Commit Graph

1061 Commits

Author SHA1 Message Date
Hatterhat
ac18420676 John Splintercell: a gun that is only good for shooting out lights (#78128)
## About The Pull Request
adds the SC/FISHER lightbreaker self-charging energy pistol, which does
0 damage. As a joke.

![image](https://github.com/tgstation/tgstation/assets/31829017/84603fcd-dbc3-4857-a657-98c4bd34e881)


https://github.com/tgstation/tgstation/assets/31829017/97572baa-7421-4800-a60e-2db03f4adc6d

<details><summary>actual details, in case the video wasn't good
enough:</summary>

unless you shoot at light fixtures,

![image](https://github.com/tgstation/tgstation/assets/31829017/54092fbf-cbf6-4750-b2b8-37d643efba2a)
floodlights,

![image](https://github.com/tgstation/tgstation/assets/31829017/90b19560-fa25-471b-9f6f-3147c33e5c56)
or people with flashlights/seclites (even on helmets or guns) (it still
does 0 damage, it just turns off their lights. not permanently)

![image](https://github.com/tgstation/tgstation/assets/31829017/1a83c6f9-8fff-4035-aeeb-515319a3dd40)
it also works on crusher lights. and cyborg headlights. i don't have a
screenshot for it.
doesn't work on flares though.

also it can shoot past machines and lockers

![image](https://github.com/tgstation/tgstation/assets/31829017/8fb0a213-8e4a-42cc-9daa-eae5faf6ee77)
</details>
(also adds a variable for deciding how loud a dry fire sound is, in case
you want to make your gun's empty sound be less loud.)

## Why It's Good For The Game

Adds a silly little tool for silly little men who either really hate
lightbulbs or want to recreate the experience of being John
Splintercell, the lightbulb-assasinating secret agent from Fork Echelon.

## Changelog

🆑
add: The SC/FISHER disruptor pistol, a very compact, permanently
silenced energy gun, is now stocked in Nanotrasen-accessible black
markets with a price generally somewhere between 400 and 800 credits.
Aspiring users are warned that it's really bad for trying to actually
kill people. Caveat emptor.
add: Guns now have a dry_fire_sound_volume variable, allowing for guns
to be less loud when trying to fire while empty.
fix: Closets and crates now properly count as structures for pass flags
again.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2023-09-12 14:02:10 +02:00
lessthanthree
3594c3d1fb Medical/roller beds (#78078)
## About The Pull Request

'medical beds' in the game were just varedited survival pod beds. This
creates a proper medical bed subtype plus its own sprite for regular and
roller beds. Cleans up little bits of the bed code and adds context
helpers.

- Medical/roller bed is now constructable with titanium and plastic
after research
- Bed will face the correct direction when pulled
- Movable beds can have 'brakes' toggled with alt-click


![medical_bed_1](https://github.com/tgstation/tgstation/assets/83487515/dd197e24-cf72-4240-ac5a-8cdf575eca00)


![para_bed_1](https://github.com/tgstation/tgstation/assets/83487515/8ad5103e-57be-4dca-8a32-33bdabbeb82e)

## Why It's Good For The Game

Medical gets their own bed, new sprites, cleans up varedits on maps.

## Changelog

🆑 LT3
image: New medical bed and emergency roller bed
code: Added context hints for beds
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-09-04 20:53:09 +02:00
GuillaumePrata
06e7270008 Funny clown internals (#77963)
# About The Pull Request
This PR changes the internals that spawn inside the clown's survival box
for a new one with a rainbow sprite, higher O2 volume (same as the engi
ones) and a secondary gas on top of O2 to make things more interesting
for the clowns.
The gas options are:
BZ, which just adds hallucinations for the clown, without the brain
damage effect as it is in low percentages.
N2O will make the clown giggle and laugh, without the sleep.
Helium will give the clown a "funny voice".

These tanks are also added to the mail list of clown fans and the clown
costume crate at cargo.

