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https://github.com/Bubberstation/Bubberstation.git
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d554ab7766bb975fe484def4a25a57770a2ced49
4945 Commits
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1456aecdb4 |
[No GBP] Removes cogbar from some stealthy actions (#82593)
## About The Pull Request Issue brought some missed hidden actions to my attention. I left cogbars in for _breaking_ handcuffs because resisting is sort of a gray area. On one hand, you don't want someone to see you doing it; on the other, there is a visible warning that you started doing it. So, meet in the the middle, breaking handcuffs is still visible while resisting isn't. ## Why It's Good For The Game Closes #82583 Cogbars are not intended to ruin stealth ## Changelog 🆑 fix: Deviants buffed: Rogue shoelacing, pickpocketing and restraint resisting no longer give cogbar icons. /🆑 |
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995d8e2ee1 |
Fixes a variety of input stalling exploits (#82577)
## About The Pull Request Fixes the following input stalling exploits (maybe missed some): - Changing GPS tag - Setting teleporter destination - Request Console Reply - Various AI law board interactions - Note, I used `is_holding` but technically this means these fail with telekinesis. I can swap them to `can_perform_action(...)`, which allows TK, but I noticed some places explicitly deny TK interactions with Ai law boards. Not sure which is preferred. - Borg Rename Board - Plumbing Machines and Ducts - APCs and SMES terminal placements - Stargazers Telepathy - Go Go Gadget Hat ## Changelog 🆑 Melbert fix: You can't change the GPS tag of something unless you can actually use the GPS fix: You can't set the teleporter to a location unless you can actually use the teleporter fix: You can't reply to request console requests unless you can actually use the console fix: You can't update AI lawboards unless you're actually holding them fix: You can't update a borg rename board unless you're actually holding it fix: You can't mess with plumbing machines unless you can actually use them fix: You can't recolor / relayer ducts unless you're actually holding them fix: You can't magically wire APCs and SMESs unless you're right by them fix: You can't use Stargazer Telepathy on people who you can't see fix: You can't configure the Inspector Hat unless you can actually use it /🆑 |
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227cdd2c7c |
[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 /🆑 |
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430896b5cf |
Blueprints tgui (#82565)
## About The Pull Request Blueprints now use a TGUI panel instead of the old HTML one. Also did general code improvement and maintaining to blueprints in general and also destroyed the ``areaeditor`` level, repathing it to just 'blueprints'. Also adds a sound when you look at structural data cause why not Video demonstration: https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd The 4 blueprint types:  ## Why It's Good For The Game Another HTML menu dead underground. This is more responsive and doesn't require constant updating to see which area you're in, feels less OOC (instead of saying "the blueprints say", just say it, you ARE the blueprints). Like, come on  Look at all this wasted space  ## Changelog 🆑 refactor: Blueprints now use TGUI. qol: Blueprints can now be used while lying down. /🆑 |
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ccaa9f8f45 |
Fix table top deconstruction (#82508)
## About The Pull Request Edited: updated changelog, read comments for changes in implementation details So previously, tables would let you use a wrench to fully deconstruct them, or a screwdriver to take off only their top. This, however, broke in two different ways in #82280, when their deconstruction logic got changed. First off, deconstructed tables would only drop the materials for their top and not their frame. For this, the primary culprit seems to be on line 307: https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/code/game/objects/structures/tables_racks.dm#L300-L307 Where `new framestack(target_turf, framestackamount)` accidentally got an extra indent, and ended up in the less common half of the if-else chain. Just moving this outside of the if-else chain again fixes it. Secondly, tables had their own special deconstruction logic, which got 'standardized'. Issue. This was special to accommodate for having two different deconstruction logics: full or top only. With `deconstruct(...)` no longer being overridable, I feel it's awkward to attempt to proxy that information to the new `atom_deconstruct(...)` So we introduce a new method, `deconstruct_top`, for the screwdriver to use, which handles deconstructing only the top. ```dm /obj/structure/table/proc/deconstruct_top() var/obj/table_frame = new frame(loc) if(obj_flags & NO_DECONSTRUCTION) table_frame.obj_flags |= NO_DECONSTRUCTION else // Mimic deconstruction logic, only drop our materials without NO_DECONSTRUCTION var/turf/target_turf = get_turf(src) drop_top_mats(target_turf) qdel(src) ``` Mimicking the `NO_DECONSTRUCTION` logic of normal deconstruction, and copying over the flag onto its frames if need be. This fixes screwdriver deconstruction. ## Why It's Good For The Game Fixes #82503. We can now deconstruct the table top separately again, AND get the right materials back too. ## Changelog 🆑 00-Steven, SyncIt21 fix: Wrench table deconstruction gives the right materials again. fix: Screwdriver table deconstruction only deconstructs the top again. /🆑 |
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fa31403353 |
LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request I've seen a few cases in the past where LateInitialize is done cause of the init return value being set to do so for no real reason, I thought I should try to avoid that by ensuring LateInitialize isn't ever called without overriding. This fixes a ton of machine's LateInitialize not calling parent (mechpad, door buttons, message monitor, a lot of tram machines, abductor console, holodeck computer & disposal bin), avoiding having to set itself up to be connected to power. If they were intended to not connect to power, they should be using ``NO_POWER_USE`` instead. Also removes a ton of returns to LateInit when it's already getting it from parent regardless (many cases of that in machine code). ## Why It's Good For The Game I think this is better for coding standard reasons as well as just making sure we're not calling this proc on things that does absolutely nothing with them. A machine not using power can be seen evidently not using power with ``NO_POWER_USE``, not so much if it's LateInitialize not calling parent. ## Changelog 🆑 fix: Mech pads, door buttons, message monitors, tram machines, abductor consoles & holodeck computers now use power. /🆑 |
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0dc6b71a87 |
Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)
## About The Pull Request Fixes #81052 Fixes #58008 Setting weight class of items is now done via `update_weight_class`. I updated as many occurrences of manually setting `w_class` as I could find but I may have missed some. Let me know if you know of any I missed. This is done to allow datums to react to an item having its weight class changed. Humans and atom storage are two such datums which now react to having an item in its contents change weight class, to allow it to expel items that grow to a weight class beyond what is normally allowed. ## Changelog 🆑 Melbert fix: You can't fit items which are normally too large for a storage by fitting it in the storage when it is small, then growing it to a larger size. /🆑 |
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5e9ce5ab99 |
New Battle Arcade (#81810)
## About The Pull Request Remakes Battle Arcade from just about the ground up, with exceptions taken for emagged stuff since I didn't really want to touch its behavior. The Battle Arcade now has stages that players can go through, unlocking a stage by beating 2 enemies and the boss of the previous one, but this must all be done in a row. You can choose to take a break between each battle and there's a good chance you'll sleep just fine but there's also a chance it can go wrong either through an ambush or robbery. The Inn lets you restore everything for 15 gold and you can buy a sword and armor, each level you unlock is a new sword and armor pair you can buy that's better than the last, it's 30 gold each but scales up as you progress through levels. They are really worth getting so it's best to try to not lose your money early in. The battle system is nearly the same as how it was before but I removed the poor combo system that plagued the old arcade as one big knowledge lock, now it's more just turn based. The game is built on permadeath so dying means you restart from the beginning, but if you are going to lose you can try to escape instead which costs you half of your gold. Getting to higher levels increases the difficulty of enemies but also increases the gaming exp rewards which could make this a better way to get exp if you can get good at it. Gaming EXP is used to increase chances of counterattacking but doesn't give any extra health to the player. I also removed the exploit of being able to screwdriver arcade cabinets because people would do that if they thought they were on the verge of losing to bypass the effects of loss. I instead replaced it with a new interaction that the Curator's display case key can be used to reset arcade cabinets (there's several keys on the chain so it made