Commit Graph

1862 Commits

Author SHA1 Message Date
Jacquerel
d2d46ec77c Blobs and Kudzu are killed by chasms. (#75469)
## About The Pull Request

Fixes #75451
Originally I just whitelisted them because they're structures that are
supported by their surroundings... but there's still the theoretical
scenario where it has expanded over a reasonably large chasm and then
becomes almost impossible to remove because you can't easily get at the
ones in the middle, and it would be "levitating" after you cut off
everything around the edge.

So instead this adds a trait which restores the original behaviour of
chasms where they delete stuff which falls into them and applies it to
Blobs and Kudzu.

## Why It's Good For The Game

It's a very niche scenario but "expanding structure falls into abstract
chasm storage" causes issues where it potentially keeps processing in
there and there isn't much you can do about it.
Maybe there's other stuff that commonly falls into chasms we'll decide
that we want to delete instead of keeping in pools now that you can just
slap a trait onto something to do it, future consideration.

## Changelog

🆑
fix: Blob and Kudzu tiles which expand into chasms will now be correctly
destroyed by the chasm.
/🆑
2023-05-16 17:13:01 -06:00
Watermelon914
a98706ff8b Adds TTS to the game. Players can select their own voices in preferences. (#74775)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-05-15 16:21:54 -07:00
ChungusGamer666
dff70625e7 Bible refactor (#75350)
## About The Pull Request

This started as a simple addition where burning a bible would curse you,
but then I realized... Bibles aren't even proper books, thus can't be
burned!
So yeah, since that is not necessary due to how atom_storage works, I
reworked that.

## Why It's Good For The Game

Because burning bibles and getting cursed for it is funny.

![image](https://github.com/tgstation/tgstation/assets/82850673/2a8489ce-ecd6-45ee-9eb9-168ff820af65)

![image](https://github.com/tgstation/tgstation/assets/82850673/ebe98ad6-2d0d-4d20-9ea1-5d472d6ca465)

## Changelog

🆑
add: You can burn bibles now! But heresy has a steep cost...
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-05-15 04:27:43 +00:00
Sylvette
b58a2c6848 Sign language Fixes & Spellcasting, just for fun (#74768)
Fixes #72165
First PR, first-time coder, this might be a doozy but _hopefully_
everything is fine.

## About The Pull Request

This fixes signers being able to speak with sign language while cuffed
or emotemute, bringing the feature back to how it was initially
intended.

This also fixes signers only being able to sign spells based on their
ability to speak. Before this PR, signers could cast spells with sign
language, but it was dependent on their ability to speak with their
mouth, allowing them to sign spells even if they would not be able to.
Instead, it has been changed to work so that one can sign spells only
when both of their hands are completely empty.
## Why It's Good For The Game

First of all, signers should probably not be able to speak when cuffed
or emotemute, I'm not sure when this broke but somewhere along the lines
it did and this is simply bringing it back to how it was supposed to be.

Second of all, spells were created long before sign langauge (I believe,
don't quote me on that), but sign language is just another language and
still can communicate the same. Furthermore, signing spells instead of
speaking them is overall more difficult to work with given the fact that
it won't work if you are holding items, restrained, have a limb disabled
or amputated, or are emotemuted. The one benefit that sign language
provides is being able to sign when otherwise mute, but this only really
applies in select cases. I feel the downsides definitely outweigh the
upsides in this case, and it will be more of a gimmick so that mute
players can still play antags like heretic.
2023-05-13 19:41:06 +00:00
Jacquerel
cf7295acb7 [no gbp] Golem mineral functionality tweaks/fixes (#75343)
## About The Pull Request

Fixes a couple of things people have pointed out about golem
transformations.

- Diamond golems now stop being invisible when they attack or throw
something, they also turn invisible a bit slower.
- Using a bluespace knot takes 2 seconds instead of 3 seconds.
- Bananium Golems only slip you if they are lying down.

In order to achieve that last one I refactored the slipperiness
component to take an optional extra callback, and then killed a subtype
of it which could be replaced with passing in a callback. I tested it
and it seems to work the same as it used to.

These are largely how things were supposed to work and I just overlooked
them.
I am sure this won't be the last PR of a similar vein while people try
these out, provided that I actually hear anything they are saying about
it.

## Why It's Good For The Game

Diamond golems shouldn't be able to attack you while remaining invisible
and untargetable even if it is funny.
Clown golems aren't supposed to be able to slip you by swapping places
with you even if it is funny.
The bluespace hand was basically just worse than using the crystal and
not eating it, maybe still needs another buff after this one.

## Changelog

🆑
fix: Diamond Golems can no longer attack or throw things and remain
invisible.
fix: Bananium Golems are only slippery if you actually tread on them
(aka: while they are resting).
balance: Golem bluespace teleportation is slightly quicker.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-05-12 20:51:39 -06:00
Vallat
7791200a7c Grilling items now only smoke when the griddle is on (#75265)
## About The Pull Request

Prior to this change, if you put an item on the griddle, it immediately
began to smoke, regardless of whether the griddle was on or not. Now
smoke will only appear when the griddle is turned on.

## Why It's Good For The Game
Graphic QoL for chefs


https://user-images.githubusercontent.com/10997188/236855447-8912a689-bec3-4cba-a6f3-45c428d7af29.mp4


## Changelog
🆑
fix: fixed griddle code so that the smoke over the grilling items
appears only when the griddle is on
/🆑
2023-05-11 20:00:11 -06:00
ShizCalev
ab3b120bb4 Fixes jetpack "Cannot modify null.oldposition" runtimes (#75355)
Order of operations. We were deleting the trail effect BEFORE
unregistering the mob from the signals that controlled its behavior, so
it was trying to do the thing to something that didn't exist anymore.
Honk.


![image](https://github.com/tgstation/tgstation/assets/6209658/6d7c2eec-547c-47f5-9093-7df42514932c)
2023-05-11 19:58:30 -06:00
Bloop
8fa6242c66 Refactors High Luminosity Eyes, fixes a ton of bugs related to it as well as qol improvements (#75040)
## About The Pull Request

The high luminosity eyes item was extremely out of date, broken, and
full of copy paste code from atom lighting. Which is a shame because
they were cool.

On top of all that it was using a special light effect that was not very
performant. I got rid of all that, hooked it into atom lighting as a new
light type, and gave it a new TGUI as well because the old ui prompts
were not great either.

You can now pick a color at random if you want. You can also set the
color and range before surgically implanting them. No more being forced
to go through the color picker when you just want to change the range.

Functionally they should pretty much should be the same as before with
some bonus features (see below).


![dreamseeker_nDeLNyOOG2](https://user-images.githubusercontent.com/13398309/235325530-105fe82e-ecc8-4dc4-9c84-143cc6519688.gif)

Closes https://github.com/tgstation/tgstation/issues/61041
Closes https://github.com/Skyrat-SS13/Skyrat-tg/issues/14685

This is 100% completed. I just finished fixing the slight translation
bug when going from 0->1 range (see above gif) and that was the last
thing on my bucket list. I happy enough with this at this point in time.

---

EDIT: 

I have decided to add in one last new feature, and that is...
independent settings for eye color.

<details> <summary>You can now set eye color independently if you
wish</summary>


![dreamseeker_j32B2S4yXQ](https://user-images.githubusercontent.com/13398309/235412568-ffa8e424-8624-4462-9f6f-77c1513aa773.gif)

</details>

The eye color does not modify the light color in any way when set in
this manner, but it can be used for cosmetic purposes.

Kind of makes the item more like cybereyes from cyberpunk, which I think
are pretty neat!

</details>

### What I've done, in more detail:

- refactored high luminosity eyes so they use the atom lighting system
instead of the way they were doing it before
- the new light type, `MOVABLE_LIGHT_BEAM` behaves similarly to
directional lights, with some slight differences. it reuses the same
lighting overlay sprites but scales them vertically to produce a more
focused effect. The result can be seen above. This is in contrast to the
old way, which spawned `range` number of individual 32x32 overlays and
moved them around. This way should perform better as well as be more
maintainable.
- added a new TGUI interface for high luminosity eyes with buttons for
range, a text field for a color hex, a color picker and randomizer
- made the eye overlay emissive when the light is turned on
- range goes from 0 to 5. at range 0, the light overlay is turned off
and you are left with just the emissive eyes.
- added a cosmetic functionality to this item that lets you change the
color of your eyes independently of the lighting (and each other)
- fixed a bug with directional flashlights sometimes not updating their
lighting overlay if you pick them up without changing your direction
---

### Other Misc Fixes

Being able to dynamically set range back and forth exposed some logic
issues that had existed with directional light overlays and I have fixed
those. That is why there are some edits in that file that may not appear
readily obvious why they are there.

Apart from that, two other bugs that come to mind:
1) eye code was supposed to keep track of the eye color you had before
you got new eyes, but it was overwriting that every time you ran
refresh().
2) lighting was supposed to be turning off the light when range is set
to 0, but it was not doing that properly.

And of course besides that, there may have been a few instances of
finding typos/tidying up code

## Why It's Good For The Game

The code for this was like 6 years old and in desperate need of
updating. Now it works, and has a nicer UI.

