
your stomach after 3 seconds (by default). You can increase the timer by
dropping sugar onto them to thicken their coating, 1s per 1u applied, up
to a full minute. Coating can also be dissolved with water, similarly
-1s per 1u applied. Pills with no coating will work like before.
* Patches now only take half as long to apply (1.5s), but also slowly
trickle in their reagents instead of instantly applying all of them.
This is done via embedding so you could theoretically (if you get lucky)
stick a ranged patch at someone, although they are rather quick to rip
off. The implementation and idea itself are separate, but the idea for
having a visual display has been taken from
https://github.com/Monkestation/Monkestation2.0/pull/2558.

![dreamseeker_Ywd4jQcy3t](https://github.com/user-attachments/assets/7ce0e549-9ecd-4a8a-98ea-12e00754bdd9)
* In order to support the new pill mechanics, stomachs have received
contents. Pills and items that you accidentally swallow now go into your
stomach instead of your chest cavity, and may damage it if they're
sharp, requiring having them surgically cut out (cut the stomach open
with a scalpel, then cauterize it to mend the incision). Or maybe you
can get a bacchus's blessing, or a geneticist hulk to gut punch you,
that may also work. Alien devour ability also uses this system now. If
you get a critical slashing wound on your chest contents of your cut
apart stomach (if a surgeon forgot to mend it, or if you ate too much
glass shard for breakfast) may fall out. However, spacemen with the
strong stomach trait can eat as much glass cereal as they want.

Pill duration can also be chosen in ChemMaster when you have a pill
selected, 0 to 30 seconds.

![image](https://github.com/user-attachments/assets/1f40210e-74dd-49c2-8093-432a747ac8dd)

## Why It's Good For The Game

Patches and pills are extremely similar in their implemenation, former
being a worse version of sprays and pills, with only change being that
pills cannot be applied through helmets while patches and sprays ignore
both. This change makes them useful for separate cases, and allows
reenactment of some classic... movie, scenes, with the pill change. As
for stomach contents, this was probably the sanest way of implementing
pill handling, and everything else (item swallowing and cutting stomachs
open to remove a cyanide pill someone ate before it dissolves) kind of
snowballed from there. I pray to whatever gods that are out there that
this won't have some extremely absurd and cursed interactions (it
probably will).

## Changelog
🆑
add: Instead of dissolving instantly, pills now activate after 4
seconds. This timer can be increased by using a dropper filled with
sugar on them, 1s added per 1u dropped.
add: Patches now stick to you and slowly bleed their reagents, instead
of being strictly inferior to both pills and sprays.
add: Items that you accidentally swallow now go into your stomach
contents.
refactor: Patches are no longer considered pills by the game
refactor: All stomachs now have contents, instead of it being exclusive
to aliens. You can cut open a stomach to empty it with a scalpel, and
mend an existing incision with a cautery.
/🆑
2025-03-13 17:31:37 +01:00
SmArtKar
5b7b747e7a Fixed delusions not updating their planes, made them override screentips and examine names (#89941)
## About The Pull Request

Similarly to prosopagnosia, they also override your examine and tooltip
names now.

Closes #89926

## Changelog
🆑
balance: Delusions now override your examine and tooltip names,
similarly to prosopagnosia.
fix: Delusions no longer turn you into shadowy blobs when moving between
z-levels
/🆑
2025-03-12 10:49:43 +01:00
SmArtKar
889c6dc9fd Implements a quirk spawn validity unit test and fixes a runtime preventing cyborg dogtag quirk from working roundstart (#89728)
## About The Pull Request

Fixes a roundstart-exclusive runtime in the cyborg dogtag quirk, makes
sure that spawning with a fishing toolbox (from a settler quirk) doesn't
runtime and implements a unit test which ensures that all quirks set up
correctly for ***both*** roundstart and latejoin mobs. The cyborg tag
issue is just too stupid and may float up again, considering how easy it
is to accidentally fetch owner's client instead of using the passed one.

