Commit Graph

277 Commits

Author SHA1 Message Date
tmyqlfpir
c7e11d7161 Various Interdyne/Dauntless map and spawn ruin tweaks (#1526)
<!-- 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

This PR adds an additional check for the space edition of Dauntless to
the hack used to stop the bitrunner server from blurting out the cool
down across supply radio comms.

It also tweaks a few things with Dauntless/Interdyne, such as giving
them rad storm immunity and experi-scanners in the R&D labs.

Interdyne is now successfully placed on the lower Z levels thanks to the
`ZTRAIT_ICE_RUINS_UNDERGROUND` flag.

## Why It's Good For The Game

This is fixing an existing bug.

## Proof Of Testing

I have tested this on my server and confirm it works as described as the
PR.

## Changelog

🆑
fix: Dauntless space ruin bitrunner server no longer announces cool down
over NT supply comms
fix: Dauntless and Interdyne are now immune to rad storms
add: Added Syndie borg access cards to Interdyne
qol: Replaced the polarized windows in the Interdyne sauna area with
blast door shutters
add: Added experi-scanners to Interdyne/Dauntless R&D
fix: Interdyne never spawns on top Z level
qol: Interdyne dorm rooms now have crowbars in closets
qol: Interdyne deck officer does not leave empty sleeper on ghost role
spawn
/🆑
2024-06-03 12:37:53 +02:00
Waterpig
5da11912cb Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2406a 2024-06-02 10:40:19 +02:00
Waterpig
c1f57e0db7 Moves the DS-2 override to a unpickable so admins have an easier time spawning it (#1523)
No player facing changes

Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
2024-05-27 12:29:37 +00:00
vinylspiders
ae3a8acb8e * Turns mush cap into an extorgan
* Trimming the fat

* Trimming the fat

* Update mushpeople.dm

* Adds colorblindness as a mild brain trauma (#76527)

What the title says.
The brain trauma makes the whole screen monochrome until cured.

![image](https://github.com/tgstation/tgstation/assets/82850673/442d24a8-6625-454c-bc28-64b786b03f49)

I feel like the current pool for mild brain traumas is quite lame, this
helps spice it up a bit with something that is quite annoying and
distracting but not game breaking (as mild brain traumas should
generally be).

🆑
add: Added colorblindness as a mild brain trauma.
/🆑

---------

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

* Fix species `var/hair_color` not being used for, well, hair color (#82168)

`var/hair_color` for species was intended to be used as a "this species
uses this type of hair color thing"

But at some point that got completely lost and now it's only used for
sprite accessories

This fixes that. That means Slimepeople now have properly slimey hair.
And Ethereals are less snowflake once more.

🆑 Melbert
fix: Fixed Slimepeople's hair not matching their slimey colors.
/🆑

* Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)"

This reverts commit c4cb756.

* Revert "Adds colorblindness as a mild brain trauma (#76527)"

This reverts commit eb815f5.

* Update _species.dm

* unused var

* Caps list..

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Attempts to fix CI errors

* Update cap.dm

* Update _external_organ.dm

* Update monkey.dm

* Revert "Update monkey.dm"

This reverts commit 29f54c8.

* Revert "Update _external_organ.dm"

This reverts commit 8de5ea7.

* Update _external_organ.dm

* Revert "Update _external_organ.dm"

This reverts commit 644cc56.

* Fix CI maybe?

* Update cap.dm

* Update DNA.dm

* Some cleanup/updating to upstream

* Update global_lists.dm

* Mush

* Update mushpeople.dm

* Hopefully the last fix

* Doing this differently

* Update organ.dm

* Update organ.dm

* Update organ.dm

* Update organ.dm

* Update organ.dm

* OK

* Update organ.dm

* Update podpeople.dm

* maybe

* Hm

* Hm

* Will this break things?

* Revert "Will this break things?"

This reverts commit bd288c6.

* Test

* Update organ.dm

* Update organ.dm

* Revert "Update organ.dm"

This reverts commit ca77ff9.

* Update organ.dm

* .

* .

* .

* Update snail.dm

* Monkeys now use height offset (and monkey tail works) (#81598)

This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).

This reverts a lot of changes from
tgstation/tgstation#73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.

I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).

Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):

Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)

* Removes unneeded files

* Revert "Removes unneeded files"

This reverts commit 6469d37.

* .

* ok

* Update tails.dm

* Update monkey.dm

* Fix monkey screenshot test

* Update species.dm

* Update reinf_walls.dm

* Maintenance

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com>
2024-05-23 02:37:43 +02:00
tmyqlfpir
0dc046bfba (Mostly-Modular) Restore Ice Moon Interdyne Classic (#1306)
<!-- 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

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

Replaces Interdyne for Ice Moon with the old original version before
"Frozen Moonlight" version (a8b38abcd7).

<img width="899" alt="final"
src="https://github.com/Bubberstation/Bubberstation/assets/80724828/8434bde2-9a07-401a-bc37-a42c35f40d37">

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game

The Frozen Moonlight revision is a rather controversial update of
Interdyne, which at best has had a mixed reception with regular ghost
role players. While I like some aspects of it, I feel (personal
opinion!) the overall design is weaker than the version it replaced.

It's also considerably 'finished' with all machines upgraded and
materials included, while this version of Interdyne at least has a
gameplay reason for Interdyne members to go mining.

I'd like to offer Interdyne ghost players something old and something
new:
* Reduced the overall number of spawns to match that of the "Frozen
Moonlight" version
* Added the "Frozen Moonlight" bridge to the external landing area
* Increased map size (52x57 -> 54x57) and thickened moat
* Copied SSV Dauntless armory over to room above research
* Rework the cargo and dorms to be more comfortable visually and
spatially
* Wall mounted fire extinguishers have been littered across the hallways
* All fire alarms are aligned to their walls
* Added more air alarms and fire locks
* Added bar seating so patrons are not forced to stand
* Add cargo express console and powerator to vault's filing cabinet
* Added an old abandoned jukebox in the morgue
* Added a pAI to the library crate
* Moved sentry near kitchen one unit away (so it won't shoot pets)
* Now uses a turbine for a source of power
* Added a crematorium to morgue
* New gym area

Additionally, the behaviors of machines linking to the techweb have been
changed.
* Machines built within Syndicate designated areas
(Interdyne/DS-2/Dauntless/Space Dauntless) will only be able to connect
the newly added Syndie R&D servers
* Machines outside of Syndicate designated areas (NT/Tarkon/Ruins/Etc)
will not be able to connect to the newly added R&D Syndie servers
* All Syndicate based ruins that spawn with a R&D server will share a
single techweb that is independent to NT

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

## Proof Of Testing

I have compiled and tested to ensure it works in-game on Kilo and Ice
Moon, ensuring that Dauntless and Interdyne spawns do not conflict.

<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->

## Changelog

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

🆑
add: Restore classic Interdyne base for Ice Moon
fix: Department display screen no longer calls itself recursively
fix: Fixes vents in Dauntless bridge
qol: Adds new battle attack arcade machine in Dauntless prison
fix: Changed Dauntless brig radio freq
add: Add R&D servers to Dauntless/Interdyne ruins
qol: Only allow machines located within Syndie areas to connect to
Syndie R&D servers (and vice versa)
/🆑

<!-- 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. -->

<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->

---------

Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: nevimer <foxmail@protonmail.com>
Co-authored-by: Swift <jackwars4@gmail.com>
Co-authored-by: Otome <darkwolfinsanity@gmail.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2024-05-16 22:11:26 -04:00
Waterpig
07e790a87f Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2405b 2024-05-13 17:42:53 +02:00
Useroth
fe342e367c Modular recipes. 2024-05-07 03:38:39 +02:00
nevimer
fa65d517dd fixups 2024-04-28 19:24:33 -04:00
SpaceLoveSs13
91946bbab6 Cherry-pick of all NO DESTRUCTION (#27477)
* [NO GBP] Patches & renaming for `NO_DECONSTRUCTION` flag (#82547)

## About The Pull Request

1. Renames `NO_DECONSTRUCTION` -> `NO_DEBRIS_AFTER_DECONSTRUCTION`. As
the name suggests when the object is deconstructed it won't drop any
items/debris. After my last refactor for this flag it now serves a new
purpose so its name has been changed to match that

2. Fixes objects that are now using `NO_DECONSTRUCTION` incorrectly.
Some of these changes include
- Removing the flag in objects where there are no means to deconstruct
them (e.g. jukebox, hydroponics soil, flora etc)
- Replacing the flags old purpose by overriding its tool procs so that
it regains its old behaviour(e.g. You once again cannot deconstruct ctf
reinforced tables, survival pods, indestructible windows etc)

## Changelog
🆑
code: renamed `NO_DECONSTRUCTION` to `NO_DEBRIS_AFTER_DECONSTRUCTION` so
its name matches its intended purpose
fix: fixes some items that incorrectly used `NO_DECONSTRUCTION` prior to
its refactor, meaning makes some objects non deconstructable again
/🆑

* NO DESTRUCTION

* Linter fix

* Fixes standard RPEDs not working on machines (#82528)

## About The Pull Request

Previously, `exchange_parts(...)` would cancel if both the
`NO_DECONSTRUCTION` flag was set and you couldn't use your part replacer
from a distance.