## Changelog

🆑
fix: high luminosity eyes light overlays now follow the user correctly
qol: high luminosity eyes now have a tgui menu so you no longer have to
go through the color picker every time you want to change the range.
they also have a new setting that lets you change the color of your eyes
independently of the light color. You can now have cybernetic
heterochromia if you want
fix: directional flashlights when picked up will now always update their
cast light direction correctly no matter what dir you are facing
refactor: refactors high luminosity eye code to better make use of the
atom lighting system, adding a new light type 'MOVABLE_LIGHT_BEAM'
/🆑
2023-05-09 15:42:11 -07:00
SyncIt21
2068ea9ab5 Crate, Closet Refactors & Access Secured Stuff (#74754)
## About The Pull Request
This PR is actually 2 parts, one that fixes runtimes with crates & the
other that allows secured closets to be crafted
along with a secured suit storage unit

**Crate Fixes**

Fixes #74708

The problem starts here

f117834208/code/game/objects/structures/crates_lockers/crates.dm (L31-L34)
Not only does this if condition look ugly but it's highly error prone
because one single call to `update_appearance()` can cause this to fail,
and sure enough if you look at the parent `Initialize()` proc it calls
just that

f117834208/code/game/objects/structures/crates_lockers/closets.dm (L81-L88)
Since we know the appearance is guaranteed to be changed in some way
before the if condition gets executed let's check what the final state
of the crate would be before this if check

f117834208/code/game/objects/structures/crates_lockers/crates.dm (L54-L56)
We see that the final icon state depends on the variable `opened` so if
we want to place/spawn a crate that is opened at round start we have to
ensure that `opened = TRUE` so the `if(icon_state ==
"[initial(icon_state)]open")` succeeds and does its job correctly.
Sadly we did dum shit like this
```
/obj/structure/closet/crate{
	icon_state = "crateopen"
}
```
throughout the entire code base, we thought backwards and were only
concerned in making the closet look open rather than setting its correct
variables to actually say that it is opened. because none of these
crates actually set `opened = TRUE` the final icon state becomes just
"crate" NOT "crateopen" therefore the if condition fails and we add the
component

f117834208/code/game/objects/structures/crates_lockers/crates.dm (L36-L37)
with the wrong parameters, so when closing the closet after_close()
removes the component with the wrong arguments

f117834208/code/game/objects/structures/crates_lockers/crates.dm (L81-L84)
that is does not unregister the signals and readds the component i.e.
re-registers the signals causing runtime.

The solution just do this
```
/obj/structure/closet/crate/open[mapping helper]
```
To clearly state that you want the closet to be open, that way you don't
have to memorize the icon_state for each different type of crate, it's
consistent across all crates & you don't get runtimes.

And that's exactly what i did everywhere

Another issue that is fixed is "Houdini crates" i.e. crates which are
open & appear empty but when you close & reopen them magical loot
appears, Go ahead walk upto to cargo and find any empty crate that is
open and do this

Fixes #69779


https://user-images.githubusercontent.com/110812394/232234489-0193acde-22c8-4c19-af89-e897f3c23d53.mp4

You will be surprised, This is seriously harmful to players because they
can just walk by a crate that appears to be open & empty only to realize
later that it had some awesome loot. Just mean

The reason this happens is because of the Late Initialization inside
closets

f117834208/code/game/objects/structures/crates_lockers/closets.dm (L85-L86)

What late initialization does is suck up all stuff on its turf

f117834208/code/game/objects/structures/crates_lockers/closets.dm (L97-L100)

In theory this is supposed to work perfectly, if the closet is closed
move everything on the turf into the closet and so when the player opens
it, they all pop back out.
But what happens if the closet is opened before ` LateInitialize()` is
called? This breaking behaviour is caused by object spawners

f117834208/code/game/objects/effects/spawners/random/structure.dm (L94-L100)
And maint crates

f117834208/code/game/objects/structures/crates_lockers/crates.dm (L141-L143)
These 2 spawners open up the crate based on random probability before `
LateInitialize()` is called on the crate and so what happens is the
crate is first opened and then stuff on the turf is sucked in causing an
open but empty crate to appear.

The solution is simple just check again in ` LateInitialize()` if our
crate is still closed before we proceed.That's fixed now too

**Code Refactors**
1. Introduced 2 new signals COMSIG_CLOSET_PRE/POST CLOSE which are the
counter parts for the open signals. hook into them if you ever need to
do stuff before & after closing the closet while return BLOCK_CLOSE for
COMSIG_CLOSET_PRE_CLOSE if you want to block closing the closet for some
reason
2. 2 new procs `before_open()` & `before_close()` which are the counter
parts for `after_open()` & `after_close()`. If you need to write checks
and do actions before opening the closet or before closing the closet
override these procs & not the `open()` & `close()` procs directly

**Secured Craftables** 
This is just a reopened version of #74115 after i accidently merged
another branch without resolving the conflicts first so i'll just
repaste everything here, since crates & closets are related might as
well do all in one

1. **Access secured closets**
   
   - **What about them?**
          **1. Existing System**
If you wanted to create a access secured closet with the existing system
its an 4 step process
            - First construct a normal closet
            - Weld it shut so you can install the airlock electronics
            - Install the electronics [4 seconds]
            - Unweld
This is a 4 step process which takes time & requires a welding tool
         **2. New system**
Combine the 4 steps into 1 by crafting the secure closet directly
                    
![Screenshot
(184)](https://user-images.githubusercontent.com/110812394/235904926-c2ea231c-eba7-45d0-a5af-e0456fdd40bc.png)

    - **Bonus Features**
              **1. Card reader**
The card reader acts as an interface between the airlock electronics &
the player. Usually if you want to change access on a locker you have to
                  - Weld the closet shut
                  - Screw driver out the electronics
                  - Change the settings
                  - Install it back
                  - Unweld
With a card reader there is no need of a welder & screwdriver. You can
change the access of the locker while its operational

        **How do i install the card reader?**
             1. Weld the closet shut
             3. Insert card reader with hand
4. To remove the card reader use crowbar or just deconstruct the whole
closet with a welding tool
             5. Unweld closet

         **How to change its access?**
This will overwrite the settings on your airlock electronics. To do this
1. make sure the closet is first unlocked. This is important so that no
random person who doesn't have access to the closet can change its
access while its locked. It would be like giving the privilege of
changing your current password without first confirming if you know the
old password
2. attack/swipe the closet with your PDA. Make sure your ID card is
inside the PDA for this to work. You can also just use your ID card
directly without a PDA
         3. You will get 3 options to decide the new access levels
           
![Screenshot
(174)](https://user-images.githubusercontent.com/110812394/233454364-d99a2fb6-9f26-4db3-9fac-a10689955484.png)


        They work as follows
- **Personal**: As the name implies only you can access this locker and
no one else. Make sure to have your ID on you at all times cause if you
loose it then no one can open it
- **Departmental**: This copies the access levels of your ID and will
allow people having those exact same access levels. Say you want to
create a closet accessible to only miners. Then have an miner choose
this option and now only miners can open this closet. If the Hop sets
custom access on your ID then only people with those specific access
levels can open this closet
         - **None**: No access, free for all just like a normal closet

**Security:** After you have set the access level it is important to
lock the access panel with a "multi-tool", so no one else can change it.
Unlock the panel again with the "multi-tool" to set the new access type

       **2. Give your own name & description**
To rename the closet or change its description you must first make the
closet access type as personel i.e. make it yours, then use an pen to
complete the job. You cannot change names of departmental or no access
closets because that's vandelism

       **3. Custom Paint Job**
    Use airlock painter. Not intuitive but does the job. 
   
![Screenshot
(181)](https://user-images.githubusercontent.com/110812394/234202905-00946b88-2513-489d-b0a2-d618a72f3e49.png)

      **4. Personal closets**
Round start personal closets can have their access overridden by a new
ID when in it's unlocked state. This is useful if the last person has no
use for the closet & someone else wants to use it.


    - **Why its good for the game?**      
1. Having your own personal closet with your own name & description
gives you more privacy & security for your belongings so people don't
steal your stuff. Personal access is more secure because it requires you
to have the physical ID card you used to set this access and not an ID
which has the same access levels as your previous ID
2. Make secure closets faster without an welding tool & screw driver
3. Bug fix where electronics could be screwed out from round start
secured closets countless times spawning a new airlock electronic each
time
      
2. **Access secured freezers**

    - **What about them?**
The craftable freezer from #73942 has been modified to support secure
access. These can be deconstructed with welders just as before

![Screenshot
(185)](https://user-images.githubusercontent.com/110812394/235905000-ba165feb-4384-4759-b46b-dba77c9e6ba3.png)


    - **How does it work?**
The access stuff works exactly the same as secure closets described
above. You can rename & change description with pen just like the above
described secure closets. No paint job for this. Install card reader
with the same steps described above.

    - **Why it's good for the game?**
1. Make access secured freezers faster without a welder and screwdriver
2. Your own personally named & locked freezer for storing dead bodies is
always a good thing

4. **Access secured suit storage unit**
   - **What about them?**
Suit storage units now require airlock electronics for construction. The
access levels you set on it will be used to decide
       1. If a player can unlock the unit
       2. If the player can open the unit after unlocking
       3. If the player can disinfect whatever is inside
       
      By default all round start suit storage units have free access

   - **Install card reader**
Provides the same functionality as secured closets described above. To
install it
     1. Open its panel with a screw driver
     2. Add a card reader to it with hand
     3. Close the panel
     
     When you deconstruct the machine the card reader pops back out

   - **Why it's good for the game?**
1. Having your own access protected and named suit storage unit so
random people don't steal your mod suits? Who wouldn't want that.?
Provides security for department storage units.
2. If you have the unit locked then you cannot deconstruct the machine
with a crowbar providing additional security
3. Fixes #70552 , random people can't open/unlock the suit storage unit
without access. You can set personal access to make sure only you can
access the unit

## Changelog
🆑
add: Access secured closets. Personal closets can have their access
overwritten by an new id in it's unlocked state
add: Access secured freezers.
add: Access secured suit storage units.
fix: Suit storage unit not having access restrictions.
fix: airlock electronics not properly getting removed after screwing
them out from round start lockers
fix: round spawned open crates run timing when closed
fix: open crates hiding stuff in plain sight
fix: open closets/crates sucking up contents during late initialize
causing them appear empty & open
/🆑

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
2023-05-08 10:42:54 -07:00
Thunder12345
154c9ebe82 Stock Part Resprite (#75149)
## About The Pull Request

Resprites stock parts to bring them up to date, changes manipulators to
servo motors as I couldn't make manipulators work well at this scale.


