Commit Graph

180 Commits

Author SHA1 Message Date
SyncIt21
9740c687de General maintenance for wall mounts (#93534)
## About The Pull Request
- Fixes #93392
- Replaces all custom callbacks with call to `deconstruct()`. The
callbacks weren't necessary as it did the same thing as `deconstruct()`
but in an round about way
- Removed duplicate `Initialize()` procs and the params `building` &
`ndir` from all wall mounts. Makes everything cleaner

## Changelog
🆑
fix: wall mounts placed by player now falls off when the wall they are
mounted on is destroyed
code: cleaned up wall mount code
/🆑
2025-10-23 17:26:19 +02:00
John Willard
3cb0b239b7 Merges ghosts into spirits & a rework (#92879)
## About The Pull Request

Having 2 different species with similar names, looks, attributes etc.
seemed like it would be confusing so I thought we should probably trim
it down to 1, however since I'm doing that I thought of other changes to
go along with it:

- The passthrough ability was replaced, now while you're passing through
things you no longer drop stuff, but you put a tombstone where you start
phasing, and are pulled back to it while done. You still can't interact
with anything in this form. Having the tombstone dug out will be raiding
your grave, so you'll be pulled out as a dead skeleton.

- Removes holy water interactions

- Ghosts now have organic limbs & are a Humanoid, so they can have
surgery and other forms of healing used on them.


https://github.com/user-attachments/assets/5db0c204-0070-466b-8b6c-1702ff0fd94e

## Why It's Good For The Game

Ghosts being available to Wizards is okayish but is a rather big buff
for one you get free, yes you can still be caught up to if you're in
hallways and such but it's way easier to get away with than like, your
default teleport scroll even. Being available to Miners though was a big
mistake because it opened them to be quite an annoyance with it. The
only counter was the fact no healing worked on them, which I don't think
is how it should be balanced.
I thought I could trust players with such tools but apparently I had too
high hopes.

Anyway this makes it more bearable for it to be given out at the low
cost it currently is at, it's still good as flavor, to spook people or
ghost around, and I think while it doesn't make 100% sense why you lose
access to your hands, inventory, and UI when you supposedly "drop" your
tombstone, I think it's still a good advantage for "scouting", sorta
like a lesser spirit realm rune.

Closes https://github.com/tgstation/tgstation/issues/91849

## Changelog

🆑
del: Merged ghosts and spirits into one species.
balance: Spirit's passthrough ability is now tied down 7 tiles from a
tombstone, but is no longer affected by holy water nor does it make them
drop their equipped gear.
balance: Ghosts can now be healed.
/🆑
2025-09-12 16:55:47 +02:00
MrMelbert
135a09182b Refactors obscured (#92779)
## About The Pull Request

Fixes #85028

Obscured flags and covered flags are tracked on carbons, updated as
items are equipped and unequipped. It's that shrimple.

Closes #92760

Just removes the species exception checks for not making sense

Also refactors handcuffs / legcuffs removal. In all of these situations
they were hardcoded when they could easily just use an inventory proc to
work.

## Why It's Good For The Game

Stops a million excessive calls to `check_obscured_slots`

Makes obscured behavior more consistent

Makes obscured behavior easier to use

Cleans up human rendering (There was some cursed stuff before with
render item -> updated obscured -> update body -> cause side effects)

## Changelog

🆑 Melbert
del: Golems which somehow manage to grow wings and somehow manage to
equip something that covers their jumpsuit can no longer fly.
(Seriously, this will not affect anyone)
refactor: Refactored clothing obscurity entirely. Items should be a
loooot more consistent and what covers what, and should update a lot
snappier. As always, report any oddities, like mysteriously disappearing
articles of clothing, hair, or species parts
refactored: Refactored handcuffs and legcuffs a bit, report any odd
situations with cuffs like getting stuck restrained
/🆑
2025-09-07 09:24:34 +02:00
dj-34
091281af47 Fix delayed camera playsound (#92588)
## About The Pull Request
The sound effect was delayed until the "printpicture" proc was
completed. Customizing the photo paused this proc until the player
either confirmed or rejected the customization, which caused the sound
effect to be delayed - though flash still played.

## Why It's Good For The Game
Camera working as intended

## Changelog
🆑
fix: Camera flash sound now plays before customization, fixing the
delayed sound issue caused by it.
/🆑

Co-authored-by: dj-34 <20109643+dj-34@users.noreply.github.com>
2025-08-24 19:41:57 +02:00
John Willard
096c032402 Adds a new halloween species: Spirits (#90711)
## About The Pull Request

Adds 2 new species: Spirits and Ghosts

Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors

They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.

They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.

Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.

Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.

### The difference between Spirits and Ghosts

Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).

Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.

This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.


https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e

## Why It's Good For The Game

We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)

## Changelog

🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-06-22 10:02:06 +02:00
John Willard
4c82b029c7 Removes widescreen config (#91419)
## About The Pull Request

19x15 forever, or 15x15 if you're non widescreen user.

## Why It's Good For The Game

Idek why this is a config
2025-06-22 01:14:55 +00:00
_0Steven
f324e6dd0c Allows taking pictures over advanced consoles or looking up/down, and fixes some multi-z photography issues. (#91632)
## About The Pull Request

I wanted to allow you to take pictures over advanced camera consoles for
heist planning style point reasons, and parity with the AI, and in the
process found a small pile of bugs.
So, this aims to fix a pile of those, and slightly clean up the code in
the process.

The biggest part of this change involves making the multi-z part of
photography code properly account for turfs below open or glass turfs,
rather than trying to skip to the bottom. This needs to be done because
objects can exist above those open turfs, most commonly
lattices/catwalks, but also nograv stuff.

...Parallax is its whole own other issue with how photography works
right now, so uh. Yeah, no.

Sadly I couldn't get this to work with regular camera consoles, and as I
found it to be an entirely different can of worms that would only
slightly touch this code I decided that would be best explored in a
separate pr.
## Why It's Good For The Game

I think it's cute to be able to take a picture of your screen and show
it off to people, maybe even combine it with a detective board for a
cool little planning thing. And the AI can take pictures over the
cameranet so, y'know.
Doing so while looking up/down was a side-effect, but really I think
it's fine to let you photograph it if you can see it.

