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491 Commits

Author SHA1 Message Date
SkyratBot
fb7b6ce631 [MIRROR] A small pile of borg combat changes [MDB IGNORE] (#22704)
* A small pile of borg combat changes (#75819)

## About The Pull Request
This PR rebalances borg combat. It is first part of broader set of
changes that I talked about with armhullen, which was then discussed in
discord player project channel. Ultimately arm decided to rewrite the
complete rebalance and grab combat, but to help with testing, and to
measure reaction to that changes, I wrote this much smaller change, that
should be usable as a TMd test.
Main points that changed:

- Flashing cyborgs for the first time blinds them, and scrambles their
movement. Flashing them while they are blinded immobilizes them as it
used to, but still allows them to talk, and use radio.
- Emping cyborgs still turns them completely off, but the code behind is
_slightly_ changed, because of how utterly incomprehensible cyborg code
is
- Borg stunarm deals 60 stamina damage, costs 200 energy (SUBJECT TO
CHANGE AS SOON AS I DECIDE ON HOW TO), and applies confusion,
stuttering, and jittering.
- Robot consoles used by humans can now lock down only one borg at a
time, they exhibit increased power draw while doing so. The borg is also
informed of the location of the console. If left alone, the borg will
unlock itself in 10 minutes, to avoid leaving it permanently locked down
in some faraway place. If the console gets destroyed (or depowered), the
borg will get unlocked
- laser pointer only blinds borgs, without the paralyze component. If
you flash a borg blinded this way it will paralyze it, so comboing it is
possible.
- Throwing things at borgs slows them down

Not planned, but possible if testing shows its required:
- Changing borg health to malfunctions
- Whatever people convince me to add
- Portable lockdown solution for sec, or a way for them to do basic
check on borg.
- Usage of bucket/something else to restrict radio usage of cyborg

If you have ideas what would make this change better please use [discord
channel](https://discord.com/channels/326822144233439242/1113145741788065924),
or comments. Almost everything that I wrote here is subject to change,
as requested or suggested.

### DISCLAIMER
I had to change few functions in background of how borgs work. This WILL
have changes I couldn't predict, since some of them aren't linked in any
obvious way in code. I am aware of that, and will try fixing what needs
fixing when pointed out.
PS: Borg code is a nightmare

## Why It's Good For The Game
Borg combat sucks. It is absolutely binary, there is 0 capacity for
talking, because both sides fear losing in one click. Sec can't really
feasibly ask the borg to state laws while flashed, so their only
solution is to kill it and revive it.

- Turning most instastun solutions into less lethal versions should
lessen the pressure, since it reduces the chance that person that reacts
first survives.
- It causes minor reduction in traitor's capacity to emag borgs with
only a flash, but EMPs still hardstun, and they are plentiful both in
uplink, and in ghetto form, so that shouldn't be a problem.
- Since it allows borgs to scream for help while being flashed, it also
increases the potential of AI helping it, or at least noticing its
death.
- Lockdown console changes reduce its capability in completely turning
off malf ai, and leave it still highly capable of being an useful tool
in stopping emagged cyborgs.

## Changelog
🆑
balance: Flashing borgs requires two consecutive flashes to fully
immobilize
balance: Flashed borgs can speak
balance: Remote lockdown on cyborgs lasts 180 seconds
balance: Cyborg stun arm works like normal baton, and costs less energy
/🆑