![image](https://user-images.githubusercontent.com/5479091/236561493-b34da588-dee1-405a-8557-d11741ae3f21.png)
(Power cells sold separately)

## Why It's Good For The Game

The old stock parts are dated, in some cased quite ugly, and in the case
of manipulators a ball of assorted pixels. Incidentally removed a couple
of single letter var names.

## Changelog
🆑
image: Stock parts have been resprited.
code: Manipulators have been renamed to servo motors, all related types
have been repathed to match.
/🆑
2023-05-07 23:52:03 -07:00
Jacquerel
1a918a2e14 Golem Rework (#74197)
This PR implements this design document:
https://hackmd.io/@Y6uzGFDGSXKRaWDNicSiEg/BkRr176st
Put briefly, this will remove every existing golem subtype and
consolidate golems into a single species with cool new sprites.
NOT implemented from that PR is the ability to eat Telecrystals, I
couldn't come up with an appropriate visual that can stack with the
existing ones, but that should be a reasonably trivial add for a future
artist & developer.

New Golems have a food-based mechanic where their hunger decays pretty
quickly and can only be replenished by eating minerals. They start
moving slower as they get hungrier, until eventually they become
completely immobilised and need to be rescued.
Eating different kinds of minerals will visually change your sprite and
give you a special effect in a similar way to old golems, but temporary.
While transformed, you can't eat any other kind of mineral which would
transform you (but can still consume glass).
To see the full list of effects, look at the hackmd above.

In service of these sprites working I have refactored the
`species/offset_features` feature by killing it and delegating that
responsibility to limbs instead. Rather than applying an offset to items
due to your species, it is due to your weird head or arms. This makes
overall more sense to me, but it inflates the code changes in this PR
somewhat.
It doesn't make a lot of sense to atomise unfortunately because that
code also seemed to be entirely unused until I tried to use it in this
PR, so you wouldn't be able to tell if my changes broke anything. I
might make a downstream sad by doing this.

All of the actual numbers in this PR are made up and only loosely
tested, it will need some testmerges to gather feedback about whether it
sucks or not.

Other relevant changes:
I reworked how bioscrambling works based off bodypart bodytypes, to
automatically exclude golem limbs in either direction. There's really no
way to have those work on humans or vice versa. Organs still fly though.
2023-05-07 22:45:20 +00:00
John Willard
1674f25725 New Medical job: The Coroner (#75065)
## About The Pull Request

HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view

Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972

Adds a Coroner job to the game, they work in the Medical department and
have their office in the Morgue.
I was inspired to make this after I had played my first round on
Paradise and messed around in there. The analyzer is copied from there
(https://github.com/ParadiseSS13/Paradise/pull/20957), and their
jumpsuit is also mostly stolen from it (i just copied the color scheme
onto our own suits).

Coroners can perform autopsies on people to see their stats, like this

![image](https://user-images.githubusercontent.com/53777086/235369225-805d482c-56c0-441c-9ef8-a42d0a0192bc.png)

They have access to Medbay, and on lowpop will get Pharmacy (to make
their own formaldehyde). They also have their own Secure Morgue access
for their office (doubles as a surgery room because they are edgelords
or whatever) and the secure morgue trays.

Secure Morgue trays spawn with their beepers off and is only accessible
by them, the CMO, and HoS. It's used to morgue Antagonists. Security's
own morgue trays have been removed.

The job in action


https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4

### Surgery changes

Autopsies are a Surgery, and I tried to intertwine this with the
Dissection surgery.
Dissections and Autopsies both require the Autopsy scanner to perform
them, however you can only perform one on any given body. Dissections
are for experiments, Autopsies is for the paper of information.

Dissected bodies now also give a ~20% surgery speed boost, this was
added at the request of Fikou as a way to encourage Doctors to let the
Coroner do their job before reviving a body.
I also remember the Medical skill, which allowed Doctors to do surgery
faster on people, and I hope that this can do something like that
WITHOUT adding the potential for exploiting, which led to the skill's
downfall.

### Morgue Improvements

Morgue trays are no longer named with pens, they instead will steal the
name of the last bodybag to be put in them.

Morgue trays are also removed from Brig Medical areas and Robotics, now
they have to bring their corpses to the Morgue where the Coroner can
keep track and ensure records are properly updated.

### Sprite credits

I can't fit it all in the Changelog, so this is who made what

McRamon
- Autopsy scanner

Tattax 
- Table clock sprites and in-hands

CoiledLamb
- Coroner jumpsuits & labcoats (inhand, on sprite, and their respective
alternatives)
- Coroner gloves
- CoronerDrobe (the vending machine)

## Why It's Good For The Game

This is mostly explained in the hackmd, but the goal of this is:

1. Increase the use of the Medical Records console.
2. Add a new and interesting way for Detectives to uncover mysteries.
3. Add a more RP-flavored role in Medical that still has mechanics tied
behind it.

## Changelog

🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb
add: The Coroner, a new Medical role revolving around dead corpses and
autopsies.
add: The Coroner's Autopsy Scanner, used for discovering the cause for
someone's death, listing their wounds, the causes of them, their
reagents, and diseases (including stealth ones!)
qol: Morgue Trays are now named after the bodybags inside of them.
balance: The morgue now has 'Secure' morgue trays which by default don't
beep.
balance: Security Medical area and Robotics no longer have their own
morgue trays.
balance: Dissected bodies now have faster surgery speed. Autopsies also
count as dissections, however they're mutually exclusive.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-05-05 21:31:28 -04:00
MrMelbert
4de3df461e [MDB Ignore] Adds a unit test for typepaths that are required to be mapped onto each station map (#74985)
## About The Pull Request

Inspired by #74967 and #68459 , and the fact that Tramstation regresses
very often -

Adds a unit test, `required_map_items`, which ensures that certain
typepaths which should definitely be mapped onto every map is mapped
onto every map

It can also be used to ensure that items which should not be mapped in
multiple times are not, among other things.

I included a few examples - 
- Min 1, max inf of each head of staff stamps
- Min 1, max 1 departmental order consoles
- Min 1, max inf comms console
- Min 1, max 1 Pun Pun
- Min 1, max 1 Poly
- Min 1, max 1 Ian

If, in the future, a mapper decides they (for some reason) do not want a
certain previously-required item on their map, the test can be adjusted
such that it allows excluding or something, but currently it should be
for items which require conscious thought about.

#### QA: Why not make this a linter?

I attempted to make this a linter before realizing two things
1. Someone might make a spawner which spawns the items, or they might
get placed in a locker, in any case this accounts for everything on init
2. Linters run on every map, non-station maps included

So I went with a test

## Why It's Good For The Game

#50468
#61013
#74967

Why is it always the CMO stamp?

## Changelog

Not necessary (unless I find a map missing something, then this will be
updated)
2023-05-04 15:20:25 -06:00
Striders13
379155e6be Miners with style meter can now parry kisses (#75148)
## About The Pull Request
idea by hometownfunky 
## Why It's Good For The Game
True gamers don't get hit
## Changelog
🆑
add: miners with style meter can now parry kisses
/🆑
2023-05-04 19:54:11 +01:00
ArcaneMusic
f2fd69a49a Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. (#75052)
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.

This PR does not change mineral balance. What this does is moves over
every individual cost, both in crafting recipes attached to an object
over to a define based system. We have 3 defines:

`sheet_material_amount=2000` . Stock standard mineral sheet. This being
our central mineral unit, this is used for all costs 2000+.
`half_sheet_material_amount=1000` . Same as above, but using iron rods
as our inbetween for costs of 1000-1999.
`small_material_amount=100` . This hits 1-999. This covers... a
startlingly large amount of the codebase. It's feast or famine out here
in terms of mineral costs as a result, items are either sheets upon
sheets, or some fraction of small mats.

Shout out to riot darts for being the worst material cost in the game. I
will not elaborate.

Regardless, this has no functional change, but it sets the groundwork
for making future changes to material costs much, MUCH easier, and moves
over to a single, standardized set of units to help enforce coding
standards on new items, and will bring up lots of uncomfortable balance
questions down the line.

For now though, this serves as some rough boundaries on how items costs
are related, and will make adjusting these values easier going forward.

Except for foam darts.

I did round up foam darts.