Less multi-z jank is good 👍

### Actual Pictures:
<details>
  <summary>Unfold</summary>
  

![image](https://github.com/user-attachments/assets/322ba400-e72e-4e0e-b974-6ba60372103f)

![image](https://github.com/user-attachments/assets/aaa0ffd4-7313-44ea-bc73-ac55b4c2a51b)

![image](https://github.com/user-attachments/assets/f5647b02-60c4-4d46-a9a7-6f1541550e1d)

![image](https://github.com/user-attachments/assets/49498845-9fdc-4907-b660-96989c0b28fb)

![image](https://github.com/user-attachments/assets/d8c19118-84f2-4ab6-b8c0-0d5427ed9262)

![image](https://github.com/user-attachments/assets/1ade6619-4d7f-42ce-8063-041e8fe58dfb)

![image](https://github.com/user-attachments/assets/b5d14478-4ce0-4f5c-a9bf-1ef927103d85)

</details>

## Changelog
🆑
add: You can take pictures over advanced camera consoles.
add: You can take pictures while looking up or down.
fix: AIs taking pictures in multi-z shows the objects of your floor and
the ones below, instead of just the ones below.
fix: Humans taking pictures through holes in multi-z actually shows the
floor below, instead of pitch-black nothingness.
fix: Taking pictures of glass floors in multi-z actually shows the floor
below.
/🆑
2025-06-19 18:53:25 +00:00
MrMelbert
5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00
Tim
e698c965b3 Fix map_export admin verb not saving objects properly (#90998)
## About The Pull Request

When using the `map_export` admin verb the following things are fixed:
- All objects density, anchored, opacity, atom_integrity, and
resistance_flags vars are saved
- Multi-tile objects being spammed on all tiles the sprite reaches
- Dirt decals error icon
- Airlocks error icon and to save welded state
- Dark Wizard Simple Mobs error icon
- Closets to save welded, open, and locked states
- Air alarms to save name
- Air scrubbers/vents to save name and welded states
- APCs to save name, charge, cell, lighting, equipment, and
environmental states
- APCs spawning a duplicated terminal underneath it when one already
exists
- SMES to save charge, input, and output states
- Holodecks to revert any holodeck turfs to the empty turf and skip
saving any hologram items
- Photos and Paintings error icons
- Bloody Footprints error icons
- False Walls error icons
- Docking Ports runtimes because the map template var would change
- Effects (lasers, portals, beams, sparks, etc.) saving when they should
be omitted

I would have loved to get `component_parts` to save for machines and
turf decals, but perhaps that is for another day since it requires
complicated solutions.

Here are some before and after pictures:


![StrongDMM_209k6PXSaQ](https://github.com/user-attachments/assets/27f0a80b-3cbc-4862-a218-612d52fa0e4f)


![StrongDMM_5PdRfLTZ4l](https://github.com/user-attachments/assets/3bbfd724-4b51-47c5-8cff-02687250fc1e)


![StrongDMM_F4DPOGz5K7](https://github.com/user-attachments/assets/1130ded8-3062-469a-ad4a-d437d89a68da)


![StrongDMM_BIa554dsGv](https://github.com/user-attachments/assets/440d6b38-dbbf-47c0-ad9a-5165504d104e)

## Why It's Good For The Game
Better map saving code.

## Changelog
🆑
fix: Fix `map_export` admin verb not properly saving a massive amount of
objects.
/🆑
2025-05-16 22:43:09 -07:00
Ghom
339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00
_0Steven
e7dce7f6fe Refactor a chunk of polaroid camera code (#90482)
## About The Pull Request

I saw cameras still had `attackby(...)`, so I decided to refactor it to
the new interaction system.
In the process, I reorganized and commented most of the vars, made the
examine use the right item name, added screentips, added balloon alerts,
added disk insert/eject and click sounds, and fixed a few bugs with it
that I found in the process.

First bug being that `default_picture_name` would only get applied if
`can_customise` is `TRUE` and we deny customization, while the only
occurrence of this has `can_customise` set to `FALSE`.
So we instead just move it down a bit and make it set the picture name
to `default_picture_name` if we haven't manually set one either way.

The second bug was that we keep a hard reference to the holorecord disk
but don't clear it if the disk ever leaves us, meaning that if we manage
to remove the disk without ejecting it the camera can still record to it
regardless of where it is.
So we just make it clear the reference on `Exited(...)`.
## Why It's Good For The Game

Less jank good 👍
More clicky feedback good
## Changelog
🆑
refactor: Refactored polaroid camera item interactions. Please report
any issues.
spellcheck: The polaroid camera's description now talks about
'holorecord' disks rather than 'holographic' disks.
qol: Added screentips to the polaroid camera.
qol: If a polaroid camera already has a holorecord disk, inserting a new
one swaps the old one out instead of blocking.
qol: Added balloon alerts and sounds to polaroid camera interactions.
fix: Polaroid camera can no longer record to holorecord disks outside of
it that left it via nonstandard means.
fix: Rewind camera actually applies its special picture name.
/🆑
2025-04-16 16:25:36 +01:00
_0Steven
f6c665599e Fixes photo blurring and tall photos taking up too much space. (#90483)
## About The Pull Request

Because we default the picture to a width of 480 in the html, photos
with a `psize_y` greater than their `psize_x` would auto-calculate their
height such that they extend further than the window reaches.
We fix this by making it so in that case we instead set the *height* to
480 and let it auto-calculate width.
Setting both height and width to 480 just makes the image inflate to
fill the box, which isn't desirable.

Then, on 516 images were now blurred. We fix this by adding
`image-rendering:pixelated` to the style such that the new browser stuff
actually does what we want it to.
## Why It's Good For The Game


![image](https://github.com/user-attachments/assets/f2697f9a-f627-4035-984f-7a29a83dcb16)
## Changelog
🆑
fix: Pictures are no longer blurry.
fix: Tall pictures no longer get cut off and are actually the right
height.
/🆑
2025-04-08 22:38:49 +02:00
Profakos
4e9f5f1d8c Adds holodisk to the photography camera's description (#90451)
## About The Pull Request

A few weeks ago, someone asked me which vendors have holodisks in them.
I didn't remember it, so I have searched for it in the code. To my
surprise, I have learned you can put holodisks in cameras, which allows
you to record a holographic image of them.

