Commit Graph

1030 Commits

Author SHA1 Message Date
Roxy
98335ef724 Fix white ship sometimes overlapping other ruins (#93491)
## About The Pull Request

Moves the docking port in the `whiteshipdock.dmm` ruin closer to the top
center instead of the bottom left where it currently is, fixes the
`width` being off by one, fixes `dwith` and `dheight` being wrong.

What happened here is `dwidth` and `dheight` are supposed to be counted
from the top right instead of the bottom left here, so while the docking
port was placed in the bottom left, the code said it was in the top
right and so no runtimes were thrown when loading a shuttle that
actually didn't fit. But most of the white ship templates _didn't_ fit,
meaning they'd jut outside the boundaries of the ruin, and if another
ruin was placed next to it it'd overwrite parts of them.

I tested all of the white ship templates with these new values and they
all fit well.

## Why It's Good For The Game

<img width="1262" height="997" alt="image"
src="https://github.com/user-attachments/assets/509feef8-4ff9-4483-ae92-6886f4592e54"
/>
Bad!

## Changelog
🆑
fix: fixed white ship sometimes loading partially inside other ruins
/🆑
2025-10-18 17:37:52 +02:00
SyncIt21
749643cddb Reworks cargo market elasticity (#93235)
## About The Pull Request
What it says on the tin. Cargo now has new math for market elasticity,
each parameter and what it does is explained below

**1. Refactor**
1. **k_elasticity**: This is the elasticity as before applied on all
exports except now this is a floating-point value that swings from
`0->1` instead of 10e-10 like is the current case. This in laymen terms
is the percentile of an items actual cost that is sold on cargo [0 means
you get no credits, 0.5 means you get 50% of the items cost, 1 means you
get 100% of the items cost]. Whenever an item is sold on cargo this
value decreases by an amount that is determined by the next variable

2. **k_hit_percentile(default 5%)**: This is the value by which an
export `k_elasticity` decreases whenever an export is successful for
every unit of an item sold. The real formulae by which the exports
elasticity decreases is dependent on the total amount sold and is as
follows
<pre>k_elasticity -= amount sold (1 for most cases except stacks) *
k_hit_percentile</pre>
So subsequent exports yield lesser profits cause the elasticity
decreases. Now the rate at which the elasticity recovers is as follows

3. **k_recovery_time(default 10 minutes)**: This is the time (minimum
unit should be seconds) it takes for the elasticity to rebound back to
100% after it has reached full 0 but recovery process starts immediately
if it decreases at any point. So if elasticity becomes say 50% it means
it would take 5 minutes to reach 100% again

**2. Some Balance changes**
1. Profits earned from exporting gas is linear per mole sold so the more
gas you put in the more profits you get HOWEVER the max number of
credits you can make per canister is 15000 cr
2. Selling fish yields higher prices because it's no longer subject to
the old elasticity formula
3. Selling 50 sheets of anything will decrease future sale price by 10%
and will take 8 minutes to rebound back to 100% if it reaches 0

**3. Improvements:**
- `SSProcessing` subsystem no longer processes more than 180+ export
datums from round start itself but now starts out empty. It instead
processes only those exports whose elasticity has been impacted and
later cancels it after elasticity has reached 100% so performance of
this subsystem has been drastically improved
- export datums now respect `abstract_type` meaning they won't be
created and can be used as a skeleton body for subtypes. So datums like
`datum/material` & `datum/material/market` are not created anymore but
only their subtypes are so we save processing power & memory
 - Shaved of a lot of dead exports that went unused

## Changelog
🆑
balance: cargo exports now have different prices with applied elasticity
code: Improved performance of export code
qol: stock blocks can be recycled for materials & show up as stock
blocks in order console sold items
refactor: refactored cargo export code in whole. Report bugs on GitHub
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2025-10-18 04:36:09 -04:00
die
0204ab8fdd Canreach refactor (#93165)
## About The Pull Request
ports https://github.com/DaedalusDock/daedalusdock/pull/1144
ports https://github.com/DaedalusDock/daedalusdock/pull/1147

full credit to @Kapu1178 for the juice

instead of `reacher.CanReach(target)` we now do
`target.CanBeReachedBy(reacher)`, this allows us to give special
behavior to atoms which we want to reach, which is exactly what I need
for a feature I'm working on.
## Why It's Good For The Game
allows us to be more flexible with reachability
## Changelog
🆑
refactor: refactored how reaching items works, report any oddities with
being unable to reach something you should be able to!
/🆑
2025-10-07 20:28:59 +02:00
Gboster-0
5fbe7ce8eb Makes shuttle engines no longer use weakrefs (and more minorly makes them actually give engine power) (#93116)
## About The Pull Request

- Makes shuttle engines no longer use weakrefs, they now use normal
references
- Makes shuttle engines no longer give negative initial engine power on
being unconnected

## Why It's Good For The Game

> Makes shuttle engines no longer use weakrefs, they now use normal
references
- Weakrefs are for when we care about an object but it does not care
about us, shuttles literally have a list of engines. I think they do
kind of care about us and are going to hard-delete if the engines aren't
deleted first. So might aswell ignore the more expensive weakrefs and
use normal ones instead.
> Makes shuttle engines no longer give negative initial engine power on
being unconnected
- So imagine this:
> I wrench in the engine, cool its now connected to the shuttle
> I weld the engine, fun it now provides shuttle power
> I unweld the engine, damn it now does not provide shuttle power
> I unwrench the engine, unsyncing it. It now provides negative power
because unsyncing it made it give less power again
> I cry
> My shuttle now needs twice the engines it needed before

Not fun, so unsyncing no longer takes away engine power.

## Changelog

🆑
fix: shuttle engines no longer provide negative power to your shuttles
if you unwrench them.
/🆑
2025-09-27 19:26:08 +02:00
Y0SH1M4S73R
912daabe18 Assorted custom shuttle fixes (#93001)
## About The Pull Request

This PR makes the following changes to code relevant to shuttle
construction.
- (Un)welding shuttle engines now only checks if the tool has 1 fuel,
which is how much is already used in the process.
- Constructed shuttle engines that were built from anchored machine
frames start in the wrenched but unwelded state.
- Fixes a runtime that occurs when expanding shuttles.
- Fixes the incorrect logic in the shuttle blueprint UI responsible for
#92986.
- Makes several changes to the wording of several functions of the
shuttle blueprint UI in the hopes of better conveying what each button
does.

## Why It's Good For The Game

Fixes #92986, as well as some other issues I may not have found in my
brief search.

## Changelog

🆑
fix: You no longer need 40 welding fuel to start welding or unwelding
shuttle engines, despite only consuming 1.
fix: Shuttle engines constructed from anchored machine frames start in
the wrenched-but-unwelded state.
fix: Expanding custom shuttles from shuttle frames is once again
possible without href exploitation.
fix: Shuttle expansion now correctly checks for other shuttle docking
ports the expanded shuttle's footprint would encroach upon.
qol: Tries to make some of the buttons in the custom shuttle UI more
indicative of what they actually do.
/🆑
2025-09-20 01:59:48 +02:00
MrMelbert
67d27ffe91 Accounting Glowup: Advances, Pay raises and cuts, and more (#92419)
## About The Pull Request

Fixes #92188

1. The Accounting console now has a new UI

<img width="757" height="486" alt="image"
src="https://github.com/user-attachments/assets/0c6ce73f-ae1c-4a54-b6ba-bcc3b3232d13"
/>

2. The Accounting console can now dish out advances on paychecks, giving
you for full paycheck early. You can give up to 3 advances. This of
course means your next paycheck is not paid out when relevant.