1583cf0cc9/code/game/machinery/_machinery.dm (L958-L959)
Our recent removal of `NO_DECONSTRUCTION`, however, has left this to
_only_ be the latter.

f0ed4ba4ce/code/game/machinery/_machinery.dm (L956-L957)
Buuuuut this makes it unconditionally cancel for normal RPEDs, instead
of only blocking them if `NO_DECONSTRUCTION` was set.

As `NO_DECONSTRUCTION` is very much no longer relevant for this purpose,
we simply remove the ranged RPED check altogether.
This fixes our issue.
## Why It's Good For The Game

Fixes #82525.
## Changelog
🆑
fix: Standard RPEDs work on machines again.
/🆑

* Machinery Destroy() side effect clean up (#82659)

## About The Pull Request

I have combed over implementations of `Destroy()` for `obj/machinery`,
and noticed quite a few was spawning items or playing sounds.

**Slot machines**:
Moved payout to on_deconstruction()

**Windoors**:
Break sound moved to on_deconstruction().
I have also slightly cleaned up Destroy(), the windoor calls
air_update_turf directly, as that proc already retrieves the turf it is
on.
 
**Atmospheric pipe**:
Releases air and deconstructs meter objects on_deconstruction().

**Portable atmospheric devices**:
Drop hyper noblium crystal on on_destruction().

**Pump, Scrubbers**:
Releases air on_deconstruction().

**PACMAN power generator**:
Spawns dropped fuel on_deconstruction().

**Runic vendor**:
Moved vanishing effects to on_deconstruction().

I did not change Destroy side effects in the following instances:

- side effects are critical for the round (e.g. doomsday device, nuke,
blackbox recorder dropping the tape, gulag item reclaimer [less critical
but still])
- might spawn messages and noises, but moving them to on_deconstruct
would put linked items into an unusable state if deleted directly (e.g.
express order console, cyborg lockdown console, tram paired sensors)
- would potentially delete mobs we don't want deleted (e.g. disposals,
slime camera console)

Out of 220 Destroy defines, I found only 8 side effects that could not
be moved to other procs, so `machinery\Destroy()` has almost always been
used properly! I really hope `structure` will be as well made.

Other changes:

- Stasis beds had a completely empty destroy, removed
- Mass drivers had two destroy procs, merged

## Why It's Good For The Game

The Destroy() proc should only contain reference clean ups, barring edge
cases that would harm playability.

## Changelog

Nothing player facing.

* Fix linter

* icon fix

* icon fix again

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Profakos <profakos@gmail.com>
2024-04-27 03:16:47 +02:00
Waterpig
7cb5b56299 [EARLY MIRROR] Tarkon and Charlie QoL (#27447) (#1425)
https://github.com/Skyrat-SS13/Skyrat-tg/pull/27447

---------

closes #1385

Co-authored-by: TreePizza <164035230+TreePizza@users.noreply.github.com>
2024-04-24 13:29:43 +00:00
TreePizza
8b347b4bed Tarkon and Charlie QoL (#27447)
* Tarkon and Charlie QoL

Some basic QoL to a few ghost rolls

* Update port_tarkon.dmm

* Update port_tarkon.dmm

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-04-23 20:47:54 +02:00
nevimer
45e52eb774 Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/hilbertresearchfacility.dmm
#	_maps/RandomRuins/SpaceRuins/skyrat/interdynefob.dmm
#	_maps/map_files/Birdshot/birdshot.dmm
#	_maps/map_files/Deltastation/DeltaStation2.dmm
#	_maps/map_files/IceBoxStation/IceBoxStation.dmm
#	_maps/map_files/MetaStation/MetaStation.dmm
#	_maps/map_files/NorthStar/north_star.dmm
#	_maps/map_files/VoidRaptor/VoidRaptor.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	_maps/shuttles/pirate_ex_interdyne.dmm
#	code/__DEFINES/mobs.dm
#	code/__HELPERS/~skyrat_helpers/is_helpers.dm
#	code/datums/mood.dm
#	code/game/objects/effects/spawners/random/random.dm
#	code/modules/admin/verbs/adminhelp.dm
#	code/modules/clothing/head/jobs.dm
#	code/modules/mob/living/brain/brain_say.dm
#	code/modules/projectiles/guns/energy/kinetic_accelerator.dm
#	code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly.png
#	code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly_stargazer.png
#	code/modules/uplink/uplink_items/job.dm
#	config/lavaruinblacklist.txt
#	icons/mob/actions/actions_changeling.dmi
#	icons/mob/clothing/mask.dmi
#	icons/obj/mining.dmi
#	modular_skyrat/master_files/code/modules/client/preferences/headshot.dm
#	modular_skyrat/master_files/code/modules/mob/living/examine_tgui.dm
#	modular_skyrat/master_files/code/modules/research/techweb/all_nodes.dm
#	modular_skyrat/master_files/icons/mob/clothing/under/skirts_dresses.dmi
#	modular_skyrat/master_files/icons/obj/clothing/under/skirts_dresses.dmi
#	modular_skyrat/modules/aesthetics/airlock/icons/airlocks/multi_tile/metal_overlays.dmi
#	modular_skyrat/modules/colony_fabricator/code/appliances/space_heater.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm
#	modular_skyrat/modules/hyposprays/code/hypospray_kits.dm
#	strings/traumas.json
#	tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/character_preferences/skyrat/headshot.tsx
2024-04-20 22:19:03 -04:00
Useroth
20c0599ce6 Some more mirrors again (#27366)
* Ports additional Felinid ears from Orbstation (#82066)

Adds 5 new ear options from Orbstation, originally PRed in
lizardqueenlexi/orbstation#360. Sprites by @Or-Fi-S.

Big:

![image](https://github.com/tgstation/tgstation/assets/7019927/5f847130-e5f5-44cc-adb4-c740c4c4f69b)

Coeurl (FFXIV Miqo'te style):

![image](https://github.com/tgstation/tgstation/assets/7019927/34448bee-d6af-4d3c-b796-384ec9904368)

Fold:

![image](https://github.com/tgstation/tgstation/assets/7019927/a7dafd05-f652-460e-9386-f7fcbef696e9)

Lynx:

![image](https://github.com/tgstation/tgstation/assets/7019927/174ff630-6eb8-4bb9-8f4f-791b70356c58)

Round:

![image](https://github.com/tgstation/tgstation/assets/7019927/b3a24d1b-66fa-4883-8c27-871ae8966d6c)

Also makes it so the code guarantees that custom ears on a felinid
actually count as felinid ears and not human ones, as the code wasn't
checking properly when preferences were applied. There's probably a
cleaner, more permanent way to do this and a refactor is needed
somewhere down the line (man that sprite accessories file is getting
long huh) but I'll leave that to a more competent coder.