Adjusting mineral balance on the macro scale will be as simple as
changing the aforementioned mineral defines, where the alternative is a
rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam
dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~

Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
2023-05-03 14:44:51 +00:00
Zonespace
c3ff5a5180 [NO GBP] Style meter fixes (#75090)
## About The Pull Request
Fixes:

- Crusher mark score applying to attacked corpses
- Parrying not working, in 2 different forms
- The style bar not being accurate with >= 600 style points

## Why It's Good For The Game
Bugs bad

## Changelog
🆑
fix: Style meter parrying works again
fix: Style meter bar now works correctly with very high style point
count
/🆑
2023-05-02 18:42:42 +02:00
Ryll Ryll
f7a49c4068 Gunpoints now take half a second to activate, make gasp sounds, and briefly immobilize the shooter and target, other small balance changes (#74036)
## About The Pull Request
This PR messes around with gunpoints a bit, with the purpose of making
them more viable in certain scenarios without making them obnoxious. The
biggest change is that gunpoints now require a 0.5 second do_after()
where neither the shooter nor the target moves, and immobilizes both of
them for 0.75 seconds if point blank, or half that if you're 2 tiles
away. Originally you were supposed to only be able to initiate a
gunpoint from point-blank, but #56601 seems to have removed that
requirement, so we'll run with it and just leave it as advantageous to
gunpoint closer up. The do_after() reinforces that it should be used as
an ambush tactic, and so you can't use it on someone who's actively
fleeing or fighting you.

Getting held up will now make you emit a shocked gasp sound, a la Metal
Gear Solid, which combined with the short immobilize will hopefully make
it more noticeable that someone's pointing a gun at you.

Holdups will now immediately give a 25% bonus to damage and wounds,
instead of having to wait 2.5 seconds to hit the double damage stage.

Finally, right clicking someone that you're holding up will no longer
shoot them. That just feels like good consistency.

## Why It's Good For The Game
Hopefully makes gunpoints a little more viable for when you want to
stick someone who's not expecting it up without them immediately jetting
off. In the future I'd like to ape Baycode and let the gunman have an
action that toggles whether the victim is allowed to move, so you can
order them to move to a second location without instantly shooting them,
but that'll come later.
## Changelog
🆑 Ryll/Shaps
balance: Holding someone at gunpoint now requires both the shooter and
the victim to hold still for half a second before activating, so you
can't hold-up people fleeing or fighting you. After that, it will
briefly immobilize the both of you, 0.75 seconds if adjacent, or half
that if you're two tiles away. Nuke ops are immune to the
immobilization, since they're ready to die anyways.
balance: Holding someone up will immediately apply a 1.25x damage and
wound multiplier, rather than waiting 2.5 seconds to hit 2x.
soundadd: Being held up will now make the victim play a sharp gasp
sound, a la Metal Gear Solid.
qol: Trying to hold someone up that you're already holding up will no
longer shoot them.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-05-02 10:38:02 +12:00
John Willard
ba24aa3404 Ore silo will put machines off its level on hold, instead of disconnecting (#74990)
## About The Pull Request

There's a problem where people would try to rebuild a whiteship and use
an Ore Silo for it. However, it would automatically unlink everything
when moving, because it's checking for z level as soon as it changes z
level itself, before the Ore silo has 'moved' as well.

~~To fix this, I'm now only disconnecting ore silos when a shuttle
moves. This mostly does the same as before, but technically you can sync
an unwrenchable connected machine and bring it to space with you
(without using a shuttle) to stay connected, but I don't see this as a
problem, and my original point of the PR was to prevent Lavaland ORMs.~~

I decided against this, instead I've made it so machines that aren't on
a valid level (either both on the same z level or both on the station
level) will be considered 'on-hold', much like if the QM has set it to
hold through the silo directly. This means that machines no longer
disconnect from the Ore silo on moving, they just can't access the
materials in it. This affects gameplay in 2 ways:

1. You no longer need to resync when you bring the machine back
2. It won't unsync itself every time you move station z-level with its
silo (such as on a whiteship).

I also made disconnecting from an ore silo actually remove them from the
ore silo's list of connected machines.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/69863

## Changelog

🆑
balance: Machines (such as ORM and Techfabs) will no longer unsync from
Ore silos when it moves Z-level, instead it will prevent materials from
being used, as if it was on hold.
/🆑
2023-04-30 16:06:12 -06:00
san7890
fa0225b05c Converts Spiderlings from Structures to Basic Mobs (#75001)
If I could've made this more atomic, I would have in a heartbeat, trust
me.

## About The Pull Request

Hey there. People were mocking us for having spiderlings still be a
subtype of `/obj/structure`. I decided to take a lot of time to fix
that. A lot of behavior it was implementing was just pseudo-mob stuff,
so it was actually easier than it looked for the raw conversion. A lot
of the footwork on spider stuff in the basic framework was already done
previously by Jacquerel, so that was pretty nice.

However, there are two new things that weren't introduced in the code
that had to be put in.

A) A component to handle growth and differentiation into a mob. This may
have already existed, no clue. If it does (and it's NOT
evolutionary_leap), let me know.
B) AI Behavior to handle seeking out a vent, entering a vent, and then
exiting out of a different vent. I may have gone a bit wacky on the
code, but it certainly works as expected (spiderling goes in one vent,
exits the other). Let me know if you can think of a way it can be better
optimized, but it was deliberately written to be very failsafey in case
shit goes yonkers.

One fundamental difference between structure spiderlings and basic mob
spiderlings (beyond the AI and not just a random prob() check for
movement) is the fact that they had vent movement coded in... but we
_really_ don't need stuff like that for our intents and purposes. If the
range turns out to be too OP in the current framework, we can always
change it up a bit, but also there's a _lot_ of vents we can end up in
the station (my testing had one spiderling end up in the AI sat to get
obliterated).
## Why It's Good For The Game

Spiderlings aren't structures! They behave like a mob should! Players
can possess spiderlings! They work seamlessly with differentiating into
a giant spider! Better AI! More room for people to add into this very
under-utilized buggers!
## Changelog
🆑
refactor: Spiderlings are now basic mobs, report any complete
weirdness/deviation from known behavior. They should be a lot more
intelligent now though.
add: AI Spiderlings are super fragile, but they're also super fast,
especially when they get into a vent. Once they're in circulation, they
could end up everywhere! Maybe in the armory, maybe in a locked closet
in maintenance. Be sure to be vigilant and splat them whenever you can
to save the station from a whole lotta heartache!
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-04-30 14:17:02 +01:00
Zonespace
0d4ec59197 Miner Style Points 2: Style on Everyone (#74690)
## About The Pull Request
A re-open of https://github.com/tgstation/tgstation/pull/66326 with
Fikou's permission

Adds the style meter, it can be bought from the mining vendor for 1500
points, it is an attachment to your glasses.
The style meter creates a display on your hud, with your recent actions,
like attacking enemies, killing them, mining ore etc. Actions like
spinning or flipping increase your score multiplier, making you get more
points.
Your style meter affects how much ore you get from mining rocks. By
default with the meter, you get 20% less ore, but at the highest, you
can get 1.2x the ore from mining. In addition, on B-tier or above, you
can "hotswap" items, by attacking an item in your backpack with one in
your hand (should it fit and all that). Also features a leaderboard for
highest style point count!

New streamable: https://streamable.com/eewi6l

The following are sources of points:

- Killing things
- Killing big things
- Killing small things
- Punching things
- Melee'ing things
- Mining rocks and ores
- Having matrix traps detonate
- Hit, defuse, and detonate gibtonite
- Detonate crusher marks
- Scan geysers
- Parry projectiles (others or your own)

Oh, right. While wearing the style meter, you're able to parry any
lavaland-based projectile by clicking on it or the tile it is on, which
reflects it back in a 7 degree arc, making it 20% faster and 15% more
damaging. Usually not very easy.

Maybe-plan in the future for some syndicate variant of this (with bullet
parrying and appropriate style sources, etc.), but not for this PR

Thanks to Arcane, multitooling the style meter will make it play some
sounds on rank-up.


![image](https://user-images.githubusercontent.com/41448081/231605640-a01c2b60-1ba1-4390-8bea-0aa804ea1973.png)

https://streamable.com/nheaky

Parrying in action

## Why It's Good For The Game
Makes miners bring more ore in a fun way.

## Changelog
🆑 Fikou, Zonespace, Arcane for voicing
add: The mining vendor now has a style meter. This meter gauges your
style points and uses them to improve your ore yield.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-04-29 02:33:09 +00:00
tralezab
bc813ab93d Cleans up + Improves bows, Sorts files, Adds the Divine Archer clothing, weapon, rite (#74811)
## About The Pull Request

### Divine Archer 🏹 


![image](https://user-images.githubusercontent.com/40974010/232647927-aace69ea-bda8-4ec9-9bf1-60140034fbb3.png)

Adds a new chaplain weapon and suit of armor, the divine archer. It's an
orderable set of armor, but provides less armor than the rest, but you
get more pieces of armor (boots, bracer, undersuit).

The divine bow comes with a quiver that holds holy arrows. The holy
arrows come with bane support, dealing critical damage to revenants.

### Bow Features  

- arrows can now be dipped in poison

### Bow Improvements 🔧 

- bows now drop their arrow when you put them on your back while nocking
a bow
- bows give feedback for trying to draw without a nocked arrow
- codewise, bows support subtypes much better. They still have
hard-sprited loaded arrows, but one day that'll change.

## Why It's Good For The Game

Yeah, we could add null rod #2342 that does almost the same as the
others, or we could have a unique bow weapon!

Player Dev Project thread:
https://discord.com/channels/326822144233439242/1093521091957370940/1093521091957370940

## Changelog
🆑 tralezab code, Drag for the commission and player project, cre#0484
for their spritework
add: Divine Archer Armor and Weapon
qol: Bows give more feedback when you're doing something wrong, like
trying to draw without a nocked arrow
code: Sorted files, cleaned bow code up to allow subtypes
/🆑
2023-04-29 02:07:44 +00:00
tralezab
fefd9aa4ea Craftable material sniffers (#74798)
## About The Pull Request

Are YOU annoyed about never finding the fucking mats you need? Slap some
cable coil on an analyzer and find that untouched sheet of iron and or
glass. It's a pinpointer for basic sheets.