---------

Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>

* A small pile of borg combat changes

---------

Co-authored-by: Kubisopplay <38842052+Kubisopplay@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
2023-07-30 20:43:05 -04:00
nevimer
29d9d1a49f Merge remote-tracking branch 'skrat/master' into upstream-remake-stop-commiting-to-master
# Conflicts:
#	.github/CODEOWNERS
#	code/__DEFINES/footsteps.dm
#	code/game/objects/items/spear.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/language/language_holder.dm
#	code/modules/mob/living/carbon/human/species_types/abductors.dm
#	code/modules/mob/living/carbon/human/species_types/ethereal.dm
#	code/modules/mob/living/carbon/human/species_types/felinid.dm
#	code/modules/mob/living/carbon/human/species_types/lizardpeople.dm
#	code/modules/mob/living/carbon/human/species_types/plasmamen.dm
#	code/modules/mob/living/simple_animal/hostile/mining_mobs/goliath.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	modular_skyrat/modules/altborgs/code/robot_model.dm
#	modular_skyrat/modules/customization/modules/mob/living/carbon/human/species/hemophage.dm
#	modular_skyrat/modules/examinemore/code/examine_more.dm
#	modular_skyrat/modules/opposing_force/code/equipment/loadouts.dm
2023-07-19 02:18:09 -04:00
SkyratBot
7f6a3cea58 [MIRROR] Removes side effects in Destroy from cyborgs, misc related code cleanup [MDB IGNORE] (#22575)
* Removes side effects in Destroy from cyborgs, misc related code cleanup (#76867)

## About The Pull Request

- Removes side effects from cyborg `Destroy`
- Right result in more cyborgs getting dusted... Will have to check this
out.

- General AI / cyborg code cleanup

Fixes #76855

## Why It's Good For The Game

Some more consistent, clean code

## Changelog

🆑 Melbert
fix: Cyborgs no longer drop their radio key when deleted, only when
deconstructed first
fix: Cyborgs no longer drop their MMI on deletion, only prior to
deletion. This may result in bad code rearing its ugly head, open an
issue report on the github if you're a cyborg and get ghosted when you
feel like you shouldn't
fix: Runtime from syndie cyborgs spawning
fix: AI deaths are reported to black box
/🆑

---------

Co-authored-by: Jacquerel <hnevard@ gmail.com>

* Removes side effects in Destroy from cyborgs, misc related code cleanup

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
2023-07-18 20:58:40 -04:00
SkyratBot
2f552919c1 [MIRROR] Icons folder cleaning wave two [MDB IGNORE] (#22454)
* Icons folder cleaning wave two

* Merge conflict resolution

* Modular path hell

* hmm

* Update 2022-10.yml

* Another modular thing

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-16 00:41:18 -04:00
SkyratBot
e264ee3644 [MIRROR] Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts [MDB IGNORE] (#22469)
* Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts

* Update communications.dm

* Modular override

* Some modular adjustments, removes 'emagged' vars in favor of obj_flags

* whoops, mobs don't have obj_flags.

---------

Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 16:46:17 -04:00
Bloop
bf30f6e31e [MISSED MIRROR] Robot suit hard-del / exited cleanup (#76583) (#22438)
Robot suit hard-del / exited cleanup (#76583)

## About The Pull Request

Constructed cyborgs seemed to hard delete pretty consistently due to
their robot suit having poor reference handing

Goes through and better implements exited for cyborgs and robot suits

Also a hard delete with forced AIs that may have resulted in some
metagaming

Also fixes 1 nodrop check for hats

## Why It's Good For The Game

Hard deletes are bad

## Changelog

🆑 Melbert
fix: Fixed some hard deletes involving constructed cyborgs
fix: Cyborgs with nodrop hats no longer lose them on tip
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-07-15 16:00:22 -04:00
SkyratBot
381549f2f7 [MIRROR] service borg cookin fixin update [MDB IGNORE] (#22325)
* service borg cookin fixin update (#76590)

## About The Pull Request
PR done for bounty:
https://tgstation13.org/phpBB/viewtopic.php?f=5&t=33988
borgs can now turn on stoves and griddles
borg click code has been reworked a bit to be closer to base mob, you
are now able to click on stuff within reach rather than just Adjacent
(might be buggy to introduce this? hopefully not. if anything we can
testmerge this), which lets us make the apparatus work to pick up stoves
on the range and such
Adds the Codex Cibus Mechanicus as an upgrade you can research in RnD
with the other service borg ones. When you use it it shows you the
cooking menu!

![image](https://github.com/tgstation/tgstation/assets/23585223/5f881387-e0ba-4bb8-a9d6-ddc9d8fa9272)

## Why It's Good For The Game
The service borg has the tools to prepare ingredients, but it can't
actually do anything with them, which severely limits it, only being
able to do slapcrafted foods.
The apparatus not working on items that are on top of stoves/griddles
seems to be just a bug with how cyborg click code is handled.