More customization options are good also Cobby said I could

![image](https://github.com/tgstation/tgstation/assets/7019927/56bbe285-068f-41a1-92cc-9f3861875090)

🆑
add: Added 5 new Felinid ear options, ported from Orbstation! (Sprites
by Or-Fi-S)
/🆑

---------

Co-authored-by: _0Steven <jaydondegenerschool@gmail.com>

* Standardizes object deconstruction  throughout the codebase.  (#82280)

When it comes to deconstructing an object we have `proc/deconstruct()` &
`NO_DECONSTRUCT`

Lets talk about the flag first.

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

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

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

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

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

This behaviour is then leveraged by 2 important components.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

1) I'm goanna post the full comment from MrMelbert
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

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

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

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

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

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

---------

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

* Makes attempting to refresh the logs not just throw a runtime error (#82432)

## About The Pull Request

Really all this seems to be is a mismatch between the tgui and dm side
of the menu.

3c71b14df0/tgui/packages/tgui/interfaces/LogViewer.tsx (L71)

3c71b14df0/code/modules/logging/log_holder.dm (L110-L113)
Making these line up by renaming `re-render` to `refresh` seems to make
it work just fine, and not just throw an error.
## Why It's Good For The Game

Life tends to be better when refreshing to see new runtimes doesn't just
add its own lovely little runtimes.

![image](https://github.com/tgstation/tgstation/assets/42909981/79bee3db-5c28-409b-9ff5-3a315fb4ed1c)

![image](https://github.com/tgstation/tgstation/assets/42909981/82a25038-ba7a-430a-bb79-f59d5f4b262b)
And then not show them til you re-open the window cause it doesn't
refresh.
## Changelog
🆑
admin: Refresh button on the View Round Logs menu actually works,
instead of just adding a runtime to the logs (and not updating them).
/🆑

* Creates a "busy" animation for players (#82416)

Little indicator above a player when they're currently doing something.

<details>
<summary>vids</summary>

Perspective: You are the moth

![dreamseeker_b2LA4PpPAr](https://github.com/tgstation/tgstation/assets/42397676/3a38dd3c-23f2-430f-acf4-444ad5c478d3)

Hides under runechat

![dreamseeker_ZgkCWTGqDz](https://github.com/tgstation/tgstation/assets/42397676/ec1d9665-4ff0-47f7-85b6-65998c31b9be)

</details>

Todo:

- [x] Feedback?
- [x] Sneaky params so it doesn't spoil your stealth run
- [x] Possible refactor
- [x] Probably missed some "sneaky" actions
- [x] coggers

<details>
<summary>sound on:</summary>

https://github.com/tgstation/tgstation/assets/42397676/ad71c567-0202-4158-ba50-c2946375f988

</details>

🆑 jlsnow301, infraredbaron
add: Added a new UI element over players that are interacting, building,
etc.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>

* New operative reinforcement option: Intelligence Overwatch Agent (#82307)

## About The Pull Request

Introducing a new Nuclear Operative reinforcement option: The Overwatch
Intelligence Agent.

Equipped with multi-hudglasses, they have an advanced camera console,
station alerts, and bodycams of every operative! If something can be
known, they will know about it.

They can also remotely pilot your ship. Finally, everyone can ride in
the Steel Rain without getting stuck on the station!

This role spawns in the formerly unused outpost just north of the nukie
base. With a few shelves of supplies and some tools in the back room,
they can set up their workplace however they like. This also gives them
something to work on while they wait for the operatives to gear up.


![image](https://github.com/tgstation/tgstation/assets/28870487/4a39ec5f-0578-4825-8c6b-cc4db47bf726)

As you can see, it's rather cramped and the lights are quite dim in the
backroom. Set it up however you like, this is how I did mine:


![image](https://github.com/tgstation/tgstation/assets/28870487/f80b65fa-dcd1-425e-a6ce-c0ed94a8a3a5)

Total price? 12 TC per agent. It might get a bit cramped, but you could
buy a second to make sure the first guy doesn't get lonely!

This turned into a 30-commit ugly because the bodycams were originally
meant to be accomplished via a refactoring of the spyglass kit. Big
mistake that made me shelve the project -- until Melbert's simple
bodycam component conveniently did exactly what I needed in a much
simpler way.
## Why It's Good For The Game

Having a "guy in the chair" for your kickass murder operator squad
enables more brainy strategizing, and is thematically sound. Also,
nukies have the opportunity to bring in another player to participate in
the fun!
## Changelog
🆑 Rhials
add: Nuclear Operatives now purchase an Intelligence Agent, who can
watch cameras and bodycams, move the shuttle, and provide radio support.
Only 12 Telecrystals!
/🆑

* re-adds list of components for admins to remove (#82461)

## About The Pull Request

The list of components on a mob when admins try to remove one didn't
actually show them, now it does.

![image](https://github.com/tgstation/tgstation/assets/53777086/a6102c3a-df30-4e9c-b7fd-29a4d8ddaa89)

## Why It's Good For The Game

Messing with components/elements on mobs are such a pain, in this case
was broken entirely.

![admin-toolings](https://github.com/tgstation/tgstation/assets/53777086/3d190c66-34e4-4424-824b-37f95e88b003)

## Changelog

🆑
admin: Removing components button now lists components to remove
/🆑

* Reboots the CNS Rebooter Implant. (#82441)

## About The Pull Request
The CNS Rebooter Implant will now pull you out of stuns and stamcrit,
while granting you a few seconds of stun immunity, comes with a 60
seconds cooldown
## Why It's Good For The Game
The CNS Rebooter Implant is a strong candidate for the absolute worst
implant in the game, it caps your stuns at 4 seconds
(which is plenty of time to get murdered) and does nothing to prevent
stamina damage, for something accessible in one of the latest research
nodes and in the nukie uplink it should perform better than it does now.
Besides, the game is in dire need for more tools to keep the stun meta
at bay, and this is a good place to start.

This PR makes it so the rebooter will bail you out stamcrit every 60
seconds, along with giving you a few seconds of immunity to run away or
get a couple of hits in.
## Changelog
🆑
balance: CNS Rebooter Implant will now pull you out of stamcrit and
grant you a few seconds of stun immunity
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Fix "Aheal" for ears deafness (#82448)

## About The Pull Request
Make the admin button "Aheal" and Magic Wand of Healing (resurrection)
actually full heal carbon's Ears.

File _ears.dm contains timer variable "deaf" that should be updated to 0
after complete healing.

But I think this must be properly code-refactored because looks like
it's just duplicates(?) standart variable "damage" for organ type.

## Why It's Good For The Game
Aheal - means FULLY HEAL.

## Changelog

🆑
fix: aheal now properly heals ears deafness
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Medipens can't have reagents removed from them anymore. (#82451)

## About The Pull Request

This will be needed for
https://github.com/tgstation/tgstation/pull/82449 because this removes
the machine's ability to make infinite chems.
Basically in https://github.com/tgstation/tgstation/pull/29139 they
removed medipen's ability to have reagents injected into them, but never
removed the ability to take reagents out.
You could take a syringe, remove all chemicals from a medipen, put the
main ingredient in a medipen refiller, then refill. You could do this
right now on live servers with an epipen for infinite formaldehyde.

This doesn't affect the hypospray.

## Why It's Good For The Game

Removes a way of infinitely making reagents with a medipen refiller and
also removes a dumb mechanic.
You could take all chemicals out of an EHMS autoinjector, which removes
the visual and feedback tell to the target that they've been injected,
and even with 0 chemicals they get the disease anyways.
You could buy medipens as a miner, take the chemicals out, and put them
in a syringe or pill that you can inject yourself instantly with.
You can take otherwise hard-to-get chemicals like fungal TB's 2-use cure
injector, and make 40 cure pills instead.

## Changelog

🆑
fix: You can no longer take chemicals out of medipens with a syringe.
/🆑

* Search string in catalogs in char prefs (#82423)

* actually just removes stamina damage and knockdown from punches (#82400)

removes punch knockdowns and stamina damage from them

knockdown punches were also around the time disarm could just hardstun
you to RNG
this is dumb so we remove that
also watermelon supposedly wanted to remove stamina damage from punches
so idk about that

anyway so this is a problem because you could be randomly floored by
sheer luck through thick plates of metal and is overall not a very fun
thing to play against especially with northstar gloves

resolves unfun RNG by removing knockdowns and does something watermelon
wanted by removing stam damage from it

🆑
balance: punches no longer knock down or deal stamina damage
/🆑

* Fix slime `check_item_passthrough` effect (#82484)

## About The Pull Request

This proc expects a user but is not passed one. 

