* [MDB IGNORE] Angled Lights & Lighting Prototyping Tool (#74365)
## About The Pull Request
Hello friends, I've been on a bit of a lighting kick recently, and I
decided I clearly do not have enough things to work on as it is.
This pr adds angle support to static lights, and a concepting/debug tool
for playing with lights on a map.
Let's start from first principles yeah?
### Why Angled Lights?
Mappers, since they can't actually see a light's effect in editor, tend
to go off gut.
That gut is based more off what "makes sense" then how things actually
work
This means they'll overplace light sources, and also they tend to treat
lights, particularly light "bars" (the bigger ones) as directional.
So you'll have two lights on either sides of a pillar, lights inside a
room with lights outside pointing out, etc.

This has annoying side effects. A lot of our map is overlit, to the
point that knocking out a light does.... pretty much nothing.
I find this sad, and would like to work to prevent it. I think dark and
dim, while it does not suit the normal game, is amazing for vibes, and I
want it to be easier to see that.
Angled lights bring how lights work more in line with how mappers expect
lights work, and avoids bleedover into rooms that shouldn't be bled
into, working towards that goal of mine.
### How Angled Lights?
This is more complex then you'd first think so we'll go step by step

Oh before we start, some catchup from the last time I touched lighting
code.
Instead of doing a lighting falloff calculation for each lighting corner
(a block that represents the resolution of our lights) in view we
instead generate cached lightsheets. These precalculate and store all
possible falloffs for x and y distances from a source.
This is very useful for angle work, since it makes it almost totally
free.
Atoms get 2 new values. light_angle and light_dir
Light angle is the angle the light uses, and light_dir is a cardinal
direction it displays in
We take these values, and inside sheetbuilding do some optional angle
work. getting the center angle, the angle of a pair of coords, and then
the delta between them.
This is then multiplied against the standard falloff formula, and job
done.
We do need some extra fenangling to make this all work nicely tho.
We currently use a pixel turf var stored on the light source to do
distance calculations.
This is the turf we pretend the light source is on for visuals, most
often used to make wall lights work nice.
The trouble is it's not very granular, and doesn't always have the
effect you might want.
So, instead of generating and storing a pixel turf to do our distance
calculations against, we store x and y offset variables.
We use them to expand our working range and sheet size to ensure things
visually make sense, and then offset any positions by them.
I've added a way for sources to have opinions on their offsets too, and
am using them for wall lights.
This ensures the angle calculations don't make the wall behind a light
fulldark, which would be silly.
### Debug Tool?
In the interest of helping with that core problem, lights being complex
to display, I've added a prototyping tool to the game.
It's locked behind mapping verbs, and works about like this.
Once the verb is activated, it iterates over all the sources in the
world (except turfs because those are kinda silly), outlining and
"freezing" them, preventing any future changes.
Then, it adds 3 buttons to the owners of a light source.

The first button toggles the light on and off, as desired.
The third allows you to move the source around, with a little targeting
icon replacing your mouse
The second tho, that's more interesting.
The second button opens a debug menu for that light

There's a lot here, let's go through it.
Bit on the left is a list of templates, which allow you to sample
existing light types (No I have no idea why the background is fullwhite,
need to work on that pre merge)
You can choose one by clicking it, and hitting the upload button.
This replaces your existing lighting values with the template's,
alongside replacing its icon and icon state so it looks right.
There are three types as of now, mostly for categorization. Bar, which
are the larger typically stronger lights, Bulb, which are well, bulbs,
and Misc which could be expanded, but currently just contains floor
lights.
Alongside that you can manually edit the power, range, color and angle
of the focused light.
I also have support for changing the direction of the light source,
since anything that uses directional lighting would also tie light dir
to it.
This isn't *always* done tho, so I should maybe find a way to edit light
dir too.
My hope is this tool will allow for better concepting of a room's
lights, and easier changing of individual object's light values to suit
the right visuals.
### Lemon No Why What
Ok so I applied angle lights to bars and bulbs, which means I am
changing the lighting of pretty much every map in the codebase.
I'm gonna uh, go check my work.
Alongside this I intend to give lighting some depth. So if there's room
to make a space warmer, or highlight light colors from other sources, I
will do that.
(Images as examples)

I also want to work on that other goal of mine, making breaking lights
matter. So I'll be doing what I can to ensure you only need to break one
light to make a meaningful change in the scene.
This is semi complicated by one light source not ever actually reaching
fullbright on its own, but we do what we must because we can.