And codersprites, I can polish them later if people think it is pixel
soup, I'm not happy with them that much, but making this looks good
might be above my paygrade...
<details><summary>Pics here</summary>
<p>


![clown_internals](https://github.com/tgstation/tgstation/assets/55374212/f5eda877-a01a-4dfa-b481-7d406c4fb768)

![in game clown
internals](https://github.com/tgstation/tgstation/assets/55374212/342285ae-919b-49ab-a97e-cdf25a975f83)


</p>
</details>

## Why It's Good For The Game
The main goal I have with this is to add more uses for Atmos Content to
other players in a flavorful way.
Atmos is not something the crew interacts in a positive way often and I
want to change that.

These tanks are something quite minor but flavorful IMO, also will make
people know Helium fucking exists...

The tanks *shouldn't* change much of the clown's round in a negative
way, and the default O2 internals are in every hallway's locker so even
if they don't want to deal with the hallucinations it is not a big deal
to dodge them.
## Changelog
🆑 Guillaume Prata
add: New funny internals for the clowns to spawn with. They come with O2
and a secondary gas between 3 options: BZ, Helium and N2O. Talk with a
"different tone" with Helium, giggle and laugh "uncontrollably" while
under the minor effects of N2O or have "fun" hallucinations while under
the minor effects of BZ.
balance: To not cut on how long the clown's O2 internals last due to the
mixed gases, the funny internals have 50% more gas volume, same as
engineers' internals.
/🆑

---------

Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-09-02 13:04:34 +02:00
Andrew
b1c5e5e0f6 Foodening (#77887) 2023-08-31 14:57:19 -04:00
Donglesplonge
5d0d4ecb54 strips access restrictions to all cargo orderable animals (#77892)
## About The Pull Request

pretty much what it says on the tin, did you know that you have to have
medical access to order cats? or that only the HoS can order crabs and
even then it requires bluespace pods? or how about the fact that cows
are locked behind hydroponics access?

this has been rectified by stripping the access requirements from all
the animals in the livestock category of the cargo orders console,
PLEASE TAKE NOTE: this does not allow you to purchase crates that were
locked behind some other form of locking mechanic, such as crabs needing
bluespace pods, or butterflies requiring contraband access via hacking,
they still require those things, just no longer an ID.

## Why It's Good For The Game

let assistants build their farms, there isn't actually any mechanical
bonus to being able to buy animals other than i guess you can ride pigs
and horses? its fun to be able to buy all the animals without me having
to go to the HoP and get a chefs ID with botanical access, and then get
medical access, and then ask the HoP to tag along so i can get him to
buy a corgi crate, you know what i mean?

## Changelog

🆑

balance: removes the access restrictions from all animals found under
the livestocks tab of the cargo order console, now assistants can
private order animals for their farms without access hunting

/🆑
2023-08-24 19:52:19 -04:00
Paxilmaniac
e3a22f5e91 Reflavors the Mosin to be a surplus rifle from the past IC 200 years, rather than from 670 years ago in game. Allergy warning: May contain microscopic silverscale buff (#77169)
image: The Mosin-Nagant has been given new sprites and a reflavor, looking for the old rifle? Look for the Sakhno Precision Rifle.
balance: The tiniest balance thing, but since Silverscales use the Sakhno-Zhihao rifle, which has a scope on it, their main weapon now has a scope.
2023-08-15 00:47:32 -04:00
Comxy
63a56b087a Big Slappy | Giant Weapon DLC [MERGE READY!!!] (#77273)
## About The Pull Request
Big Slappy is a new illegal shovel/wrench which can be obtained through
illegals means. Parts you need to craft it can be found on the black
market uplink for a low price, but if it is not there you can find it on
the imports page on your hacked cargo console for 4400 credits usually.
Big Slappy makes you slow and you will get 10 recoil damage everytime
you hit someone and you will knock down your opponent for two seconds
while throwing people back like a baseball bat. It deals 30 damage and
is the fastest shovel/wrench out there. It can be folded into its wrench
form which will change its typing and makes it look like a wrench. It
also deals more damage in the wrench state, but also deals more recoil
damage and your target will not get knocked down. This weapon will
probably only appear in a few rounds since it has recoil damage, is slow
and costs a lot to obtain. It also has a longer meele attack cooldown.

To craft it you need 4 wrenches, 1 drill, 5 plasteel, 10 rods and 1 big
slappy parts using tools.