## Why It's Good For The Game

Originally I meant to give this as something borgs might want, but I
realized they really won't have a great time using it and the situation
is more about botanists not being asked, and not knowing how to grow
lots of iron, repeat for all other departments. Awareness problems!!!

But I still like the item as a miscellaneous craftable.

## Changelog
🆑
add: Craftable Material sniffers
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-04-28 18:15:16 -07:00
Comxy
61795ee325 Cosmic Ascension Balance Patch (#74715)
## About The Pull Request
Now the stargazer does more damage to people in the area and prioritizes
mobs attacking them instead of random circuit bots 7 tiles away. It will
also slowly heal you. Makes some abilities create more carpet fields
when ascending. Increases combo times when ascending. Also makes the
Star Gazer die only when the owner dies. Star Gazer will explode when it
does die. Star Gazer has a damage aura that does heal the owner.
## Why It's Good For The Game
I have seen a lot of people complaining that the cosmic ascension isn't
good and not worth getting so I thought I would make it a little better.
## Changelog
🆑
balance: Star Gazer now explodes when it dies.
balance: Star Gazer will only die when the owner dies.
balance: Star Gazer will attack the most recent enemy that attacked him
when on autopilot.
balance: Star Gazer has an aura that slowly damages people and heals the
owner.
balance: Cosmic Ascension now buffs some spells.
/🆑
2023-04-27 19:11:13 +01:00
Fikou
f1996656cb Fixes crafting tools not taking into account subtypes (#74971)
## About The Pull Request
Does what #74968 intended to do, it fixes crafting tools checking if the
required item is a subtype of the available items, instead of the other
way around. What this meant is for example

![image](https://user-images.githubusercontent.com/23585223/234320690-aa0b2c2d-a8c6-447b-be32-3554fa8310c8.png)
this wouldnt work, even though cheap lighters are a subtype of lighters,
as /obj/item/lighter/greyscale
but if i instead spawned the base /obj/item, which /obj/item/lighter is
a subtype of

![image](https://user-images.githubusercontent.com/23585223/234320959-bd388520-7d2b-4028-abab-a7638ba4adda.png)
it would work. obviously this is funnily broken

## Why It's Good For The Game
Bug gone!

## Changelog
🆑
fix: Fixes crafting tools not taking into account subtypes, i.e. you can
craft a filet migrawr with any lighter.
/🆑
2023-04-27 18:59:31 +01:00
Bloop
981aad4239 Fixes spawners being forcemoved during crafting (#74946)
## About The Pull Request

Lizard skin boots create a spawner as their crafting result. The spawner
works fine and creates the boots, but then then the crafting system
moves the spawner into the world after it has been marked for deletion.
So you end up with both the boots and the spawner, with the spawner
covering up the boots and being non-interactive.


![dreamseeker_0l714SdfxT](https://user-images.githubusercontent.com/13398309/233877092-98831311-3b3d-4df8-ae74-788470ed4f55.png)

This PR just adds a check for spawners to ensure that doesn't happen.

Closes https://github.com/Skyrat-SS13/Skyrat-tg/issues/20728

## Why It's Good For The Game

Fixes some jank. It's a pain to craft these, so having this be the
payoff is disappointing.

## Changelog
🆑
fix: crafting lizard skin cowboy boots no longer places a spawner object
over the created boot item
/🆑
2023-04-24 18:52:55 -06:00
ChungusGamer666
b093b12e03 Burning and acid components fixes and improvements (#74803)
## About The Pull Request

Generally cleans up code on both components.
Moves burn proc back to /obj level, I'm not sure why I moved it to /atom
level, it was unnecessary.
Acid component generalized so it can be used on any atom that uses
atom_integrity.
Fixes a bug where objects that stopped burning didn't update their burn
overlay properly due to bad removal logic and leftover code.
Standardizes examine messages on burning items by just slapping an
examine signal registration on the component.
Adds fire particles to items thanks to Lemon's PR:
https://github.com/tgstation/tgstation/pull/74524

## Why It's Good For The Game

Particles look cool

![image](https://user-images.githubusercontent.com/82850673/232605615-6e3bc804-bc68-4f09-8615-5e5946acbc10.png)

![image](https://user-images.githubusercontent.com/82850673/232664951-e0474331-495f-4717-8b0f-a647aedc4d9f.png)

Bugfixes are good
Code improvements are good

## Changelog

🆑
add: Burning items now get (small) smoke particles. Sick.
fix: Burning objects now clear their burning overlay properly.
qol: Examining burning objects will always tell you that they are
burning.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-23 17:50:58 -06:00
MrMelbert
ed2f04f486 Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes (#74791)
## About The Pull Request

Replaces weakref usage in AI blackboards with deleting signals

All blackboard var setting must go through setters rather than directly

## Why It's Good For The Game

This both makes it a ton easier to develop AI for, and also makes it
harder for hard deletes to sneak in, as has been seen with recent 515
prs showing hard deletes in AI blackboards

(To quantify "making it easier to develop AI", I found multiple bugs in
existing AI code due to the usage of weakrefs.)

I'm looking for `@Jacquerel` `@tralezab` 's opinions on the matter, also
maybe `@LemonInTheDark` if they're interested

## Changelog

🆑 Melbert
refactor: Mob ai refactored once again
/🆑
2023-04-23 17:07:17 -06:00
ChungusGamer666
2536fd85ee Cleans up thermite component code (#74825)
## About The Pull Request

Nothing too interesting to be quite honest, just cleans up the thermite
component code a bit because it was a bit weird.

## Why It's Good For The Game

This probably fixes a few rare bugs where the thermite overlay
disappears due to an update_icon call. Slightly neater code.
Also, adds an examine message to thermite walls because small QoL stuff
is neat.

## Changelog

🆑
qol: Thermited walls now get an examine message telling you they are, in
fact, thermited.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-21 13:11:52 -06:00
ChungusGamer666
62e9268cc0 Refactors genetic damage component to be a status effect (#74799)
## About The Pull Request

The genetic damage component looked like a status effect, swam like a
status effect, quacked like a status effect, but wasn't a status effect.

Irradiated component is also guilty of this, but it has the excuse of
also getting applied to items. This one only applies to mobs though,
so...

## Why It's Good For The Game

Easier to maintain code, that's about it.

## Changelog

Not player facing.
2023-04-20 17:14:06 -06:00
ChungusGamer666
821123b598 Makes a whole bunch of wooden objects flammable (#74827)
## About The Pull Request

This whole PR started because I realized that baseball bats are not
actually flammable which I found weird, then I looked at a whole bunch
of other stuff that really should be flammable but also isn't.

## Why It's Good For The Game

Makes wooden objects behave slightly more consistently? Honestly, most
of these seem like oversights to me.

## Changelog

🆑
balance: The following structures are now flammable: Picture frame,
fermenting barrel, drying rack, sandals, painting frames, paintings,
spirit board, notice board, dresser, displaycase chassis, wooden
barricade
balance: The following items are now flammable: Baseball bat, rolling
pin, mortar, coffee condiments display, sandals, wooden hatchet, gohei,
popsicle stick, rifle stock
/🆑
2023-04-20 17:13:40 -06:00
ChungusGamer666
b54b2f62b3 Turns loomable component into a bespoke element (#74685)
## About The Pull Request

Thought https://github.com/tgstation/tgstation/pull/74552 was good?

YOU WON'T BE READY FOR THIS ONE...

## Why It's Good For The Game

free miniscule amount of performance by getting rid of some silly
component datums

## Changelog

player dont care

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-17 16:11:36 -06:00
LemonInTheDark
9219ca33f9 Optimizes particle holders (#74524)
## About The Pull Request

It isn't really an issue now, but these will be used more in future, so
let's start off strong.

There's a lot of work going on here that doesn't really need to be
happening, mostly off not knowing a trickTM.

Biggest one is vis_locs and vis_contents are linked lists, being in one
requires being in another. Atoms clear out their vis_locs on Destroy, so
we do not need to "own" references to things that have us in their
vis_contents.

This combined with knowing our old loc's loc off Moved made the use of
weakrefs here unneeded. Similarly, atoms inside atom movables qdel on
when the upper layer is deleted, so most cases of the qdeleting signal
were unneeded.

Also, we only cared about movement if we were an item (speaking of
which, I swapped out the isitem stuff with a flag that gets passed into
the new() call)

## Why It's Good For The Game

Speed
2023-04-16 10:12:14 +02:00
Bloop
ac5236a251 Refactors sheet crafting to better support directional construction (#74572)
## About The Pull Request


0426f7ddba/code/game/objects/items/stacks/stack.dm (L449)

Ok, but can we not?

This PR refactors sheet crafting to generalize all the cases that were
previously locked behind grille/window type checks and such. In their
stead there are bitflags that can be set to achieve certain behaviors.

All the behavior from before should be preserved, but now it can be
extended to other items. E.g. if you want a railing that can be crafted
underneath directional windows, or an item that behaves like a grille
does--it's just a matter of setting the right obj_flags for it now.

This makes it very simple and painless to add new recipes that use
directional crafting! It's all modular now.

<details><summary>Details</summary>

---

### What I've done:

-Eliminated all the type checks, instead it will now be handled by
object flags and recipe vars, making for a much more configurable
system.

-Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and
`IGNORE_DENSITY`.
-Additionally, I renamed the existing flag `NO_BUILD` to
`BLOCKS_CONSTRUCTION`.

-Changes the proc `valid_window_location` to `valid_build_direction`,
and makes it work for things other than windows.

-Removed a deprecated `window_checks` var from the stack_recipe datum.
-Added three more vars to the stack_recipe datum: `check_direction` and
`check_density`, `is_fulltile`

-Decoupled `on_solid_ground` from the object density check. Now you can
set those separately, allowing you to make recipes that forbid/allow
building things over other things while in space.

---

### What the new flags do:

`BLOCKS_CONSTRUCTION` works as before---prevents objects from being
built on the object. I felt that the previous name was not descriptive
enough, you should know exactly what it does just from looking at the
name.
_example: dna scanner_

`BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent
objects from being built on it when their directions are the same.
_example: directional windows, windoors, railings_

`IGNORE_DENSITY` -- setting this on an object will cause its density to
be ignored when performing the construction density check. This could
have other potential uses as well in the future.
_example: grilles, directional windows, tables_

These three flags cover all the bases for the types of items that are
currently craftable, so there is no more need for any type checking or
weird snowflake window checks. Simply set the appropriate flag and it'll
work as you would expect.

---


### What the recipe vars do:
`check_direction` tells the recipe to check if there's something in that
direction with the `BLOCKS_CONSTRUCTION_DIR` flag set.

`check_density` tells the recipe to run the density check when set. This
is true by default. There are very few items in the game that currently
have this set to false--namely grilles. Setting this to false will make
it so that the object can be constructed regardless of what is in that
tile (unless `one_per_turf` is also set, which will make it so that you
can't craft the same thing twice in the same turf).

`is_fulltile` is used for fulltile windows, but it doesn't necessarily
have to be--you can give this to any recipe and it will adopt the same
properties as that of the fulltile window. Basically they have a special
case where they shouldn't be able to be built over directional
constructions, where normally things would be able to be. Setting this
makes check_direction true as well.

---

### In summary: 

Sheet crafting still works just as it did before. But the backend of it
has gotten a glow up and will be able to more easily support new
behaviors.

</details>

## Why It's Good For The Game

This makes the crafting system much more flexible to add recipes to, and
will prevent bad code practices of stacking more conditionals down the
line whenever someone wants to add an item that behaves like grilles or
directional windows in how they are constructed.

It had to be done. Those window checks were a mess.

## Changelog

🆑
qol: added fifty stack versions of remaining glass sheet stacks for ease
of debugging
refactor: refactored sheet crafting to better support directional
constructions that aren't windows
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-15 21:48:34 -06:00
ArcaneMusic
d0441464fb Basic pollen-particles for plants pollenating. (#74675)
Legally endorsed nightcode 👍 

## About The Pull Request

When 2 plants are adjacent to each other, they will begin to
cross-pollenate, sharing their potency, instability, and yield values
between the two. This has been in the game since #50001 , however we
never added a more clear visual tell that cross-pollenation exists.
Thanks to the magic of *barticles*, now you can!

![image](https://user-images.githubusercontent.com/41715314/231359363-07c7f354-d2f6-4d5e-8b59-5f968781135f.png)
_pictured: wheat and tomatoes pollenating_

Adds a simple particle effect, largely lifted from bonfires, that
indicates that two plants are sharing stats at minimum.

## Why It's Good For The Game

Following discussion from #74621, it was decided we needed and preferred
a more visual cue to the mechanic. As a general point I think that's a
longer term fix to the issue, and this adds more visual clarity to an
otherwise arcane mechanic (heh).

Looking for feedback on how to improve the look of the particles but for
fast nightcode I think I did okay for a first try

## Changelog

🆑
imageadd: Hydroponics trays now have pollen particles that they generate
when they share stats and chems. Non-allergenic!
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-15 21:42:27 -06:00
ChungusGamer666
8d82924187 Implanted foreign bodyparts will resist being removed on species change (#74701)
## About The Pull Request

Title.
Also, to make bodypart code slightly nicer, I retooled some variables to
be part of a new bitfield called bodypart_flags.

## Why It's Good For The Game

We've been trying to move away from the species datum for limb stuff
precisely because of funny shenanigans like this, no?

## Changelog

🆑
refactor: Implanted foreign limbs will no longer be wiped by species
change.
/🆑
2023-04-14 20:50:22 +02:00
ChungusGamer666
a0e368930f Reworks burning objects to be a component (#74688)
## About The Pull Request

Title.

## Why It's Good For The Game

Simply put, allows for atoms which are not /obj but use atom_integrity
to burn up too, which is nice and good.
But also, it allows for neat behavior like burning particle effects
(only structures use that right now to spawn smoke)

![image](https://user-images.githubusercontent.com/82850673/231595051-2a8d0574-33cc-4cd9-9d61-65566decf4ef.png)

## Changelog

🆑
add: Burning structures spawn smoke particles. Sick.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-04-13 22:19:25 -06:00
MrMelbert
1c1e2da831 Fixes omen component door crushing failing, fixes tilted vendors double dipping on omen people (#74692)
## About The Pull Request

- Fixed door crush always failing. 
- It passed `forced = TRUE` and not `force_crush = TRUE`, so it just did
a limp close -> re-open. Fixed that

- Fixed tilted vendor double dip
- It checked for tiltable but not already tilted, meaning you can get
crushed -> move -> get crushed by the same vendor. Fixes that

## Why It's Good For The Game

Curses

## Changelog

🆑 Melbert
fix: Omen Component door crush works
fix: Omen Component vendors will no longer double dip (double tip)
/🆑
2023-04-13 21:49:56 -06:00
oranges
4c48966ff8 Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects

regexes used

git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
2023-04-11 21:31:07 -07:00
necromanceranne
d3fffa79d2 Labels security equipment as being lethal, nonlethal, less-than-lethal or highly destructive. (#74548)
## About The Pull Request

Labels a few bits of security equipment as lethal, nonlethal,
less-than-lethal or highly destructive (in the case of ion carbines or
flamethrowers). For shotgun shell boxes, ammo boxes and weapon crafting
kits, it clarifies this in the name. For printable individual ammo, it
clarifies this in the print name.

## Why It's Good For The Game

[This
thread](https://tgstation13.org/phpBB/viewtopic.php?p=676311#p676311)
reminded me that I've seen a lot of confusion about various pieces of
security equipment and what exactly the distinction is between lethal,
nonlethal and less-lethal actually is. People actively use a lot of
less-lethal equipment while thinking that it is nonlethal. It isn't. You
absolutely can kill someone with rubber shot and beanbags, and the AI
will get up in your grill about it.

The same can be said about weapons such as the energy crossbow. I saw
one person flabbergasted that by repeatedly shooting someone with it,
they killed their prisoner with toxin damage. While the weapon is mostly
stamina damage, it still deals a hefty amount of toxin damage, so
shouldn't be used necessarily in place of a disabler or baton. Equally,
I've seen some people using temperature guns recklessly and finding out
far too late that they've murdered a lizardperson by shooting them once,
or wondering why the AI is angry at them for using it when it doesn't
_seemingly_ cause damage immediately. This has resulted in
administrative issues.

We can't assume our players know these distinctions before utilizing
this equipment, so having some helpful gear titles will hopefully inform
them before they walk into these problems.

## Changelog
🆑
qol: Clarifies in various names and descriptions whether security
equipment is lethal, nonlethal, less-than-lethal or destructive.
/🆑
2023-04-11 07:45:25 -07:00
Sol N
d00964d382 Material Container screentips (#74626)
## About The Pull Request

The material_container component now also grants whatever it is added to
a simple screentip of "Insert" on items that it can accept, if it is a
material container that can accept held items.

## Why It's Good For The Game

Now when a traitor feeds their 13 TC revolver into the autolathe they
will see a screentip for a few blissful seconds before pressing left
click anyway and sending an ahelp begging for their revolver back.

## Changelog

🆑
qol: material components (such as autolathes) have contextual screentips
if you can put an item inside of it
/🆑
2023-04-10 11:34:32 -06:00
Bloop
bd4392ab74 New inhand icons for light tubes, makes latex balloons craftable, and various other fixes/improvements (#74576)
## About The Pull Request

This ended up turning into a bit of a junk drawer of a PR I'll admit,
but there's really not a whole lot to it.

There are three parts:

### Part I - Inhand sprites for light tubes.

Adds inhand sprites for light tubes. No more cardboard tube placeholder.
This is self explanatory-they have unique sprites for all 3 states
(normal, broken, and burnt out). The broken version has sharpness now.

Also refactored light_items.dm a bit, it was using a bespoke proc called
`update` to do icon updates. Now it has been _updated_ to use
`update_appearance` instead.


![dreamseeker_6WC8vJMiBW](https://user-images.githubusercontent.com/13398309/230615134-31c51e94-cee5-4eef-ba63-c348a3b2debc.gif)

### Part II - Latex Balloons

Latex balloons, a very old piece of code that was full of typos, has had
some life breathed back into it. It is a fun little item, and I saw no
reason to let it rot. It can now be crafted using a latex glove and some
cable. Also, you can pop them using anything sharp... such as a broken
light tube! Aha!

We've come full circle.


![image](https://user-images.githubusercontent.com/13398309/230617764-3a304fd2-05d0-4b2f-b420-056a93c0dce3.png)

### Part III - update_inhand_icon proc

A new atom helper function, `/atom/proc/update_inhand_icon(mob/target =
loc)`

I was struggling to find an existing proc that could update inhand icons
of a mob that was holding any given atom, without necessarily having a
ref to the mob yet.