I'm as I hope you know biased towards darker spaces, I think contrast
has vibes.
In particular I do not think strong lights really suit maintenance.
Most of what is used there are bulbs, so I'm planning on replacing most
uses with low power bulbs, to keep light impacts to rooms, alongside
reducing the amount of lights placed in the main tunnels

**If you take issue with this methodology please do so NOW**, I don't
want to have to do another pass over things.
Oh also I'm saving station maps for last since ruins are less likely to
get touched in mapping march and all.
### Misc + Finishing Thoughts
Light templates support mirroring vars off typepaths using a subtype,
which means all the templates added here do not require updating if the
source type changes somehow. I'd like to expand the template list at
some point, perhaps in future.
I've opened this as a draft to make my intentions to make my changes to
lights known, and to serve as motivation for all the map changes I need
to do.
### Farish Future
I'm unhappy with how we currently configure lights. I would like a
system that more directly matches the idea of drawing falloff curves,
along with allowing for different falloffs for different colors,
alongside extending the idea to angle falloff.
This would make out of engine lighting easier, allow for nicer looking
lights (red to pink, blue to purple, etc), and improve accessibility by
artists.
This is slightly far off, because I have other obligations and it's
kinda complicated, but I'd like to mention it cause it's one of my many
pipedreams.
## Changelog
🆑
add: Added angle lighting, applies it to most wall lights!
add: Adds a lighting prototyping tool, mappers go try it out (it's
locked behind the mapping verb)
/🆑
---------
Co-authored-by: MMMiracles <lolaccount1@ hotmail.com>
* [MDB IGNORE] Angled Lights & Lighting Prototyping Tool
* Update north_star.dmm
* Revert "Update north_star.dmm"
This reverts commit bb5b8b5a549f7edc3e23a369a147ed96bab41991.
* Updatepaths
* Update nukie_base.dmm
* Newer version of northstar with the penguins
* Update northstar_cryo.dmm
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: MMMiracles <lolaccount1@ hotmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Adds in the smoothbore disablers.
* Resolve merge conflicts + ammo HUD stuff
* No better way to do this than a skyrat edit since the proc sleeps
* Fixes a changed path
---------
Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* makes the pinguin a basic animal (#76790)
## About The Pull Request
the penguin now is a basic animal and also now he can go and layed
penguin eggs to make penguin babys also the baby have a new behavier he
will now go and looked for his mom and when he found his mom he will
went to her and be happy when he close to his mom or if he mom is died
he will went to her body and he will be sad and also i putted this
behavier in the baby chicken. also now the pinguen mom will go and
looked for her eggs and when she find a egg she will putted it in the
middile of her legs and walked with it