sense to me), which I added solely because I thought Curators would be the type of person to have run an actual arcade. This is some gameplay https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede As a misc sidenote, I also split up the arcade file just like how Orion Trail was before, just for neat code organization. The Inn keeper is straight up just a photo of my localhost dude, he's not a player reference or anything it's not my actual character. I also have no idea how well balanced this is cause I suck at it lol. ## Why It's Good For The Game Battle Arcade is one of 3 last machines in my hackmd here to turn into TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view I've always thought the current version of battle arcade is quite lame and lacks any progression, like Orion Trail I thought that since I was moving this to TGUI, it would also be a perfect opportunity to revamp it and try to improve on where it failed before, especially since the alternative (NTOS Arcade) is also lame as hell and is even lamer than HTML battle arcade (spam mana, then spam health, then just spam attack, rinse and repeat). This will hopefully be more entertaining and give players sense that they are getting through a series of tasks rather than doing one same one again and again. ## Changelog 🆑 JohnFulpWillard, Zeek the Rat add: Battle Arcade has been completely overhauled in a new progression system, this time using TGUI. add: The Curator's keys can now reset arcade cabinets. balance: You now need to be literate to play arcade games, except for Mediborg's Amputation Adventure. fix: You can no longer screwdriver emagged arcade consoles. Accept your fate. fix: Silicons can no longer play Mediborg's Amputation Adventure. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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6a1519471d |
Very small atom examine tweaks (#82501)
## About The Pull Request - Gloves and Shoes are now referred to in "pairs" rather than as "some". - Meaning you now see "That's a pair of gloves" rather than "That's some gloves" - Makes it a tad easier to edit portions of an atom's examine text. - Gives reinforced windows a more proper description. - (I was examining random things to test and noticed its current description was INCREDIBLY out of place) - Fixes an extra space in bloody hand examination.  ## Why It's Good For The Game It's the little things that you tend to notice. When referring to shoes, you _generally_ will say "a pair of shoes" rather than "some shoes". It's just a tad more proper. ## Changelog 🆑 Melbert spellcheck: Shoes and Gloves are now referred to as "a pair of" rather than "some". spellcheck: Reinforced Window's description is less out of place. spellcheck: Fixed an empty space in examining a human's bloody hands. code: It's a tad easier to exit an atom's examine text now. /🆑 |
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9723b4b317 |
Replaces even more deciseconds with SECONDS (#82438)
## About The Pull Request
Using these search regexes:
Ending in 0:
`addtimer\((.*),\s?(\d{1,3})0\b\)`
replacement:
`addtimer($1, $2 SECONDS)`
Two digit ending in odd:
`addtimer\((.*), (\d)([1-9])\)$`
replacement:
`addtimer($1, $2.$3 SECONDS)`
Single digit ending odd:
`addtimer\((.*), ([1-9])\)$`
replacement:
`addtimer($1, 0.$2 SECONDS)`
## Why It's Good For The Game
Code readability
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
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c448745976 |
Creates a "busy" animation for players (#82416)
## About The Pull Request Little indicator above a player when they're currently doing something. <details> <summary>vids</summary> Perspective: You are the moth  Hides under runechat  </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 ## Why It's Good For The Game <details> <summary>sound on:</summary> https://github.com/tgstation/tgstation/assets/42397676/ad71c567-0202-4158-ba50-c2946375f988 </details> ## Changelog 🆑 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> |
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1443ef79d3 |
Replaces a number of deciseconds into SECONDS (#82436)
## About The Pull Request Using these search regexes: Number ending in 0: `do_after\((\w+), (\d+)0,` Replace: `do_after($1, $2 SECONDS,` Single digit number: `do_after\((\w+), [1-9],` replace: `do_after($1, 0.$2 SECONDS,` Double: `do_after\((\w+), (\d)([1-9]),` Replace: `do_after($1, $2.$3 SECONDS,` ## Why It's Good For The Game Code readability |
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6dc40ca522 |
Standardizes object deconstruction throughout the codebase. (#82280)
## About The Pull Request 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 https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/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 https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/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 https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67 By hologram objects. Obviously if you destroy an hologram nothing real should drop out https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/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? https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/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. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/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. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/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 https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/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. https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/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 https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/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. ## Why It's Good For The Game 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 ## Changelog 🆑 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> |
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e42e8b7f78 |
Makes the Captain's Spare safe actually secure from being smashed open now that it's been removed from a wall. (#82076)
## About The Pull Request Makes the Captain's Spare safe actually secure from being smashed open now that it's been removed from a wall. Damage Deflection of 30 has been added to it. ## Why It's Good For The Game Because the Captain's Safe was moved off of the wall it's now vulnerable to direct attack and projectiles way, way more than before and now there's a lot of avenues to inflict AP damage, which is directly subtracted from the armor value before application of damage. I've added a damage deflection of 30 to make it ## Changelog 🆑 balance: Makes the Captain's Spare safe actually secure from being smashed open now that it's been removed from a wall. Damage Deflection of 30 has been added to it. /🆑 |
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bf58beeb41 |
[NO GBP] Fix letting you actually beat up racks with objects. (oops) (#82277)
## About The Pull Request I misjudged `item_interaction` as being a non-combat mode only proc. https://github.com/tgstation/tgstation/blob/593f1eaee33d0016b473bd799e2b3beddd977304/code/game/atom/atom_tool_acts.dm#L2-L12 Which today I realized, well, it clearly isn't. With my changes, racks don't let you beat them with an object even though you're in combat mode. Anyhow, this pr just makes it so it doesn't continue to the item placing part when in combat mode. ## Why It's Good For The Game Fixes an issue I caused, not letting you attack racks with objects. ## Changelog 🆑 fix: You can actually hit racks with objects when in combat mode again. Importantly, painting them with spraycans like that works again. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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0417e090cc |
Removes camera assembly structures (#81656)
## About The Pull Request Removes the camera assembly structure middleman between the camera wallframe and camera machine. All its behavior has been instead moved to the camera, and I've tried to keep as much of the behavior the same as before. This also fixes the issue that camera assemblies had where, upon the construction being finished, it would move itself into the newly finished camera machine, therefore taking itself off a wall, therefore deconstructing itself. This resulted in 2 piece of iron being in each camera machine (except roundstart ones), and because camera machines rely on the assembly inside of them for upgrades and such, upgrading didn't work at all. I've also made camera nets use defines (not in map) so it's easier to find a list of them all, and tried to add autodoc comments to nearly every var in camera code. ## Why It's Good For The Game Removes copy paste and spaghetti code between structure and machine camera, thus making it easier to work around with. Closes https://github.com/tgstation/tgstation/issues/79019 ## Changelog 🆑 fix: Cameras built in-round can be upgraded again. fix: Deconstructing cameras now more consistently return to you the upgrades inside of the camera. fix: RD's telescreen can now properly see Ordnance cameras again. fix: [Deltastation] Library art gallery no longer has an invisible camera. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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43380e06bf |
Rack sounds pr turned rack code refactor (#81973)
## About The Pull Request
### Alternate title: "Label Hoarding PR"
You ever just want to add sounds to a thing and then end up just
refactoring half of the damn thing?
Yeah.
Anyhow.
So in rough chronological order!