## Changelog
🆑 Fikou
fix: service borg apparatus now works on stoves and griddles and ovens
qol: borgs can now activate stoves and griddles
add: rnd can research a cookbook for service borgs
/🆑

* service borg cookin fixin update

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-07-09 11:16:10 -07:00
SkyratBot
a1ea7f13db [MIRROR] Replaces ammo_casing/caseless and bullet/reusable with elements. [MDB IGNORE] (#22102)
* Replaces ammo_casing/caseless and bullet/reusable with elements.

* stupid

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-07-04 13:06:52 +00:00
nevimer
fba36e6cb0 [TG Reset][Nonmodular]Expand Borg (#277)
<!-- 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
Allows you to expand borgs, all borgs. boring no fun skyrat edits.
Expand borg.

## Changelog

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

🆑
code: no more borg expansion restrictions
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2023-07-01 21:56:33 -04:00
nevimer
76dedeb866 Merge remote-tracking branch 'skrat/master' into upstream-june-28-2023
# Conflicts:
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
#	tgstation.dme
2023-06-28 17:50:43 -04:00
SkyratBot
b88ffa560f [MIRROR] Lavaproof tracks fix [MDB IGNORE] (#22079)
* Lavaproof tracks fix (#76258)

## About The Pull Request

There is an upgrade for mining borgs called lavaproof tracks. As the
name implies, it allows them to safely traverse lava. This PR makes the
tracks also protect from liquid plasma. Fixes #76107.

## Why It's Good For The Game

Liquid plasma is the Icebox equivalent of lava, it stands to reason that
something that protects against lava should also protect against liquid
plasma.

## Changelog
🆑
fix: The lavaproof tracks cyborg upgrade now protects against liquid
plasma, the Icebox equivalent of lava.
/🆑

* Lavaproof tracks fix

---------

Co-authored-by: GPeckman <gpeckman1@gmail.com>
2023-06-27 21:06:46 -07:00
🦎
cf3c685bb7 Merge remote-tracking branch 'rodent/master' into 22-june-2023
# Conflicts:
#	.github/CODEOWNERS
2023-06-22 16:39:02 -04:00
SkyratBot
8f2969d830 [MIRROR] mediborg beaker apparatuses can now hold test tubes [MDB IGNORE] (#21923)
* mediborg beaker apparatuses can now hold test tubes (#76118)

## About The Pull Request

In addition to the beakers and bottles they could already hold, mediborg
beaker apparatuses can now hold test tubes.

The descriptions of beaker and drink apparatuses have been updated to
more accurately reflect what they can and can't hold.

## Why It's Good For The Game

Fixes https://github.com/tgstation/tgstation/issues/76111.

This seems to just be an oversight from the PR that added test tubes,
especially since service borg drink apparatuses can hold condiment
packets.

## Changelog

🆑
fix: In addition to the beakers and bottles they could already hold,
mediborg beaker apparatuses can now hold test tubes.
spellcheck: The descriptions of beaker and drink apparatuses have been
updated to more accurately reflect what they can and can't hold.
/🆑

---------

Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>

* mediborg beaker apparatuses can now hold test tubes

---------

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
2023-06-19 17:33:58 -04:00
SkyratBot
124ff7955c [MIRROR] Improves mob resizing (and UpdatePaths). [MDB IGNORE] (#21726)
* Improves mob resizing (and UpdatePaths).