## Why It's Good For The Game
the pinguen now is a advance ai
## Changelog
the pinguen now have a more advance
🆑
refactor: the penguin is a basic animal
add: the penguin now layed eggs
add: the penguin and the chicken babys will go look for adult penguin or
chicken and be happy when he is near the adult
/🆑
* make the pinguen a basic animal
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
* Icon folder cleaning wave one
* Fixe a merge conflict
* Fixes some more merge conflicts
* Fixes some modular icon paths
* Fixes even more modular icon paths...
Hopefully that's the last of them
* Fixes some merge discrepencies
* More merge issues
* ok
* not ok
---------
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Mini Fridges now have a grimy subtype, can go over tables, and start off anchored. (#76517)
## About The Pull Request
/obj/structure/closet/mini_fridge is now a clean nice one, which only
spawns beverages and does not have that cockroach reference in the
description, and starts off anchored. now
/obj/structure/closet/mini_fridge/grimy works like the old mini-fridge,
with syndicake, moldy bread, and now the chance of an ACTUAL cockroach.
I've replaced them on maps according to each one's needs, So, as an
example, Northstar gets a regular one (it var edited it before) while
tram maints get the grimy subtype.
mini-fridges now can properly go over tables, so you don't have to
deconstruct said table to put it on top again.
## Why It's Good For The Game
I've found the need for a nice subtype while doing a ruin, and so has a
few other mappers apparently, as northstar had a var edited variant. The
fact that it couldn't go over tables and started off unanchored was
annoying on tram and icebox, where it is present on the kitchen and you
could easily push it to the ground and suffer.
## Changelog
🆑
qol: It has been issued brand new mini-fridges for our active stations,
Featuring more booze and less moldy pizza!
/🆑
* Mini Fridges now have a grimy subtype, can go over tables, and start off anchored.
---------
Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Destroys /obj/vehicle/sealed/mecha/working with a W80 nuclear warhead (#76296)
## About The Pull Request
Title.
Also, fixes https://github.com/tgstation/tgstation/issues/75568 at the
request of @ TheVekter
## Why It's Good For The Game
This subtype only exists to append ore box behavior and is clearly a
relic of pre-2020 mechcode.
Keeping it around will only make it harder in the future to add new
mechs with ore box support.
## Changelog
🆑
fix: Clarke ore box now has a less confusing dump contents button.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Destroys /obj/vehicle/sealed/mecha/working with a W80 nuclear warhead
* updatepaths
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
* Completely Redoes Underground Outpost 45 Atmospherics (#76244)
Merging this is required for #76245
## About The Pull Request
Hey there,
Every time this away mission got loaded, we got some really wacky
runtimes like the following:
```txt
[2023-06-22 04:38:37.613] RUNTIME: runtime error: list index out of bounds
- proc name: set pipenet (/obj/machinery/atmospherics/components/set_pipenet)
- source file: components_base.dm,167
- usr: null
- src: UO45 Mining omni air scrubber ... (/obj/machinery/atmospherics/components/unary/vent_scrubber/on)
- src.loc: the floor (136,101,12) (/turf/open/floor/iron)
- call stack:
- UO45 Mining omni air scrubber ... (/obj/machinery/atmospherics/components/unary/vent_scrubber/on): set pipenet(/datum/pipeline (/datum/pipeline), the red scrubbers pipe (/obj/machinery/atmospherics/pipe/smart/manifold4w/scrubbers/hidden))
- /datum/pipeline (/datum/pipeline): build pipeline blocking(UO45 Gateway omni air scrubber... (/obj/machinery/atmospherics/components/unary/vent_scrubber/on))
- Atmospherics (/datum/controller/subsystem/air): setup pipenets()
- Atmospherics (/datum/controller/subsystem/air): Initialize()
- Master (/datum/controller/master): init subsystem(Atmospherics (/datum/controller/subsystem/air))
- Master (/datum/controller/master): Initialize(10, 0, 1)
-
[2023-06-22 04:38:37.637] RUNTIME: runtime error: addMachineryMember: Nonexistent (empty list) or null machinery gasmix added to pipeline datum from �UO45 Mining omni air scrubber T2AiT which is of type /obj/machinery/atmospherics/components/unary/vent_scrubber/on. Nearby: (136, 101, 12) (code/modules/atmospherics/machinery/datum_pipeline.dm:134)
- proc name: stack trace (/proc/_stack_trace)
- source file: stack_trace.dm,4
- usr: (src)
- src: null
- call stack:
- stack trace("addMachineryMember: Nonexisten...", "code/modules/atmospherics/mach...", 134)
- /datum/pipeline (/datum/pipeline): add machinery member(UO45 Mining omni air scrubber ... (/obj/machinery/atmospherics/components/unary/vent_scrubber/on))
- /datum/pipeline (/datum/pipeline): build pipeline blocking(UO45 Gateway omni air scrubber... (/obj/machinery/atmospherics/components/unary/vent_scrubber/on))
- Atmospherics (/datum/controller/subsystem/air): setup pipenets()
- Atmospherics (/datum/controller/subsystem/air): Initialize()
- Master (/datum/controller/master): init subsystem(Atmospherics (/datum/controller/subsystem/air))
- Master (/datum/controller/master): Initialize(10, 0, 1)
```
I'm going to chalk it up to how absolutely goreifying the old UO45
atmospherics was, so I just redid it to modern standards. Should be a
lot cleaner now, may have missed a few things so let me know.
## Why It's Good For The Game
Looks way cleaner, actual modern mapping standards for a map that hasn't
been touched in a _long_ while, less runtimes!!!
## Changelog
man does anyone even like this away mission? it's not player changing
enough i fear
lmk if i missed something, but it stopped generating runtimes so i'm
calling it epic swag
* Completely Redoes Underground Outpost 45 Atmospherics
---------
Co-authored-by: san7890 <the@san7890.com>
* [MDB IGNORE] Subtypes out kirbyplants, also changes them to said subtypes (#76050)
* [MDB IGNORE] Subtypes out kirbyplants, also changes them to said subtypes
* woow
---------
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
* Tablet apps are now deleted when necessary & removes console preset. (#75863)
## About The Pull Request
Apps now properly delete themselves when removed, so they don't exist in
nullspace anymore.
Chat client now actually updates the uid, because its New() didn't call
parent.
Deletes the 'console' subtype of modular computer
Updates how downloading and transferring files are handled
Fixes being able to infinitely upload apps to a disk
## Why It's Good For The Game
Fixes some more bugs I found with apps and prevents spamming apps in a
disk.
## Changelog
🆑
fix: Maintenance data disks now properly transfer from PC to disk
fix: Disks can no longer be flooded with the same app repeatedly.
/🆑
* Tablet apps are now deleted when necessary & removes console preset.
* updatepaths
* feex
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
* Proper broken tiles (#75623)