### Putting items in racks actually plays the sounds
Picking things up from racks plays their pickup sound, but putting them
on them doesn't. Just dropping it or putting it on tables does make the
right sounds. This seems to be because of a `silent` parameter in
`transferItemToLoc` that's set by tables but not racks.
```dm
(/code/game/objects/structures/tables_racks.dm, line 273)
if(user.transferItemToLoc(I, drop_location(), silent = FALSE))
(/code/game/objects/structures/tables_racks.dm, line 867)
if(user.transferItemToLoc(W, drop_location()))
```
Adding this makes it work just fine.
```dm
(/code/game/objects/structures/tables_racks.dm, line 867)
if(user.transferItemToLoc(W, drop_location(), silent = FALSE))
```
### Attackby single letter parameters, 1 instead of TRUE
Then, I noticed `attackby` just returns `1` to mean true after calling
`transferItemToLoc`, when we just have the more readable `TRUE`.
Similarly it uses a single letter parameter `W`, which on its own is
already unreadable, but is also mismatched with the parent proc using
`attacking_item`.
```dm
(/code/game/objects/structures/tables_racks.dm, line 859-868)
/obj/structure/rack/attackby(obj/item/W, mob/living/user, params)
var/list/modifiers = params2list(params)
if (W.tool_behaviour == TOOL_WRENCH && !(obj_flags & NO_DECONSTRUCTION) && LAZYACCESS(modifiers, RIGHT_CLICK))
W.play_tool_sound(src)
deconstruct(TRUE)
return
if(user.combat_mode)
return ..()
if(user.transferItemToLoc(W, drop_location()))
return 1
(/code/_onclick/item_attack.dm, line 133-136)
/atom/proc/attackby(obj/item/attacking_item, mob/user, params)
if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACKBY, attacking_item, user, params) & COMPONENT_NO_AFTERATTACK)
return TRUE
return FALSE
```
So we change it `1` to `TRUE` and `W` to `attacking_item` to make it
more readable!
### Don't let them try to put Abstract items
While looking over the table code, though, I also noticed it has a check
for the `ABSTRACT` item flag when placing items. Having tested this, we
add this too for consistency and to avoid awkward situations down the
line.
```dm
(/code/game/objects/structures/tables_racks.dm, line 272-273)
if(!user.combat_mode && !(I.item_flags & ABSTRACT))
if(user.transferItemToLoc(I, drop_location(), silent = FALSE))
(/code/game/objects/structures/tables_racks.dm, line 859-868)
/obj/structure/rack/attackby(obj/item/attacking_item mob/living/user, params)
var/list/modifiers = params2list(params)
if (attacking_item.tool_behaviour == TOOL_WRENCH && !(obj_flags & NO_DECONSTRUCTION) && LAZYACCESS(modifiers, RIGHT_CLICK))
attacking_item.play_tool_sound(src)
deconstruct(TRUE)
return
if(user.combat_mode || attacking_item.item_flags & ABSTRACT)
return ..()
if(user.transferItemToLoc(W, drop_location()))
return TRUE
```
### Split off rack structure attackby wrenching into wrench_act procs
But that's still kind of bad! But wait, we have procs for wrenching
actions, so it should really be in there.
So we move this to its own proc.
```dm
(/code/game/objects/structures/tables_racks.dm, line 850-855)
/obj/structure/rack/wrench_act_secondary(mob/living/user, obj/item/tool)
if(obj_flags & NO_DECONSTRUCTION)
return FALSE
tool.play_tool_sound(src)
deconstruct(TRUE)
return ITEM_INTERACT_SUCCESS
(/code/game/objects/structures/tables_racks.dm, line 857-861)
/obj/structure/rack/attackby(obj/item/attacking_item mob/living/user, params)
if(user.combat_mode || attacking_item.item_flags & ABSTRACT)
return ..()
if(user.transferItemToLoc(W, drop_location()))
return TRUE
```
### Split off rack item attackby wrenching into wrench_act procs,
include sounds
But the _item_ can also be deconstructed, and sure enough, it does the
same thing.
```dm
(/code/game/objects/structures/tables_racks.dm, line 920-925)
/obj/item/rack_parts/attackby(obj/item/W, mob/user, params)
if (W.tool_behaviour == TOOL_WRENCH)
new /obj/item/stack/sheet/iron(user.loc)
qdel(src)
else
. = ..()
```
So we give this the same treatment, and include a `deconstruct` method
rather than just having it be separate. We also play the tool sound for
consistency with deconstructing the rack structure.
```dm
(/code/game/objects/structures/tables_racks.dm, line 948-953)
/obj/item/rack_parts/wrench_act(mob/living/user, obj/item/tool)
if(obj_flags & NO_DECONSTRUCTION)
return FALSE
tool.play_tool_sound(src)
deconstruct(TRUE)
return ITEM_INTERACT_SUCCESS
(/code/game/objects/structures/tables_racks.dm, line 955-958)
/obj/item/rack_parts/deconstruct(disassembled = TRUE)
if(!(obj_flags & NO_DECONSTRUCTION))
new /obj/item/stack/sheet/iron(drop_location())
return ..()
```
Note: this makes it so it only deconstructs rack items on left click. I
think that's perfectly fine.
### Ancient code removal
Now we get to the fun part! Ancient code.
When removing the single letter parameters from `attackby` previously, I
thought I might as well remove other such instances while we're at it.
This gets us to `MouseDrop_T`.
```dm
(/code/game/objects/structures/tables_racks.dm, line 850-857)
/obj/structure/rack/MouseDrop_T(obj/O, mob/user)
. = ..()
if ((!( isitem(O) ) || user.get_active_held_item() != O))
return
if(!user.dropItemToGround(O))
return
if(O.loc != src.loc)
step(O, get_dir(O, src))
```
What the fuck?
Right so, this lets us click-drag-drop an item onto the rack, but only
for our active item. And it just drops it and steps it in the right
direction.
So we just, we just kill it. We just kill it.
You can just click on the rack to do functionally the exact same thing,
so we just kill it.
It's blocking us from dumping storage item contents, so just.
We Just Kill It.
We Just Fucking Kill It.
### Combat mode kicking
Anyhow! With that out of the way, we move to the finishing touches:
usage context and kicking!
While writing up context I was reminded that currently clicking on a
rack with an empty hand would just, kick it, regardless of combat mode.
```dm
(/code/game/objects/structures/tables_racks.dm, line 873-882)
/obj/structure/rack/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(.)
return
if(user.body_position == LYING_DOWN || user.usable_legs < 2)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
user.visible_message(span_danger("[user] kicks [src]."), null, null, COMBAT_MESSAGE_RANGE)
take_damage(rand(4,8), BRUTE, MELEE, 1)
```
This is awkward, misclick a few times and you've kicked it back into
item form.
So we make it only kick it while in combat mode to avoid this.
```dm
(/code/game/objects/structures/tables_racks.dm, line 880-889)
/obj/structure/rack/attack_hand(mob/living/user, list/modifiers)
(...)
if(!user.combat_mode || user.body_position == LYING_DOWN || user.usable_legs < 2)
return
(...)
```
### Usage context
Then finally! Usage context!
This part's easy, just copying over the logic from tables and making it
show deconstruct context for the rack structure and item and
construction context for the item.