As nothing indicated in game that this is possible, I have decided to
extend the camera's description. If it has no disk in it, it mentions
that it has an empty holodisk slot, otherwise, it will print out that it
is holding a [name of the disk].

## Why It's Good For The Game

Mechanics shouldn't be only learnable via code diving, especially if it
is a harmless fun feature.

## Changelog

🆑
qol: Extends the examine description of cameras with the fact that they
can hold holodisks.
/🆑
2025-04-07 11:00:00 +02:00
MrMelbert
283084786b Burning paper (and similar) is now two way (you can hold a paper to your cigarette to burn it) (#90307)
## About The Pull Request

1. Burning paper (and similar) is now two way - rather than
necessitating you touch the paper with the burning thing, you can now
touch the burning thing with the paper

2. You can now light a cigarette on a lit candle

3. Candles no longer craft into flashlight eyes

## Why It's Good For The Game

1. Burning money with a cigarette larp 

2. Cool Frenchman larp

3. ??? I noticed you can't light a candle with a candle because it tried
to craft flashlight eyes.

## Changelog

🆑 Melbert
qol: Burning paper (and similar) is now two way. Rather than needing to
click on the paper with a burning item, you can now click on a burning
item with the paper. This means you can burn paper on your lit cigarette
like a badass.
qol: You can now light cigarettes on candles. 
del: Flares and candles can no longer craft into flashlight eyes, I
guess.
/🆑
2025-04-02 22:16:34 +01:00
SmArtKar
072fe6fbd1 Removes duplicate examine proc in polaroid code and fixes a missing space in BR examine (#90028)
## About The Pull Request

Triggered my OCD, polaroids had a duplicate examine override and battle
rifles had a missing space between sentences in examine_more.

## Changelog

🆑
spellcheck: Fixes a missing space in battle rifle's examine text
/🆑
2025-03-17 11:36:36 +01:00
grungussuss
0e1524c432 Writing sound (#87772)
## About The Pull Request
completes
https://github.com/orgs/tgstation/projects/19/views/1?pane=issue&itemId=85235611


https://github.com/user-attachments/assets/087c88bd-9ddd-4e57-972d-fe66084d19bc
## Why It's Good For The Game
maybe now someone will notice you wrote something
## Changelog
🆑 grungussuss
sound: writing something now produces sound
/🆑
2024-11-10 17:52:29 -05:00
grungussuss
63bd34eff7 some code organization for playsound(smth, pick('... (#87211) 2024-10-17 21:35:02 +02:00
Zephyr
0ef5c3d049 Persistent Map Vote Tallies (#86788)
## About The Pull Request

Changes map votes to be based on a persistent tally count.
Tallies for maps are cached between rounds and are added to by map
votes.
When a map is chosen, and it wasn't the only valid one, the tallies for
said chosen map will be reset.

Refactors map vote handling and moves it from SSmapping to SSmap_vote.
Rock the Vote has been removed as a result of this refactor.

## Why It's Good For The Game

Makes it more likely that all maps will be played over the course of a
server instead of always being truly random.
Removes some clutter off of SSmapping.

🆑
refactor: Map Votes are now carried over between rounds. When a map vote
is actually a contest, the winning map will have its votes reset.
/🆑
2024-09-30 13:09:08 +13:00
tonty
3f0b4abb8d Replaces world.icon_size (and some magic numbers) with defines (#86819)
## About The Pull Request

All usages of world.icon_size in code have been replaced with new
`ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on
context

Replaces some "32" magic numbers with the defines

A few bits of code have been modified to split up x/y math as well

## Why It's Good For The Game

Magic number bad, code more readable, code more flexible and I'm told
there's an access cost to doing world.icon_size so minor performance
gains

## Changelog

🆑 tonty
code: made some code relating to the world's icon size more readable
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-29 13:28:32 +00:00
grungussuss
58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

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

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

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

-- instrumental --

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

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

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

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

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

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

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

- [ ] attributions

## Why It's Good For The Game

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

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
Ghom
8a6dbb1a45 Gives detectives an ID that looks like an assistant ID when flipped. Also makes their camera silent. (#85912)
## About The Pull Request
This PR adds an ID subtype which the detective outfit uses. It that can
be flipped to go plainclothes as an assistant. Access retained. Spare
clothes not included.

I've also made the detective camera silent (a sound cue is still played
to the user, others won't hear it) and with the flash disabled.

## Why It's Good For The Game
I want to make it a little easier for detectives to go plainclothes.
Between clothings and inventory management, it's already quite tricky as
a gimmick and without doubt a double-edged sword that can lead to
goofy-ass situations where officers actually confuse you for an
assistant. As for the camera, it's just a stealth buff.

## Changelog

🆑
add: Gave the detective an ID that can flipped to look like an assistant
ID.
balance: The detective camera is now silent and doesn't flash.
/🆑
2024-09-15 11:48:09 -07:00
MrMelbert
8486f2f7e2 Storage / table interactions at the bottom of the interaction chain (#85512)
Because the wings were in fact made of wax 

## About The Pull Request

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

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

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

Other changes:

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

## Why It's Good For The Game

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

## Changelog

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

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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
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
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
SmArtKar
4ac4375faf Adds pen clicking, changes most pen typechecks into writing implement checks (#84186)
## About The Pull Request

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


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

Twisting pen caps (for traitor uplinks) has been moved to ctrl + click
instead.
2024-06-24 16:08:37 -05:00
MrMelbert
ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

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


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

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

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

## Why It's Good For The Game

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

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

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

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


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

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

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

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00
tmyqlfpir
f6d28662a3 Add circuit component cameras (#83578)
## About The Pull Request
This PR introduces a limited set of camera components that can be used
by surveillance security consoles and the PDA/laptop camera app.

<img width="366" alt="components"
src="https://github.com/tgstation/tgstation/assets/80724828/0e628863-9998-46d6-8822-e0a44543b4c2">

There is four camera components, each limited to a specified shell
circuit type.

Additionally, drone circuit shells can now use the recharge stations
too, much like how mobs with BCIs can recharge.

### New Components

<img width="136" alt="drone camera"
src="https://github.com/tgstation/tgstation/assets/80724828/fd045871-56bf-44a6-bb4f-ebe895d56d3d">

* Drone Camera
This camera component captures the surrounding area. It has an option to
set the camera range (near 5x5/far 14x14).