## Changelog
🆑
fix: Cyborg pre-screening dogtags should once again be given to crew
with the quirk of the same name.
/🆑
2025-02-28 19:00:47 +01:00
Tim
5d0ba6ccd3 Optimize Nyctophobia quirk to not process while certain traits present (#89429)
## About The Pull Request
While I was code diving I noticed that another negative processing quirk
had a small optimization that stops the quirk from processing if it had
certain traits present:


57e0bd510f/code/datums/quirks/negative_quirks/claustrophobia.dm (L1-L11)

The list for `no_process_traits` can be applied to Nyctophobia since
both of them are technically phobias.

## Why It's Good For The Game
Faster code.

## Changelog
🆑
code: Optimize Nyctophobia quirk to not process while certain traits
present
/🆑
2025-02-13 12:28:31 -05:00
SyncIt21
478ec810ae Quirks begin processing again (#89265)
## About The Pull Request
- Fixes #89263
- Fixes #89262

A mob's `stat` integer value increases the more messed up they become

5ec828cc4d/code/__DEFINES/stat.dm (L6-L10)

So when our `minimum_process_stat` is actually the 2nd highest integer
value there is

5ec828cc4d/code/datums/quirks/_quirk.dm (L38)

The quirk never processes because we aren't dead yet i.e our stat is
below hard crit for a majority of normal game play.
![Screenshot
(459)](https://github.com/user-attachments/assets/dc3d319c-0520-4965-9e71-75ebeb4d3f92)

So let's reverse our thinking. 

## Changelog
🆑
fix: quirks work again
/🆑
2025-01-29 17:49:44 +01:00
Lucy
8eaa934659 Refactor some stuff related to quirk processing (#89075)
## About The Pull Request

Several quirks that process have some common checks and patterns: only
processing if the mob's stat is conscious or not dead, or not processing
if they have certain traits.

This refactors quirk processing so those checks are a part of
`/datum/quirk` itself, and the quirk will automatically be start/stop
being processed by `SSquirks` based on those conditions, by registering
signals to re-check if the quirk should be processing or not.

This ports said refactor from my downstream PR,
https://github.com/Monkestation/Monkestation2.0/pull/4642 (and is
unaffected by the bug that
https://github.com/Monkestation/Monkestation2.0/pull/4836 fixes, due to
additional refactors regarding trait handling)

## Why It's Good For The Game

Less repetitive code is always better, and leaves less room for errors.
Also, completely stopping the quirk from being processed by `SSquirks`
can save a minuscule amount of CPU time.

## Changelog
🆑
refactor: Refactored how quirks handle starting/stopping processing.
/🆑
2025-01-26 19:00:44 +00:00
carlarctg
876088b9a9 Expands (further) on Rift Fishing by adding two new fish & more (#88860)
## About The Pull Request

I swear it's the last one


![image](https://github.com/user-attachments/assets/4572975f-5621-4b1d-9cbf-a3e923eac516)

### Added two new fishes to the rift pool:

![image](https://github.com/user-attachments/assets/0688d0d3-b9a1-4a98-ad61-8e47964acbc9)
#### The __mossglob__ is the Fisherman's Bane. The apex of evil. The
be-all-end-all in fisher destruction.
It is haunted. It deals toxic damage. It throws itself around. It's
coated in a deadly and hallucinogenic compound. Its mossy coating is
slippery. It revives itself. It throws itself out of aquariums. Best of
all, it is extremely easy to catch.
How do you deal with it? Well, probably by not fishing in a portal to
hell. Otherwise... good luck?
Suiciding into it empowers it by 15% and seals you inside. JOIN THE
MOSS!



![image](https://github.com/user-attachments/assets/50fb0695-08e7-4c2e-b223-ceba27dd7ffd)
#### The __babbelfish__ is a strange sort of predator, a psychic fish.
It casts a psychic aura near itself, ~~disturbing people~~ (nvm lol the
demoralizer datum is bad), killing fish nearby and then eating their
corpses.