* updatepaths

* conflicts

* update modular

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 14:23:05 +01:00
SkyratBot
6dfe17306c [MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals

* update modular

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 13:18:23 +00:00
nevimer
759c2dd73a Merge remote-tracking branch 'upstream/master' into overlay
# Conflicts:
#	.github/CODEOWNERS
#	_maps/RandomRuins/LavaRuins/skyrat/lavaland_surface_syndicate_base1_skyrat.dmm
#	_maps/RandomRuins/SpaceRuins/bus.dmm
#	_maps/RandomZLevels/blackmesa.dmm
#	_maps/map_files/KiloStation/KiloStation.dmm
#	_maps/map_files/VoidRaptor/VoidRaptor.dmm
#	_maps/map_files/generic/CentCom_skyrat_z2.dmm
#	_maps/shuttles/skyrat/goldeneye_cruiser.dmm
#	_maps/skyrat/automapper/automapper_config.toml
#	_maps/templates/lazy_templates/wizard_den.dmm
#	code/__DEFINES/callbacks.dm
#	code/__DEFINES/jobs.dm
#	code/__DEFINES/~skyrat_defines/gun.dm
#	code/datums/components/fertile_egg.dm
#	code/datums/components/transforming.dm
#	code/datums/elements/bane.dm
#	code/datums/votes/map_vote.dm
#	code/game/objects/items/AI_modules/hacked.dm
#	code/game/objects/items/food/egg.dm
#	code/game/objects/items/melee/baton.dm
#	code/game/objects/items/stacks/sheets/glass.dm
#	code/game/objects/structures/flora.dm
#	code/game/objects/structures/morgue.dm
#	code/modules/antagonists/fugitive/hunters/hunter.dm
#	code/modules/antagonists/traitor/objectives/final_objective/final_objective.dm
#	code/modules/antagonists/traitor/objectives/kidnapping.dm
#	code/modules/art/statues.dm
#	code/modules/events/ghost_role/changeling_event.dm
#	code/modules/events/spacevine.dm
#	code/modules/mining/machine_redemption.dm
#	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/pistol.dm
#	code/modules/projectiles/guns/ballistic/rifle.dm
#	code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_hemophage.png
#	code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_human_felinid.png
#	code/modules/uplink/uplink_items.dm
#	code/modules/vending/autodrobe.dm
#	config/config.txt
#	config/game_options.txt
#	config/maps.txt
#	config/skyrat/skyrat_config.txt
#	html/changelogs/archive/2023-03.yml
#	icons/mob/clothing/feet.dmi
#	icons/mob/clothing/under/costume.dmi
#	icons/mob/inhands/clothing/shoes_lefthand.dmi
#	icons/mob/inhands/clothing/shoes_righthand.dmi
#	icons/mob/inhands/clothing/suits_lefthand.dmi
#	icons/mob/inhands/clothing/suits_righthand.dmi
#	icons/mob/species/human/human_face.dmi
#	icons/obj/clothing/shoes.dmi
#	icons/obj/clothing/under/costume.dmi
#	modular_skyrat/master_files/code/datums/components/fullauto.dm
#	modular_skyrat/master_files/code/datums/traits/negative.dm
#	modular_skyrat/master_files/code/datums/traits/neutral.dm
#	modular_skyrat/master_files/code/modules/clothing/under/jobs/security.dm
#	modular_skyrat/master_files/code/modules/projectiles/guns/ballistic/revolver.dm
#	modular_skyrat/master_files/icons/mob/clothing/under/civilian.dmi
#	modular_skyrat/master_files/icons/mob/clothing/under/civilian_digi.dmi
#	modular_skyrat/modules/aesthetics/guns/code/guns.dm
#	modular_skyrat/modules/aesthetics/guns/icons/guns.dmi
#	modular_skyrat/modules/blueshield/code/blueshield.dm
#	modular_skyrat/modules/blueshield/code/medkit.dm
#	modular_skyrat/modules/blueshield/code/special.dm
#	modular_skyrat/modules/customization/modules/clothing/under/misc.dm
#	modular_skyrat/modules/customization/modules/mob/living/carbon/human/species/hemophage.dm
#	modular_skyrat/modules/events/code/event_overrides.dm
#	modular_skyrat/modules/gunsgalore/icons/guns/gunsgalore_guns40x32.dmi
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
#	modular_skyrat/modules/manufacturer_examine/code/gun_company_additions.dm
#	modular_skyrat/modules/manufacturer_examine/code/manufacturer_component.dm
#	modular_skyrat/modules/mapping/code/mob_spawns.dm
#	modular_skyrat/modules/modular_weapons/code/rifle.dm
#	modular_skyrat/modules/novaya_ert/code/automatic.dm
#	modular_skyrat/modules/sec_haul/code/guns/guns.dm
#	modular_skyrat/modules/tribal_extended/code/weapons/bow.dm
#	tgstation.dme
#	tgui/packages/tgui/interfaces/OreRedemptionMachine.js
#	tgui/packages/tgui/interfaces/VotePanel.tsx
2023-05-20 21:59:27 -04:00
SkyratBot
22f68874f4 [MIRROR] Service Borger Upri- Kitchen Upgrades [MDB IGNORE] (#20909)
* Service Borger Upri- Kitchen Upgrades