3. The Accounting console can now change paycheck sizes of crewmembers -
up to 1.5x and down to 0.5x.

## Why It's Good For The Game

- Gives the HoP some more duties, now being able to dish out money on
request, reward good behavior, or punish bad behavior.

## Changelog

🆑 Melbert
add: Accounting Console: New UI!
add: Accounting Console: Now can give advances to crewmembers
add: Accounting Console: Can now give pay raises or pay cuts
add: Accounting Console: Now only printable in the security lathe
add: Accounting Console: A spare board is now now found in secure tech
storage.
fix: Fix vending machines adding payments to audit log twice.
fix: Non-crewmembers are no longer shown in the accounting console
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2025-09-02 18:57:20 -07:00
Tim
dce0bf9f9a Correct bitwise logic for bitfield checks (#92609)
## About The Pull Request
This fixes several bitfield operations that were missing parenthesis
encapsulation. I noticed this problem in:
- #92601

And decided to use regex to search for similar patterns which I came
across in:
- Move loops bypassing the `MOVELOOP_STATUS_RUNNING` status
- Elastic arms mutation bypassing `ABSTRACT` object flags for picking up
objects
- Species radiation bypassing `HEAD_HAIR` hairstyle flags for balding
- Damaged APC board status bypassing `EMAGGED` and `BROKEN` status for
screentips
- Shuttle cleanup code bypassing `MOVE_CONTENTS` for moving old turfs
- Tram crossing signals bypassing `NORTH` and `EAST` direction checks

## Why It's Good For The Game
Code behaves as intended.
2025-09-01 02:16:22 +00:00
tonyhawq
48fc67f7bb Fixes an issue where called shuttles would say "1 minutes" instead of "1 minute" (#92539)
## About The Pull Request
<img width="397" height="190" alt="image"
src="https://github.com/user-attachments/assets/41e915bc-6d8c-4180-83f1-12380c76554c"
/>

<img width="220" height="112" alt="image"
src="https://github.com/user-attachments/assets/ef3aa542-e6e3-4983-8917-66009d4f843e"
/>

## Why It's Good For The Game
It. is good 👍 

## Changelog

🆑
spellcheck: shuttles will now say "arriving in 1 minute" instead of "1
minutes"
/🆑
2025-08-15 04:22:08 +02:00
Thunder12345
260960d6f4 Converts a bunch of time/delay vars to use time defines (#92495)
## About The Pull Request

Converts as many time vars expressed in deciseconds as I could find to
use time defines.

## Why It's Good For The Game

Makes these values neater and more readable.

## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
2025-08-12 18:30:25 -04:00
SmArtKar
703fdcc51c Makes shuttle docks keep track of their position to ensure that shuttle catastrophe does not cause a random crashlanding (#92492)
## About The Pull Request

- Closes #92444

## Changelog
🆑
fix: Shuttle catastrophe should no longer cause random unintended
crashlandings
/🆑
2025-08-11 20:32:05 +02:00
ArcaneMusic
acf84dc9fe Adds an argument to cargo logging to differentiate between Materials/Mining/Bitrunning/etc. and Regular Crates. (#92366)
## About The Pull Request

This adds a `data` argument to the record_feedback used in the cargo
shuttle's `buy()` proc, so that when we parse the data on superset, we
have an additional field to filter by to better represent how some of
these personal orders are being compared against each other.

## Why It's Good For The Game

Namely, I've been trying to get my data together again to start writing
some design docs and get to fixing some issues again, and something's
been bothering me about how the superset data was being collected on
cargo crate purchases, so I've added an extra field to be able to better
sort between the collected data and better represent the different
methods of personal orders available via cargo, so we can make better
decisions about the collected data.


## Changelog

No player facing changes.
2025-07-31 20:54:03 -04:00
MrMelbert
6d23cc2781 Deletes knockdown while buckled from shuttle movement (#92132)
## About The Pull Request

Deletes the knockdown part of "on shuttle move while buckled", leaves
just immobilize.

## Why It's Good For The Game

I added this not long ago but it didn't really end up working as I
expected and causes issues like randomly losing your cigarette during
shuttle launch, so... eh. It can go.

## Changelog
🆑 Melbert
del: If buckled during a violent shuttle launch, you'll no longer be
knocked down + immobilized, instead just immobilized. Unbuckled effects
are unchanged.
/🆑
2025-07-19 11:37:44 -06:00
SyncIt21
177dc73236 GMM correctly adjusts ordered materials with proper feedback (#92009)
## About The Pull Request
- Fixes #82910

Cargo now adjusts the material market quantity & prices when the shuttle
is called from the order console itself instead of adjusting it after
the shuttle arrives 1 minute later. This has 2 implications
- If the market crashes 1 minute after calling the shuttle i.e when it
arrives, the ordered quantities are not affected because it retrieved
those sheets from the market at the time of calling the shuttle from the
order console
- If some orders could not be satisfied because there were not enough
materials at the time of calling the shuttle then instead of arriving
with an empty crate a detailed summary is displayed explaining which
orders could not be delivered & why, even cancelling the order if needed

**a) Order adjusted**
![Screenshot
(489)](https://github.com/user-attachments/assets/39aa8746-8848-4415-a23d-c0a7cbd433db)

**b) Order adjusted & cancelled**
![Screenshot
(491)](https://github.com/user-attachments/assets/7a800f55-47d9-4d22-b871-c67858c8329a)

**c) Order fully cancelled**
![Screenshot
(492)](https://github.com/user-attachments/assets/e3231156-aaa8-44f5-b50a-2a8bd34d9064)


## Changelog
🆑
fix: ordering materials from the GMM won't result in empty crates & will
display detailed feedback if there weren't enough sheets in the market
/🆑
2025-07-11 15:00:35 -04:00
SyncIt21
2d41569c65 Flatpacker & machine frame enhancements (#91752)
## About The Pull Request

**1. Makes the machine creation process from both efficient.**
The machine frame no longer creates & deletes the machines old component
parts before moving in the new parts. It instead now passes its parts
directly to the circuit boards `apply_default_parts()` meaning the old
parts are never created and the new ones get applied directly. This also
mean it does not have to again call `RefreshParts()` as the machines
`Initialize()` proc will do that for us by default so the performance is
just faster now.
Flatpack box also benefits from this and it will need it as stated below

- Fixes #86514. As the circuit board is passed to the machine's
`Initialize()` proc during reconstruction so it sets it's
`all_products_free` from the board both during mapload & when player
constructed from either machine frame & flatpack

**2. Flatpack enhancements** 
- The flatpack box now passes its stored circuit board into the machine
meaning any changes made like with a screw driver or such are preserved
in the newly created machine rather than the board getting deleted & the
machine creating the default board
- Flatpacker now accept custom component parts that replaces its stored
circuit board default parts. This implements

https://github.com/tgstation/tgstation/pull/91670#issuecomment-2977259973
meaning instead of the vendor created from the flatpacker starting out
empty it now accepts the refill canister and will package both of them
together. Then during deployment that stored canister is stored back in
the vendor meaning instead of starting out empty you get to carry over
all your previous stock

Depends on https://github.com/tgstation/tgstation/pull/91512 because of
named arg conflict. Keep this drafted till that gets merged

## Changelog
🆑
qol: flatpacker now accepts custom component parts(like vendor refill
canister) along with the circuit board so you can carry over your
previous stock during deployment rather than starting out empty
fix: flatpack boxes now passes its stored circuit board into the machine
thus preserving its properties instead of creating a default board in
the machine
fix: vending machines reconstructed on station from circuits loaded off
station(having free products) will continue to sell free products
code: machine construction via flatpacker/machine frame is faster
performance wise
/🆑
2025-07-11 08:58:11 +02:00
theOOZ
2a5768ef10 Item which lets you remote control (some) shuttles (#91663)
## About The Pull Request

Adds a remote which can be printed with sufficient research, or
auto-linked by mapping the remote ontop of a nav console. Once linked it
can send off or call the shuttle towards a home and away destination.
These destinations can be changed with alt+rmb.