When it dies, it emits an awesome psychic wail, which will instantly
kill all fish in audible range and severely incapacitate psy-sensitive
humans:
I can't play the ogg here but credits to grungus for it

![image](https://github.com/user-attachments/assets/657f293a-e43f-4e4a-8366-dd8f32dbb2fa)

![image](https://github.com/user-attachments/assets/adedd978-a0ff-4521-88eb-6a232cbaa177)
There is also a secret, secondary function of the babbelfish: Splitting
one in half (a terrible idea) and shoving it inside your ears will
unlock your full psychic potential, granting you psychic resistance and
grant you the ability to either understand or speak every single
language, at a terrible cost.

#### ARMS

Failing the fishing minigame while fishing in a heretical rift will now
cause the rift to tear your arm (and its fishing rod) off your joints
and greedily slurp it up. The Mansus does not care for losers. (Getting
bored and walking away while the minigame is up also counts as failure.)

However, these missing items can, in fact, be fished back up, which also
includes arms -and- heads lost normally to the rift! Not only that, but
you're able to fish up random arms of any type, presumably from other
fools across time and space.

#### This PR probably shouldn't be merged until the bug that causes
finite fish counts to not be finite is fixed. Infinite fire sharks are
bad enough...

Added ABSTRACT flag to profound_fisher fake rod.

objectify() now works with instances of objects.

Apparently snuck in a random-ass refactor to smoker lungs.

Psychic resistance now prevents the instadeath from trying to
telekinetically grasp at a opened rift.

Hallucinogenic fish with a stinger now inject their hallucinogenic
toxins.

I woudl like to preemptively apologize to ghommie
## Why It's Good For The Game

__Mossglob__
I think the game's missing a fish that's just extremely dangerous to be
around, the piscine equivalent to radioactive waste. You can't bin or
tank it, because it flies off. You can't kill it, because it's
atmos-proof and revives itself anyway. Trying to keep it on a table to
turn into disgusting mold 'slices' is a challenge in and of itself. This
fish will (not) make people think twice about fishing in hell, and give
another reason for security and command to give PSAs to not interact
with the rifts across space and time around the station, which I think
is wonderful.

__Babbelfish__
This fish punishes sloppy fishermen who hold up their catch and then
store it inside their bag for the poor fish to slowly asphixiate to
death in. The fish griefing that will happen from it will be
_wonderful_.

The organ thing is a clear reference to HHG, but it has its own twist.
You can speak all languages, or understand all languages... but rarely
both. It'll make for some silly situations where people just 'make
strange noises' at you or try to act as translator for, say, ashwalkers
or xenomorphs while being completely clueless as to what anyone is
actually saying.

__ARMS__

Arms. Arms arms. Someone asked me if rifts let you fish up arms and i
said ___IT DOES NOW___.
## Changelog
🆑
Ghommie, carlarc, grungus
add: Added two new fish to heretic rift fishing.
add: You can now fish up arms, heads, and other items lost to heretic
rifts!
admin: objectify() now works with instances of objects. Mark a player,
then an object, and use those marks to call that global proc and you can
turn people into pre-existing items.
add: Psychic resistance now prevents the instadeath from trying to
telekinetically grasp at a opened rift.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-01-23 18:22:00 +01:00
SmArtKar
640a1229ca Adds blinking and a new Fluoride Stare quirk (#88927)
## About The Pull Request

Spessmen now need to blink! If you have non-robotic eyes, you'll
automatically blink every once in a while. Lizards have asynchronous
blinking, and whenever they blink one of their eyes (chosen at random)
will blink slightly sooner.


https://github.com/user-attachments/assets/e62020ef-d2f8-4634-9399-a27244326cfe

You can also blink manually, as emotes now fire the animations.


https://github.com/user-attachments/assets/80d6304f-f3c2-424a-a5aa-96a4aee7acdc

Adds a new eye-related quirk, Fluoride Stare! It will spawn you without
eyelids, preventing random or manual blinking and forcing you to wet
your eyes with some saline solution (of which you get a bottle, and a
dropper to apply it) every minute or so.
Additionally, eyes now display their color on their organ sprite,
instead of always showing up as blue.