## About The Pull Request
The current broken tiles have some visual issues:
- There is an ambient occlusion shade when it touches normal tile
- It has a layer higher than it should be which leads to things that are
normally above the floor layer, render below it. Such as atmos
machinery, cleanable overlays, etc.
This PR makes the render on a proper layer and work like a partially
destroyed floor tile that can be reclaimed with crowbar.
Also, the cleanables are now on FLOOR_CLEAN_LAYER to make dirt appear
above catwalks and these new tiles.
And the flat dirt now has 4 variants of sprites, while dust uses the old
dirt sprite. It seems like dust was just dirt with different description
before.
## Why It's Good For The Game
A broken tiling with no visual bugs and proper floor-like logic.
## Changelog
🆑 MTandi, Borbop
fix: Dust now has dust icon, instead of dirt icon. Dust on all maps
replaced with dirt
image: Flat dirt now picks from 4 new sprites
refactor: Made broken tiling work more like tiling and have
corresponding visuals. Added directional mapping variants.
fix: Cleanables now use FLOOR_CLEAN_LAYER to make sure that trash is
visible above catwalks
/🆑
* Proper broken tiles
* Update north_star.dmm
* Update north_star.dmm
---------
Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Reworks gym equipment (#75389)
## About The Pull Request
Gym equipment are currently ported from Goon code, and I didn't like how
it currently worked as it was buggy and the code was a mess. I decided
to just rework how they worked entirely. I left the parts that weren't
Goon code (like tooltips & deconstruction) alone because it's not goon
code and I think it's fine that way.
- Now you buckle yourself to it (like a chair, I didn't like how it
didn't work like one) and can work out with an action button you get on
buckle, you can do as many sets as you want, then unbuckle & go.
- You aren't hardstunned for 8 seconds for clicking on it anymore, you
aren't flying around because the stun doesn't even last the duration of
the animation anymore.
Video demonstration
https://github.com/tgstation/tgstation/assets/53777086/f5ae86f1-65fb-46c6-8a5f-8f9d9f0548b3
## Why It's Good For The Game
Reworks old code
Removes un-documented Goon code
Makes gym equipment less broken than it currently is.
## Changelog
🆑
qol: Gym equipment was reworked. You now buckle yourself to weight
machines to use them, rather than clicking on it and getting stunned for
a few seconds. It also means it works like a chair now.
qol: Gym equipment no longer breaks a sweat in no gravity.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Reworks gym equipment
* updatepaths
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Converts Lizards to Basic Mobs (#75515)
This was pretty simple since they didn't have too much custom behavior,
and whatever they did have already had AI behavior. I got really burned
out the last two times I wrote intricate AI action/decision behaviors so
I'm just taking it light and doing the bare minimum.
one day our shackles will be free of the simple animal scourge. they're
also a bit more intelligent, and i daresay a bit cuter too now.
also that lizard gib animation has been sitting there for god knows how
long completely unseen, so let's actually hook it into the mob.
* Converts Lizards to Basic Mobs
* update modular
* TEGU
* me when I update Maps
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* PT1 MAP RESET
* Lints
* [MDB Ignore] Adds a unit test for typepaths that are required to be mapped onto each station map (#74985)
Inspired by #74967 and #68459 , and the fact that Tramstation regresses
very often -
Adds a unit test, `required_map_items`, which ensures that certain
typepaths which should definitely be mapped onto every map is mapped
onto every map
It can also be used to ensure that items which should not be mapped in
multiple times are not, among other things.
I included a few examples -
- Min 1, max inf of each head of staff stamps
- Min 1, max 1 departmental order consoles
- Min 1, max inf comms console
- Min 1, max 1 Pun Pun
- Min 1, max 1 Poly
- Min 1, max 1 Ian
If, in the future, a mapper decides they (for some reason) do not want a
certain previously-required item on their map, the test can be adjusted
such that it allows excluding or something, but currently it should be
for items which require conscious thought about.
I attempted to make this a linter before realizing two things
1. Someone might make a spawner which spawns the items, or they might
get placed in a locker, in any case this accounts for everything on init
2. Linters run on every map, non-station maps included
So I went with a test