## Changelog

🆑 Melbert
fix: Items will properly pass through slime on occasion
/🆑

* Basic mobs now use z-level turnoff instead of simple (#82469)

## About The Pull Request

On one compile of MetaStation, I saw that there's 45 basic mobs on the
station, 256 on lavaland (the number growing from tendrils), and 59 in
all other z levels combined.

While we do expect Lavaland to be visited every round, at least it won't
be running during the times when no one is there, but even more
importantly, space exploration is something not done every round, so we
don't have any reason to waste our resources on AIs that will never be
interacted with.

Simple animals had an easy solution to this:
If no one is on the Z level, their AI turns off
If someone is on the Z level, they are idle unless needed.

The last simple animals that exists right now are bots, megafauna,
geese, gondolas, and some minor ones like mimic, zombie, dark wizard,
soulscythe, etc.
Point is, we're very much nearly done going through all simple animals,
so this code is being wasted just to ensure things like cleanbots won't
work if no one is on the z level, something I doubt happens often, so I
took their code and made it work for basic mobs instead. I could've done
both but I thought it would look very bad, and maybe this is a good
incentivize to get more basic mob conversions.

There's one major change here and it's that we're missing the "Idle"
mode, some basic mobs like the Lavaland village seems to be made with
intent that they'll be running even if players aren't around, so this
sets up a future PR that makes idle AI easier to add, and I want to make
sure those cases are taken into account.

## Why It's Good For The Game

We don't need to always be processing these basic mobs, and sets us in
the future to hopefully also implement idle AIs.

## Changelog

🆑
balance: Basic mob AIs with no mobs on the Z level now stop.
/🆑

---------

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

* adds preferences to transhumanist (#82435)

## About The Pull Request
You may remember this, that's because I accidentally deleted it before
while trying to change things. Anyways!
Adds drop-down selections and new options to transhumanist. also fixes a
minor typo
Previously, you could choose your replaced limb by taking prosthetic
limb, setting what you want changed, and then switching to
transhumanist, since they used the same preference previously.

## Why It's Good For The Game

Transhumanist felt strange because it was hypothetically a voluntary
operation, but the augmentation clinic just spun the wheel on what you
got replaced. From a role-playing perspective, being unable to choose is
uninteresting and confusing. Also it always says your limb being was
being replaced with a robotic arm and that annoyed me. Now that you are
able to select your replacement part, I've added two new options, the
robotic voice box, good for a more prominent change then a limb that
will be hidden for most of a round, and flashlight eyes, for when you
are truly committed to being rushed directly to robotics seeing the
bright future ahead of humanity!

## Changelog
🆑
add: Transhumanist now allows you to select your augmentation
add: Transhumanist can now provide a robotic voice box, or flashlight
eyes
spellcheck: Transhumanist's roundstart text has been re-written to not
be wrong
/🆑

---------

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

* Watcher wreaths; Normal and Icewing varieties (#82457)

Adds Watcher Wreaths. An item that makes it look like you have a
slightly floating thorn crown that you can make from some of their
material parts (and the icewing crusher trophy for the icewing variant).

The wreath has emissives. They don't do anything mechanically, they're
just for show.

![wreath](https://github.com/tgstation/tgstation/assets/40847847/84b7cf89-2087-4c5c-85c1-d911c2e7ea13)

![image](https://github.com/tgstation/tgstation/assets/40847847/77bcda12-e29f-45f0-ad4a-8f25de12c0ef)

![image](https://github.com/tgstation/tgstation/assets/40847847/da3321bb-b24d-4e60-8648-455483e955d6)

I really like the whole thing with turning lavaland monsters into
trophies and cosmetics. Going down and coming back up looking like
someone who just crawled through a horror movie and took some souvenirs
is great. Stuff like the trophy accessories, bone and drake armor and
many of the various lavaland items have this quality, and it always
amuses me when a tech sees a dressed up miner and just goes 'holy shit,
where did you get that'?

Drip is the ultimate reward for playing miner. Nobody can tell me
otherwise. this is the endgame every miner craves. And I crave a goddamn
crown made from the broken remains of my enemies.

🆑
add: Watcher wreaths. Made from the mangled remains of a watcher, now a
handsome accessory for you to wear a few inches behind your head. Comes
in Normal and Icewing variants.
add: Some bounties for the two variants of watcher wreaths.
/🆑

* CHEAP_HYPOTENUSE() no longer makes the differences between the coordinates absolute. (#82468)

## About The Pull Request
CHEAP_HYPOTENUSE() no longer absolutes the differences between the
coordinates.
## Why It's Good For The Game
It gets squared so it doesn't need to be done.

* Neutered symptoms no longer activate (#82467)

## About The Pull Request

Stops activation of all neutered symptoms in a advanced disease.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/68944

## Changelog

🆑
fix: Narcolepsy is no longer activated while neutered.
/🆑

* Fixes the color matrix editor (#82478)

## About The Pull Request

It was sending back stringified numbers as inputs. This came from a
typescript cleanup pr from sync (#82000) and was ultimately caused by
a... I think misunderstanding of how the color list works (#67967)

## Why It's Good For The Game

Works like a charm now, which is good cause I use it a lot

## Changelog
🆑
fix: The color matrix editor now works properly again
/🆑

* Hats no longer cover mouths (#82498)

* Fixes banned/days remaining preferences display for non-dynamic ruleset antagonists. (#82506)

* Reverts reversion: tgui will 516 or else (#82527)

## About The Pull Request
Context: #82522

Apparently you cant just stuff the byond helper functions into an
external js file, but if you do, byond won't even let you know its a
problem until the servers crash and you have to run `bin/clean` just to
unbork your entire repo

This reimplements the changes from #82473 without:
- moving the byond helper functions externally
- causing a tooltip render issue in panel

## Why It's Good For The Game
516 prep (again this time)

* Final Objective: Battle Royale (#82258)

## About The Pull Request

Adds a new final objective option with a classic premise; the forced
battle to the death.
The concept is that the Syndicate will provide you with an implanter
tool you can use on an arbitrary number of crew members. Once you have
at least 6 (though there is no ceiling) you can activate the implants to
start the Battle Royale and broadcast the perspectives of everyone you
implanted live to the entertainment monitor.

After activation these implants cause you to explode upon death. If at
the end of 10 minutes, more than one person remains unexploded then all
of the remaining implants will detonate simultaneously.
Additionally, one of the station's departments (Medbay, Cargo, Science,
or Engineering) will be chosen as the arena. If after 5 minutes pass
you're not within that department (or if you leave it after that time
has passed) then you will be killed.

The Syndicate plan on both using the recorded footage to study
Nanotrasen technology, and also to sell it as an underground blood
sport, and so have employed a pirate broadcasting station to provide
colour commentary.

The implantation is silent, however it requires you and your target to
be adjacent and stood still for one and a half seconds.
Once implanted, it will occasionally itch and eventually signal to the
implantee that something is up, so once you start implanting someone
you're on a soft timer until you are given away. You can also implant
yourself if you want to do that for some reason.

Removing an implant from someone has a 70% chance of setting it off
instantly, but it _is_ possible. If the implant is exposed to EMP, this
value is randomised between 0 and 100%. You could also try doing surgery
while the patient is wearing a bomb suit or something, that puzzle is
for you to solve and I'm not going to tell you the answers. I'm sure
you'll think of ones I haven't.

## Why It's Good For The Game

Adds a somewhat more down-to-earth but still hopefully exciting and
threatening option which should let people mess around with the sandbox.
The mutual death element provides some roleplaying prompts; nothing
actually _forces_ you to fight apart from fear of death and it may be
possible to find other ways to survive, or perform some kind of
solidarity behaviour with your fellow contestants. Maybe you'll try that
but one of your fellow contestants just wants to be the last survivor
anyway. Maybe you'll pretend you're setting up some kind of mutual
survivorship thing in order to make sure you're the sole survivor.
Gives some people to watch on the bar TV channel.
The crew apparently love playing Deathmatch while dead so we might as
well enable doing it while alive.