(Don't tell roleplayers, but Fully Immerse smite now blinds you when you
blink, for true full immersion)

## Why It's Good For The Game

Spessmen blinking is just soulful, and brings some life into the game.
As for the quirk, its just a funny bit/reference that people can use
to... torture themselves?

## Changelog
🆑
add: Spessmen now blink.
add: Added a new Fluoride Stare quirk, keep those eyeballs wet, lest
they crack!
image: Eyes now display their color on their organ sprite, instead of
always being displayed as blue.
/🆑
2025-01-09 10:24:49 +01:00
SmArtKar
cdface57e9 You can chug glowstick fluid to get glowing eyes (#88760)
## About The Pull Request

Glowsticks now contain some luminescent fluid (amount equal to their
duration, in minutes) which, when drank, makes your eyes glow in the
dark and gives you minor (slightly weaker than mesons) night vision.
When above 20u are taken at once (or when you have more than 20u in your
body) the glow becomes strong enough to project a beam of light in front
of you. Overdosing (50u threshold) will make the glowing effect
permanent (not the flashlight part though).


![3DEeEjJ](https://github.com/user-attachments/assets/cd03609e-d8ce-4278-9619-81ca84aedbea)

As this creates a flashlight inside of the mob, nightmares can stop the
glowing effect with their light eater.

## Why It's Good For The Game

A funny gimmick reagent with a rather minor impact. Same effects can be
achieved with mesons, flashlights or eye implants, so I don't see this
being a major issue. Could probably be used for some devious
shenanigans, but I don't see any ways to pull it off myself. Adds sovl.

## Changelog
🆑
add: You can chug glowstick fluid to get glowing eyes
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-01-02 15:01:21 +01:00
MelokGleb
41a606de20 Eradicative Chronic Illness (#87985)
## About The Pull Request
Chronic Illness quirk now shows that it's not just "eat pills and be
safe" illness
New Icon:

![image](https://github.com/user-attachments/assets/1a4dfd4e-e68d-46ec-9eed-31fff4f1656f)
New Name:
Eradicative Chronic Illness
New Description:
You have an anomalous chronic illness that requires constant medication
to keep under control, or else causes timestream correction.
New Gain and Lose Text:
You feel like you are fading away...
You suddenly feel more substantial.
New Medical Records Text:
"Patient has an anomalous chronic illness that requires constant
medication to keep under control."
## Why It's Good For The Game
CLUELESS:
1) pick a quirk
2) get round removed
3) scream 

we dont want this to happen, right?
## Changelog
🆑
qol: changes Chronic Illness quirk name, description and icon to match
it's dangerousness
/🆑
2024-12-09 21:23:16 +01:00
Time-Green
a0d47d999e Fixes harddels, reduces unneccessary update body calls (#88300)
Closes #88283
Closes https://github.com/tgstation/tgstation/issues/88320

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

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

Mostly by just passing along the proper argument and removing seemingly
unnecessary update body calls
2024-12-04 01:34:57 +01:00
SmArtKar
cc69df4dab Fixes smoker addictions not refreshing (#88226)
## About The Pull Request

Closes #88166

## Changelog
🆑
fix: Fixed smoker addictions not refreshing
/🆑
2024-12-02 22:18:24 +01:00
SmArtKar
499874fa89 Moves damage overlay disabling into a separate trait for the numb quirk (#88281)
## About The Pull Request

Detemination gives you TRAIT_ANALGESIA, so if you take ***too much***
damage you'll be unable to see it as well. Plus linking blunt overlay
hiding to reagents isn't very good practice as it can cause flickering
if you microdose.
(Also fixed incorrect trait sources on the quirk and kept it for the
nocrit deathmatch modifier)

Closes #88278

## Changelog
🆑
fix: Fixed damage overlays hiding themselves or flickering when you get
wounded.
/🆑
2024-11-29 15:32:58 +01:00
MrMelbert
75696ab873 Fixes random stuff spilling into ooc tab (#88221)
## About The Pull Request

`boldannounce` is NOT for use ICly it's only for OOC stuff. `bolddanger`
is identical it just doesn't carry the same baggage

## Changelog

🆑 Melbert
fix: Stuff like the SM exploding will no longer output to your OOC tab
/🆑
2024-11-27 17:41:52 +01:00
Acantharctia
5c2fc8a47f Enhances the Numb quirk by expanding its effects (#88029)
## About The Pull Request
Works on details overlooked on the original PR.