Why is it always the CMO stamp?
Not necessary (unless I find a map missing something, then this will be
updated)
* yay
* Update VoidRaptor.dmm
* Update blackmesa.dmm
* wew
* New sand and water sprites (ported from Bay) (#75254)
* e
* Update AntagInfoClock.tsx
* Update LimbsPage.tsx
* Update area_spawn_entries.dm
* Update LimbsPage.tsx
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* replace damaged windows on modular maps
* reset northstar to tg
* Revert "reset northstar to tg"
This reverts commit 4a08c3fae34c9b4a306666f4bfdaf5868325ec15.
* Adds helpers for apc. (#74651)
## About The Pull Request
I asked someone in discord if it was worth it, they said it was, from
what i remember at least.
## Why It's Good For The Game
More comfort with apc's for mappers.
---------
Co-authored-by: san7890 <the@ san7890.com>
* Adds helpers for apc.
* wew
* wew
---------
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* refactors poles and trees into basic mobs (#74812)
## About The Pull Request
refactors poles and trees into basic mobs. If trees now see you holding
a chainsaw, hatchet, or some wood they will get angry and knock you out
for longer. Poles will run around giving some of their charge to APCs
they find along the way. i did them both in this PR coz poles were a
subtype of trees.
## Why It's Good For The Game
refactor
## Changelog
🆑
refactor: refactors trees into basic mobs
refactor: refactors poles into basic mobs
add: If trees now see you holding a chainsaw, hatchet, or some wood they
will get angry and knock you out for longer
add: Poles will run around giving some of their charge to APCs they find
along the way
fix: cells charged by the pole will now have their icon correctly
updated to reflect their charge
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* refactors poles and trees into basic mobs
---------
Co-authored-by: SMOSMOSMOSMOSMO <95004236+SmoSmoSmoSmok@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Turns space bat into a basic mob & moves retaliate mobs to retaliate folder (#74747)
## About The Pull Request
Turns Space Bats into a basic mob, why not.
I also noticed some retaliate mobs weren't in the retaliate folder, and
moved them over. I didn't move goats over because they're in a large
file and didn't want to really expand much on this PR that I just wanted
to focus on just bats.
## Why It's Good For The Game
I was just messing around with some bat stuff and thought I might as
well make them basic mobs.
## Changelog
🆑
code: Space Bats are now Basic mobs.
/🆑
* Turns space bat into a basic mob & moves retalate mobs to retaliate folder
* Update spacehotel_skyrat.dmm
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Initial
* forgor the obj
* Fixes, robo-bags, crusader items, obsolete files gone
* updates the exclamation points because consistency
* Kills Roboclothes module, moves roboclothes to actual subtypes
* Fix worn_icons CI fail
* okay so it WAS used in maps but it was used alongside normal sec packs?
* OOPS typo
* Reagent soup / Soup rework / Stoves - A kitchen expansion
* fixes that stuff
* puts the range stove on maps that sohuld have it
* fixes some paths that don't exist anymore
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Fixes duplicate pipes in UO45 (#74516)
## About The Pull Request
Fixes: https://github.com/tgstation/tgstation/issues/74303
Fixes duplicate piping in the Underground Outpost 45 Away Mission
## Why It's Good For The Game
Fixes some pipenet errors
## Changelog
🆑
fix: fixed duplicate pipe in Underground Outpost 45 Away Mission
/🆑
* Fixes duplicate pipes in UO45
---------
Co-authored-by: Ical <86125936+Ical92@users.noreply.github.com>
* Fixes research.dmm APC Placement (#74304)
## About The Pull Request
This PR was initially made to resolve the following issue:
```txt
[2023-03-27 14:53:51.874] Duplicate APC created at Research Genetics Research (123,126,12) /area/awaymission/research/interior/genetics. Original at Research Genetics Research (123,142,12) /area/awaymission/research/interior/genetics.
```
However, the APC placements in this entire away mission just sucked with
horrible area placement to accomodate for it. None of the areas here
have sprites, so it was pretty hard to piece out. Should be much better
now.
## Why It's Good For The Game
duplicate apc bad! better apc placement overall, it's more intuitive
## Changelog
it doesn't really matter as far as players are concerned
* Fixes research.dmm APC Placement
---------
Co-authored-by: san7890 <the@san7890.com>
* Adds The Sturdy Shako (HoS Hat) (#74277)
## About The Pull Request
Adds a new craftable HoS shako, made from the standard peaked cap and
some plasteel and gold.