Also I'm going to follow this up with a separate PR to remove the Space
Dragon objective and it felt like it'd be a good idea to do one out one
in

## Changelog

🆑
add: Adds a new Final Objective where you force your fellow crew to
fight to the death on pain of... death.
/🆑

---------

Co-authored-by: _0Steven <jaydondegenerschool@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Artemchik542 <32270644+Artemchik542@users.noreply.github.com>
Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com>
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: Skeleton-In-Disguise <49223093+Skeleton-In-Disguise@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-04-17 22:59:33 -04:00
Waterpig
6e6c0217f1 Cafe areas now actually have inheritance (#27202)
* I will use size collars

* woops

* does it need this?

* It does I just had a moth dust
2024-04-18 03:02:49 +02:00
SkyratBot
03d48250d4 [MIRROR] Adds new vending machine tooltips. (#26906)
* Adds new vending machine tooltips. (#81918)

## About The Pull Request

This PR adds tooltips to vending machines.
Specifically, the tooltips cover tool interactions (unwrench, toggle
panel open/closed, deconstruct), as well as righting a knocked over
vending machine with an open hand, and returning items to a vending
machine as applicable.

![image](https://github.com/tgstation/tgstation/assets/41715314/2af1eb6a-b357-423b-acd4-f9b6dd913b64)

![image](https://github.com/tgstation/tgstation/assets/41715314/816eb602-4831-41ea-a4b6-ece54cea4665)

![image](https://github.com/tgstation/tgstation/assets/41715314/f4ec55eb-b403-4444-9ae5-ea1978f7f578)

![image](https://github.com/tgstation/tgstation/assets/41715314/371c21b3-a884-4ec0-afa7-531f109c93b1)

![image](https://github.com/tgstation/tgstation/assets/41715314/fac5881e-89f0-482e-b19b-db0440684147)
This also provides a context for restock modules, which shows specific
text when the vending machine has credit to be claimed when restocked.

Tweaks a little bit of speech handling to prevent issues with
custom_vendor for determining if an item can be returned to re-use for
the tooltip proc.

## Why It's Good For The Game

Improves clarity on a high impact economy related piece of content, plus
we kinda *like* vending machines, based on how much code we have
dedicated to them. 🐛 💥

## Changelog

🆑
qol: Vending machines now have contextual tooltips for interactions with
tools/objects/restocking/returns.
qol: Vending machines can now be examined to see what type of restock
module they need to be refilled.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>

* Adds new vending machine tooltips.

* Update wardrobes.dm

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2024-03-27 00:04:32 -04:00
SkyratBot
4fb4a50167 [MIRROR] A red spy has entered the base: Adds Spies, a roundstart antagonist inspired by Goonstation's Spy-Thief (#26711)
* A red spy has entered the base: Adds Spies, a roundstart antagonist inspired by Goonstation's Spy-Thief

* Update code/__DEFINES/role_preferences.dm

* Update code/__DEFINES/role_preferences.dm

* closet fix

* I am stupid

* fix effects

* there we go

* is this the end?

* ugh

* please stop

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: jjpark-kb <mccorvey.norman@gmail.com>
2024-03-23 16:27:57 -04:00
SkyratBot
53d1f4ada0 [MIRROR] Universalizing ruin names (#26750)
* Universalizing ruin names

* Update code/datums/ruins/space.dm

* Update space.dm

* a

* Update lavaland.dm

---------

Co-authored-by: Zergspower <Griffinj88@yahoo.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2024-03-22 11:46:14 -04:00
Waterpig
d072970c78 Correctly substitutes GAME_PLANE_UPPER removed in #25600 (#26836)
I am going insane
2024-03-11 22:43:03 -04:00
BurgerLUA
9e435f2c80 Fixes fake lattice linters when they spawn on lava (#1148)
<!-- 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 fake lattice linters when they spawn on lava.

## Why It's Good For The Game

https://www.youtube.com/watch?v=qNFrv0X1W2g

## Proof Of Testing

If it passes linters, it werks.

## Changelog

🆑 BurgerBB
fix: Fixes fake lattice linters when they spawn on lava
/🆑

<!-- 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. -->

<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->

---------

Co-authored-by: nevimer <77420409+nevimer@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-02-15 09:57:02 +01:00
nevimer
4d8898fdef Merge remote-tracking branch 'skrat/master' into upstream-2024-02-03
# Conflicts:
#	_maps/map_files/IceBoxStation/IceBoxStation.dmm
#	_maps/map_files/KiloStation/KiloStation.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	_maps/skyrat/automapper/automapper_config.toml
#	code/controllers/subsystem/statpanel.dm
#	code/datums/chatmessage.dm
#	code/datums/quirks/negative_quirks/claustrophobia.dm
#	code/game/objects/items/tools/weldingtool.dm
#	code/modules/client/preferences/middleware/quirks.dm
#	code/modules/mob/living/carbon/carbon_defense.dm
#	code/modules/mob/living/carbon/human/human_defense.dm
#	code/modules/mob/living/carbon/human/inventory.dm
#	code/modules/mob/living/living_say.dm
#	code/modules/modular_computers/file_system/programs/jobmanagement.dm
#	code/modules/projectiles/guns/energy/kinetic_accelerator.dm
#	code/modules/research/designs/mechfabricator_designs.dm
#	code/modules/research/machinery/_production.dm
#	code/modules/surgery/organs/internal/_internal_organ.dm
#	html/changelogs/archive/2024-01.yml
#	modular_skyrat/modules/automapper/code/area_spawn_entries.dm
#	modular_skyrat/modules/jukebox/code/jukebox_subsystem.dm
#	modular_skyrat/modules/loadouts/loadout_items/loadout_datum_heads.dm
#	modular_skyrat/modules/loadouts/loadout_items/loadout_datum_suit.dm
#	modular_skyrat/modules/loadouts/loadout_items/under/loadout_datum_under.dm
#	modular_skyrat/modules/synths/code/bodyparts/power_cord.dm
#	tgstation.dme
#	tgui/packages/tgui/components/Dropdown.tsx
#	tgui/packages/tgui/components/Input.tsx
#	tgui/packages/tgui/interfaces/Fabrication/DesignBrowser.tsx
#	tgui/packages/tgui/interfaces/Jukebox.jsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/QuirksPage.tsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/data.ts
#	tgui/packages/tgui/interfaces/common/SearchBar.tsx
2024-02-03 21:08:40 -05:00
projectkepler-RU
29ff3dbb67 general DS-2 Loadout buff (#26281)
* Update settings.json

* a DS-2 buff that I want and need

* Update command.dm

* the seperate files

* a hard ds2 buff

* the DS-2 buff nobody asked for but I want to have

* C20r
2024-02-03 10:40:46 -05:00
Zenitheevee
b89d98d496 [Modular] [READY] Tarkon Retarken, The great Atarkoining (#26026)
* v2.0.1.0 - Deciding

* v2.0.1.1 - Touchup + Attemptive remodularizing

* v2.0.1.2 - defcon removal

* v2.0.1.2.1

* v2.0.1.3 - Modular sci + cargo

* v2.0.1.4 - Reflavouring

* v2.0.1.4.1 minifix

* v.2.0.1.5 ID card work

* v2.0.1.6 - More Modularity

* v2.0.1.7 - Modularizing ID and Radios

* v2.0.1.8 - Fluff modularization

* v2.0.1.9 - module cleanup

* v2.0.2 - Tarkon Modsuit

* v2.0.2.0.1 minor changes

* i cant be assed. Temp updates in effect + tarkon modsuit tweaking

* v2.0.3

* v2.0.4 Spawner Stuffs

* v2.0.5 - Remapping and rethreatening

* 2.0.5.1

* v2.0.6 - Uniforms

* v2.0.6.1 - outfit usage

* v2.0.6.2

* v2.0.6.4

* 2.0.3 - Cant remember last update.