## Why It's Good For The Game

Let people send and call their shuttle without being at the nav
computer. Really useful for antags that arrive on a shuttle, so their
shuttle can be safe in deepspace while they fuck about onstation.
(Should pirates have this?)


![hsu5dytbs7561](https://github.com/user-attachments/assets/a0b968c5-a567-4891-b1d4-9029ad0a41d8)

## Changelog
🆑 theOOZ, kittysmooch
add: Adds the shuttle remote item unlocked with shuttle engineering
research, it lets you remote control the whiteship or custom shuttles.
/🆑
2025-07-07 04:01:57 +10:00
MrMelbert
0675ddf6cb Doubles time between mail shipments and blocks mail on red / delta alert (the amount of mail is not changing don't worry) (#91869)
## About The Pull Request

1. Mail is now shipped every 2 SSeconomy ticks, rather than every
SSeconomy ticks. The amount of mail per round will not change.

2. Mail is not shipped during Red or Delta alert. Mail will still
continue to pile up for if the station returns to blue alert.

## Why It's Good For The Game

1. The time between cargo shipments is like five minutes. This means you
get mail practically every cargo shipment, if only a few pieces. I think
it's a bit spammy, so doubling time between shipments means you actually
get substantial shipments of mail and you don't have to pay attention to
mail constantly.

2. In the event of an emergency and the cargo shuttle has to fly back
and forth for emergency supplies (like guns for a blob), being blocked
because of mail is annoying. It's also reasonable from an in character
perspective that they would hold your mail until the emergency is
resolved.

## Changelog

🆑 Melbert
qol: Mail is now shipped every 10 minutes rather than every 5 minutes.
The amount of mail remains unchanged (so you get 1 crate with 6 mail
instead of 2 crates with 3 mail each).
qol: Mail is no longer shipped while the station is on red alert - mail
held will be sent if the station returns to blue alert.
/🆑
2025-06-28 16:28:27 -06:00
MrMelbert
4c277dc572 Dynamic Rework (#91290)
## About The Pull Request

Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up

- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit

- Threat is gone entirely; round chaos is now determined by dynamic
tiers
   - There's 5 dynamic tiers, 0 to 4.
      - 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.

- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.

- Rulesets attempt to run every 2.5 minutes. [3]

- Light rulesets will ALWAYS be picked before heavy rulesets. [4]

- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]

[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.

[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.

[3] Little worried about accidentally frontloading everything so we'll
see about this

[4] This may be revisited but in most contexts it seems sensible. 

[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.

Other implementation details

- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.

- Dynamic.json -> Dynamic.toml

- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
      - The 1 weight slaughter demon event is gone. RIP in peace. 
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.

- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.

- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.

- Cult refactored a tiny bit. 

- Antag datums cleaned up.

- Pre round setup is less centralized on Dynamic.

- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.


![image](https://github.com/user-attachments/assets/e99ca607-20b0-4d30-ab4a-f602babe7ac7)


![image](https://github.com/user-attachments/assets/470c3c20-c354-4ee6-b63b-a8f36dda4b5c)

- Maybe some other things.

## Why It's Good For The Game

See readme for more info.

Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured

## Changelog

🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑
2025-06-25 17:36:10 -07:00
SmArtKar
57456921a4 Makes vendors created from flatpacks start empty to prevent duping (#91670)
## About The Pull Request

Flatpacks pass an arg into ``on_construction`` which makes vendors wipe
their inventory to prevent duping by repeatedly flatpacking a vendor to
refill its inventory.
Closes #91615

## Changelog
🆑
fix: Flatpacked vendors start empty to prevent duping
/🆑
2025-06-20 20:15:41 +00:00
MrMelbert
326dec95ad Fix shuttle blueprint runtime spam (#91718)
## About The Pull Request

`shuttle_expand_check` asserts it must be passed a shuttle, but it
doesn't pass it a shuttle.
2025-06-20 17:59:27 +02:00
DATA
3368d30a20 Unbuckles new arrivals from the seats of the arrival shuttle + a bugfix (#91708)
## About The Pull Request

Makes it so new arrivals automatically unbuckle from the seat when the
arrival shuttle lands on station, this also fixes some logic from #91504
that actually makes the intended "If you're buckled on a shuttle which
has "knockdown" force, you won't be paralyzed - instead, just knocked
down and immobilized for a short period (so you can still use your hands
/ act)." from that PR work
## Why It's Good For The Game

New players should be able to just waddle away from the arrival shuttle
to actually play the game instead of being stuck on their seat trying to
find their seatbelt for 30 minutes (this situation has actually happened
before).
## Changelog
🆑
qol: With Nanotrasen's brand new Auto-Seats™, late crew members will now
automatically unbuckle from their seats when the arrival shuttle arrives
at the destination!
fix: Leaving your seat too early on a shuttle with a knockdown force
will now properly immobilize and knockdown you as intended.
/🆑
2025-06-19 19:49:23 -07:00
AnturK
ed7e92bf77 Fixes war ops being able to launch shuttle before 20 minutes passed. (#91687)
Fixes the lockdown timer counting from server start instead of challenge
start.

## Why It's Good For The Game
I'm not sure it's actually good, but balance should be explicit not
confluence of bugs.
2025-06-19 18:23:26 +00:00
MrMelbert
0343a41b42 Handrails, visual shuttle buckles, and buckling feedback changes (#91504)
## About The Pull Request

1. Adds Handrails, currently mapper only. [Sprite ported from
Baystation](https://github.com/Baystation12/Baystation12/blob/dev/icons/obj/structures/handrail.dmi).
This is just a small fluff object designed to be put onto shuttles.
Players can click on it (or mouse drop) to buckle to it (grab it),
keeping them from being thrown around on shuttle launch.


![image](https://github.com/user-attachments/assets/b5bba651-d6ad-4e12-bb13-988ad5bc64ca)

2. Adds Shuttle chair restraints. [Sprite ported from
Aurora](https://github.com/Aurorastation/Aurora.3/blob/master/icons/obj/structure/chairs.dmi),
though altered a decent amount. They flip up with no one seated and flip
down when someone buckles, but they have no gameplay effects (ie, they
don't require a do-after, they don't block hands, etc etc)


![image](https://github.com/user-attachments/assets/4118a174-2443-4da2-8126-649dccfdcb65)


![image](https://github.com/user-attachments/assets/d40fb7b4-f7d2-4052-8f6c-41dfda62cf95)

3. Some objects now have unique feedback messages for buckling - you sit
on chairs, or lay down on beds. This message will change depending on if
the mob is restrained, so it's a bit more obvious when someone is tied
to a chair vs just sitting down.


![image](https://github.com/user-attachments/assets/9ea1da9f-ae25-4008-8ca4-8202f7508290)

4. If you're buckled on a shuttle which has "knockdown" force, you won't
be paralyzed - instead, just knocked down and immobilized for a short
period (so you can still use your hands / act).