```dm
(/code/game/objects/structures/tables_racks.dm, line 840-851)
/obj/structure/rack/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
. = ..()
if(isnull(held_item))
return NONE
if(!(obj_flags & NO_DECONSTRUCTION))
if(held_item.tool_behaviour == TOOL_WRENCH)
context[SCREENTIP_CONTEXT_RMB] = "Deconstruct"
. = CONTEXTUAL_SCREENTIP_SET
return . || NONE
(/code/game/objects/structures/tables_racks.dm, line 931-946)
/obj/item/rack_parts/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
. = ..()
if(isnull(held_item))
return NONE
if(held_item == src)
context[SCREENTIP_CONTEXT_LMB] = "Construct Rack"
. = CONTEXTUAL_SCREENTIP_SET
if(!(obj_flags & NO_DECONSTRUCTION))
if(held_item.tool_behaviour == TOOL_WRENCH)
context[SCREENTIP_CONTEXT_LMB] = "Deconstruct"
. = CONTEXTUAL_SCREENTIP_SET
return . || NONE
```
And then don't forget to register said context.
```dm
(/code/game/objects/structures/tables_racks.dm, line 834-838)
/obj/structure/rack/Initialize(mapload)
. = ..()
AddElement(/datum/element/climbable)
AddElement(/datum/element/elevation, pixel_shift = 12)
register_context()
(/code/game/objects/structures/tables_racks.dm, line 927-929)
/obj/item/rack_parts/Initialize(mapload)
. = ..()
register_context()
```
And that's all!
Now please remind me not to be _this_ comprehensive again.
Not for something that's less than thirty lines, at least.
Thanks.
## Why It's Good For The Game
Doing this in chronological order.
First off, it's wonky that putting say a toolbox on a table or the
ground makes sound but putting it in a rack is perfectly silent,
especially when taking it from the rack isn't. This makes it consistent
with tables.
Returning TRUE is more readable than returning 1. Single letter
parameters are awful for readability, _especially_ when inconsistent
with the parent parameters. This resolves those.
It shouldn't let you attempt to place items tagged with `ABSTRACT`, as
you shouldn't be able to place those. This makes it consistent with
tables.
We have procs for wrench actions, better to use those than implementing
your own wrench checks in `attackby`. This makes it do so.
It's just nice to have a deconstruction sound, so this makes
deconstructing the item also play the sound of the used tool.
The ancient rack code we're removing is entirely just a more awkward way
of doing what we can already do without it, it only let you drag your
active item onto them, _but you can just click_. It was awkwardly
implemented, and blocked anything from doing its own click-drag onto
surface thing like say storage dumping contents.
Usage context is just nice to have. This adds context for deconstructing
to the rack structure and for deconstructing and constructing to the
rack item.
## Changelog
🆑
refactor: Touched most of the code for racks. It should function almost
entirely the same save for what's noted here, please report any issues.
code: Wrenching moved to wrenching procs. Side-effect, rack items are
only deconstructed on left-click
sound: Items that have sounds make them when placed on racks, much like
when placed on tables.
sound: Rack items now make a sound upon deconstructing them.
fix: Racks no longer let you attempt to place abstract items like the
slap hand or water tank spray nozzles on them.
qol: Clicking on a rack no longer kicks the shit out of it if you don't
actually have combat mode on.
qol: Racks and rack items have hover tooltip usage context.
del: Killed ancient rack code for dragging your active item onto a rack.
Just click it does the same thing. This allows you to actually dump
items onto racks, though currently disorderly.
/🆑
|
||
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|
4c402bc5ee |
Gold and Silver crate now reflects NT corporate greed (#82170)
## About The Pull Request The gold and silver crates desc now accurately reflects NT corporate greed ## Why It's Good For The Game More lore correct crate ## Changelog 🆑 qol: Gold and silver crates now accurately reflects NT's greed /🆑 |
||
|
|
b3ae8f82f1 |
Deconstruct Wooden/Cardboard Crates Without Welder (#82108)
## About The Pull Request Wooden crates are now deconstructed with a crowbar. Cardboard crates are now deconstructed with wirecutters. The context tips for deconstruction are determined by the required tool now. ## Why It's Good For The Game It doesn't make sense to deconstruct those crate types with a welder, they would just burn. The logic for different cutting tool types was already in there, and mentioned in a comment, but the variable was not assigned to the sub types; I also changed the context tip to use that instead of checking the held item for welder behavior. ## Changelog 🆑 add: Crowbars/wirecutters now deconstruct wooden/cardboard crates/boxes /🆑 |
||
|
|
466b3df048 |
Refactor removing unused defines. (#82115)
## About The Pull Request Refactors a lot of the unused defines. ## Why It's Good For The Game Refactors a lot of the unused defines. ## Changelog Nothing player facing --------- Co-authored-by: san7890 <the@san7890.com> |
||
|
|
4b52367bd4 |
Adds a shower drain fluff item (#82071)
## About The Pull Request Turns the varedited fluff item into its own item so it no longer has a varedited icon & icon state. ## Why It's Good For The Game We're varediting this fluff item 17 times on current tg master and it's pretty bad. Varediting icon/icon state in maps should be discouraged and hopefully banned later, it's not hard to make a subtype of an item so we should be able to expect mappers to do that rather than this. ## Changelog Nothing player-facing. |
||
|
|
ad6c2237c6 |
Removes remove_any from the game (#82020)
## About The Pull Request Okay, so, turns out smoke machines, cigarettes, vapes and all sorts of things intentionally unmix your mixes. Why? For chaotic effects. Well sadly it just deletes chems from mixes and makes them completely useless. It also tends to have very little effect on deathmixes and moreso just gimps you ability to use them for healing. This is pretty bad, especially for machines like the smoke machine that are specifically intended for chemists. This PR entirely removes all uses of remove_any as well as the proc itself from the game. It's just bad. ## Why It's Good For The Game As it turns out, the game intentionally gimping your chem mixes just to fuck with you is bad. Especially when it's both obscure and not really all that fun for gameplay. ## Changelog 🆑 balance: Smoke Machines, Showers, Vapes, etc will no longer arbitrarily delete a random amount of the chems they are processing /🆑 |
||
|
|
6ab6e1c275 |
Brings the captain's safe off the wall, safes now save their contents (#81762)
## About The Pull Request I originally was gonna make the captain's spare ID safe float in the air if the wall under it was taken down, but it looked poor and was going against the vision for wall items (and go against the wallening) so my alternative proposition is this, taking the safe off the wall. It's now a golden safe (like the one in the vault) but is interacted the exact same, it's now just a thing on the floor rather than being on a wall. I'm not a spriter so I didn't give it a custom icon but if anyone wants to they can feel free to add one, just a golden version of the regular safe felt kinda eh. I also added a wallframe version of the secure safe for when it is taken down. It will conserve its contents and be permanently locked until put back up. This doesn't apply to the new captain safe since it isn't a wall item. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/80588 Prevents people from cheesing the spare and/or it being too easy to destroy. ## Changelog 🆑 fix: The captain's safe is no longer on the wall, therefore cannot be cheesed by breaking the wall it sits on. fix: Tearing down a wall that a safe is on now drops the safe with its contents, rather than dropping the contents onto the floor. The safe's contents cannot be interacted with while it's not on a wall. /🆑 |
||
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|
7c6b53e30f |
Training in heavy gravity gives you more experience points (#81990)
## About The Pull Request If you use exercise equipment in an area with unusually high gravity, you will get tired faster but will also earn a greater amount of fitness experience points. As far as I am aware the only particularly reliable way for regular crew to gain access to high gravity is the bone-crushing strength (and radiation?) of the gravity generator, but you could also use gravitational anomalies or gravitational holoparasites for this if they are available. Conversely, if you lift weights when there's no gravity it won't cost you any stamina at all! ## Why It's Good For The Game I'll be honest this is a largely pointless and trivial change which interacts with a similarly useless system, but I thought it would be a cute interaction. Training by wearing heavily weighted clothing or in an area where gravity is increased are _somewhat_ common tropes in fiction (I have no idea if people do this in real life) and I think our players would appreciate the incredibly niche circumstances where they can benefit from this. I also think if even one round features someone building a gym in the gravity generator room and encouraging people to get buff while it crushes them into paste then this was a good addition. ## Changelog 🆑 balance: If you work out under heavier-than-earth gravity, you will get gains faster. /🆑 |
||
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|
ca537ce829 |
Ice cream now gives a chilling food effect (plus small food haste buff) (#81719)
## About The Pull Request We have a `crafted_food_buff` in the code meant for specific food buffs (and perhaps one day, debuffs) that has gone unused ever since it was created during the 'Foodening' PR. Anyway, yeah, this PR takes the fire step to implement it with ice cream and other frozen treats. Frozen treats (all food found in the `food/frozen.dm` file) have it by default. Other ice cream holders such as waffles cones (and now regular waffles too!) can aquire it when filled with ice cream. Using the ice cream vat also adds the 'Chef Made' trait now, which is required for food effects to happen. Also very slight food effect refactor. There's no need to have five different alert screen objects when only have to switch icon states. This PR also adds an action speed modifier to the generic 'haste' food effect. I'm confident the original creator would have done that too, but action speed modifiers aren't as well-known. ## Why It's Good For The Game People tend to make one feature, call it a day and then move on to the next. Food effects are nice, however they're barely implemented, and I don't like food being all the same-ish in the end. ## Changelog 🆑 add: Ice cream and frozen treats now have a chilling effect. add: You can add a scoop of ice cream on waffles. balance: added an action speed modifier to the generic food haste effect (you do things, and not just run, an itsy bitsy faster) /🆑 |
||
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|
9802508ab9 |
Adds logging to SSore_generation on subsystem initialize (#81488)
This PR adds a new logging category and a logging message specific to
SSore_generation's initialize, logging the number of vents of each size,
as well as the number of random and proximity based ore spawns due to
cave generation and map generation.