* ugh, dont know where i am. Cats in the way.

* 0.5.whatever. Re-adds mod anthro stuffs

* 0.5.whatever.2 Arcs Works

* 0.5.whatever.5

* 0.6 Oh Director My Director

* 6.0.1: Welding hat

* 6.0.2 Tarkon Gauntlet

* 6.0.3 Stuffs

* 6.0.3.1 fixes

* 6.0.4 Tarkon RCD

* 0.9.9 FUCK IT, WE DO IT TOMORROW

* 1.0.0 Lets just get this over with.

* 1.0.1 - HAT'S FIXED, SEND IT

* 1.1.0 - Fix patch 1

* 1.1.1 - Shuttering and Window Fixing Linter test 2

* 1.1.0 Working Xenobio cam

* 1.2.1 Yes i goofed. Makes the cam now work without blueprint

* 1.3.0 obj sprite no longer directional, Extended desc on mod.
2024-01-07 19:57:36 +00:00
StrangeWeirdKitten
caedc98a30 Merge branch 'master' of https://github.com/skyrat-ss13/skyrat-tg into upstream-christmas 2023-12-31 09:09:28 -07:00
Sable
7a7d6d8905 Ghost Cafe Remodel (#25639)
* Update CentCom_skyrat_z2.dmm

* delete spare s

* get rid of colored benches

* delete spare torch

* lighting changes

* remove unused areas

* replace invisible floor lights with emitters

* Button name fixes

* fix misstype

* another misstype

* Voxes the voxbox

* computers and cafe fixes

* fixes psych room computer

* Update ghostcafeturf.dm

* more cafe and less station

* Update CentCom_skyrat_z2.dmm

* Update CentCom_skyrat_z2.dmm

* oops I deleted a curtain

* remove random bench

* replaces civ console and removes newscaster
2023-12-25 12:25:05 +00:00
nevimer
0a432b7eed Merge remote-tracking branch 'skrat/master' into upstream-christmas
# Conflicts:
#	README.md
#	code/controllers/subsystem/dynamic/dynamic_rulesets_midround.dm
#	code/game/machinery/bank_machine.dm
#	code/modules/unit_tests/station_trait_tests.dm
#	html/changelogs/archive/2023-12.yml
#	modular_skyrat/modules/company_imports/code/armament_datums/vitezstvi_ammo.dm
#	modular_skyrat/modules/contractor/code/datums/midround/event.dm
#	modular_skyrat/modules/contractor/code/datums/midround/ruleset.dm
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
#	tgui/packages/tgui/interfaces/Fabrication/SearchBar.tsx
#	tgui/packages/tgui/interfaces/Spellbook.tsx
2023-12-24 23:15:34 -05:00
SkyratBot
9a3fb5c5c1 [MIRROR] FOV is Dead (Long Live FOV) [MDB IGNORE] (#25600)
* FOV is Dead (Long Live FOV)

* Update _megafauna.dm

* Update _vehicle.dm

* FOV Hotfix: Actually offsets gameplane render relays

* removes redundant visual_shadow

* removes GAME_PLANE_UPPER references

* Update mob_movement.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-23 17:47:07 +00:00
StrangeWeirdKitten
5e950115a6 Merge remote-tracking branch 'skyrat/master' into upstream-12/19/2023 2023-12-19 09:14:53 -07:00
SkyratBot
3658c80e57 [MIRROR] Explodes device.dmi [MDB IGNORE] (#25523)
* Explodes device.dmi

* Demodularize these

* Update traitordevices.dm

* Update traitordevices.dm

* Modularizes hypnotic flash

* Modular dmi repath

* Modular dmi repath

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-09 09:48:43 -05:00
SkyratBot
41ea46d5f2 [MIRROR] Scopes NODECONSTRUCT_1 from flags_1 to obj_flags [MDB IGNORE] (#25496)
* Scopes `NODECONSTRUCT_1` from `flags_1` to `obj_flags`

* Update bitfields.dm

* Modular

* Update rack.dm

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-08 23:24:46 -05:00
OrionTheFox
317b76c3c6 [Modular] New Lockers! (Skyrat Edition) [MDB IGNORE] (#25409)
* moves sec lockers to use modular file

* Removes redundant /station subtype from NTC Locker

* consistency with other stuff + its converted now (YOU'RE THE LAZY ASSHAT, ASSHAT.)

* blueshield consistency with other lockers/bags

* resprite all the modular closets (that I'm willing to do)

* stop being mean. Asshat.

* Resprites wall lockers (separate file so they can have working overlays)

* Even if these don't work here's the icons so I don't lose them (again)

* Wall mounts can be rebuilt! Yahoo!

* oh I should probably push these whoops

* fixes animations

* removes an EVIL icon override we had buried
2023-12-06 13:59:29 -05:00
Paxilmaniac
30d7788c35 CIN Evilguns | The gunnenshootening pt 3 | Long live the king | Slight rework of the CIN surplus company (#24304)
* scream if you love poland !!!!

* oh yeah its all coming together

* WAR

* dme fixes before i break everything

* f1

* WHAGG

* expect more similarly poorly named commits in the future

* war pt 2

* ooprs

* sharpshooter icon fix

* that should be everything actually

* i forgot demo mod exists

* deletes now unused ak ammo

* thats not real anymore

* every test failure ever

* reduces the weapon weight of the bobr

* tweaks opfor weapons since they all changed since i last saw them

* fixes the plasma pistols and tweaks their numbers a little

* deletes the luk, delete lanca proj dam mod, decreases lanca firerate

* tweaks the outfits that use these guns a bit and makes the miecz one han

* removes the luk from that one mapping helper

* puts the sakhno back on order

* tweaks around the lanca's ammo capacity

* updates the milsim domain stuff

* fixes some of the stuff

* makes the lanca and miecz magazines not normal size

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-12-01 16:59:27 -05:00
StrangeWeirdKitten
704bc0017e Merge remote-tracking branch 'skyrat/master' into repo-upstream-memes 2023-10-28 16:03:33 -06:00
Name
aadd774066 [READY] [MODULAR] Blueshift wakes up after taking "Worst Nap Ever" [MDB IGNORE] (#23604)
* Picking up where we left off

* Updated Paths + Misc Fixes (owwie)

* Misc Fixes + Krimskrams

* Pulling lint out of my pockets

* Where did the shuttles go... + MORE LINT

* Massive Overhaul of everything (haha)

* LINT VAPORIZATION!!! (Also I lied)

* My silly came out all over this one

* Code... Reviewed.. B^)

* s

* where the hell are all these S's coming from

* MapDiffBot having a laugh

* S Obliterator 9000

* S Obliterator 9001 (For real this time)

* Go away runtimes

* Powernet struggles..

* What happened...

* Misc Fixes

* Lots of fixes and a cute aquarium

* Banned neighbors :(

* Testy

* Elevator fixes + Dorms

* Remove elevator :(

* banned neighbors again

* dereferences

* Delam+Nerd Shirt

* Medical Review

* Medical Review(1)

* Service Review

* stop updating game til my map done >:(

* Unhotwire the SM

* shuttle changes

* Science Review

* Fixies

* *reviews real hard*

* Hangover Spawns

* Fucking CLOWNMOBS

* Bitrunner den + ORM Fixes

* Fixes...

* Sec/Command Reviews

* mass driver fix

* destroys all instances of s's in the entire codebase

* Feedback Changes and openspace fix

* Digital Revolution

* REAL pooshift fix

* Update...

* ONE CABLE!!!

* norps

* Atmos Expansion

* Armory Nerf

* Misc Fixes

* orbit shift

* Ord Fixes

* Access Control... Also FUCK GRAVITY

* Bitchrunning Fix....

* The fixiest fix of them all

* Canister Update

* Blueshift's engine has been made eco-friendly

* I'm out here strokin on my shift

* *rolls eyes all the way back in head*

* Elevators dont be broken contest (IMPOSSIBLE!)

* no more silly holes

* Bardrone replacement

* Tachyon Fixes + DANGERFICATION

* Oops I left space there.