![promo](https://github.com/tgstation/tgstation/assets/25363960/4d619283-832c-4ce0-b3b2-e6ddb3dbd988)
## Why It's Good For The Game
Cool new weapon.
## Changelog
🆑
add: Added big slappy
image: Added big slappy parts and big slappy sprites
/🆑
2023-08-14 22:33:34 +02:00
Jacquerel
497f18ea32 Spiders don't automatically grant an antag datum (#77523)
## About The Pull Request

Fixes #77501

Spider egg ghost role spawners grant the spider antag datum, rather than
the act of being a spider.
This means that gold core, mapstart, polymorph belt, and other spiders
will not have an antagonist datum.

While doing this I also made a new abstract `mob/living/basic/spider`
type which all three kinds of spider life stage (`spiderling`, `young`,
`giant`) extend from, because there was a gross amount of copied code.
Now there isn't.

Also the Flesh Spider and Event Midwife eggs now simply hatch adult
spiders instead of child ones.
This is because there is no reason for either of these to have a two
minute wait time before they get going. Midwife spiders spawned by the
event should just start spidering immediately, and Flesh Spiders are
made by changelings and shouldn't be effected by measures introduced to
balance the spider gamemode.
Eggs which are laid during a round and _can_ hatch into midwife spiders
still hatch baby spiders.

Also I swapped some white pixels on the animation of the ambush
spiderling for a different colour because they looked bad.

## Why It's Good For The Game

While the policy is always "if you turn yourself into something, you're
not an antagonist" the presence of the antag datum still confuses
people. Plus that code was gross and I didn't like it.

## Changelog

🆑
fix: Giant Spiders only have an antag datum if created by the round
event.
balance: Flesh spider eggs hatch into adult spiders instead of baby
spiders.
balance: The eggs spawned by the start of the spider infestation event
hatch into adult Midwife spiders instead of baby ones.
/🆑
2023-08-11 20:43:04 -06:00
necromanceranne
6c34d93be7 Nukies Update 7: Hats (Also massive uplink standardization, weapon kits and ammo changes) (#77330)
## About The Pull Request

Massively overhauls and standardizes the nuclear operative uplink. 

### Weapon Kits

Essentially, all the main weapons of the uplink have been changed to
instead come as 'weapon kits', which are essentially cases containing a
weapon loadout to enable operatives to easily start operating on only
just one item purchase, without the fuss of worrying whether or not
operatives are getting spare ammo, or getting relevant equipment for
success. Consider this a pseudo-loadout, though without necessarily
restricting the purchasing of more weapon kits.

All kits come in three categories: Low Cost (8 TC), Medium Cost (14 TC)
and High Cost (18 TC). This is also matched by categorized ammo costs;
Basic Ammo (2 TC), Hollow Point and Armour Penetrating (4 TC),
Incendiary (3 TC) and Special (or anything that does not easily fit
these categories and does something real extra) (5 TC). Weapons that
lacked these ammos have gained these ammo types to fill the gaps.

<details>
There is may one exception to this in disruptor ammo, which is priced as
basic ammo if only because it isn't _quite_ good enough to justify
pricing at 5 tc and I can see an op wanting to use it as a basic ammo
type instead of normal .50 BMG against, say, a silicon/mech heavy
opposition. Since it cannot kill organics on its own, I'll consider this
mostly basic-adjacent
</details>
The kits have also been labelled based on potential difficulty. This
reflects possible difficulties in using the item, how conducive it is to
success for how much game knowledge needed to actually use it, and how
likely an op is to succeed using it. I don't expect ops to win using
nothing but a rocket launcher, but I think ops should get a fair shake
at trying, yeah?