Currently drafted as I could use some feedback as to why I'm not seeing
the logger.log() messages not appearing on any of the current in-game
log files 👍
Useful for data logging to determine how many of each type of ore is
spawned on the map, for the purposes of determining how much ore is
being spawned manually over the automatic amounts based on the vents,
with the quantity of ores spawning being a product of the ore vent sizes
being logged as well.
|
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|
610cf3681a |
Adds a persistent piggy bank to the vault. (#81900)
## About The Pull Request This PR adds a **persistent** piggy bank to the station vault that, while it can hold up to 3300 credits carried between shifts. However, you can only insert up to 1600 (on top of the 50 creds it auto-generates) each shift, so it does take a small, itsy bitsy of patience to fill it to the brim. ## Why It's Good For The Game I put some effort coding persistent piggy banks when making the cafeteria PR for the museum away mission a while ago (which apparently isn't enabled yet because the key holders forgot to ig). It'd be a shame of all the existing code were only used for a single persistent piggy bank. |
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b8667c320f |
Ore vent fixes to spawning multiple megafauna. (#81935)
## About The Pull Request Ore vents can now no longer be scanned multiple times to spawn multiple nodes, nor can they be used to duplicate lavaland bosses. Vents now call for a `can_interact` check, as well as against the cooldown timer, which has been moved a bit in the order of operations in order to check things correctly when there's possibly multiple prompts open for starting the defense waves. Additionally, boss waves actually do what they're supposed to do, and don't spawn in a node drone on boss summoning, but instead summon the drone afterwards, which sets up the vent, then takes off visually. This is reflected in the tgui alert before starting waves. ## Why It's Good For The Game Fixes #81817. Improves visual clarity when doing boss vents so that players don't get the wrong idea that they need to protect the drone as well when fighting bosses. ## Changelog 🆑 fix: Ore vents have to be scanned while standing next to them. fix: Menacing ore vents now correctly only spawn in a node drone after the boss is defeated, instead of before. /🆑 |
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9ac81e1a64 |
New station trait job: Human AI (#81681)
## About The Pull Request This PR does many things, I'll try to explain the basic/background stuff to the main thing first: 1. Adds a new remote that allows a human to function like an AI. It controls a fly that will fly around the station slowly, and when it reaches a machine then the person can interact with it as if they were an AI. This required changing a lot of silicon/AI checks with one that also checks for this remote, and some messing with shared ui state. 2. Moves req_access from the obj and bot to ``/atom/movable`` which lets it be shared between the two, no more copy-paste and one side lacking features/checks/signals the other has. 3. Adds a check for AI config for AI-related station traits, which was lacking prior Now for the good part... Adds a new station trait that replaces the AI with a Human. This person is equipped with an AI headset (including Binary), an advanced camera console, an omni door wand, the machine controller, and their laws. They are immune to the SAT's turrets (even if set to target borgs) and are slow outside of the SAT, mimicing the actions of the AI. They interact with the world through their advanced camera console, which allows them to do most AI stuff needed, and the holopad they can connect to without having to ring first (like Command can). They are given a paper with the laws they must follow, but since they are human they are able to bend it. Cyborgs that run the default lawset are "slaved" to them via an unremovable law 0, so the Human AI can bend the laws if they really need to (for their own survival n such), and make the cyborgs obey their commands above laws, but in general this shouldn't be a frequent occurrence. This does take into account the unique AI trait, so it's not guaranteed Asimov. When this station trait rolls, all Intellicards, AI uploads, and AI core boards are destroyed and are unresearchable. They can be spawned by admins in-game if necessary. Maybe in the future we can also exclude Oldstation from this but I haven't really decided. Extra perks: Human AI spawns with a Robotic voicebox (unless they are a body purist) and teleport blocking implant, so they can't use teleporters to bypass their on-station slowdown. They also have an infinite laser pointer that can be used to blind through their camera console. This is unfortunately nerfed from the recent borg balance PR that removed its stun. This was meant to be the alternative to no longer being able to permanently lock borgs down like AIs can (or more than one, for that matter). They aren't affected by Roburgers, Acid, and Fuel's toxicity. Bots salute them like they do Beepsky (which is now a trait) They spawn with SyndEye to replace the AI's tracking ability They do not have a bank account ### The machine remote The machine remote has a little fly in it that flies to the machines it is pointed to, working as the arms and legs of the Human AI. It scans the machine and punches in the action the AI does, and is how the AI accesses basically anything. This fly slowly moves from one machine to the next, and can be recalled with Alt Click. It works on machines and bots. ### Video (Low quality to fit Github) https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8 ## Why It's Good For The Game I've seen a funny screenshot one day of a person replacing the AI by using a bunch of door remotes, camera console, crew monitoring console, and a few other things. I've been thinking about that for a few years and really wanted to make it official if not easier to make possible, because it is an incredibly funny interaction. This makes it a reality, and while they aren't as powerful as regular AIs, I think it makes for better and funnier in-game moments. With the same weight as Cargorilla (1), I hope this wouldn't be rolling too often and ruin rounds, but instead show off the different capabilities that Humans and AIs can do, to do the job of an AI. You win some you lose some. ## Changelog 🆑 JohnFulpWillard, Tattax add: Adds a new station trait job: The Human AI. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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64c6ff1aa3 |
Curtains behave like curtains should, by not being a wall (#81843)
## About The Pull Request This has bothered more for far too long that curtains suddenly become solid objects instead of, well, behaving like curtains in any form do and just bend out of your way. They function the same from an opacity POV but i just removed the density toggle so they'll always allow passthrough.   ## Why It's Good For The Game You can have your privacy and have realistic curtains ## Changelog :cl:Zergspower qol: Curtains and shower curtains are no longer solid objects that defy common sense /🆑 |
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6b6bd5ce95 |
fix ore vents spawning the wrong wolves and remove simple wolves (#81864)
## About The Pull Request wolves got refactored but the ore vents were still spawning the old versions, this fixes it and removes the old wolves from the code ## Why It's Good For The Game fixes ore vents spawning old wolves ## Changelog 🆑 fix: fixes ore vent spawned wolves being untammable /🆑 |
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88bdabe53b |
Adds a small cafeteria behind the right wing shutters of the museum. (#81465)