<img width="136" alt="bci camera"
src="https://github.com/tgstation/tgstation/assets/80724828/16bf2dd1-823b-4d66-8249-5d0f1bb1b779">

* BCI Camera
This camera component uses the active user's eyes as a camera function.
If the user's sights are damaged, the range will be forced to the near
setting. If the user is unconscious/dead/blinded or has no eyes, the
stream will be cut off.
It has an option to set the camera range (near 5x5/far 14x14).

<img width="136" alt="polaroid camera"
src="https://github.com/tgstation/tgstation/assets/80724828/7c4d53df-b4af-4f7c-8942-a63842510720">

* Polaroid Camera Add-On
This camera component streams to a camera network. The camera range is
hardcoded to the near setting (5x5).

<img width="136" alt="airlock camera"
src="https://github.com/tgstation/tgstation/assets/80724828/5d9e9d55-49fc-45a7-99c8-aaf1ae08f6d1">

* Airlock Camera
This camera component streams to a camera network. The camera range is
hardcoded to the near setting (5x5).

### Features

* The cameras can be EMP'd and will be disabled for 90 seconds if
successful
* When the cameras are active, they will actively drain the cell's power
per second (near range uses 3kJ & far range uses 8kJ)
* Advance camera console/AIs can use these cameras, however the camera
light is disabled (they will be useless in dark areas)

### Screenshots In Action
<details>
This is the drone camera viewed on a security camera console<br>
<img width="425" alt="near"
src="https://github.com/tgstation/tgstation/assets/80724828/e5247828-0fee-4552-9e70-5e5ee897c117"><br>
This is the same drone, now set to the far range setting<br>
<img width="425" alt="far"
src="https://github.com/tgstation/tgstation/assets/80724828/e58e3e85-aa90-4f1a-9dff-957c65764b77"><br>
</details>

## Why It's Good For The Game
This promotes emergent gameplay and improves the overall usefulness for
drones as they can be 100% used remotely.

## Changelog
🆑
add: Added new circuit camera components
qol: Circuit drones can now recharge at recharge stations
/🆑

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2024-06-08 10:49:49 +00:00
DATAxPUNGED
57744f6622 Icemoon Comms agent (#83404)
<!-- 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

Adds a comms agent to icemoon, similar to the one that can spawn in
space
<details>
  <summary>Image (spoilers, kind of)</summary>


![image](https://github.com/tgstation/tgstation/assets/44149906/32427530-269e-416a-94ca-6688c7fc7228)

</details>

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

Icemoon is sorely lacking on ghost roles, this should help with that
somewhat.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: NT reports indicate that the Syndicate have increased listening
activities on Icemoon, crew is advised to watch out for possible
communication interference.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2024-06-07 20:53:05 -04:00
_0Steven
c10b0d3b2f Remove a bunch of unnecessary periods from photo descriptions containing living entities. (#83564)
## About The Pull Request

Looking at a picture I noticed the description was a bit off, so I did
some testing:

![image](https://github.com/tgstation/tgstation/assets/42909981/828664eb-d619-4000-8fcf-a847b8746556)
Lo and behold, wow it really does just slap periods on everywhere huh?

So I just went through the code for getting mob photo descriptions and
shuffled around where and when the periods are placed til it no longer
did that:

![image](https://github.com/tgstation/tgstation/assets/42909981/ed926ea6-5d4e-42d7-ab49-a9c6fd517bb1)
Also replaced a single letter variable while I was at it.

### EDIT:
Also added newlines between them, for good measure.

![image](https://github.com/tgstation/tgstation/assets/42909981/814b778b-6aac-4e9a-be90-8a2ed78fed08)

## Why It's Good For The Game

Think it's better for there to not be excess periods. ..

### EDIT:
The added newlines also make it, well, more readable.

## Changelog
🆑
spellcheck: Photo descriptions containing living entities no longer have
a pile of unnecessary periods. .. Which they used to have between
describing different entities. .. Also removed that additional space
they had too sometimes..
qol: Photo descriptions containing living entities have these
sub-descriptions split into newlines for ease of reading.
/🆑
2024-06-01 18:08:44 +02:00
_0Steven
b39a6c280a Fixes runtime with serializing photo metadata (#83562)
## About The Pull Request

So while working on an entirely unrelated thing, I noticed runtimes
appearing in my logs after taking a picture.
Specifically a bad index runtime for the 77th line here:

2f6920105e/code/modules/photography/_pictures.dm (L66-L78)
And the 199th line here:

2f6920105e/code/datums/datum.dm (L193-L200)
This seemed to be caused by the fact `serialize_list(...)` is called
with a null `semvers` parameter, which then causes it to try to add to a
null list.

I asked about this in code general on the main discord, and got told
just putting an empty list in when `serialize_list(...)` is called
should be fine.
This resolves the runtime.
## Why It's Good For The Game

Better to not have two runtimes added to the logs whenever someone takes
a picture.
Fixes #80514.
2024-06-01 17:52:59 +02:00
Fikou
39963ae3b2 blueprints status on photographs is no longer persistent (#83093)
Bro it's a different station with different wires!
2024-05-07 22:49:49 +00:00
Jeremiah
8e3f635b98 Alt click refactor (#82656)
## About The Pull Request
Rewrites how alt click works. 
Based heavily on #82625. What a cool concept, it flows nicely with
#82533.

Fixes #81242 
(tm bugs fixed)
Fixes #82668

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

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

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

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

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

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

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

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

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

## Changelog

🆑 Melbert
fix: You can't change the GPS tag of something unless you can actually
use the GPS
fix: You can't set the teleporter to a location unless you can actually
use the teleporter
fix: You can't reply to request console requests unless you can actually
use the console
fix: You can't update AI lawboards unless you're actually holding them 
fix: You can't update a borg rename board unless you're actually holding
it
fix: You can't mess with plumbing machines unless you can actually use
them
fix: You can't recolor / relayer ducts unless you're actually holding
them
fix: You can't magically wire APCs and SMESs unless you're right by them
fix: You can't use Stargazer Telepathy on people who you can't see
fix: You can't configure the Inspector Hat unless you can actually use
it
/🆑
2024-04-12 03:03:27 +00:00
John Willard
430896b5cf Blueprints tgui (#82565)
## About The Pull Request

Blueprints now use a TGUI panel instead of the old HTML one.
Also did general code improvement and maintaining to blueprints in
general and also destroyed the ``areaeditor`` level, repathing it to
just 'blueprints'.
Also adds a sound when you look at structural data cause why not

Video demonstration:

https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd

The 4 blueprint types:

![image](https://github.com/tgstation/tgstation/assets/53777086/bfd68eb5-c430-4608-a3f7-d6ac86727882)

## Why It's Good For The Game

Another HTML menu dead underground.
This is more responsive and doesn't require constant updating to see
which area you're in, feels less OOC (instead of saying "the blueprints
say", just say it, you ARE the blueprints).