## Why It's Good For The Game

1. Gives mappers some additional fluff for shuttles, especially if their
shuttle has knockdown force.

2. Adds muh immersion to shuttle rides. Just a flavor thing.

3. Adds muh immersion to sitting down at the bar. Again just a flavor
thing.

4. I did this to make handrails work, but I can find an alternate
workaround if so desired.

## Changelog

🆑 Melbert, sprites from Baystation / Aurorastation
add: Adds grabbable handrails (mapper only for now)
image: Adds a visual effect to buckling to shuttle seats
qol: Different objects have different chat messages for buckling. 
qol: If you're buckled in on a violent shuttle ride, you will be knocked
down and immobilized, but not fully stunned (ie: can still use hands).
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2025-06-09 17:40:48 +00:00
Y0SH1M4S73R
3382e1b5f1 Removes redundant vars from custom shuttle consoles + spawned custom shuttle consoles can be disassembled (#91399)
## About The Pull Request

Removes some redundant var definitions from the custom shuttle flight
console.
Also defines the circuit var for custom shuttle flight consoles,
allowing maploaded/adminspawned instances of them to be disassembled.

## Why It's Good For The Game

Cutting down on redundant definitions is generally a good thing.
Also makes maploaded/adminspawned shuttle consoles work like the
constructed ones.

## Changelog

Redundant definition removal isn't a player-facing change.

🆑
fix: If you find a custom shuttle flight control console that was
created by an admin or loaded as part of the map, you can dismantle it
with a screwdriver.
/🆑
2025-06-01 00:45:37 +00:00
Y0SH1M4S73R
9b54dbf974 Adds usb support to advanced camera consoles (#91235)
## About The Pull Request

This PR adds usb functionality to advanced camera consoles.

The advanced camera console component gets the last valid position
viewed from the console, which is usually the current viewed position,
unless you move the view into static.

The advanced camera target intercept outputs the position you left/right
click (except shift-clicking), and what you clicked on. This only works
for atoms the camera can actually see, even if you somehow glitch your
way into not seeing static on your client.

Equipment action components on circuits attached to a camera console
will add their actions to be used from the console.

## Why It's Good For The Game

Expands the use cases for the advanced camera console, providing a means
to extend their functionality, as well as a potentially powerful source
of input data for circuit users able to acquire illegal tech (or get the
board from a space ruin).

## Changelog

🆑
add: Advanced camera consoles now have usb ports. Connected circuits can
get the position the camera is viewing, get the location of targeted
entities, and provide the console with actions that the user can
activate.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2025-05-27 14:06:13 +12:00
Y0SH1M4S73R
29664e618e Immobile shuttles will not appear launchable on flight control consoles. (#91275)
## About The Pull Request

Custom shuttles introduced a weird edge case in shuttle code where the
flight control console shows the shuttle as able to be launched, despite
a lack of engines making it unable to move. This fixes that edge case by
specifically showing the shuttle as immobile in the console.

## Why It's Good For The Game

I tried to launch a custom shuttle but I couldn't figure out why it
wasn't moving. This fix at least lets players know that it won't launch
when it can't.

## Changelog

🆑
fix: Shuttle flight control computers will show you when the linked
shuttle cannot move.
/🆑
2025-05-26 13:34:47 +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
Y0SH1M4S73R
80ec197457 Fixes USB ports/cables erroneously detaching when shuttles move (#91043)
## About The Pull Request

When a shuttle moves, usb ports now wait for the shuttle to finish
moving all of its contents to determine whether they should detach from
whatever they are connected to.

This PR also adds a new signal whose registered handlers can affect what
gets moved when part of a shuttle moves, but until a handler for that
signal actually needs to do so, that behavior only really matters in the
sense that it is now exposed to lua scripting.
2025-05-16 21:49:57 -05:00
Y0SH1M4S73R
709df7adf5 Multiple custom shuttle fixes (+one qol tweak) (#90898)
## About The Pull Request

This PR adds four small fixes:
- Custom shuttle docking consoles no longer runtime at the world border
- Custom shuttle docking consoles are no longer blocked by where the
linked shuttle currently is
- Shuttle blueprints don't runtime and bluescreen while on whiteships
- Custom shuttles don't cause a divide-by-zero runtime when installing
engines for the first time (and are calculated correctly)

And one major QOL tweak:
- Shuttle frames are now datums which can track their own size, as well
as track which custom shuttles are adjacent to them. This allows shuttle
blueprints to display the size of the shuttle that will be built or
expanded, as well as much more performantly report issues that would
prevent shuttle construction or expansion.

## Why It's Good For The Game

I've been informed of several issues and nice-to-haves regarding custom
shuttles, and caught several other issues in the process of implementing
the requested changes.

## Changelog

🆑
fix: Shuttle blueprints don't error out when opening them while on
non-custom shuttles.
fix: Custom shuttles calculate their engine count correctly, no longer
lagging behind by one engine (un)installation.
fix: Custom shuttle docking consoles are no longer blocked by where the
linked shuttle currently is.
qol: Shuttle blueprints now show you how large a shuttle frame is, along
with any issues preventing you from building or expanding a shuttle
using said frame.
/🆑
2025-05-07 13:06:27 +12:00
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
SmArtKar
b626509622 [MDB IGNORE] Implements an automatic nearstation area tiler (#90660)
## About The Pull Request

Space turfs will now assign the nearspace area to themselves whenever
they're replaced, or lattice or catwalks are placed ontop of them. This
fixes lighting missing from player-created space structures until they
create a custom area, and resolves a similar issue with shuttle
ceilings. To track this we had ceilings spawn the "shit be fucked"
marker whenever they were created outside of nearspace, which is now
gone.
Shuttles bypass this autotiler for non-space areas, because they'd
replace it anyways.

**This does not work on mapload to cut down on init times**, mappers
still have to place nearstation areas on their maps where they place
some sort of a structure in space. They do not have to do this for
shuttle landing areas now, however.

Closes #84597

## Why It's Good For The Game

Shit be fucked markers created by ceilings are a god awful solution
because we have player-controlled shuttles with custom positioning, so
every time you moved a shuttle to a bottom level of any multiz map, you
get a bunch of them on your shuttle's roof.

## Changelog
🆑
fix: Fixed "shit be fucked" errors and missing lighting on shuttle
ceilings docked to bottom z levels of multiz maps
/🆑
2025-04-21 02:54:09 +02:00
FlufflesTheDog
2762e359ea Fix some wacky shuttle pipe interactions (#90721)
## About The Pull Request
Fixes #90648
And also fixes that pipes would often make nonsensical connections
during shuttle rotations

Zero/negative volume:
Caused by set_init_directions fighting with code elsewhere for how big
pipes should be. When the shuttle moved, init_directions would get
called again, updating the pipe (but not the pipenet) volume to 140.
Later, update_pipe_icon uses that modified volume as the "old" volume
when calculating how much volume to remove from the pipenet, so
frequently removes too much.

Incorrect connections: 
There's two steps when pipes go through a shuttle transition, first
shuttleRotate, then afterShuttleMove, where connections are made.
However, afterShuttleMove is called before shuttleRotate has been called
for every atom, causing connections to happen to devices that have yet
to be rotated away. Changing to use lateShuttleMove seems to fix this
issue, as it is only called once the 'rotate' step has fully completed.
## Why It's Good For The Game
i can't breathe without my air
## Changelog
🆑
fix: Shuttle atmos volumes should no longer become negative
fix: Shuttle atmos devices will no longer make illegal connections
during rotations
/🆑
2025-04-20 15:45:49 -07:00
SyncIt21
9bd45e2f3a Part 3: Storage Improvements (#90476)
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-04-20 12:02:29 +00:00
KingkumaArt
4e4cd7667c Allows you to put people through wooden tables, like a wrestling match. (#89826)
## About The Pull Request
<img width="161" alt="image"
src="https://github.com/user-attachments/assets/af923130-b928-4a66-a428-619f37f48616"
/>

Simply put, wooden tables (aka, both wood legs and top) have a 1 in 5
chance to break like glass ones when you stand on them.