* FINAL PASS

* C-Can you feel it....

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-10-26 20:30:49 -04:00
nevimer
10772c60ff Merge remote-tracking branch 'skrat/master' into upstream-oct-25-2023 2023-10-25 20:26:56 -04:00
Paxilmaniac
dce9877088 Icecat camp but epic!! | Visual updates to stuff that made the before mentioned camp look awful | Hazardously concentrated amounts of :3 (#24056)
* gah muhfuckin dam!!

* boutta go eat me some chicken parmesan

* gates and fence gates

* things that dont exist anymore

* updates some of the other stuff

* hot and steamy

* oops

* those particles shoulda ctually work now

* fixes various things

* makes the fence gate actually work

* right

* fixes some stuff

* are u a grass?

* this map is cool as fuck

* wow those forge structures are crusty ahh hell

* lets get lighting that looks cooler

* wall mounted torches for lighting

* i have plans that I cannot share with you

* ohj yea,,

* i think the map might be ready

* map template, removes the old map

* right, component lists

* oops 2

* may i be confused forever

* lets do the automapper solution

* fixes fences

* makes the posts more resistant to stray plasma cutter bolts

* linta

* puts some climbing hooks around

* everything everywhere all at once

* reverts the forge structure change

* Update modular_skyrat/modules/primitive_structures/code/storage_structures.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/primitive_structures/code/storage_structures.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/primitive_structures/code/storage_structures.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/primitive_cooking_additions/code/stone_stove.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/primitive_cooking_additions/code/stone_oven.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/primitive_cooking_additions/code/stone_oven.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/primitive_cooking_additions/code/stone_stove.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* makes big doors reset their layer when not facing east

* im so mad

* makes the vendor actually work for cats again

* that's not suppsoed to happen

* fixes test failure

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-10-22 17:30:38 -04:00
Hatterhat
b180ee4b5b interdyne - gives miners point cards, places sansufentanyl in the medical area (#24375)
* shrimple

* frig

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-18 11:47:00 -04:00
SkyratBot
17a7b8f2fb [MIRROR] Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) [MDB IGNORE] (#24406)
* Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) (#78877)

## About The Pull Request

[Implements a setter for starlight
variables](af34f06b41)

I want to start to modify starlight more, and that means I need a way to
hook into everything that uses it and update it, so we can modify it on
the fly.

This does that, alongside removing space overlays from nearspace (too
many false positives) and making the aurora modify all turfs projecting
starlight, rather then all turfs in an area.

Do still need to figure out handling for the starlight color usage in
turf underlays tho (I gave up, we just keep it static. I'll fix it
someday but the render_relay strategy just doesn't work with its masking
setup)

[Reworks how starlight overlays
work](9da4bc38e2)

Instead of setting color on the overlays directly, we instead store an
object with our current settings in every mob's screen, and
render_target it down onto our overlays.

This lets us update overlay colors VERY trivially. Just need to set
color on the overlay var. Makes modifying starlight a lot cheaper.

It doesn't work on area overlays, because suffering, and it MIGHT induce
extra cost on clients. if it does we can do something about that, we'll
play it by ear

[Removes parallax starlight
coloring.](5f701a1b13)

I'm sorta iffy on the color, the effect can be real oppressive in some
cases, and I'd like to use starlight color for more events in world, and
having it vary can make that looking nice hard.

[Adds some visual effects to narsie being
summoned](a423cfcb2b)

As the rune drawing progresses space (starlight and parallax) go from
normal to greyscale. Then, right about when narsie shows up, starlight
becomes vibrant red.

It's a nice effect. I wanna do more shit like this, I think it'll
improve vibes significantly.
## Why It's Good For The Game

Can't embed it because of github's upload limit, can show a
[link](https://cdn.discordapp.com/attachments/458452245256601615/1160821856358645860/2023-10-08_22-31-22.mp4?ex=65360e99&is=65239999&hm=680e33e4e0026b89e132afc50c04a648a24f869eb662f274a381a5de5c5a36f2&)
for the narsie stuff

Here's
[one](https://cdn.discordapp.com/attachments/326831214667235328/1160813747196141568/2023-10-08_22-34-10.mp4?ex=6536070c&is=6523920c&hm=f8d571d1013da89887f49f3fec99f632251eeeac83085aa7dde97009aee3922f&)
for the aurora too.

This gives us more pretty starlight shit, and the ABILITY to do more
pretty starlight shit. I'm pretty jazzed, and I hope people use this
proc more (keeping in mind that it's pretty hard on the lighting system,
and needs significant delay between changes)
## Changelog

🆑
add: Narsie summoning has had some effects added to space and starlight
del: Removes the link between spacegas color and starlight. It was a
slight bit too vibrant and I think impacted the vibe too wildly to be
incidental.
fix: The aurora event actually... works now. Space lights up and all
that
/🆑

* Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects)

* Update space.dm

* Update shuttles.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-18 01:23:18 -04:00
nevimer
3923320639 Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts:
#	_maps/map_files/VoidRaptor/VoidRaptor.dmm
#	_maps/skyrat/automapper/templates/birdshot/birdshot_armory.dmm
#	_maps/skyrat/automapper/templates/deltastation/deltastation_armory.dmm
#	_maps/skyrat/automapper/templates/icebox/icebox_armory_middle.dmm
#	_maps/skyrat/automapper/templates/kilostation/kilostation_armory.dmm
#	_maps/skyrat/automapper/templates/metastation/metastation_armory.dmm
#	_maps/skyrat/automapper/templates/northstar/northstar_armory.dmm
#	_maps/skyrat/automapper/templates/tramstation/tramstation_armory.dmm
#	code/modules/projectiles/guns/energy/energy_gun.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/bolt_nanotrasen_firearms.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/vitezstvi_ammo.dm
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
#	modular_skyrat/modules/sec_haul/code/guns/cargo_stuff.dm
2023-10-04 20:49:03 -04:00
Paxilmaniac
42dbc6d028 Armadyne Antitrust Act 2563 :: Disintegrates armadyne as a concept and replaces basically everything related (#23424)
* oh yeah oh woag

* maybe we can make uncommon into that

* gunnenshooter

* hard work work

* just now realised i forgot inhands

* inhands and worn

* soundsmith tf2

* does the rifles

* puts some of the pistol suppressor images in

* awawawa

* shotgun override apparently

* pistola

* grendae launcher

* dont forget the evil one too

* yeah lets fix that

* oops

* now lets see what kind of errors compiling gives us

* should hopefully be all the compile errors

* i understand morbius now

* surely it will work now

* fixes shrapnel grenades runtiming

* also fixed grenade rangefinding

* how'd I mess thta up

* fixes various issues

* granata!!!

* haha surely this will gow ell

* should fix the grendades for real

* opening this pr then dropping dead

* uhhh fixes some stuff i think?

* armory stuff

* random mapping things pt 2

* blehh :3

* fixes it forever and ever

* whar??

* turns out that needs a tweak

* curious

* that'll work 4 sure now

* fixes vr

* come on over wont you sway with me

* mhm yup

* should hopefully be all that's it?

* missing icons

* makes the rifle more expensive

* makes the smg a little less awful feeling

* dollar store suppressors, just a week away

* mmsmrmmrsgg

* lets the shotguns actually be sawn off

* the propaganda

* hey thats important

* sprite error  (comical)

* gives the casings custom materials for printing

* i love code ordering

* 'lets just be safe' ifies the weight classes of mags and ammo boxes

* reworks the sol defense selection a bit

* Update modular_skyrat/modules/ammo_workbench/code/design_disks.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* act three

* defines

* undefine

* restores the clothing

* some stuff part 3

* fixes the outfit guns not existing

* adjusts firerates and grenade launcher sprites

* fixes .35 sol revolvers??

* slightly un-nerfs the rifle firing rates

* makes the revolver jus tuse the normal sound

* makes the pistol case the right path

* its a machinegun!