Moves the HoS cap into a subtype `/obj/item/clothing/head/hats/hos/cap`
to avoid catching the beret in the crafting recipe, the base type
`/obj/item/clothing/head/hats/hos` is now a generic subtype which should
never exist.
(Yes there's a TF2 reference included with the hat)
## Why It's Good For The Game
Adds an additional level of style for an HoS willing to put a little
effort into gathering the required materials. As it is crafted as a
one-to-one trade with another headgear there is no additional spare
headgear introduced.
## Changelog
🆑
add: The Nanotrasen Costuming Department has released specifications for
how to convert the Head of Security's cap into a shako.
/🆑
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Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Adds The Sturdy Shako (HoS Hat)
---------
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Minigame DLC - Intergalactic Basketball League (#72459)
## About The Pull Request
New DLC bout to drop.

Lots of new things included:
- New basketball minigame that can be played between 2-7 players
- Crafting recipe for basketballs using leather sheets
- Crafting recipe for basketball hoops using metal, rods, and durathread
- New basketball sounds for the ball and hoops
- New scorecard that can be reset using CtrlClick
- Basketball hoops can be rotated using a wrench and AltClick
- Dunking and shooting animations.
### New basketball mechanics that now utilize stamina:
- Dunking costs large stamina and you must be directly adjacent to the
hoop and click on it.
- Shooting costs medium stamina and uses RMB. Shooting lets you aim the
ball over peoples heads, meaning anyone obstructing your path will be
bypassed. There is a half second delay during shooting where someone can
bump or push to prevent the shot from succeeding.
- Shooting from further away results in less accuracy. If you do not
click directly on the hoop, there is also an accuracy penalty!
- Passing costs no stamina and uses LMB. Trying to score into the hoop
via passing results in a reduced chance.
- Spinning costs medium stamina while holding the ball. It gives a
reduced chance for the ball to be stolen but decreases accuracy for
shooting.
- Pushing a player using RMB will attempt to steal the ball and drain
their stamina.
- The chance to steal the ball is based on the stamina of both players
and the direction they are facing. If the person with the ball is at low
stamina, and the person stealing is at full stamina, they will have a
higher chance. Likewise, if the person with the ball is face to face
with the stealer, then there is a higher chance for the ball to be
stolen. If the person has their back to the stealer, then it's a lower
chance.
- Shooting from more than 2 tiles away, results in 3 points. See below
picture to know the distance.