Like, come on

![image](https://github.com/tgstation/tgstation/assets/53777086/fcf1b8b6-37c3-4c94-969f-3b121c983dc0)

Look at all this wasted space

![image](https://github.com/tgstation/tgstation/assets/53777086/1d3e61cd-bc56-4280-a3bb-0c66604e75b3)

## Changelog

🆑
refactor: Blueprints now use TGUI.
qol: Blueprints can now be used while lying down.
/🆑
2024-04-10 11:55:29 -07:00
SyncIt21
6dc40ca522 Standardizes object deconstruction throughout the codebase. (#82280)
## About The Pull Request
When it comes to deconstructing an object we have `proc/deconstruct()` &
`NO_DECONSTRUCT`

Lets talk about the flag first. 

**Problems with `NO_DECONSTRUCTION`**
I know what the comment says on what it should do

b5593bc693/code/__DEFINES/obj_flags.dm (L18)

But everywhere people have decided to give their own meaning/definition
to this flag. Here are some examples on how this flag is used

**1. Make the object just disappear(not drop anything) when
deconstructed**
This is by far the largest use case everywhere. If an object is
deconstructed(either via tools or smashed apart) then if it has this
flag it should not drop any of its contents but just disappear. You have
seen this code pattern used everywhere

b5593bc693/code/game/machinery/constructable_frame.dm (L26-L31)

This behaviour is then leveraged by 2 important components.

When an object is frozen, if it is deconstructed it should just
disappear without leaving any traces behind

b5593bc693/code/datums/elements/frozen.dm (L66-L67)

By hologram objects. Obviously if you destroy an hologram nothing real
should drop out

b5593bc693/code/modules/holodeck/computer.dm (L301-L304)

And there are other use cases as well but we won't go into them as they
aren't as significant as these.

**2. To stop an object from being wrenched ??**
Yeah this one is weird. Like why? I understand in some instances (chair,
table, rack etc) a wrench can be used to deconstruct a object so using
the flag there to stop it from happening makes sense but why can't we
even anchor an object just because of this flag?

b5593bc693/code/game/objects/objs.dm (L368-L369)
This is one of those instances where somebody just decided this
behaviour for their own convenience just like the above example with no
explanation as to why

**3. To stop using tools to deconstruct the object** 
This was the original intent of the flag but it is enforced in few
places far & between. One example is when deconstructing the a machine
via crowbar.

b5593bc693/code/game/machinery/_machinery.dm (L811)

But machines are a special dual use case for this flag. Because if you
look at its deconstruct proc the flag also prevents the machine from
spawning a frame.

b5593bc693/code/game/machinery/_machinery.dm (L820-L822)

How can 1 flag serve 2 purposes within the same type?

**4. Simply forget to check for this flag altogether**
Yup if you find this flag not doing its job for some objects don't be
surprised. People & sometimes even maintainers just forget that it even
exists

b5593bc693/code/game/objects/items/piggy_bank.dm (L66-L67)

**Solution**
These are the main examples i found. As you can see the same flag can
perform 2 different functions within the same type and do something else
in a different object & in some instances don't even work cause people
just forget, etc.

In order to bring consistency to this flag we need to move it to the
atom level where it means the same thing everywhere. Where in the atom
you may ask? .Well, I'll just post what MrMelbert said in
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants,

Yup that's the ideal case now. This flag is checked directly in
`deconstruct()`. Now like i said we want to give a universal definition
to this flag and as you have seen from my examples it is used in 3 cases
1) Make an object disappear(doesn't dropping anything) when
deconstructed
2) Stop it from being wrenched
3) Stop it from being deconstructed via tools

We can't enforce points 2 & 3 inside `deconstruct()` which leaves us
with only case 1) i.e. make the object disappear. And that's what i have
done. Therefore after more than a decade or since this flag got
introduced `NO_DECONSTRUCT` now has a new definition as of 2024

_"Make an object disappear(don't dropping anything) when deconstructed
either via tools or forcefully smashed apart"_

Now i very well understand this will open up bugs in places where cases
2 & 3 are required but its worth it. In fact they could even be qol
changes for all we know so who knows it might even benefit us but for
now we need to give a universal definition to this flag to bring some
consistency & that's what this PR does.

**Problem with deconstruct()**
This proc actually sends out a signal which is currently used by the
material container but could be used by other objects later on.

3e84c3e6da/code/game/objects/obj_defense.dm (L160)

So objects that override this proc should call its parent. Sadly that
isn't the case in many instances like such

3e84c3e6da/code/game/machinery/deployable.dm (L20-L23)

Instead of `return ..()` which would delete the object & send the signal
it deletes the object directly thus the signal never gets sent.

**Solution**
Make this proc non overridable. For objects to add their own custom
deconstruction behaviour a new proc has been introduced
`atom_deconstruct()` Subtypes should now override this proc to handle
object deconstruction.

If objects have certain important stuff inside them (like mobs in
machines for example) they want to drop by handling `NO_DECONSTRUCT`
flag in a more carefully customized way they can do this by overriding
`handle_deconstruct()` which by default delegates to
`atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc
will allow you to handle the flag in a more customized way if you ever
need to.

## Why It's Good For The Game
1) I'm goanna post the full comment from MrMelbert
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants, but there's a shocking lack of consistency around
NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction,
but make it drop no parts" and others simply "disallow deconstruction at
all"

This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives
this flag the consistency it deserves. Not to mention as shown in case 4
there are objects that simply forgot to check for this flag. Now it
applies for those missing instances as well.