* slight little tiny tweaks

* british weather service

* puts the blueshield gun box in their locker

* makes rifle less lethals a bit more normal

* slightly changes the smg burst and firerate

* the pepperball had raygun

* pepperball caliber

* forgot to push the include

* i love testmerges

* revolver sillies

* makes the kiboko's examine_more not just the rifle's

* smallens the eland and enlargens the cost of the kiboko

* lets change the machinegun a bit too why not

* gfl larp (real)

* fixes modular armory templates

* lets cases be ordered dont worry about the other stuff

* makes the takbok say its from the right company

* makes sawn off shotgun suppressors visibile

* those aren't used at all

* tweaks some of the rifle sprites

* shortens the shotgun a bit

* puts the pixel shifting out of initialize to make certain things work b

* granata!!!1!!!

* large number of weapon and ammo tweaks

* windup autofire seems broken somehow?

* fixes the inhands

* outfit sanity

* .40 armor piercing ammo box name correction

* removes var that doesnt exist anymore

* .40 armor piercing rework

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-10-03 11:20:23 -04:00
nevimer
1d549b5c84 Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts:
#	code/__DEFINES/jobs.dm
#	code/game/gamemodes/dynamic/dynamic_rulesets_midround.dm
#	code/modules/atmospherics/machinery/air_alarm/_air_alarm.dm
#	code/modules/cargo/packs/imports.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	tgui/packages/tgui/interfaces/common/JobToIcon.ts
2023-10-01 22:02:51 -04:00
SkyratBot
37a8f73ae3 [MIRROR] Basic Legion & Hivelord [MDB IGNORE] (#23964)
* Basic Legion & Hivelord

* Update modular + fix diffs

* Fixing diffs

* More diffs

* Adds an AI behavior to replace the 'wander = 0' varedit for the hivelord gate guardians

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-27 22:30:02 -04:00
nevimer
12b25bf487 Merge remote-tracking branch 'skrat/master' into upstream-sept-24
# Conflicts:
#	.github/workflows/ci_suite.yml
#	_maps/skyrat/automapper/templates/metastation/metastation_armory.dmm
#	_maps/skyrat/lazy_templates/reebe.dmm
#	code/datums/quirks/negative_quirks/negative_quirks.dm
#	code/datums/quirks/neutral_quirks/neutral_quirks.dm
#	code/game/objects/items/robot/robot_upgrades.dm
#	code/modules/mining/equipment/kinetic_crusher.dm
#	code/modules/surgery/revival.dm
#	code/modules/uplink/uplink_items/device_tools.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/bolt_nanotrasen_firearms.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/nri_military_surplus.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/put_a_donk_on_it.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/vitezstvi_ammo.dm
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
#	modular_skyrat/modules/player_ranks/code/subsystem/player_ranks.dm
2023-09-24 13:40:53 -04:00
StrangeWeirdKitten
c921164b79 (Mostly-Modular) SSV Dauntless - Interdyne Rework (#520)
#481 Yeah I fucked up and my original PR closed.


![image](https://github.com/Bubberstation/Bubberstation/assets/95130227/4a42bb01-0558-4c92-8bb8-afb28e282c39)

## About The Pull Request

Replaces Interdyne only on Lavaland with an entirely new syndicate
outpost. It combines what made DS-2 so beloved with Interdyne.

## Why It's Good For The Game

Interdyne is old. It's lived out a good life, and when DS-2 was
remapped, people shifted more towards playing on DS-2. Sadly it was
removed, but I've spent the time to completely map an entirely new ship
that combines both DS-2 and Interdyne. It still takes up relatively the
same footprint. Now, everything is focused internally, with two
bluespace miners that have to be set up, and a prisoner spawner. All and
all, let's try something new and Bubber flavored.

**Edit:** Cybersun is an incredibly shallow ghost role and it only
breeds boredom, which then is sated in two ways:

- Space tide with syndi gear and the syndicate faction tag
- Screw with the station

Neither really is the goal for this server and this is being edited
after discussion with both Cheeto and Ozzo after apparently ruin
blacklist doesn't work on the config.

## Testing / Tour
Raw video. Buttons do work.

https://youtu.be/BHbOIwpqQqY

## Changelog

🆑 Danger Kitten
add: Lavaland has more Syndicate presence. SSV Dauntless has landed.
remove: Cybersun no longer spawns.
/🆑

<!-- 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. -->
2023-09-24 12:41:53 -04:00
Zydras
d5bc4267e8 [MODULAR] Fixes NTrep and Blueshield area subtypes (#23804)
* .dm fixes for area subtypes

* adds repath txt

* scripts ran
2023-09-19 21:21:42 -04:00
lessthanthree
fe07bbc8e2 Interdyne scientists get Interdyne labcoat (#23798)
Update lavaland_ruin_code.dm
2023-09-19 21:20:11 -04:00
StrangeWeirdKitten
6e6ec255b5 (Non-Modular) Removes Frieghter / Cargodise Lost (#548)
## About The Pull Request

Virgin Coder: Removes Cargodise Lost
Chad Coder (not me): Remaps Cargodise, which I really don't care to do
right now, to be more sane and in line with Bubberstation's goals.

This removes Cargodise Lost. 

## Why It's Good For The Game

Way too many guns for people who are unaligned and who also have zero
ghost role text saying they can't just board the station and trade.
(give one of their 4 Krinkov's to the crew)

Cargodise Lost will need some major revisions, which I might do later,
but it really encompasses why DS-2 was disabled in the first place. (no
you don't need a 38 brute, fire rate 2, AP 40 fully automatic assault
rifle to raid ruins)

## Changelog

🆑 Danger Kitten
remove: Cargodise Lost is no longer
/🆑
2023-09-15 13:12:37 -04:00
Pinta
4ffc60b1ae [MODULAR] Ghost Cafe Hivemind NIFSoft removal (#23602)
* does the thing

* Update wardrobes.dm

* Revert "Update wardrobes.dm"

This reverts commit 962f9f07fdf108d724cb6136f01ab1c306d9f303.
2023-09-10 18:32:47 -04:00
StrangeWeirdKitten
667850830b (Bugfix) Fixes Interdyne mining reward boards making the golem rewards vendor (#23591)
Update interdyne_mining.dm
2023-09-09 16:55:53 -04:00
SkyratBot
18b0abe4b3 [MIRROR] minebots basic bots [MDB IGNORE] (#23529)
* minebots basic bots (#78032)

## About The Pull Request
Transforms the minebots into basic robots. You can now command these
minebots to extract minerals for you. To activate automated mining mode,
simply instruct them with the command "mine." They will then proceed to
autonomously mine walls and gather ores. If you wish to make the bot
deposit all the collected ores, use the command "drop." Alternatively,
you can leave it in collection mode, and it will gather all the ores you
mine. Additionally, the bot now responds to several more commands; you
can instruct it to follow you, toggle its lights on or off by saying
"lights." In attack mode, it refrains from mining or collecting ores but
will engage in combat alongside you. If it detects you as deceased or
unconscious, it will alert all miners, request assistance, and relay
your coordinates via the mining communication channel. to power it on u
will need to feed it any type of ore first so it may listen to ur
commands

## Why It's Good For The Game
makes the non sapiant minebots more useful

## Changelog
🆑
refactor: the minebots have been refactored please report any bugs
add: minebots can now mine walls and collect ores automatically and they
will alert everyone if they find u dead
/🆑

* minebots basic bots

* Modular

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-05 06:46:11 -04:00
nevimer
a4931568a8 Merge remote-tracking branch 'skrat/master' into upstream-aug-29
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/ci_suite.yml
#	README.md
#	code/controllers/subsystem/processing/quirks.dm
#	code/modules/antagonists/space_ninja/space_ninja.dm
#	code/modules/client/preferences/middleware/quirks.dm
#	code/modules/jobs/job_types/head_of_security.dm
#	code/modules/mob/living/simple_animal/hostile/mining_mobs/ice_demon.dm
#	code/modules/research/techweb/all_nodes.dm
#	code/modules/vehicles/sealed.dm
#	modular_skyrat/modules/automapper/code/area_spawn_subsystem.dm
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
#	modular_skyrat/modules/veteran_players/code/veteran_players.dm
2023-08-29 23:20:28 -04:00