## Why It's Good For The Game

More potential for funny, but harmless chaos is always nice, and given
wrestling is probably the most commonly played sport in this game, being
able to do tables matches felt fitting - but please do not let this pull
request distract you from the fact that in 1998, The Undertaker threw
Mankind off Hell In A Cell, and plummeted 16 ft through an announcer's
table.

## Changelog
🆑 Webcomicartist
add: People shoved onto wooden tables now have a 1 in 3 chance to break
it, for all your wrestling needs - but please do not let this pull
request distract you from the fact that in 1998, The Undertaker threw
Mankind off Hell In A Cell, and plummeted 16 ft through an announcer's
table.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-04-11 18:27:59 +02:00
SyncIt21
0893f4f945 Part 2: Storage Improvements (#90390)
## About The Pull Request
Continuation of #90365

- Formatted some usages of `set_holdable()` to be more readable
- `exception_hold` list now stores its values inside `
GLOB.cached_storage_typecaches`. This means we don't have to manage a
static typecache list per storage but can share the value across all
storages making memory management slightly more efficient
- Monkey cube boxes now cannot hold gorilla cubes cause that would make
gorilla cube boxes obsolete also now gorilla cube boxes can now only
hold gorilla cubes & not general monkey cubes(which gorilla cubes is a
subtype of) cause that would make monkey cube boxes obsolete. We are
specializing each box for that specific use case

## Changelog
🆑
code: further improved storage code
fix: monkey cube boxes can no longer hold gorilla cubes & vice versa
/🆑
2025-04-07 13:19:16 +02:00
SmArtKar
6b83a91956 Revert "Refactor for storage initialization & organization (#89543)" (#90332)
## About The Pull Request

Reverts the storage initialization refactor and all subsequent related
PRs.
The original PR is below our standards both for code quality and
testing, and is majorly flawed at its core. This has been discussed with
other maintainers and headcoder(s?) over on discord. A lot of changes
from the PR could be brought over later, but in its current state it
should not have been merged.

- Closes #90322
- Closes #90313
- Closes #90315
- Closes #90320
- Closes #90312
- Closes #90344

## Why It's Good For The Game

This PR causes a series of major issues which cannot be resolved without
either completely rewriting a lot of the original PR, or bad code.
Not matching our standards is grounds for not merging a PR, and the fact
that a PR should not have been merged is a reason for a revert.

## Changelog
🆑
fix: Fixed a series of storage-related bugs caused by a refactor PR.
/🆑
2025-03-30 21:30:31 +00:00
SyncIt21
0f57a23830 Refactor for storage initialization & organization (#89543)
## About The Pull Request
A Huge chunk of changes just comes from moving existing storage code
into new files & seperating `atom_storage` code into its own subtype
under the already existing `storage/subtypes` folder.

With that the changes in this PR can be organized into 3 categories.

**1. Refactors how `/obj/item/storage/PopulateContents()` initializes
storages**
- Fixes #88747 and every other storage item that has a similar variant
of this problem

The problem with `PopulateContents()` is that it allows you to create
atoms directly inside the storage via `new(src)` thus bypassing all the
access restrictions enforced by `/datum/storage/can_insert()` resulting
in storages holding stuff they shouldn't be able to hold.

Now how this proc works has been changed. It must now only return a list
of items(each item in the list can either be a typepath or a solid atom
or a mix of them in any order) that should be inserted into the storage.
Each item is then passed into `can_insert()` to check if it can fit in
the storage.

If your list contains solid atoms they must be first moved
to/Initialized in nullspace so `can_insert()` won't count it as already
inserted. `can_insert()` has now also been refactored to throw stack
traces but explaining exactly why the item could not fit in the storage
thus giving you more debugging details to fix your stuff.

A large majority of changes is refactoring `PopulateContents()` to
return a list instead of simply creating the item in place so simple 1
line changes & with that we have fixed all broken storages(medical
toolbox. electrical toolbox, cruisader armor boxes & many more) that
hold more items they can handle

**2. Organizes initialization of `atom_storage` for storage subtypes.**
All subtypes of `/obj/item/storage` should(not enforced) create their
own `/datum/storage/` subtype under the folder `storage/subtypes` if the
default values are not sufficient. This is the 2nd change done across
all existing storages

Not only does this bring code cleanliness & organization (separating
storage code from item code like how `/datum/wire` code is separated
into its own sub folder) but it also makes storage initialization
slightly faster (because you are not modifying default values after
`atom_storage` is initialized but you are directly setting the default
value in place).

You now cannot & should not modify `atom_storage` values inside
`PopulateContents()`. This will make that proc as pure as possible so
less side effects. Of course this principle is not enforced and you can
still modify the storage value after `Initialize()` but this should not
be encouraged in the future

**3. Adds support for automatic storage computations**
Most people don't understand how `atom_storage` values work. The comment
here clearly states that

55bbfef0da/code/game/objects/items/storage/toolbox.dm (L327-L329)
Because of that the linked issue occurs not just for medical toolbox but
for a lot of other items as well.

Which is why if you do not know what you doing, `PopulateContents()` now
comes with a new storage parameter i.e. `/datum/storage_config`

This datum allows you to compute storage values that will perfectly fit
with the initial contents of your storage. It allows you to do stuff
like computing `max_slots`, `max_item_weight`, `max_total_weight` etc
based on your storage initial contents so that all the contents can fit
perfectly leaving no space for excess.

## Changelog
🆑
fix: storages are no longer initialized with items that can't be put
back in after taking them out
refactor: storage initialization has been refactored. Please report bugs
on github
/🆑
2025-03-23 22:20:23 +01:00
_0Steven
3b73af32c5 Table frame interaction refactor (#89880)
## About The Pull Request

So I was looking for `attackby(...)` instances to kill and, hey look,
table frames- oh what the fuck is this.
Oh why does this have the same checks like five times, across the parent
type and subtypes.

So this pr's primary point is to refactor the table frame
`attackby(...)` into `item_interaction(...)`, and by extension lower the
amount of weird `attackby(...)` override jank going on with them.
Instead of having all of the subtypes define their own almost exactly
the same table construction interactions, we use a single generic
interaction chain and add a new `get_table_type(...)` proc to let
subtypes override what tables to construct for what stacks.

We also move the assigning of frame-and-stack-related things to the
actual table types themselves, instead of specifying all these
interactions on the frame.

We also add screentips for deconstruction and table construction, again
using the `get_table_type(...)` proc so screentips can differentiate
between which stacks can and can't make a table for our table without
needing to change the screentips manually for the subtypes.

Beyond that is mostly generic clean-up.

I'm a bit icky on my implementation of
`/obj/item/stack/proc/get_table_type()`, because of hardcoding for
`/obj/structure/table/greyscale`, but I think it's better than the
alternatives.
This lets us use the old method of letting all `/obj/item/stack/sheet`
subtypes use the generic material table, but limit it to working as long
as they define a `material_type`. I feel it's better than letting broken
tables exist, needing to hardcode it on the table frame, or needing to
expect people to add the generic material table `table_type` whenever
they add a `material_type` (no one would do this).
## Why It's Good For The Game

Screentips good 👍
Less jank encountered good.
Specifically the inability to deconstruct table frames on right click
when tables can be deconstructed on right click has thrown me off so
many times it's wild.
## Changelog
🆑
refactor: Refactored table frame interactions, please report any issues.
fix: You can no longer make material-less material tables out of certain
items.
fix: Fancy tables remember which carpet was used to make them, and no
longer magically transmute carpets into simpler types.
fix: You can no longer stack abductor table frame-using tables
specifically.
qol: Added screentips for deconstructing table frames and constructing
tables out of them if the material you're holding can do so.
qol: Table frames can now also be deconstructed on right click for
parity with tables, in addition to left click.
qol: Table frame interactions use balloon alerts.
/🆑
2025-03-17 02:14:43 +01:00
Y0SH1M4S73R
013de1fb80 Custom Shuttle QOL tweaks (and a fix to a mild shuttle engine exploit) (#89774)
## About The Pull Request

This PR adds some tweaks to make custom shuttles a bit easier to use,
and more useful.