* Update robot_model.dm

---------

Co-authored-by: Dawnseer <126404225+Dawnseer@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-05-03 00:10:27 -07:00
SkyratBot
d6e02a634e [MIRROR] Adds a Material Stack manipulation apparatus for Engineer Cyborgs, replaces the R-Glass tool [MDB IGNORE] (#20578)
* Adds a Material Stack manipulation apparatus for Engineer Cyborgs, replaces the R-Glass tool (#74297)

## About The Pull Request
- Adds a new apparatus for Engineer Cyborgs that can pick up and
manipulate material sheet stacks. Once holding a stack, interactions are
passed to the stack.
- Sheets in the new apparatus will always show as single sheets while
held, regardless of the actual count.
- Removes the R-Glass tool from Engineer Cyborgs.
- Sabotage borgs have the same changes
## Why It's Good For The Game
Allows Engiborgs to repair or build with various materials, without
(further) destroying the concept of material economy.

The R-Glass tool, in my experience, is generally unused, as the RCD can
create R-Windows and that's the main use for the sheets. So the tool has
been removed to keep the Engineer Borg Toolkit from exploding. The new
tool can also pick up R-Glass, if a need for it arises.
## Changelog
🆑
balance: Engineer Borgs now have a tool to manipulate material stacks
(and also tile stacks). This replaces the R-Glass tool.
/🆑
Pictured: Apparatus carrying titanium.

![image](https://user-images.githubusercontent.com/37497534/228021045-0f5a6c76-9caa-47de-ad0a-d20e7e1f4eb2.png)

* Adds a Material Stack manipulation apparatus for Engineer Cyborgs, replaces the R-Glass tool

* fex

---------

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 02:12:00 +01:00
CloverIsLucky
a0d1b43253 Removed some leftover borg shovel removal code 2023-04-15 07:24:37 -06:00
SkyratBot
9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
Gandalf
e4b4d4d3c0 MISSED MIRROR [Lints Against Unmanaged Local Defines] (#20204)
* https://github.com/tgstation/tgstation/pull/74333

https: //github.com/tgstation/tgstation/pull/74333
Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* var stuff

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* vars

* Update sol_fed.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-04-01 01:15:22 +01:00
SkyratBot
4e2e129d05 [MIRROR] Peacekeepers don't get a message about being confused [MDB IGNORE] (#20196)
* Peacekeepers don't get a message about being confused (#74235)

## About The Pull Request

Cyborgs don't get a message about phantom confusion during using of harm
alarm.

## Why It's Good For The Game

A fix(QOL)? for #71237

## Changelog

🆑 SishTis
qol: Peacekeepers cyborgs don't get message about being confused while
using harm alarm
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Peacekeepers don't get a message about being confused

---------

Co-authored-by: Kush1Push1 <78963858+Kush1Push1@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-03-31 03:01:43 +01:00
SkyratBot
408f0e9c5a [MIRROR] Audits usage of isanimal() vs isanimal_or_basic_mob() [MDB IGNORE] (#19938)
* Audits usage of isanimal() vs isanimal_or_basic_mob() (#74029)

## About The Pull Request

There's a couple of open issues which fix places where only simple
animals were considered, but they are doing it piecemeal.
I decided to just go through every instance of `isanimal` or
`subtypesof(mob/living/simple_animal)` I could find, identify which
should also affect basic mobs, and fix them.

I left out the two others which are already in PR, I'm not stealing your
GBP.