## About The Pull Request I was thinking to contribute something to the new away mission map to make it better. Mapping and all takes too much time for me, so I could do little. Though it comes with its own unique gimmicks. To reach the cafeteria, one has to complete a couple puzzles. The first set is opened by inputing the correct PIN on the password panel beside it. There're several clues to help you guess this fairly easy puzzle, in the form of several number graffitis, a scrapped piece of paper full of numbers, and a board filled with colored dots also found just beside the panel. The second one is opened by a keycard, and is generally lazier. To find it, you'll need to do a bit of (toilet) searching. As for the unique things this PR adds: - A fire extinguisher... that actually contains welding fuel - A (dirt-cheap) hotdog vending machine* - A completely ornamental maneki-neko (that's the name of the luck-bringing, paw-waving cat figurine) - A piggy bank that carries money between rounds. It has a cap of 10k credits worth of holochips, cash and coins, which is pretty high, but I'm confident people will just destroy it for its contents the moment they find it. His name is Pigston Swinelord VI. - More, totally legit and not actually fake bombable walls :^) *By the by, you can also find it during the national hotdog day. Screenshots of the new location:   ## Why It's Good For The Game You know how most away missions are not that special at all? Yeah, @mc-oofert set an example of a pretty decent one actually, if not a tad small. I thought it could use a touch of another mind actually contributing to it too, because it deserves it. Also, this sets the basis for other persistent piggy banks. I don't think they should all have that 10k cap like this one, perhaps 1k is enough. Beside, the code that mothblocks did for json database datum is pretty good, so there is not a whole lot of shitcode here. ## Changelog 🆑 add: Added a cafeteria to the museum away mission, with a few special things to it. To reach it, you'll have to complete a couple puzzles however. map: The museum away mission now has a couple restrooms. add: Hotdog vending machines may spawn during the National Hot Dog Day. /🆑 |
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8f082eb3e9 |
Lockers and crates shake when someone is trying to break out of them (#81801)
## About The Pull Request Makes lockers and crates do a little shake when someone is trying to resist out of them. https://github.com/tgstation/tgstation/assets/40921881/94703c79-a22c-43e6-ac31-8621173a0953 ## Why It's Good For The Game A little bit of visual flair, lets players know if someone is trying to get out of a locker. ## Changelog 🆑 Seven add: Lockers and crates now shake when someone is attempting to resist out of them. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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9ec0cfc36a |
Tram icon cleanup (#81797)
## About The Pull Request - Deletes an unused tram_wall.dmi - Renames tram frame to tram girder - Tram girder looks like girder, not lattice  ## Why It's Good For The Game More straightforward for players. Since it acts like a girder, it should look like a girder not a lattice. ## Changelog 🆑 LT3 image: Tram frame is now tram girder, because it acts like one /🆑 |
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1f249fbf0f |
Autotucking On Map Load (#81782)
## About The Pull Request Doesn't really do much currently but without it wallening beds look fuckin DUMB Plus I think this better matches what is intended ## Why It's Good For The Game  --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> |
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977799a2e7 |
A red spy has entered the base: Adds Spies, a roundstart antagonist inspired by Goonstation's Spy-Thief (#81231)
# Disclaimer: No Goon code was referenced or used in the making of this PR ## About The Pull Request [Design Document (Read this for more information)](https://hackmd.io/@L9JPMsZhRO2wI25rNI6GYg/rkYKM9Yc6) This PR adds Spies as a new roundstart antagonist type, inspired by Spy-Thiefs from Goonstation. Spies are tasked with stealing various objects around the station, from insulated gloves to the black box, from the clown's left leg to the bridge's communications console. For every item stolen, the Spy is rewarded with a random item from the Syndicate Uplink, plus some items uniquely available to the Spy. Stolen items are then shipped off and sold on the Black Market Uplink, allowing the crew - or maybe some other evil-doers - to get their hands on them.  More ideas for theft items and bounties are welcome. ## Why It's Good For The Game See the design document for more information. In short: Adds a solo antagonist which has less impact than your Traitors and Heretics, but more impact than Paradox Clones and Thieves. In other words: On the same tier as old traitors. Seeks to embrace the sandbox aspect of antagonists more by having no precise greentext objective, and instead some suggestions for chaos you can embark in. Have fun with it! ## Changelog 🆑 Melbert add: Spies may now roam the halls of Space Station 13. Watch your belongings closely. /🆑 |
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7222d86f3d |
Logs holosign swatting. (#81733)
Logs holosign swatting. ## About The Pull Request Logs holosign swatting. ## Why It's Good For The Game Closes #81729 ## Changelog 🆑 admin: Logs holosign swatting. /🆑 |
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8477939176 |
fixes inability to create material airlocks (#81711)
## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/81710 runtime due to parent proc not returning the airlock also added an update_appearance() ## Changelog 🆑 fix: You can build material airlocks again /🆑 |
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2eca334bb2 |
Grilles dont break by just walking into them under any circumstances (#81594)
## About The Pull Request you can no longer just walk into a grille to destroy it rather fast also single letter variable cleanup from that proc ## Why It's Good For The Game this is a bug and bugs are bad ## Changelog 🆑 fix: Grilles dont break by just walking into them under any circumstances /🆑 |
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aace5f46f4 |
You can do more things while floored (#81641)
## About The Pull Request While on the floor, you can: - Use the UIs of Atmos machinery (except thermomachine and bluespace gas vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins - Close extinguisher cabinets with Right-Click - Click and drag yourself onto a photocopier to climb onto it. I also changed all instances of ``ui_status`` to have all the args it's being passed, I was messing with it a bit but it's gonna be for a later PR. ## Why It's Good For The Game It's an extra layer of harmless realism, also nice QoL for people who do not have functional legs and do not have a wheelchair. ## Changelog 🆑 qol: You can use atmos machines, holopads, crayons, spray cans, and disposal bins while floored. fix: You can close extinguisher cabinets while floored. fix: You can climb onto a photocopier from the floor. /🆑 |
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961482c6bd |
Removes some easily accessible sources of Mythril (#81595)
## About The Pull Request - Deletes Mythril coins from random spawners, redestributes its weight where relevant - Deletes Mythril Sheets from icebox fishing, replaces it with Runite, which is far less harmful (literally just a strong material) ## Why It's Good For The Game Mythil's not supposed to be easily player available Literally the first coin I spawned in testing was summoning, the most gamebreaking one. Also see this for more information https://github.com/tgstation/tgstation/pull/75199#issuecomment-1537836361  With 2 sheets you can farm any prefix you want by combining and splitting sheets. Nope! ## Changelog 🆑 Melbert del: Deletes Mythril Coins from random coin spawners del: Replaces Mythril sheets in icebox vent fishing with Runite sheets /🆑 --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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909a1a692a |
Adds tram throwing mobs through glass windows (#81284)
## About The Pull Request - Adds a PASSWINDOW flag so that you can throw mobs through window panes, smashing them - Being thrown into the tram window by event only (not player thrown) has a chance to break through the window - Reduced throw range of tram emergency stop ## Why It's Good For The Game Sometimes you don't want them to bounce off the window when they hit, rather comically fly through it. ## Changelog 🆑 LT3 add: The tram has been equipped with enhanced safety glass to reduce the severity of crew injuries /🆑 |
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df2ce692ee |
General maintenance for all things boulder related. (#81358)