So I ended up writing one that did that, and finding the spots in the
code which were using a similar way of doing it (that is in fact how I
stumbled upon the latex balloon item).

...........But then Iearned of the
`/datum/element/update_icon_updates_onmob` component and ended up using
that instead. There are still some very niche cases where you might not
be able to use the component where the proc would come in handy however
e.g. in transforming.dm--and if anything, I think it could serve as a
good spot to leave a comment informing would be users of
`update_icon_updates_on_mob` as an alternative.

For that reason especially I thought it worth keeping. 

## Why It's Good For The Game

New inhand sprites, and a fun little craftable balloon. What's not to
like?

## Changelog

🆑
add: latex balloons can now be crafted using a latex glove and some
cable. You can fill them with air using a tank. They also have a new
sound effect.
imageadd: light tubes have a new inhand sprite
fix: broken light tubes now actually have sharpness to them as they are
basically spikes of glass.
refactor: refactored latex balloon code
/🆑
2023-04-09 19:51:35 -04:00
Paxilmaniac
ac756c9f3e Componentizes loomability (#74552)
## About The Pull Request

As shrimple as the title might imply, the ability for an item to be
processed in a loom is now a component.

Behavior on looming cotton, durathread, and wool, should all be the
exact same in terms of cost, time, results, etc.
## Why It's Good For The Game

If, for any reason, someone might want to extend the behavior of "this
thing can be loomed" to other items, it can be done.
## Changelog
🆑
code: The ability for objects to be loomed is now a component, with all
of the looming behavior moved off of the structure and into said
component. The actual behavior for looming cotton (clicking on a loom
with cotton) is completely unchanged.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-04-08 18:53:23 +00:00
necromanceranne
997dac9616 Imports and Contraband: Different! Cargo crates without locks! MEAT! (#74490)
## About The Pull Request

### **Cargo Black Market goods should stay in cargo's hands**

#### New Cargo Console Category: Imports

This category is explicitly the non-departmental category beyond simply
having a Misc category. It is meant for material that nobody is meant to
be buying for their departments, and mostly for the odd-ball crates that
might show up. It also allows us to maintain contraband as exactly that;
contraband that the departments shouldn't have access too whatsoever. If
someone is buying from this category, they probably intend to be a
cheeky fuck.

<details>
  <summary>The New Changes</summary>

#### Baseline Imports

MEAT: MEAT (meat backpack you can eat)

<details>
  <summary>MEAT</summary>
  
![MEAT
MEAT](https://user-images.githubusercontent.com/40847847/229593459-f3c98abe-114b-43c1-a3e2-afc16b76c84f.png)
![MEAT MEAT MEAT
MEAT](https://user-images.githubusercontent.com/40847847/229593473-07a30781-a05e-4ca5-893b-778900cd2d1c.png)

</details>

Duct Spiders: They're adorable and cause a mess, but that doesn't stop
Nanotrasen from importing them from the Australicus sector to your
station!

Stack of 50 Bamboo Cuttings: Pretty expensive and kind of a premium.
Allows for those people looking to make bamboo decorations without
hoping botany exists, and are at least willing to pay. Also lets them
make horribly dangerous stuff with bamboo, of course.

A Single Sheet of Bananium: The problems this will cause I think speak
for themselves. (mostly due to a clown fruitlessly attempting to make
something actually disruptive while bankrupting cargo)

Natural Fish Bait: It isn't cheating, it's homemade. (Really good bait
but expensive and obviously drugs)

A dumpster...: A corpse in a dumpster, doesn't get more complicated than
that. Useful for corpse reasons.

Made using some code I borrowed from over here!
https://github.com/lizardqueenlexi/orbstation/pull/354

#### Contraband Imports

Foam Force Pistols: Same as it ever was with a price reduction. I
brought it down because riot darts are like 8 bullets a clip, and do
less damage than a disabler using riot darts. It feels like a sidegrade
weapon, and even if it technically is a ballistic weapon, it...isn't
that strong. I think this is pretty safe.

Definitely Not a Duct Spider: It's actually a giant spider in a box. If
you want to waste cargo's money while also sending them a mess to deal
with, this is the crate for you.

Russian Surplus Military Gear Crate: I took this opportunity to futz
with boltaction rifles. There are two kinds of mosin nagant you can get
in this crate. One of them is the good kind (no jamming). The other is
the shit kind (yes jamming), but you get more of them. You can get the
good ammo, or you can get the shit ammo. You'll have to pick through it
a lot more carefully to make sure you know which ones you've received.
Since this dilutes the pool even further, getting a good number of
mosins that aren't trash is even more expensive, and even if you do get
mosins at all, you might still only get the bad ammunition that doesn't
work against actual human threats as well. It also now cannot be
purchased through the security cargo supply console, and as to why they
could in the first place baffles me. Doesn't have a lock anymore
because...it's contraband? Who is locking this stuff?

**Side note: _You can make surplus 7.62 in the autolathe as well. It is
not very good except to fight fauna or naked assistants._**

**Side Side note: _I've killed off the shitty brand_new subtype and
brought peace once more to this land._**

#### Illegal Imports (Emag)

NULL_ENTRY: A journal that suggests how to make a...very interesting
weapon. The Regal Condor. Kind of an evolution on some other ideas I've
had over the years. This one is basically a secret weapon with a few
hurdles to jump through. Very lethal. Very expensive.

**Side note: _For reference, it's effectively 19 TC worth of gear to
make, but there does exist some methods to acquire this more cheaply if
you can get some bits and pieces from world spawns. Given it requires
you to get some pieces of equipment that might require additional
purchases of contraband, and getting into the captain's office to loot a
specific piece of clothing, the stakes more than make up for the
effectiveness._**

Smuggled WT-550 Autorifle Crate: This is basically the same, but you
might have noticed had you recently attempted, like me, to buy these
when you emagged them using a personal account and discovered a tragic
oversight. You couldn't, because they still needed armory access. This
removes that access, because you've already gone to the effort of
getting your hands on an illicit firearm through cargo, and if they
techs somehow miss the fact that you've purchased a WT-550...all the
better for you!

Smuggled WT-550 Ammo Crate: Includes AP and Incendiary!

**Side note: _You can get WT-550 ammo again via the Illegal Technology
node._**

Shocktrooper: Replaces the Special Ops crate. Contains a box of EMPs,
smoke grenades, a couple of gluon grenades and a couple of frag
grenades. Funsies.

Special Ops: The NEW Special Ops crate. Contains a chameleon mask,
jumpsuit and agent card. And a knife.

**Side note: _This is what appears in some cargo loan events._**

Refurbished Mosin Nagant Crate: The actual good mosin nagants. There are
6 of them. But they don't come with spare ammo. Hand them out to your
techs!
</details>

#### New Crates

- MEAT crate - Standard
- Duct Spider crate - Standard
- Giant Hostile Spider crate - Contraband
- 50 sheets of Bamboo crate - Standard
- A single sheet of bananium crate - Standard
- Natural (drugs) fish bait - Standard
- Dumpster with a corpse in it - Standard
- Shocktrooper crate (Grenades) - Emag
- Special Ops crate (Disguise) - Emag - Appears in some cargo loan
events
- Refurbished Mosin Nagant crate - Emag
- Regal Condor construction journal (NULL_ENTRY) - Emag

#### Changed Crates

- Foam Force Pistols (cheaper) - Contraband
- Russian Surplus Crate (less reliable, can't be bought by security
console) - Contraband
- WT-550 crate (more obtainable via personal accounts, thus
incriminating, not armory locked) - Emag
- WT-550 ammo (includes incendiary and AP) - Emag

#### Crates that got moved, unchanged, into Imports

- Foam Force Crate 
- Cosa Nostra Crate 
- Black Market LTSRBT 
- 'Contraband' Crate 
- Biker Gang Crate

#### Not crate changes
- You can print Surplus 7.62 (same as normal 7.62 but it sucks against
armor) from hacked autolathes.
- You can get WT-550 ammo from illegal tech.
- Removes the redundant Brand New Mosin subtype
- Fixes a potential exploit with jamming chance on Mosins.

## Why It's Good For The Game

I just think some of the magic of Cargo getting their hands on obviously
dangerous equipment and either hording it for themselves or attempting
to pawn it off was lost in recent times. A lot of this 'black market'
gear, however, suddenly became openly available to the crew anyway. For
_free_. Contraband crates and mafia crates could be purchased via the
Service budget. Security could just stock up en masse on mosins through
their console. And one fairly unfortunate consequence of a few recent
changes has made it nearly impossible to actually get illicit gear in
the first place, even if you did go to the effort of getting the money
for it.

On top of this, most of cargo's goods are pretty safe purchases. There
isn't much that would be considered 'actually a really bad idea to buy'
other than maybe supermatter shards. I wouldn't mind there existing ways
for someone to waste cargo's money while also causing them to have to
clean up the mess.

## Changelog
🆑
balance: A significant overhaul of various illicit and dubiously legal
goods and gadgets available via cargo.
balance: Cargo now has an Import category for all non-departmental
goods. (And black market goods)
balance: Most contraband that already exists has been moved into
Imports.
adds: Includes several new imports of dubious quality. You get what you
pay for.
code: Removes the brand new mosin subtype as it is now defunct.
fix: Fixes potentially exploitative code in the jamming proc. Cleans up
that code while I'm at it.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-04-08 18:35:10 +00:00
Fikou
4f6c6a9613 makes cursed katana combos into a generic component (#74543)
## About The Pull Request
what the title says
also the katana's dark cloak move now has some vfx cause i figured why
not

## Why It's Good For The Game
this means anyone can give any weapon combos :D

## Changelog
2023-04-08 16:30:11 +01:00
MrMelbert
6085e3b5ee Reagent soup / Soup rework / Stoves - A kitchen expansion (#74205)
## About The Pull Request


![image](https://user-images.githubusercontent.com/51863163/227391708-8de28b68-149f-4e02-a2d3-22f6e3067784.png)

**This PR:** 

- Reworks most* existing soup into reagents. 

