* 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
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition>
* Fixes merge conflicts and compilation errors, alongside fixing the joker card to make it fully functional again
* Fixed a bunch of info variables in map files
* Alright this is why I wanted this merged yesterday
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* holographic esword doesnt have blockchance (#61548)
fixes the holosword having inherited block chance from its parent after the transforming weapons refactor.
* holographic esword doesnt have blockchance
Co-authored-by: manofpepsi <71612753+manofpepsi@users.noreply.github.com>
* Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton)
* EEEE
* E
* follow the fucking guidelines
* E
* Update CentCom_skyrat.dmm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Adds rollerskates, wheely can do tricks (#53497)
This turns wheelys into a skateboard subtype so they are no longer a copy paste of old skateboard code. They have lower stability compared to skateboards.
I've also made a whole bunch of small adjustments in the process to make skateboard code cleaner and more modular, such as turning the improvised skateboard to its own subtype so that construction steps don't need to be overwritten for all subtypes
Adds two subtypes of wheelys:
-Rollerskates: more stable than wheelys but slow you down when the wheels are retracted
-Skishoes: For skiing! Only work on snow, obviously
I wanted to add some fun alternatives to skateboards with their own drawbacks, and the ski shoes were an opportunity to do something fun for icemoon maps
* Adds rollerskates, wheely can do tricks
Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
* 9x10 Holodeck and New Holodeck Simulations (#52793)
9x10 Holodeck and New Holodeck Simulations
* 9x10 Holodeck and New Holodeck Simulations
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.
* Fixes some comments
* Fixes map issue
* Restart lints
* Properly resolves conflicts
About The Pull Request
/area/proc/usage() attempts to give list-like access to a bunch of vars. Why not make it a list instead and avoid all the proc calls? Might be room for followup here, to do something to powered(), use_power() etc.
Some legacy machinery was ignoring the default machinery use_power pulling from the machine's power channel by default
Total power usage was unused, APCs ignored it in favor of calculating it themselves :)
I also renamed the defines because they were in the danger zone of being very common words.
Changelog
cl Naksu
code: optimized area power usage calculations.
/cl
Living and machine stat vars are pretty different, one uses flags and other number-defines.
This should make some other mass-replacements and searches a bit easier.
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
About The Pull Request
Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game
This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
About The Pull Request
Completely removes item_color and the clusterfuck of bad programming it caused.
In places where item_color was used for entirely unique purposes it was split off and renamed to a new var on that typepath only, or refactored so it wasn't needed
In places where item_color was used as a dye color, it was converted to the new dye_color var
In places where item_color was used as the worn overlay it was removed and instead now icon_state is always used as the clothing overlay.
A new mob_overlay_icon var was added for manually setting where the mob overlay icon path is for specific items.
Moved some mob overlay files relating to clothing to their own directory as well for organization purposes.
Totally refactors washing machines, instead of the horrible abortion that was iterating through the typepath it now uses a registry of dye results.
Some bonus functionality to come out of this:
the washing machine now supports arbitrary dye colors.
Why It's Good For The Game
It's been 4 years since the "this should be deprecated soonish" comment was added, and this var is a shitpile of confusion if you just trace the usage of it.
Changelog
cl
add: Washing machines now support arbitrary dye color
add: Washing machines now dye nearly every item.
refactor: lots of backend changes to clothing overlays, report any issues
/cl
* Passes thrownthing to hitby
* Items now also pass thrownthing
* No longer uses default arguments
Also fixes bananium shield
* Adds more arguments to hitby calls
* Standardises throw_impact
* Clears up some loose ends
* Adds back wacky comment
* Reinstates can_push=FALSE on bananium shield
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
* Grammar fixes to atom descriptions
- Capitalization and punctuation on most descriptions
- CentCom instead of centcom where appropriate
- Earth instead of earth where appropriate
* Remove spaces before newlines and oneline some strings