Fixes https://github.com/tgstation/tgstation/issues/68881

## Why It's Good For The Game

Consistency, mostly.
As far as I can tell all of these things _should_ have effected basic
mobs, but didn't.
This fixes a fair number of bugs but also they're bugs that nobody
noticed or reported.

There are a couple of places I did not update which will need updating
in future. These are:
- Dextrousness checks, because basic mobs don't have that yet.
- The Charge cooldown action, because frankly I couldn't tell what it
was trying to do.

alright here goes

## Changelog

🆑
fix: Carp will once again be healed from being near carp rifts
fix: Sepia slime cores and the rewind camera now work on Ian
fix: Sapient ridden carp (or cows) can throw off their riders by shoving
them, or by performing the spin emote.
fix: Giant Spider AI will be disabled by the timestop spell
fix: Ian can eat envirochow
fix: Mice, Frogs, and Cockroaches will no longer set off bear traps
fix: You can put a macrobomb implant into Cayenne (or Ian)
fix: Ian will now recognise that being squeezed by a cyborg is a nice
hug
fix: The player panel will tell admins if you're currently a corgi
fix: The staff of storms deals massive damage to Bileworms and Giant
Spiders
fix: Ian will whimper if forced to scream
fix: Slimes can consume space carp
fix: Mice can be captured in xenoballs
fix: You can use pacifying potions on Giant Spiders
fix: Sgt Araneus can be fitted with a xenobiological radio implant
fix: Sapient corgis no longer count as living players for the purpose of
highlander escape objectives
fix: The random sentience event can now target corgis and sergeant
araneus
add: The random sentience event can target a wider array of farm animals
fix: Petsplosion wizard event can target corgis
add: Petsplosion wizard event will now target farm animals and
mothroaches
fix: The colossus possession crystal can now actually possess the
cockroach it spawns, does not kill you instantly upon ending possession
/🆑

* Audits usage of isanimal() vs isanimal_or_basic_mob()

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-03-18 03:15:31 -07:00
SkyratBot
4912b160a8 [MIRROR] Removes bad nodamage var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage [MDB IGNORE] (#19768)
* Removes bad `nodamage` var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage

* wew

* Update drinks.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-11 04:19:58 +00:00
SkyratBot
4f554a3990 [MIRROR] Corrects blocked limb balloon alert for borg hyposprays [MDB IGNORE] (#19545)
* Corrects blocked limb balloon alert for borg hyposprays (#73632)

## About The Pull Request

Fixes #73631
## Why It's Good For The Game

Reads better
## Changelog
🆑
fix: Borg hypospray will correctly tell you the name of the limb that is
blocked when trying to inject into a blocked limb.
/🆑

* Corrects blocked limb balloon alert for borg hyposprays

---------

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
2023-02-26 15:24:56 -05:00
Shadow-Quill
69f1515276 Reagent containers AltClick update (#19272)
* Reagent containers with two settings now just swap on altclick

* suggested change
2023-02-14 13:24:52 +00:00
SkyratBot
c5ca08fd01 [MIRROR] Adds spaces around logical operators [MDB IGNORE] (#18776)
* Adds spaces around logical operators

* Update code/modules/admin/verbs/admingame.dm

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-01-21 22:16:43 -08:00
SkyratBot
25f4961156 [MIRROR] Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. [MDB IGNORE] (#18487)
* Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate.  (#72110)

So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!

Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.

But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.

It also made it much harder to organize new memories keep it clean for
stuff like downstreams.

So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.

Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.

This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.

To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.

Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?

🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑

* Modular!