- The station blueprints can be used to allow/forbid custom shuttle
docking in station/custom areas. Custom areas allow shuttle docking by
default, while station areas (apart from the asteroid) forbid it.
- A station area that allows shuttle docking can have a shuttle
built/expanded in it, as long as the area's APC isn't contained within
the frame used to construct/expand the shuttle.
- A shuttle frame does not need to contain the entirety of a custom
area, unless that frame contains the area's APC. If the frame doesn't
contain the entirety of the custom area, that section of the frame
becomes part of the default area, instead of a separate area.
- Custom shuttles will go off into the sunset at the end of the round,
as long as they have a welded engine.
- I think I saw a bug that caused engines to contribute twice the
intended power to the attached shuttle, possibly creating an exploit in
the case where the engine was broken while welded. I fixed that.
- Custom shuttle docking computers can cross over to any z-level
adjacent to the shuttle's z-level (or vertically-connected z-levels,
because docking computers can traverse stacked z-levels freely). This is
based on the new `zlink_range` var on all shuttle docking consoles,
which can be var-edited to provide the same functionality.
- Shuttle engines constructed from circuits now link to shuttles without
needing to be unanchored and reanchored.

## Why It's Good For The Game

The tweaks to shuttle construction and docking serve to address several
gripes I heard about players not being able to build/dock custom
shuttles in station areas. The means to do this have been locked behind
possession of the station blueprints.

I don't see what problem there would be with allowing custom shuttles to
leave the station at the end of the round, but I could lock it behind a
particular action (antag-exclusive or otherwise).

Custom shuttles don't quite have as much utility if you have to manually
travel to z-levels to drop off gigabeacons. Jumping to adjacent z-levels
one at a time is a bit more useful for space exploration.

## Changelog
🆑
add: The station blueprints can be used to toggle whether custom
shuttles can be built/expanded/docked within station areas.
qol: Custom areas do not have to be completely contained within shuttle
frames, as long as the APC isn't attached to the frame.
add: Custom shuttles with functioning engines will fly off into the
sunset when the emergency shuttle leaves.
add: Custom shuttle navigation computers can view space levels adjacent
to the one the shuttle is currently docked at.
fix: Constructed shuttle engines no longer contribute twice as much
engine power to shuttles, nor can they be used to add unlimited shuttle
power.
fix: Constructed shuttle engines now connect to shuttles when build,
rather than needing to be unachored and then reanchored.
/🆑
2025-03-13 12:25:09 +11:00
Y0SH1M4S73R
cbc3350224 Custom Shuttles Redux: Allows for the construction of custom shuttles. (#88493)
## About The Pull Request

This incredibly detailed PR adds the ability to construct custom
shuttles, which function similarly to whiteships.

To construct a custom shuttle, you need the following items:
- Shuttle frame rods
These rods can be hand-crafted by using 5 rods on 1 sheet of titanium,
or printed at a sci/engi/cargo lathe after researching the Shuttle
Engineering techweb node.
Lattices built with these rods, and catwalks/floors built on top of
these lattices, are valid for shuttle construction.
- Shuttle engines
Did you know shuttle engines have boards that weren't normally
obtainable? Well the board for one specific engine type is now available
from the sci/engi/cargo lathe after researching Shuttle Engineering. Of
course, the old options remain. You can steal engines from other
shuttles, including escape pods (it's not like engines are strictly
necessary for *those* shuttles anyways). Alternatively, the shuttle
engine supply pack is no longer locked behind the purchase of the BYOS.
- Flight Control & Navigation Console boards
These boards are printed at the sci/engi/cargo lathe after researching
the Shuttle Engineering techweb node.
If built on a custom shuttle, it will automatically link to it, unless
the shuttle already has such a console.
If built on a turf that is valid for custom shuttle construction, it
will automatically link to any shuttle constructed from or expanded with
that turf.
- Shuttle blueprints
Standard shuttle blueprints can be printed at the sci/engi/cargo lathe
after researching the Shuttle Engineering techweb node.
A cyborg upgrade granting access to a shuttle blueprint database can be
printed at the exofab after researching the aforementioned node.
Crude shuttle blueprints can be crafted by hand with a sheet of paper
and either a rainbow crayon or 10 uses of a blue crayon or spraycan.

If Science won't research the tech, you can also buy a goody pack
containing a flight control board, a docker board, two engine boards,
and a set of shuttle blueprints for 1200 credits, if you have aux base
access.

A shuttle can be constructed atop any continuous region of turfs
containing a shuttle rod lattice or a catwalk/tile built upon such.
Currently, this region cannot intersect any area other than space,
lavaland, the icemoon, or the station asteroid. Preexisting custom areas
can be included in the construction of the shuttle, but only if every
turf in the custom area is valid for shuttle construction.

In the shuttle blueprint UI, you can toggle a visualizer to display
which turfs fulfill all of the aforementioned conditions.

The following video goes through the basic process of shuttle
construction.


https://github.com/user-attachments/assets/3283422e-a201-4978-972d-67527b5df4ee

The blueprint used to construct the shuttle will be its master
blueprint. The master blueprint can be copied to other blank shuttle
blueprints (or to engiborgs with the shuttle database upgrade), and
allows the holder to perform a christening ritual on the shuttle to
rename it.
If a shuttle's master blueprint ceases to exist, a blank blueprint can
be linked to the shuttle to become the new master blueprint, or an
existing blueprint associated with that shuttle can be promoted to the
master blueprint.

Once constructed, the following options are available from the blueprint
UI to modify it:
- Create Area
Convert a continuous open area of the shuttle into a new area with the
name written in the above text input. This operates very similarly to
regular area construction.
- Rename Area
Change the name of the area you're currently in to the name written in
the above text input.
- Expand Area
Add a continuous open area of the shuttle to the neighboring area
selected from the dropdown to the left. This operates like regular area
expansion.
- Expand Shuttle
Expand a shuttle with valid frame turfs as defined above. These turfs
must be physically connected to the shuttle.
- Remove Area
    Remove an area, giving its tiles to the default shuttle area.
- Cleanup Empty Space (implemented after the above video was recorded)
Removes all completely empty turfs from the shuttle. If all the turfs in
one of the shuttle's areas were removed, that area is deleted. If
absolutely no turfs of the shuttle remain, the shuttle itself is
deleted. Due to the ability for this action to delete the shuttle, only
the master blueprint can do it.

As mentioned above, the shuttle's master blueprint can be used to
christen its associated shuttle. To do this, fill a glass drink bottle
with some amount of reagents, then hit it against one of the shuttle's
walls from outside while holding the master blueprint. You will be
prompted to enter a new name for the shuttle. The variety of things that
can happen while inputting a new name can cause the christening rite to
fail in one of several humorous ways.

### Optional (Unless specifically requested by a maintainer) Todo's
- [x] A way for shuttle circuits to be obtainable without techweb nodes
- [x] A more convenient way to carry around shuttle engines or the means
to deploy them
- [ ] A shuttle construction guide available as a reference book
- [ ] Allow boards to be linked to shuttles before construction so they
can be used outside the shuttle

## Why It's Good For The Game

Shuttles have been part of the sandbox for an incredibly long time, but
their limited accessibility has rendered them the exclusive territory of
lucky space explorers or the few antagonists who get one off the bat
(nukies and pirates). Giving players the means to construct shuttles to
their liking opens up a variety of possibilities for gimmicks for antags
and non-antags alike.