## About The Pull Request **1. Qol** - Adds screen tips & examines for screwdriver & crowbar acts on BRM, Refinery & Smelter - Adds examines to display number of boulders stored inside a refinery & maximum number of boulders it can hold. Right click screentip to remove boulders - Adds examines to display maximum number of boulders than can be teleported by a BRM & screentips for interacting with wires - More audio & visual feedback for refinery processing. If a boulder requires multiple steps you will get a balloon alert saying "crushing" for refineries & "smelting" for smelters along with a sound per process tick(which is every 2 seconds so no need for cooldown) giving you a better idea of what's happening in the pipeline - BRM now will display all lights when the "Automatic boulder retrieval" is on & turn off the lights when disabled along with examines giving you a visual indicator of its state **2. Code Improvements** - Splits types of boulders into its own file `boulder_types.dm` for easy maintainability - Moves beacon for refinery machines into its own file `boulder_processing/beacon.dm` for easy maintainability - Moves the cooldown for processing a boulder `processing_cooldown` into the refinery machine itself. Since 100's of boulders can be created per round this var can take up memory quickly so by moving them into the refinery machine it gives us some savings - Compressed & merged procs such as `create_mineral_contents()` , `flavour_boulder()` etc with the vent code. These procs were only used by the vent 1 time & by merging the code we removed if conditions to check if a parent vent was passed or not(since now that's always the case). Helped in removing boilder plate code **3. Fixes** - **Fixes vents always spawning "Small size boulders" & not medium, nor large boulders.** Once a vent generates a boulder it calls `flavour_boulder()` https://github.com/tgstation/tgstation/blob/084f56938c0169aeeee0b5f41453f31d072f3f67/code/game/objects/structures/lavaland/ore_vent.dm#L385 however this proc also accepts 2 more params `size` which would always default to `BOULDER_SIZE_SMALL` and `is_artifact` which is simply unused in the proc https://github.com/tgstation/tgstation/blob/fb83617ff94d6294b0d48c8c6c57488237508d11/code/modules/mining/boulder_processing/boulder.dm#L219 Therefore vents would always generate small boulders giving us no varity. Now the boulder size is set depending on the vent size & durability for each boulder is set to a random value between 2 & the boulder max size giving us the flavour we actually wanted - **Fixes "Expanded Gulag boulders" using "normal gulag material list" when setting its custom materials.** If you look at the `add_gulag_minerals()` proc it always picks from the `gulag_minerals` list & accepts no params https://github.com/tgstation/tgstation/blob/fb83617ff94d6294b0d48c8c6c57488237508d11/code/modules/mining/boulder_processing/boulder.dm#L235-L236 So when we try to pass params to this proc which in reality doesn't accept any we were wasting our time doing this https://github.com/tgstation/tgstation/blob/fb83617ff94d6294b0d48c8c6c57488237508d11/code/modules/mining/boulder_processing/boulder.dm#L274 And for our case `expanded_gulag_minerals` list was simply unused because our proc doesn't care about it and it went back to just using `gulag_minerals` list thus ignoring our list https://github.com/tgstation/tgstation/blob/fb83617ff94d6294b0d48c8c6c57488237508d11/code/modules/mining/boulder_processing/boulder.dm#L282 As i said in the "Code Improvement` section when i moved boulder types into it's own unique file this was fixed & now expanded gulag boulders actually has a chance to spawn with bluespace crystals inside them - **Fixes manual tapping of ore vents by hand not using a cooldown** `produce_boulder()` accepts a cooldown var for when you need to manually tap the vent by hand. https://github.com/tgstation/tgstation/blob/e8b5b52d54a60b651d72e610cfb35a237aef6efe/code/game/objects/structures/lavaland/ore_vent.dm#L374 This var was always set to FALSE because we never passed `TRUE` into it. Not once here https://github.com/tgstation/tgstation/blob/e8b5b52d54a60b651d72e610cfb35a237aef6efe/code/game/objects/structures/lavaland/ore_vent.dm#L124 Nor here https://github.com/tgstation/tgstation/blob/e8b5b52d54a60b651d72e610cfb35a237aef6efe/code/game/objects/structures/lavaland/ore_vent.dm#L131 Now we just pass `TRUE` so tapping these vents by hand have a cooldown - **Fixes BRM off icon state never being used** When the room ran out of power it would still look on. Now we use that state correctly - **Fixes Automatic Boulder Retrieval by the BRM not actually being automatic** You must have noticed that once you do "Right click" and wait for all the boulders it can teleport (determined by `boulder_processing_max`) to be teleported it stops permanently after that. Even if more boulders get generated it won't do anything, You have to again "Right click" & retoggle automatic boulder retrieval on again, thus forcing someone to stand there & monitor the BRM Now once you set Automatic Boulder Retrieval on you can leave & forget. It will teleport boulders as & when available thus enabling automation properly. - **Fixes boulders ejected from refineries via right click from getting teleported back into the machines loc** Fixes https://github.com/tgstation/tgstation/pull/78524#issuecomment-1911666995. The problem is refinery machines & the BRM keep track of all the boulders that entered into it via the `boulders_contained` list. Now we directly check `contents` for boulders so we don't have to maintain 2 seperate lists to keep track of boulders. It also now uses `processed_by` var of boulders to ensure refinerries don't retake in the same boulder it just processed. Not sure where exactly the problem got fixed but implementing these 2 measures fixed it regardless. - **Fixes boulders with 0 durability[a.k.a steps] from getting ejected out** Fixes https://github.com/tgstation/tgstation/pull/78524#issuecomment-1914551952. So inside `process()` we constantly decrease the durability of the boulder till it becomes 0. https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L159 When it reaches 0 it calls `breakdown_boulder()` https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L164-L165 This proc has a chance to reject the boulder if it could not process any materials https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L219-L222 **"Without resetting its durability"** over here https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L241 So it ends up rejecting a "0" or worse -1 durability boulder. Now we set the durability in `remove_boulder()` so regardless of what circumstances the boulder is ejected it always gets a positive durability - **Fixes BRM & Refinery from rapidly spitting out boulders in their loc which causes lag in the long terms** Fixes #81404. Basically even if there is 1 boulder sitting at a BRM's loc or an refineries loc. Operations are haulted i.e. the BRM will not teleport any more boulders & the refinery will keep their already processed boulders inside till their locs are cleared from boulders. This prevents large number of boulders from pilling up in long rounds - **[Priority : High] Fixes refineries incorrectly removing materials from processed boulders** Fixes #81109. This bug is quite serious because it can't literarily affect any random item with custom materials in game. This one line of code over here can break the entire material economy as we know it https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L217 **"DONT DO THIS"**. The `custom_materials` list is a **"read only"** list & if you ever want to change it call the `set_custom_materials()` proc with your new values but do not edit this list manually as it is done here. All lists related to materials are cached by the `SSmaterials` subsystem. List values are cached & shared across multiple objects so when you edit those values like here, you might end up effecting an item/multiple items in some random corner of the map that shares this list. This also causes boulders with empty list of materials to get spawned at random so yeah again plzz don't do this **4. Refactors** - Repathes `obj/machinery/boulder_processing/brm` -> just `obj/machinery/brm`. Even though semantically it looks nice that the brm is a subtype of `obj/machinery/boulder_processing` from a code & operation perspective they have 0 similarities. 