2) No more copying pasting the most overused code pattern in this code
base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code
cleaner everywhere

3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object
deconstruction which is now available for use should you need it

## Changelog
🆑
refactor: refactors how objects are deconstructed in relation to the
`NO_DECONSTRUCTION` flag. Certain objects & machinery may display
different tool interactions & behaviours when destroyed/deconstructed.
Report these changes if you feel like they are bugs
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-04-04 18:55:51 -06:00
LemonInTheDark
ef714c1c34 Overlay Lighting Color/Intensity Pass (#81425)
## About The Pull Request

I was looking at screenshots of the game and realized we had a lot of
light sources that were really... flat.

Medium intensity, not colored at all, cringe.

So I went over all the uses of overlay styled lighting (since I've done
matrix lighting already) and gave them more unique features. Colors that
match the sprite they're used with, intensity to produce vibes, that
sort of thing.

It's kinda impossible to go one by one cause there's a LOT.

I may have gone a bit overboard with a few, I'm messing around with some
things like giving bots colors based off their department, etc. We'll
see how this all turns out.

Oh also I tweaked how the cone of overlay lighting is drawn. It seemed a
bit too present to me so I dropped the alpha down from like 200 to 120
at max (so it's roughly half of the mask's alpha so it's less
overwhelming

## Why It's Good For The Game

Lighting should be impactful, subtle and colorful

<details>
<summary>
Old Lights
</summary>


![dreamseeker_QJ5bFZxd63](https://github.com/tgstation/tgstation/assets/58055496/8ae74a95-32cb-473f-830a-ab4e1073a581)

![dreamseeker_DPVgI8wOoN](https://github.com/tgstation/tgstation/assets/58055496/149095af-a08a-4038-bf18-9e3401327452)

![dreamseeker_pyEmTAb37x](https://github.com/tgstation/tgstation/assets/58055496/6dbb6cf8-2ed7-4bc0-9d19-c64849088a33)

![dreamseeker_aDfvnea6YD](https://github.com/tgstation/tgstation/assets/58055496/4ed983e1-6be3-4513-ba3b-cecde08ccd38)

![dreamseeker_RnkQSwmxmc](https://github.com/tgstation/tgstation/assets/58055496/63e0210e-e1b1-42f0-be64-53d67c43f689)

![dreamseeker_G8NSC3lzAk](https://github.com/tgstation/tgstation/assets/58055496/93001925-904d-4061-8874-1d17bb225a90)

![dreamseeker_yASfxtbHDR](https://github.com/tgstation/tgstation/assets/58055496/ce0ae9ad-9067-44e0-9491-3ef331bbbb84)

![dreamseeker_4ecBbG5urI](https://github.com/tgstation/tgstation/assets/58055496/ce82f471-15c7-40ce-bc08-be4f5dc8a3b7)

![dreamseeker_udYlv8uAce](https://github.com/tgstation/tgstation/assets/58055496/c516a278-852b-44b8-ba7c-1203cea3f845)

![dreamseeker_bc2120Fnmr](https://github.com/tgstation/tgstation/assets/58055496/87a1429a-2329-4dd5-8c7b-ff44f54a08bb)

</details>

<details>
<summary>
New Lights
</summary>


![dreamseeker_0H11TyhGgx](https://github.com/tgstation/tgstation/assets/58055496/75b68a25-055e-488c-af82-b062dbe7413e)

![dreamseeker_2B9AENHsfl](https://github.com/tgstation/tgstation/assets/58055496/b52d441c-6ed3-495b-9ebd-9b0c9f924f30)

![dreamseeker_3vOVRRMTSP](https://github.com/tgstation/tgstation/assets/58055496/b265578f-34cc-4a0a-80ea-3237fb83df33)

![dreamseeker_5bTLup65rx](https://github.com/tgstation/tgstation/assets/58055496/6fcd3dc0-5927-458a-9f77-5582ad57a954)

![dreamseeker_iZzxZv4nfW](https://github.com/tgstation/tgstation/assets/58055496/67c3af13-2305-4130-936b-19ded08ccc4e)

![dreamseeker_Lhe9TSA0Av](https://github.com/tgstation/tgstation/assets/58055496/a5310e58-0ff1-45ac-bb81-b4a0212eb0ce)

![dreamseeker_ngQJUv0tV4](https://github.com/tgstation/tgstation/assets/58055496/c3d7423a-ab32-4401-9ffa-c4c3b7811334)

![dreamseeker_PL0z6sU7by](https://github.com/tgstation/tgstation/assets/58055496/2947d828-3aee-48c2-903f-2bf0db9077d2)

![dreamseeker_xineFZDzPA](https://github.com/tgstation/tgstation/assets/58055496/095ff8b0-51cf-4f7c-a2ee-752d9d7e87bd)

![dreamseeker_zpXxbZZakS](https://github.com/tgstation/tgstation/assets/58055496/c4200d35-a2fa-4c3f-8e88-1fd87f44cd46)

</details>

## Changelog
🆑
add: Tweaked the saturation, color and intensity of a bunch of lights
/🆑
2024-03-09 23:57:19 +00:00
Ben10Omintrix
fcc87b4801 virtual pets (#81342)
players can now download their very own virtual pet through a new PDA
app. this pet is called orbie and u can interact with him in alot of
unique ways

happiness can be increased by regularly grooming ur pet, feeding him, or
u can arrange with other players playdates for ur pets, they can play
with each other and both their happiness will increase

u can get food from ur pet through ur pda, it will assign u a random
drop zone location in the station u need to go to, after which u can
obtain ur pet's food then ur PDA will spawn a virtual chocolate bar that
ur pet loves to eat. it wont assign u dropzone locations that are
restricted or hard to reach, however if the area it assigns u is a bit
difficult to get to, u can reroll the location after a small cooldown

u can also level up ur pet to make it gain new helpful abilities and
more cosmetic options. the main way to level up ur pet is by walking it,
so u can have it follow u while u are doing ur job on the station and it
will passively get exp. u get an increased exp modifier per step if ur
pet is happy and not hungry. At level 2, ur pet will gain an ability to
toggle lights and will also read outloud to u any PDA messages u
recieve. at level 3, ur pet gains a camera ability. u can command it to
take a photo afterwhich the picture will be saved directly in ur pda

u also have alot of customization options for ur pet!

u can change its color, name, gender, and u can make it wear hats! u can
unlock more hats for ur pet if u level it up further. these
customizations change ur pet's hologram appearance as well as its
profile picture on the pet network.

u can view how other player's virtual pets are progressing through the
pet network. each time ur pet reaches a new milestone, an update will
automatically be sent out on the network

if ur pet's milestones gets likes from other players, it will become
happier

this app also allows u to program new tricks for ur pet. U can create a
custom trick sequence, and change the trick's name. If u say the trick's
name outloud to ur pet it will do the sequence u programmed.
2024-02-29 04:24:10 +00:00
LemonInTheDark
70651816c2 Fixes complex lights not handling moving well, renames lighting defines (#81423)
## About The Pull Request

[Fixes static lights not
moving](ffef43c05a)

Worked fine when the owner moved, but if the owner was inside something
else, it would try and trigger an update on the PARENT's lights, which
are obviously not us.

[Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they
do](de73a63bd4)

People keep trying to change the lighting system of lamps and it makes
me mad.
I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a
better name for turf matrix lighting. Suggestions welcome

## Why It's Good For The Game

Closes #80005
Hopefully improves understanding of lighting at a glance
## Changelog
🆑
fix: Fixes fancy lights not updating their source location when picked
up and moved
/🆑
2024-02-12 20:50:20 +01:00
MrMelbert
12afcb911e Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) (#81120)
## About The Pull Request

- Large amount of storage datum cleanup.
   - Documentation.
   - Maybe more consistent use of parent vs real_location. 
   - Removes the weakrefs, replaces it with just references.
      - These were already managed references anyways so why bother?
- Removes a bunch of arguments no one used and would ever used so only
the most useful args are left.
 
- Some bugfixes. 

## Why It's Good For The Game

Aiming to make storage easier to work with. The whole intent of this was
to bugfix the whole "weight class" thing that keeps popping up but I had
to do this first.

## Changelog

🆑 Melbert
fix: When placing an item into storage (such as backpacks), all nearby
mobs now get a message, rather than just the first mob.
fix: TGC decks of cards should act a bit less odd when looking inside.  
refactor: Refactored a bit of storage, cleaned up a fair bit of its
code. Let me know if you notice anything funky about storage (like
backpacks).
/🆑
2024-02-05 11:42:03 -08:00
Mothblocks
36956cf59d Add system for safely manipulating JSON databases and apply it to photo albums and photo frames (#80519)
We frequently have issues with data loss in our long storage .json files
for various reasons, such as the file being completely blanked out on
write etc.

This introduces a system that tries to safely handle that by saving the
known working json file into a backup that will be loaded in the case a
write fails.

This system queues updates in order to send through to the next tick.
This is an improvement over the existing implementation of photo albums
and photo frames (I think all persistence, even) which do not save until
the end of a properly rebooted round, but not during a server crash.

Also saves the jsons in pretty prints, which make them easier to read
but especially make them easier to diff in a git repository, which MSO
wants to setup (and hopefully make public so I can make a dashboard on
bus.moth.fans for looking at photo albums and their history, which is
something I've wanted to do for a very long time).

## Changelog
🆑
refactor: Photo albums and photo frames are now more resilient to data
loss, especially when a server crashes.
/🆑
2023-12-28 15:40:43 +01:00
_0Steven
fdb55639d7 Making the camera circuit actually work again, and letting it work while held. (#80533)
## About The Pull Request

Alternative title: Hidden Pocket Camera Circuits! _(That Actually
Work)_.

So camera circuits have been broken for a while, and looking deeper into
it this seems to be because at some point someone moved the user check
for customization to before actually creating the picture item. Because
camera circuits rely on calling the `captureimage()` proc with a null
user, this made it so no image was ever printed nor were the photos left
decremented.

Similarly, multiple times I've encountered people being confused about
why their camera circuit isn't even trying to proc while held or hung
around their neck. So I decided to add a check to the `can_target()`
proc for whether it's on a carbon and what it could see from the given
carbon. This allows it to work while held, while hung around one's neck,
and while hidden sneakily in one's pockets. Well, insofar a bright flash
and camera snap are sneaky.
Notably it doesn't work when put in a bag in your inventory. While
having it work from a briefcase would be _incredibly_ funny, that's
outside of the scope of this pr.
Additionally, it felt weird for it to just drop the picture while
procced in your inventory, so I made it first try to put the printed
picture in the carbon's hands if at all possible.

While looking through the code, I also found that there was a typo in
where the circuit calls `captureimage()`, where `camera.picture_size_y`
was used in place of where `camera.picture_size_x` should be.
## Why It's Good For The Game

It makes camera circuits actually work again.

As for having them work while on a carbon, I've encountered multiple
people who were confused about their camera circuits not even _trying_
to proc while held or hung around their neck, when logically they
should- it's visible, after all. Hell, when held it works manually, but
not with a circuit!
Then, camera circuits working in one's pockets were a side-effect of my
first naive fix, and I thought it'd be neat to keep in; the ability to
make hidden pocket cameras just sounds cool to have. They're also only
hidden insofar you can still see the flash and hear the snap.
## Changelog
🆑
fix: Camera circuits actually print pictures again!
qol: Camera circuits can now take pictures while on a carbon, whether
held, hung around the neck, or sneakily hidden in either pocket. When
held they try to deposit their pictures into the holder's hands if
possible.
fix: Camera circuits should now actually use the camera's x axis picture
size, rather than using the camera's y axis picture size setting for
both axis.
/🆑
2023-12-25 00:41:10 +01:00
MrMelbert
1e76fd70b4 Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request

Implements half of this (with some minor changes): 


![image](https://github.com/tgstation/tgstation/assets/51863163/bf5cc4bb-5a1f-42e3-921d-9a57bc6096cc)

The ultimate goal of this is to split our attack chain in two: 
- One for non-combat item interactions
  - Health analyzer scanning
  - using tools on stuff
  - surgery
  - Niche other interactions
- One for combat attacking
  - Item hit thing, item deal damage. 
  - Special effects on attack would go here.  

This PR begins this by broadining tool act into item interact. 

Item interact is a catch-all proc ran at the beginning of attack chain,
before `pre_attack` and such, that handles the first part of the chain.

This allows us to easily catch item interaction and cancel the attack
part of the chain by using deliberate bitflag return values, rather than
`TRUE` / `FALSE`*.

*Because right now, `TRUE` = `cancel attack`, no matter what, which is
unclear to people.