- Adds Stoves and Ranges. Ranges replace most* existing ovens. 

- Adds soup pots, to cook soup

**How does it work?** 

In the kitchen you will find a stove now.

Stoves act as a "reagent container heater", essentially a chem heater.
You can set a pot onto the stove.

To make soup, visit the cooking recipe book for a guide. Most recipes
are the same as before, just tweaked slightly - Add water to the pot (50
units for 1 batch generally), then add all the corresponding ingredients
to the pot. Set the pot out on the stove and right click it to turn it
on. If the recipe's correct, shortly it will start to mix and give you
soup!

One soup recipe will give you roughly 3 servings of soup. You can pour
our the soup into a bowl using a ladle or just by pouring it manually.

Of note: **All of the reagent contents of the ingredient are transferred
into the soup.** Better, more nutrient rich ingredients produces more
soup, and poisoned produce will pass it on.

If you place the soup into a chem master, you will notice it's roughly
half "soup reagent" and half a variety of reagents, including nutriments
/ proteins. This is your soup! It is recommended you serve your soup
with the reagents included, as they make up more nutrition for the
customer, however you can separate it out if you're picky.

**Todo:** 

- [x] Fill out the PR body a bit more 
- [x] Mapping (wait for big merge conflict pr to go past)
- [x] Soup colors
- [x] Balance pass over for soup recipes
- [x] TODOs
- [ ] Unit tests
- [x] Cullen Skink's recipe is invalid
- [x] Try to see if there's an easy way to prevent soup from fattening
you up too easy.

## Why it's good for the game

Adds some more depth to the kitchen and moves chef away from the
click-button-get-food style that exists.

Allows for inherently custom soups by the way of making it reagents, so
no need to support custom soup food items.

## Changelog

🆑 Melbert, stove and pot sprites by Kryson, ladle sprite by Kinneb
add: Kitchens are now stocked with Ranges. 
add: You can now print (and create) Stoves. 
add: The dinnerware vendor now dispenses ladles. 
add: Spoons can now actually spoon... things.
add: Soup has been reworked entirely. Soups are now reagents, cooked via
a soup pot on a Stove or Range. Simply add water and your required
items, then apply heat. Be careful not to boil over!
add: Stoves, Ranges, and Griddles will now heat up their surroundings -
don't turn them on around plasma!
fix: Fixes being able to cook in an Oven while the room is depowered
qol: Hitting a customer bot with an incorrect recipe no longer counts as
a hostile attack leading to your demise shortly after
refactor: Customer bots that request a reagent now use custom orders
code: Cut down a lot of code in the crafting menu code, and removes some
ugly ispaths
del: Soup is no longer food items, so can't appear in random food pools
(at least not yet).
balance: Virus Food recipe now requires you cool it to 200k.
/🆑
2023-04-07 19:42:49 -06:00
jimmyl
85665fc6da Fixes the supermatter not dusting you when you fall on top of it from a z-level (#74535)
## About The Pull Request

fixes SM not dusting you if you fall on top of it from a z level
literally nobody tested the code lmao

## Why It's Good For The Game

bug bad

## Changelog
🆑
fix: SM now dusts you if you fall on top of it from another Z level
/🆑
2023-04-06 16:26:14 -06:00
Tim
4397d63a55 Split weapons_and_items.dmi icons into their own categories (#74363)
## About The Pull Request
This sprite file had been a dumping ground for miscellaneous sprites for
the past decade. It's bloated and full of random kinds of icons and even
has a few unused ones. It's time to reorganize them into their own
separate dmi's based on theme.

## Why It's Good For The Game
Better organization and easier access when looking for stuff.

## Changelog
🆑
imageadd: Split all icons in weapons_and_items.dmi to their own
categories
imagedel: Removed some unused icons
/🆑
2023-04-06 08:30:57 +12:00
Sol N
11cbbba018 Replaceable Traitor Uplinks (#74315)
## About The Pull Request

Following [from the suggestion in this hackmd
](https://hackmd.io/IkDWWkpfQa2lkdevsnLqhA?view#Replacement-Uplinks)with
a few twists of my own, I have made a method for traitors to acquire a
replacement traitor uplink that has its own set of flaws and limiters in
order to prevent abuse.


![ZC0WYDFRzc](https://user-images.githubusercontent.com/116288367/228101432-9352390b-9538-4c62-8dc4-55e2e798c466.png)

The basic pitch is as follows, all traitors now start with a new,
crafting recipe exclusive to them, it costs a teleport beacon, a
bluespace crystal, and some iron and cable coil, and then allows them to
build a static, dense machine that they can synchronize with, which
allows the machine to know what signal it should be looking out for from
the traitor.

![dreamseeker_iErI3vju0C](https://user-images.githubusercontent.com/116288367/228094286-c2bca198-82cd-4ce0-a4a7-c26c24a9327c.gif)

The traitor then uses any radio, sets it to the frequency that has been
added to their static antagonist ui, and then speaks their codeword,
also in the ui, and then a few things happen.

![dreamseeker_gbzSFeHuS5](https://user-images.githubusercontent.com/116288367/228094354-a649c713-f013-4ac2-b8d7-0754a852f987.gif)

Most obviously, they get a replacement uplink that is in the conspicuous
shape of the nukie or lone op uplink. This uplink can be unlocked by
speaking your replacement codeword to it again, it remembers your
previous TC amount and locks all other uplinks associated with your
uplink handler(they can then be unlocked as normal). It also destroys
any other replacement uplinks associated with your uplink handler, which
means you can never have more than one replacement uplink.

This means that if your uplink has been confiscated and you left it
unlocked, if it hasn't been emptied out you can continue from where you
were, and if you want to get back on the TC grind you won't lose the new
TC to whoever stole your uplink. Of course, the new uplink can not be
locked, so you have to be more careful with it or buy an uplink implant
and destroy it. You can destroy your replacement uplink with a
screwdriver right click, same for the machine.

Additionally, the Syndicate Uplink Beacon has another quirk to it, which
is that the teleporter beacon used to create it is intact, which means
people eagle eyed on the teleporter console could go find you, not to
mention that if you use an existing teleporter beacon, someone might
notice its gone missing...

oh also while making the replacement uplink i found a bug caused by a
recent pr that broke debug uplinks due to them not having a purchase
log. thats fixed too

## Why It's Good For The Game

It can be easy to lose your uplink, and as a traitor having your uplink
confiscated, even if it is locked, feels really bad. While the old
traitor objectives were added back to prog traitor to prevent situations
where a confiscated uplink meant that you were completely aimless, I
think that having a backup solution would be good for more inexperienced
traitors or for ones who get unlucky.

Hopefully this is generally balanced well enough but there are a few
levers that can be pulled, but overall I do think that making it so that
traitors can always get a chance to get an uplink and do some objectives
is good for the game. I like the idea of someone getting perma'd,
someone breaks them out, they both craft a new uplink beacon, and then
they go back and get the traitors old gear with stuff they got from the
new uplink, I think that's a cool possibility to throw into the sandbox.

## Changelog
🆑
add: Added new syndicate uplink beacon and associated systems that allow
you to get a replacement traitor uplink
fix: Debug & nukie uplinks no longer runtime and work properly again
/🆑
2023-04-05 16:54:22 +01:00
lessthanthree
70aef0490a Electrified tram plate (#74334)
A new addition for the bad luck smite/cursed trait. A chance of getting
an electric shock when crossing the tram rails.

While it adds no additional danger for normal crew, if you have the bad
luck smite or cursed trait you may be in for a shocking surprise!
2023-04-04 16:04:27 -05:00
Tom
f4b5736283 Updates paper biscuits and the paper cutter (#74473)
## About The Pull Request

Well this started as a PR updating some of the spelling and grammar on
the biscuits... though spilled out a little into other aspects of the
relevant code.
There are a few things I've done here.

**Paper biscuits:**

- Updated spelling and grammar for paper biscuits. Confidental ->
confidential, that sort of thing.
- A little reorganisation and cleanup of the code itself. 
- Preset slips are now generated on init on the parent from a var,
rather than each having its own init proc.
- Early returns, clearer vars, etc


**Paper Cutters**
Ended up doing more here, even though it wasn't the original reason I
started looking at this code.

- Added one (1) paper cutter blade to the paper cutters cargo crate.
Raised the price a little. This is just a reskinned hatchet, so I don't
think it's much of a balance concern.
- Clarifies and docs vars
- Cleans up refs on destroy
- Many `to_chat`s to `balloon_alert`s
- Removed single-letter vars
- Cancelled attack chains when trying to actually use the cutter. You
now pick it up either by having the blade secured and no paper inside,
or by dragging it into your hand.

## Changelog
🆑
spellcheck: Paper biscuits now have more proper spelling and grammar
qol: You now get one spare paper cutter blade in the paper cutter cargo
crate.
tweak: You now use right click to cut paper with a paper cutter
fix: You can now remove paper from a paper cutter if you change your
mind.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-04 01:50:41 +00:00