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-01-17 12:51:58 +13:00
SkyratBot
650d64f6d4 [MIRROR] afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item [MDB IGNORE] (#18519)
* afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item

* Update _neck.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-07 06:55:38 +00:00
SkyratBot
625b66bd0c [MIRROR] Refactors bar drink icons into datum singletons / unit tests them [MDB IGNORE] (#18140)
* Refactors bar drink icons into datum singletons / unit tests them (#71810)

- Refactors bar drink icons.
- Juice boxes no longer have a hard-coded list of a bunch of reagent
types in their update state, and use a system similar to bar drinks.
- Glass and shot glass icon information are no longer stored on the
drink. Instead, they are now stored in glass style datums. These datums
store name, description, icon, and icon state of a certain container +
reagent type.
- Glass styles are applied via the `takes_reagent_appearance` component.
Glasses, shot glasses, and juice boxes have this component.
- This comes with support for being able to have drink icons from
different files, rather than requiring the drinks DMI.
- The britmug is now a subtype of mug.
   -  1 new icon: britmug filled.
- Various small code clean-up around drink reagents.
- Unit tests icon state setups for glass styles as well as all `/drink`
reagent container subtypes.
- Splits up the massive `drinks.dmi` into separate files.

*Disclaimer: Much of the drinking glass datums were written via script
automatically, so there may be errors present.*

- Much easier to add new drink styles, much more modular.
- It is no longer necessary for new drinks to be added to the massive
`drinks.dmi`. People working with drinks in the future can simply add
their glass style datum and point it to their file wherever it may be.
- Expandable system. Adding a new type of reagent container that works
similarly to bar drinks but for different types of icons is a breeze.
- Ensures going forward no bar drinks have invisible sprites.

🆑 Melbert
refactor: Refactored how bar drinks set their icons. Juice boxes now use
the same system.
/🆑

* Well that's all of them, unit tests prove me wrong

* now its a mapping pr lmao

* SHUT THE FUCK UP

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-01-04 09:10:12 -08:00
SkyratBot
5c6c91144c [MIRROR] Changes the missing food icon test to cover ALL /obj's [MDB IGNORE] (#18139)
* Changes the missing food icon test to cover ALL /obj's

* Update implant.dm

* Hopefully fixes all the failing integration tests!

* Fixes more missing icons

* Even more icon fixes

* Hopefully that was all of them

* Okay now SURELY that's all of them

* I'm tired of this shit man

* Hopefully that's all, for real this time!

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-12-28 19:30:05 -05:00
SkyratBot
a70a6a8055 [MIRROR] Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED [MDB IGNORE] (#17670)
* Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED

* modular RegisterSignals

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-28 14:51:08 -05:00
SkyratBot
a101d66658 [MIRROR] Allows Fully Heal to be passed a series of flags, fixes Adminordrazine being horrible [MDB IGNORE] (#17535)
* Allows Fully Heal to be passed a series of flags, fixes Adminordrazine being horrible

* Apply suggestions from code review

* few more flag bits

* our shit

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-11-28 00:09:31 +00:00
SkyratBot
b9b6a803b0 [MIRROR] Throws a bunch of parenthesis around to ensure dear Aunt Sally is always properly excused. [MDB IGNORE] (#17654) 2022-11-22 19:44:59 -08:00
Zonespace
f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00
SkyratBot
4b6c93f6b9 [MIRROR] Easy's Super Omega "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits. [MDB IGNORE] (#17306)
* Easy's Super Omega  "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits.

* Removed all the conflicts, and started converting all the arms and legs to the proper typepaths

* Actually makes the game compile :)

* Makes the maps compile too!

* Early mirror of #71143 because it's more relevant to us

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-11-11 11:44:49 -05:00
SkyratBot
e511b28c2a [MIRROR] Fixes cyborg projectile dampner runtime [MDB IGNORE] (#17288)
* Fixes cyborg projectile dampner runtime (#70888)

- Adds some missing `SIGNAL_HANDLERS` to projectile dampeners
- Fixes the cyborg projectile dampener having incorrect arguments

* Fixes cyborg projectile dampner runtime

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-11-01 00:33:19 +00:00
SkyratBot
612568daa0 [MIRROR] Swaps sleep() to use SECONDS define [MDB IGNORE] (#16973)
* Swaps sleep() to use SECONDS define

* merge conflicts and skyrat modules

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-10-19 19:43:24 -04:00
SkyratBot
e142e098b4 [MIRROR] Removes overlay queuing, saves 6/7 seconds of initialize. Lightly modifies stat tracking macros [MDB IGNORE] (#16449)
* Removes overlay queuing, saves 6/7 seconds of initialize. Lightly modifies stat tracking macros