Instead of moving as much as possible to the new proc in this PR, I
started by doing some easy, obvious things. More things can be moved in
the future, or technically they don't even need to move in a lot of
cases.

## Changelog

🆑 Melbert
refactor: Refactored some methods of items interacting with other
objects or mobs, such as surgery and health analzyers. Report if
anything seems wrong
/🆑
2023-12-08 23:50:19 -07:00
san7890
5ce9d5806d Scopes NODECONSTRUCT_1 from flags_1 to obj_flags (#80104)
This flag only worked on the `/obj/structure` and `/obj/machinery`
level, so let's rescope it from `flags_1` and put it where it belongs -
`obj_flags`.
Bitflag operators should be scoped to their subtype specific bitfield,
not really useful to have this take up a spot on the `/atom` level if
absolutely nothing other than `/obj`s use it.
2023-12-08 08:49:14 +00:00
san7890
7f7688b60a Demotes the "electrical conductivity" flag from flags_1 to obj_flags (#80033)
## About The Pull Request

Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game

Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.

I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
2023-12-01 21:43:46 -05:00
san7890
3415828c6b Refactors Revenants into Basic Mobs (#78782)
## About The Pull Request

I felt bad about taking all the "easy" ones, so let's change it up with
a decently difficult one. Revenants are now basic mobs! This alone
doesn't change much of anything because it pretty much overrode much of
simple_animal code. However we do a few new things.

* Multiple code improvements! No more weird proc names that aren't
`snake_case`, cleaner variable names, more dmdoccing, etc.
* Files are now reorganized, Rather than a 800-line dogshit monofile,
we're all nice now
* Multiple logic improvements, like early returns to make stuff more
readable and the like. many `isnull()` yes
* Instead of abusing key ownership logic, we use `mind.transfer_to()`
instead for much cleaner behavior when we need to change stuff
* Instead of iterating over the entire list of mobs to find dead mobs,
we use a new `revenant_relay()` system that automatically handles
broadcasting revenant messages to all observers and fellow revenants
(like `blob_talk()`)
* Instead of having a weird invisible "corpse", we move the revenant
inside the actual ectoplasm when they die. This drastically simplifies a
lot of wacky code that was completely useless since we still had the mob
to work with, but now it's a lot cleaner when it comes down to it.
* Some more hooks into stuff like `Life()` that might be useful for
other people in the same way this is.
* Less <span> crap, more macros, wahoo
* Uses an `examine_block()` for when we relay instructions to new
revenants. also cache those instructions to save time in the long run
* Revenants being stunned, inhibited, and revealed are now managed by
status effects rather than being chicanery on `Life()`
* Everything should now just in general be a lot nicer to work with.
This list is not exhaustive but a lot of the junk 7-year-old code has
been gutted and replaced with the modern standards.

There are stuff that I explicitly didn't touch and will not be touching
in this PR as it's already rather large.
* Revenant actions. I touched some proc names but I didn't alter the key
ways they work.
* Revenant movement. That's another can of worms.
* Revenant event code. I just made it use the transfer to system to make
a closed loop and that's about it.
* Revenant AI. They don't have any, it's an event/admin spawn. I'm not
adding AI here.
## Why It's Good For The Game

Revenants are more extensible now rather than being a real big
clusterfuck of bullshit, should be much easier to tweak stuff here and
there or logically follow how the code for this fella should go. The
number of weird revenant bugs should go down since we do stuff more
simply- but there could be some sleeper bugs that can bite us.
## Changelog
🆑
refactor: Revenants, the mob that's split between planes of Life and
Death, have been refactored into a basic mob. While this alone shouldn't
touch behavior, a lot of the backend code has been gutted and refactored
to try and furnish a better antagonist experience. This might mean that
some weird stuff can come up and around, report something if it's
utterly broken.
code: In order to better facilitate some code, you do not ghost outside
of a revenant on death, you simply get transferred into the ectoplasm.
You should still be able to speak with your ghost friends on how hard
you got wrecked or if you'll be able to resurrect though.
code: The timing on revenant stuff such as being revealed, stunned, and
inhibited (by holy weapons) should be tweaked a bit to allow better
management. This should mean that getting unstunned and such should be a
bit more precise now.
qol: Revenant instructions are now relayed in a neat little examine
block.
/🆑
2023-10-09 23:15:20 +01:00
MrMelbert
02e87199cf Moves silicon camera (photos, not mob cameras) out of click code (#78774)
## About The Pull Request

Atomized from the swing branch. 

Moves silicon camera (taking photos, not mob camera stuff) out of their
core click code. It now uses click intercepts.

(There's an argument to be made to use signals rather than click
intercept as it's rather antiquated but w/e.)

- [x] I tested this PR 

## Why It's Good For The Game

Makes it easier to unifiy click a bit more in the future. Reduces
surface area of a feature.

## Changelog

🆑 Melbert
qol: AI, cyborg, and PAI camera (photo taking) behavior now uses balloon
alerts and has sound effects associated
refactor: Refactored AI, cyborg, and PAI camera (photo taking) code
fix: fixed being unable to print photos as a cyborg when below 50%
toner, even though photos only take 5%
/🆑
2023-10-06 12:30:39 +01:00
John Willard
0be45dcd65 Human sounds now depend on body type (#78632)
## About The Pull Request

So there's currently a problem where our human sounds are dependent on
whether you are a male or female, however we have 4 genders in-game.
This leads to scream sounds being female if you're anything but a Male,
and gasp shock sounds being male if you're anything but a Female. This
is very inconsistent, and I think as a better way of handling this, it
should all be handled by Bodytype, since we only have 2 and is a
separate choice from gender. This means regardless of gender, you can
still choose what sounds your character will make.

## Why It's Good For The Game

Mostly explained in the about section, this lets people who play as
they/them & it/its to decide what they should sound like.
I guess as a bonus, it means men now appear more like women if they
choose the female bodytype, and vice versa. Or at least I think it's a
bonus? I'm not really knowledgeable in this sort of stuff.

I kinda have the same argument as why I think TTS should be accurate.
You should be able to customize your character to how you want it, and I
think that choosing the non-male/female ones shouldn't give you
inconsistent voices.

## Changelog

I actually don't know what to label this.

🆑
code: Your bodytype now decides what gendered sounds you make.
/🆑
2023-09-28 13:42:33 -06:00