### Now to introduce the teams:
<details>
<summary>Nanotrasen Basketball Department</summary>

</details>
<details>
<summary>Greytide Worldwide</summary>

</details>
<details>
<summary>Lusty Xenomorphs</summary>

</details>
<details>
<summary>Space Surfers</summary>

</details>
---
Big shoutout to the nukie round a few weeks ago where the nuke ops
challenged the crew (and clown) to a basketball match on their rebuilt
basketball shuttle. The nukies won, but it made me realize that the
basketball mechanics were very raw and needed some polishing.
#### TODO LIST
- [x] Fix bug where ball only goes over peoples heads if they are 1 tile
away
- [x] Remove leftover code comments and procs
- [x] Rebalance stamina values (maybe move this to different ball types)
- [x] Fix basketball stadium template runtiming from wall smoothing
during load
- [x] Fix space surfer stadium having an air breach somewhere
- [x] Add more sounds for when ball is passed, shot, or dunked
- [x] Make it so that holding a ball while on the floor isn't possible
(to avoid those meta cheese strats)
- [x] Drop basketball lets mobs make sounds when spinning (need to
detach signal?)
- [x] Finish adding a simple lobby menu for minigame
## Why It's Good For The Game
_If you can't slam with the best, then jam with the rest._
## Changelog
🆑
add: Add crafting recipe for basketballs (leather sheets) and basketball
hoops (metal, rods, and durathread)
add: Add new basketball minigame for 2-7 players. There are 4 different
courts and teams by default with more planned to be added later.
add: New basketball mechanics that uses stamina. Shoot with RMB, pass
with LMB, and dunk by clicking the hoop while adjacent. Spinning while
holding the ball decreases the chance for someone to steal the ball, but
it decreases your shooting accuracy. Shooting from 2 tiles away lets you
score 3 points.
qol: Basketballs now play a buzzer sound when someone scores. CtrlClick
will reset the scorecard and AltClick with a wrench will rotate the
hoop.
qol: Dunking and shooting animations for basketball.
soundadd: Added basketball bounce sound with credits attribution
imageadd: Added basketball icon to minigames. Move baseball and
dodgeball icons to toy/balls.dmi
/🆑
* Minigame DLC - Intergalactic Basketball League
* Update CentCom_skyrat_z2.dmm
* raptor
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Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>