* merge conflict

* other changes

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-09-27 17:52:53 -04:00
SkyratBot
eefbd40ce6 [MIRROR] Adds macros to help with common set_- and adjust_timed_status_effect uses [MDB IGNORE] (#16410)
* Adds macros to help with common `set_`- and `adjust_timed_status_effect` uses

* merge conflicts

* modular skyrat and missed changes

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-09-26 17:56:24 -04:00
SkyratBot
d27cd97f74 [MIRROR] [IDB IGNORE] [MDB IGNORE] Makes the icons/mob folder sane [MDB IGNORE] (#16030)
* [IDB IGNORE] [MDB IGNORE] Makes the icons/mob folder sane

* fix map merges

* icon paths and merge conflicts

Co-authored-by: skylord-a52 <skylord-a52@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-09-24 20:10:28 -04:00
SkyratBot
7470e4552b [MIRROR] Fixes runtime when putting a mmi into a borg [MDB IGNORE] (#15943)
* Fixes runtime when putting a mmi into a borg (#69548)

Fixes runtime when putting a brain into a borg

* Fixes runtime when putting a mmi into a borg

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-08-31 09:33:57 -07:00
SkyratBot
1b7f17f107 [MIRROR] [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) [MDB IGNORE] (#15801)
* [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1)

* Fixes all the conflicts and all of our modular files using core icon files with broken paths

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-08-28 15:11:04 -04:00
SkyratBot
88c85fe1f7 [MIRROR] [MDB IGNORE] Refactors drinks and fixes a lot of food problems [MDB IGNORE] (#15577)
* [MDB IGNORE] Refactors drinks and fixes a lot of food problems

* [MDB IGNORE] Refactors drinks and fixes a lot of food problems

* forgto 2 commit

* im slowly going insane

* why does find and replace not FIND everything

* hnghnnngh

* h

* l

* a

* a

* so close...

* delta fix

* I thought I committed this already, guess not

* this PR has been the bane of my fucking life

* orange juice

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2022-08-25 03:17:10 +01:00
SkyratBot
3f76c3f5b8 [MIRROR] [GBP No Update] Perish, individual logging runtime [MDB IGNORE] (#15525)
* [GBP No Update] Perish, individual logging runtime (#69024)

missed 2 or 3(lol it was more when I look back at the files), LOG_GAME tags on the log_message line, and did some cleaning up since i was looking through every log_message again

Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>

Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>

* [GBP No Update] Perish, individual logging runtime

Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
2022-08-11 08:12:08 -04:00
SkyratBot
6016cf97b4 [MIRROR] individual LOG_GAME [MDB IGNORE] (#15401)
* individual LOG_GAME

* e

* Update teleporter.dm

Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-08-08 01:11:55 +01:00
SkyratBot
34571f30a1 [MIRROR] Cyborg hypospray runtime fix. [MDB IGNORE] (#15395)
* Cyborg hypospray runtime fix. (#68510)

Loc isn't always guaranteed to be a borg.

* Cyborg hypospray runtime fix.

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-08-05 01:01:58 +01:00
SkyratBot
cf9e7edd13 [MIRROR] Fixes borg hypospray runtime [MDB IGNORE] (#15026)
* Fixes borg hypospray runtime (#68506)

* Fixes borg hypospray runtime

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-07-18 23:09:09 +01:00
SkyratBot
47f56739dd [MIRROR] Stops cyborg hypo from reacting chemicals inside [MDB IGNORE] (#14996)
* Stops cyborg hypo from reacting chemicals inside (#68446)

* Stops cyborg hypo from reacting chemicals inside

Co-authored-by: Kubisopplay <38842052+Kubisopplay@users.noreply.github.com>
2022-07-18 01:21:20 +00:00
SkyratBot
0ede6b5d4c [MIRROR] Deconstructing AIs [MDB IGNORE] (#14919)
* Deconstructing AIs

* Update code/modules/mob/living/silicon/ai/examine.dm

Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-07-16 14:37:08 +00:00