Besides the applications for antaggery and crew-sided gimmicks, this
provides side content for several departments to engage with during the
relatively-frequent periods of time where they have little else to do as
part of their intended roles.

With respect to engineering, if the station isn't actively being
damaged, the supermatter is in perfect working order, and nobody is
clamoring for machine upgrades, engineers have little else to resort to
other than construction projects. While the BSA station goal provides an
incentive for engineers to construct dedicated rooms for the cannon, it
will not necessarily be available every round. Custom shuttles not only
provide such a construction project to pursue, but provide the rare
opportunity, as well as a very good reason, to set up an independent
power network, complete with its own power source.

While atmos techs have a lot to do with gas mixing and the crystallizer,
they rarely get the opportunity to set up working life support systems
outside of repairing the ones that get blown up. Custom shuttles will
frequently start with no air, and unless the design settled upon is an
open floor plan, it will have several independent chambers that cannot
so easily be profused with a proper airmix by just opening a canister.
Furthermore, if the air in a custom shuttle gets messed up, a proper
scrubber and distro network is a significantly less tedious method of
rectifying the problem than cleaning the air manually with portable
scrubbers and pumps.

Scientists, it can be argued, with their access to RPDs through
ordnance, have similar opportunities to atmos techs, even though the act
in and of itself is not exactly part of their duties. But compared to
the other job content they could be working with after they've completed
most of their gameplay loop, custom shuttle construction is a
substantially more active endeavor. And I know how much people complain
about late-game science content just being sitting around at a console
and making gamer gear. Roboticists can have a part to play in this too.
They can put their mech RCDs to a use other than 2D topdown Fortnite,
and with the shuttle database upgrade, they can help interested cyborgs
get in on the action.

Cargo is yet another department known for having significant amounts of
downtime during a considerable number of rounds. If every other
department has gone through their initial rounds of departmental orders,
and there isn't an active need for cargo to order lots of one thing or
another, cargo techs have little to do besides mail (at least on the
days where there **is** mail to deliver). Usually, if cargo techs do, in
fact, do something as a department when not presented with more pressing
duties, they order guns and other contraband. As funny as this is,
there's not a lot of variety in how this behavior manifests. With custom
shuttles, cargo can use their free time to plan, and execute, a unique
collective expression of design sensibilities, not limited by the size
and shape constraints of the cargo bay itself.

## Changelog

🆑 Y0SH1_M4S73R (with special thanks to Vect0r, whose original PR
inspired the implementation of these changes)
add: Shuttle blueprints, the tool used to construct and modify custom
shuttles. Print a set at a science, engineering, or cargo techfab after
researching Shuttle Engineering, or craft a crude set from the crafting
menu.
add: Shuttle blueprint database upgrade for engineering cyborgs,
printable from the Exosuit Fabricator after researching Shuttle
Engineering. A version of shuttle blueprints designed for use by
cyborgs.
add: Shuttle frame rods, usable to construct custom shuttles. Hand-craft
by using 5 rods on 1 titanium sheet, or by printing them at a science,
engineering, or cargo techfab after researching Shuttle Engineering.
add: Custom shuttle flight control and navigation boards, printable from
a science, engineering, or cargo techfab after researching Shuttle
Engineering.
add: Shuttle engine boards can be printed from a science, engineering,
or cargo techfab after researching shuttle engineering.
add: The shuttle engine supply pack is no longer locked behind the
purchase of the Build Your Own Shuttle kit.
add: Shuttle Construction Starter Kit goodie pack, containing a set of
shuttle blueprints, flight control and navigation console boards, and
two engine boards, can be purchased from cargo for 1200 credits.
Requires aux base access to purchase.
refactor: Shuttles now keep track of what areas are underneath each of
their individual turfs, so that the areas left behind on movement are
consistent with what they were beforehand.
refactor: Shuttle ceilings now place themselves down as baseturfs,
instead of only appearing if the turf above is open space.
/🆑

---------

Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2025-02-23 17:18:43 +11:00
SmArtKar
67143afff1 Replaces slowdown/FOV on space suits, rad/bio/bomb helmets with the new dirt component (#89497)
## About The Pull Request
#87102 introduced a new clothing dirt component, which increases tint
when you get spraypainted. This PR expands it to work when you are
spraypainted and applies it to space helmets, gas masks and rad/bomb/bio
helmets, and gives all items a fancy overlay when
spraypainted/peppersprayed.


![dreamseeker_AJf0C79SRv](https://github.com/user-attachments/assets/1e92806a-7f8f-4952-9dfe-7938b18fa2d2)

![image](https://github.com/user-attachments/assets/f4226e64-32a2-4655-8230-e0d338bc43cb)

Spraypainting a person wearing an item with this component randomly
applies 2-3 levels of tint, potentially blinding them until they wash
their helmet or mask.

Additionally, driscoll mask has lost its eye covering, and welding gas
mask gained it - doesn't make sense for former to have it, and for
latter to be missing it.

## Why It's Good For The Game

Bomb suits and bio hoods are already extremely weak, while rad suits are
super situational when there are MODsuits with none of the downsides. 90
degree FOV is extremely punishing and makes them essentially unusable.
Space helmet slowdown was added because they gave pepperspray protection
with no downside, which this PR brings, so there's no reason to keep it
around considering how bad slowdown feels in our game.

Also spraypainting someone's visor is just extremely funny to me.

## Changelog
🆑
balance: Space helmets and bio/bomb/rad hoods have lost their
slowdown/FOV respectively, but now can have their visor covered by
spraypaint or pepper spray.
balance: Driscoll mask no longer protects your eyes, unlike welding gas
mask which received said protection.
/🆑
2025-02-17 21:40:54 +11:00
Archemagus
8a5898212b Automated Announcement System refactor (#89276)
## About The Pull Request

I standardized stuff in AASs code, and all current reference to it. Also
added interactions for bounty cubes, weather reports and request
consoles, all of it can be changed from AASs UI.
Also it's easier now to add new config entries for AAS to proceed, and
it's now downstream friendly.
## Why It's Good For The Game
Well, because kind of order in code and because it's funny to make
custom messages for... Almost everything?
BTW any entry can be blocked from ingame changes, by default you can't
change Broken Arrival shuttle and Security Officer arrival
announcements, how it was before. But may be we should allow it - it's
an open question.
## Changelog
🆑
add: Many things now handles via AAS: Bounty Cubes, Request Consoles,
Brig Cells, Vending Machines and Orion Trails alerts, Weather Reports,
Cargo Order Console
code: Now anyone can make their own entry for AAS
refactor: AAS internals, also cleanup
/🆑
2025-02-17 11:06:50 +01:00
Lucy
2ee02682f7 Converts most other usages of block() to x/y/z format (#89290)
## About The Pull Request

The sequel to https://github.com/tgstation/tgstation/pull/89234

> someone should do the rest at some point

guess what, I'm that someone :3

## Why It's Good For The Game

Same reasoning as the previous PR:

> less cluttered code is nice, and it should in theory be more optimized
as we avoid the need to run min, max, and locate.

## Changelog

No user-facing changes
2025-02-07 02:44:10 +01:00
Penelope Haze
d0a7f955f8 Fix various issues with names in string interpolation (#89246)
## About The Pull Request
Commit messages should be descriptive of all changes.
The "incorrect `\The` macro capitalization" was intentional when it was
added, but as far as I know TG says "the supermatter" rather than "The
Supermatter," so it's incorrect now.
This is completely untested. I don't even know how you'd go about
testing this, it's just a fuckton of strings.
Someday I want to extract them and run NLP on it to catch grammar
problems...