1) The BRM does not accept boulders feed into it from a conveyer belt unlike a refinery but instead picks boulders from `SSore` subsystem & put it on the conveyer belt. This means procs for accepting boulders such `CanAllowThrough()`, `breakdown_boulder()`, `accept_boulder()` etc have no use in the BRM. Their just code clutter at this point 2) The BRM overrides `process()` & does not call its parent proc making that code wasted 3) It has no use for silo materials & mining points making those vars go to waste With so much wasted code its better to just let go off all of it & just make it a basic instance of `obj/machinery` making maintainence easy - BRM now teleports boulders in a batch (batch size determined by `boulders_processing_max` max value from upgraded parts is 7) with a boulder appearing every 1.5 seconds rather than spawning all at once. After a batch is processed it has a cooldown of 3 seconds before repeating the process if automatic boulder retrieval is on. This stops the conveyer belt from getting crowded with boulders and makes the refining process more efficient. With this BRM wires are removed because only it had only 1 wire responsible for toggling boulder retrieval but now since this process is automatic, we have true control over the timing of boulders spawned & don't want to leave it in the hands of players ## Changelog 🆑 qol: adds examines & screentips for crowbar, screwdriver acts to BRM & refinery machines qol: adds examines about the number of boulders stored & processed to BRM & refinery machines qol: BRM now has its lights turn on/off depending on wether automatic boulder retrieval is on/off for visual clarity along with examines qol: refinery machines now display ballon alerts & plays sounds more frequently when processing boulders for better feedback fix: vents now spawn boulders of all sizes & not just small ones fix: expanded gulag boulders now have correct materials in them. fix: manual tapping of vents now has a cooldown applied as intended. fix: BRM has its light turned off when area power goes off fix: boulders ejected from refineries by hand no longer teleport all over the place occasionally. fix: refineries no longer eject boulders with 0 durability fix: Boulders & refineries no longer pile up on top of BRM's & refineries in long rounds. Their locs have to be clear of boulders before they spit out more boulders to prevent a large pile of boulders from causing lag fix: sheets ejected from lathes no longer get rejected when inserted back which could happen at random, no more boulders with empty materials code: splits boulder types into its own file along with other items code: merges & autodocs procs, vars related to boulders refactor: repaths BRM to a simpler subtype refactor: BRM now spawns boulders in batches(batch size can be increased with upgraded parts) with a boulder appearing every second. After a batch is processed a 3 second cooldown is applied to stop the conveyer belt from clogging up, With this BRM wires are removed as there is no need for timers to be attached to wires which intefers without our batch processing timings. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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6892d895c6 |
Adds a proper skeletal rack subtype (#81484)
## About The Pull Request This is mapped in a few places and I thought it would be better to have a subtype of rack to use rather than varediting the icon and state. ## Why It's Good For The Game The less varedited icons the better imo, it's way easier to ensure icons aren't fucked up this way and easier to fix too. ## Changelog No player-facing changes. |
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16009a3ccf | [MDB Ignore] Converts random bedsheets to spawners + 3 bedsheets I made long time ago. (#81435) | ||
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2c8207e322 |
Fixes funky closet type (#81389)
## About The Pull Request `secure/closet` -> `secure_closet`. Changes nothing besides making the mapped in closet use the right name. ## Changelog 🆑 Melbert fix: Lavaland Beech Bartender's clothing storage is named the right thing now /🆑 |
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4495ea2e4d |
Refactors how machines are deconstructed (#81291)
## About The Pull Request This refactors how machines are deconstructed in the following ways - You can no longer override `obj/machinery/deconstruct()`. If you want customized behaviour then override `on_deconstruction()` instead. This comes with the added benifit of no longer needing to check for the `NO_DECONSTRUCTION` flag because the machine base proc does that for us & if it finds that flag it won't proceed to call `on_deconstruction()` meaning no machine will have a chance to spawn anything which is the current behaviour. This is required to make #81290 work for all machines at least so that machine can send the `COMSIG_OBJ_DECONSTRUCT` signal without subtypes overriding & forgetting to call the parent proc - `dump_contents()` only gets called when the machine is deconstructed not destroyed thus not leaving behind any of its contents inside. Fixes https://github.com/tgstation/tgstation/pull/81290#issuecomment-1925752583 ## Changelog 🆑 fix: machines that should not drop contents when deleted no longer do. refactor: refactors how machines are deconstructed. report bugs on github. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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fbe6e2ebba |
museum away mission (#81208)
## About The Pull Request adds a new gateway map, the Nanotrasen Museum it is filled with """"Mannequins"""" and Common Core lore im not putting the preview here because you really should explore it yourself but if youre that curious i think the Checks tab in mapdiffbot would have it this gateway map contains no combat unless you count falling into chasms because you did not carry a light or going into the boarded room with no loot or any incentive with obvious signs that there is the sole enemy on the map in there the loot is the lore ok thanks also makes mines detonate if theyre detonated by a non-mob im pretty sure this couldnt have been intentional trams stop chasms and also the relevant items <details> <summary>on second thought if you want spoilers check this</summary>  </details> ## Why It's Good For The Game more gateway maps = good ## Changelog 🆑 add: nanotrasen museum gateway map /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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f6f8720594 |
[Fix] Visually closing fakewalls when in fact they shouldn't be closed (#81353)
## About The Pull Request Moves update_appearance() proc further after checking if it can be closed. It was possible to stand inside an open falsewall, try to close it only for it to "close" visually and don't change any properties. ## Why It's Good For The Game Less bugs is good. No more fake-closed falsewalls. ## Changelog 🆑 fix: Now falsewalls visually don't close when they shouldn't. /🆑 |
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1389351ef9 |
You can now move and talk through statues and mannequins (#81188)
## About The Pull Request I recently played a game where I rotated my skeleton model while rotating my own character at the same time and it being in sync gave me the realization on how cool it would be if the Coroner was able to simply control the skeleton body. I find skeleton displays very funny and I want to see more funny things happen with them, so I thought this would be a good place to start, with the benefits that it also works on mannequins and statues too so they aren't left out. Basically, while it is unanchored, if you have a statue/mannequin grabbed, it will change its direction as you do, and speak the same words you do. Your own messages can only be heard if the person is directly next to you, revealing that it was you talking through it all along. I was originally gonna add this to the simple rotation component but moved off when I decided to add talking through it, I left in the code improvements I made to the component though since it is one of the oldest components and hasn't been touched in a while. Video demonstration (before I added the person also talking, just ignore that missing) https://github.com/tgstation/tgstation/assets/53777086/27242fc3-9649-418d-95cb-b31619319e97 While fixing the Toilet bong's rotation stuff I noticed a lot of it wasn't up to proper code standards so I went over it and fixed issues I had with it. It now doesn't give text saying you found something nasty to species that still likes mice (like flypeople), and fixed its update appearance to match the codebase standard set by the introduction of ``update_appearance`` many years ago. ## Why It's Good For The Game It's a funny small idea I had and got inspired to add, it's a niche mechanic that I think fits the aesthetic I am going for with Coroner and also give a funny interaction with the human-like inanimate objects. ## Changelog 🆑 fix: Species that can eat mice don't get disgusted from seeing one in the toilet bong. add: Grabbing an unwrenched statue/mannequin/skeleton model will now move its direction as you move yours, and you can talk through it. /🆑 |