- Removes screams from damage.
- Removes screen overlay from damage.

## Why It's Good For The Game

Enhances the quirk by adding on to the bare-bones structure it had while
also making it more mechanically unique.
## Changelog
🆑
balance: Numb quirk now stops you from screaming and seeing the damage
overlay when damaged. Better keep a close eye on your health.
/🆑
2024-11-21 23:32:46 +01:00
Ghom
778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

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

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

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

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

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

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

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
Profakos
7aa9f1a096 Removes the unused GLOB.alcohol_containers (#87371)
## About The Pull Request

This PR removes the unused GLOB.alcohol_containers. It used to be used
by the alcoholic quirk, before it was changed to use a much more
sensible dictionary. The PR also updates the warning given when the
selected alcoholic container is null, to make it refer to the new
dictionary.

## Why It's Good For The Game

Its initialization code was unused, and also, spawned every single
alcoholic container in nullspace. This was done so originally because
`initial()` could not retrieve lists. With the new dictionary, this is
not needed anymore.

## Changelog

Nothing player facing
2024-10-23 14:02:42 +02:00
SmArtKar
df00d85356 Eye wounds, scars and a new ~Pirate~ RP quirk (#87209)
## About The Pull Request

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


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

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

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

## Why It's Good For The Game

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

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

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2024-10-19 13:39:19 +02:00
Ghom
734051bb1f update_body_parts() is now called when adding or removing bodypart overlays. (#87215)
## About The Pull Request
I'm making sure that `update_body_parts()` is properly called when
changing bodypart overlays, so that they actually show up the very
moment they were changed. However, to avoid redundant
`update_body_parts()` calls on init or while changing species, I've
added a living flag that stops `update_body_parts()` from being called
in these situations. I also scoured the codebase for other redundant
`update_body_parts()` to remove and things to clean up a little.

## Why It's Good For The Game
This automates the process of calling `update_body_parts()` a bit.

## Changelog
Mainly backend.
2024-10-15 18:49:05 +02:00
_0Steven
fbbed0a38d Fixes prosopagnosia not working with screentips (bitflag&signal edition) (#86980)
## About The Pull Request

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

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

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

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

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

Better is prosopagnosia can't be easily obviated by just having
screentips on.
## Changelog
🆑
fix: Prosopagnosia actually accounts for hover screentips, showing
humans as Unknown in those too.
/🆑
2024-10-04 02:45:00 +02:00
SmArtKar
5ed06652ad Fixes prosthetic quirk dropping organs underneath you when spawning (#86533)
## About The Pull Request
Closes #86524
Insert does not return a value, ran a regex and nothing else seems to
have had this mistake

## Changelog
🆑
fix: Fixed prosthetic quirk dropping organs underneath you when spawning
/🆑
2024-09-08 15:23:26 -04:00
DATAxPUNGED
34aa2bc50e Paraplegics can choose to not have legs. (#85716)
## About The Pull Request

This is a bounty that was made by ophaq, and claimed by me.

Gives paraplegic the option to be an amputee, and appear on station
without their legs. They are still paralyzed, so no amount of mechanical
legs is gonna let them walk again.

## Why It's Good For The Game

Character customization is a good thing and lets people make their
little characters suffer in new ways, this one in specific *actively
lowers your max HP*, which is gonna certainly be fun.

## Changelog

🆑
qol: Paraplegics can now opt into appearing on the shift without their
legs.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-08-15 12:02:29 +01:00