## Why It's Good For The Game
Basic grammar pass for name strings. Should make `\the` work better and
avoid cases like `the John Smith`.
2025-01-29 17:46:03 +01:00
dj-34
cbd3ab9b4c Fix shuttle parallax (#89184)
<!-- 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
Fixes shuttle parallax that was broken as a result of the
[PR](https://github.com/tgstation/tgstation/pull/82644).
The problem was that Move would only update after walking and such. The
update was forcing Parallax to update when a mob is standing still.

**BEFORE FIX**


https://github.com/user-attachments/assets/f015435e-16d4-44d4-97e5-03d242ddda4c

**AFTER FIX**


https://github.com/user-attachments/assets/22d4e256-54b9-4d8c-93ee-2312f2cabe39

## Why It's Good For The Game
Full immersive gameplay comeback.

## Changelog

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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
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🆑
fix: Fixed shuttle parallax when a mob is standing still.
/🆑

<!-- 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
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2025-01-27 13:19:33 +01:00
jimmyl
92a585cb3a new icebox ruin: outpost 31 + megafauna (technically???) (#88714)
## About The Pull Request
<details>
<summary> expand to spoil the fun of exploring something for yourself
</summary>

firstly, the new ruin: outpost 31
its layout is vaguely based off an official map of the Outpost 31 from
the Thing movie but i ran out of space halfway


![image](https://github.com/user-attachments/assets/6db1aa9f-40d3-4693-897b-01e32b3ee1d2)

the boss drops a keycard for the storage room that you cant get in
otherwise, containing its own special item, and other stuff probably
useful for crew
crusher loot: trophy that heals you on each hit

the ruin is guarded by like 3 flesh blobs, very resilient (and slow)
masses of flesh that deal 3 brute damage, not harmful in melee but WILL
attempt to grab and devour/assimilate you which is FAR more lethal



https://github.com/user-attachments/assets/542cc6d0-f4ee-4598-9677-a03170c6c1c3



Boss: The Thing (with creative liberties otherwise this thing would
instakill you if it was true to source material)
difficulty: medium apparently idk mining jesus beat it with 400ms or so
HP: 1800
It is a much higher ranking changeling than those infiltrating SS13
It has 3 phases, 600hp each. Depleting its phase health will turn it
invincible and it will heal back half in 10 seconds. In order to prevent
this, the two Molecular Accelerators must be overloaded by interacting
with them to blast the changeling with deadly scifi magic or whatever
they do, forcing it to shed its form further and go to the next phase.
Not necessary for phase 3 because it literally just dies then

it focuses mostly on meleeing you and making certain tiles impassable
for you with 1hp tendrils, all attacks are telegraphed so theres no dumb
instakills here

it alternates between aoe abilities and abilities 

melee behavior:
- if too far, charge at target (charges twice on phase 3)
- too close, shriek (unavailable in phase 1) (technically AOE but its
more like a melee ability you know??)
- otherwise just try to melee

Shriek: if the player is too close emit a confusing shriek that makes
them confused and drop items

aoe behavior (phase 2, 3 only):
1: Puts 4 tendrils in a line cardinally
2: Puts tendrils around itself
3. Puts a patch of tendrils around and under the target, 3x3 in phase 3
4. Phase 3 only - spits patches of acid into the air that hurt when
stepped on

_(crusher is hard ok)_


https://github.com/user-attachments/assets/cbb98209-d3f0-470d-b0e8-4e310c5b709c



unique megafauna loot for this boss is like 1 AI-Uplink brain
its like a BORIS module but for humans i think you can figure out what
that means
while in a human shell they cannot roll non-malf midrounds and cannot be
converted, and cannot be mindswapped
the human MUST have all robotic organs (minus tongue because its not in
the exosuit fab and that kinda sucks to get)
will undeploy if polymorphed



https://github.com/user-attachments/assets/abcc277a-995a-4fa7-b980-0549b6b7cf52



</details>

## Why It's Good For The Game

icebox is severely lacking in actual good ruins (fuck that one fountain
ruin)
i feel that the loot given by megafauna has been and still apparently is
exclusively to make the victor more powerful, which kinda sucks because
thats just powergaming???? the loot of this boss is more crewsided,
specifically aiding the AI in a VERY limited quantity (1), so its not
anything good for powergamers, good for crew if the AI is not rogue

## Changelog
🆑
add: outpost 31, the icebox ruin. Also its associated mobs, and
megafauna, and loot. Im not spoiling anything, find it yourself.
/🆑

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2025-01-23 18:33:05 +01:00
Lucy
0115e0d4a5 Fix an icon smoothing runtime caused by shuttles during recursive map loading (#89024)
## About The Pull Request

So, funny thing. The syndie base lazy template loads recursively, as it
contains two shuttle docks (infiltrator and steel rain).

But stationary shuttle docks will immediately load their
`roundstart_template` _asynchronously_ upon Initialize. This can cause
issues - such as the shuttle's atoms being initialized before everything
else is, in a weird way. The usual side-effect of this would be runtimes
resulting from the shuttle's initialized walls trying to smooth with
non-initialized turfs on the template that loaded it.

I simply moved to stationary docking port's async load to
LateInitialize. There's prolly a better long-term solution, but this
doesn't hurt, and solves the relevant issue.

you know i really hope we don't have _3_ layer map templates anywhere.

## Why It's Good For The Game

less runtime good.

## Changelog
🆑
fix: Fixed an icon smoothing error caused by shuttles during recursive
map loading, i.e the nukie shuttles with their base.
/🆑
2025-01-14 15:29:45 +01:00
John Willard
2e4d70afe5 Updates href uses for 516 (#88699)
## About The Pull Request

Was just scrolling through the Paradise github since they seem to have
more work done for 516 to see if there's anything I can port over, found
this and thought why not.

Ports parts of https://github.com/ParadiseSS13/Paradise/pull/25105
Specifically, updaing all hrefs to use the internal ``byond://``, and
adding it to grep.

## Why It's Good For The Game

More work towards 516.

## Changelog

Nothing player-facing.
2024-12-24 11:42:20 -08:00
Cruix
3a25ac7f94 Nav computer icons (#88169)
## About The Pull Request

To add context when placing a custom shuttle location, added additional
icons to the shuttle navigation computer view for a few important
objects:
* The shuttle computer
* The shuttle navigation computer
* Turrets
* <strike>The firing trajectory of the Yamato cannon</strike>
* External airlocks

<details>
<summary>Images</summary>

Old:

![oldSyndiShuttle](https://github.com/user-attachments/assets/2cd5fd5c-bdb3-4dc9-9e1f-f48157c839be)

New:

![newSyndiShuttle](https://github.com/user-attachments/assets/c8a2d82d-1d5c-41f6-b37a-c54d536ec051)
</details>

## Why It's Good For The Game

It's much easier to place the syndicate shuttle / white ship in a
convenient location when you know exactly where the turrets and external
airlocks are going to be when you land. Showing the shuttle computers
also helps to communicate the orientation of the ship to anyone who is
not already familiar with the outline, since the computers are usually
placed right at the front, where the pilot is sitting.

## Changelog

🆑
add: Shuttle navigation computers now show the location of airlocks,
turrets, and the shuttle control consoles on the ship outline while
placing a custom landing location.
/🆑
2024-12-21 23:10:15 +01:00
tonty
88d15354e1 Pressure Tanks no longer runtime when shuttleRotated, Remedies constant CI fails (#88413)
## About The Pull Request

Fixes #71092 

## Why It's Good For The Game

Flaky tests bad, fixman good...

## Changelog

🆑
fix: Pubby's whiteship no longer breaks when it tries to dock
/🆑
2024-12-08 19:13:30 +01:00