The kits are as below:
#### **Low-Cost**
_Bulldog (Moderate):_ Shotgun and three magazines of standard ammo.
_Ansem (Easy/Spare):_ Pistol and three spare magazines of standard ammo.
#### **Medium Cost**
_C-20r (Easy):_ SMG and three spare magazines of standard ammo.
_Energy Sword and Shield (Very Hard):_ Energy sword and shield. (Also a
special hat)
_Revolver (Moderate):_ Revolver and three speedloaders of standard ammo.
_Rocket Launcher (Hard):_ Rocket launcher with three spare rockets.
#### **High Cost**
_L6 SAW (Moderate):_ LMG, and that's it. No spare ammo.
_M-90gl (Hard):_ Rifle, two spare magazines of standard ammo and a box
of rubber grenades.
_Sniper (Hard):_ Sniper rifle, two spare magazine of standard ammo, and
one magazine of disruptor ammo. Also suit and tie.
_CQC (Very Hard):_ Comes with a stealth implant and a bandana.
_Double-Energy Sword (Very Hard):_ Double-energy sword, syndicate soap,
antislip module, meth injector and a prisoner jumpsuit.
_**NEW** Grenadier's Kit (Hard):_ Grenadier's belt and grenade launcher
(the one that launchers chem grenades). (I replaced the shit acid
grenade with another flashbang in the belt)

Surplus SMG (Flukie difficulty) has been unchanged. It just now comes
with two rations.

Includes two new revolver ammo types: Phasic, which goes through walls
and armor, but has significantly less damage as a result (I've equalized
the revolver damage and the rifle version's damage to 30 for both). And
Heartseeker, which has homing bullets. Both are Special ammo, and are
priced at 5 TC a speedloader.

### Other Gear

The other items in the uplink have also been consolidated and
standardized in various ways.

#### Grenades

Most now cost 15 TC for three grenades of any given type (including the
full fungal tuberculous). This is pretty much identical to the previous
price, just more consistent overall and front-loaded in cost.

#### Reinforcements

All the various reinforcements now cost 35 TC and all refundable,
equalizing cost to the average across the reinforcements. This is
primarily because I feel like all these options should be weighed
equally, and not one of these options are necessarily worse or better
than the other in their current balance. They're largely inaccessible
for normal ops regardless, and typically come out when there is a
discount or war ops. I took the average value and went with it. Not much
more to say.

#### Mechs

They're just cheaper. These things still suck and they need help.
They've always needed help. A slightly less excessive value for the
mechs may help see people willing to spend the TC on them. I doubt it. I
seriously suggest not buying these still. I keep them in primarily
because they are big stompy mechs and are kind of iconic 'war ops' gear.

#### Bundles

Since I've implemented weapon kits, gun bundles are rather redundant. So
the bulldog weapon and ammo bundle, the c20-r weapon and ammo bundle and
technically the sniper bundle were removed. The sniper bundle is now the
weapon kit, obviously.

Nothing else here really. Except for one....

#### Implants

Not much changed here. I standardized the implant prices to 8 TC a pop.
This is in accordance with traitor implants, which ops also get. So
everything in this category bar a few exceptions (like macro/microbombs)
are around 8 TC. Makes sense to me, really.

Importantly, I made the Implant bundle 25 TC, and I unrandomized the
contents. Who in the right fucking mind would spend 40 TC just to get
five reviver implants is beyond me. But instead, you get one of each of
the cybernetic implants except thermal eyes (you can just buy thermals
and get the benefit of both vision types; x-ray and thermal vision, if
you want to use smokescreens a lot).

#### Base Keys

They're all now 15 TC, except the fridge which is 5 TC. It's weird
they're valued differently when they are taken mostly to do gimmicks
like xenobio and toxins in a hurry before hitting the station. So we've
standardized it.

## Hat Crate

**YES, GOOD SIR, YOU TOO CAN ORDER A HAT CRATE FROM THE SYNDICATE STORE
FOR ONLY 5 TC!**

**NO NEED FOR A KEY, JUST BUY IT AND PULL IT OPEN WITH YOUR STANDARD
ISSUE CROWBAR!**

**ENJOY YOUR NEW CRATE! ENJOY YOUR NEW HAT!**

**PUT IT ON USING THE FREE HAT STABILIZERS WE INCLUDED WITH THE HATS!**

~~**NO REFUNDS IF YOU GET BLOOD ON YOUR HAT!**~~

<details>
There is a 1% chance to instagib people with direct hits from a rocket.
This does the crit effect.
</details>

## Why It's Good For The Game

The uplink needed more spring cleaning and standardization.

With this, I've partially implemented my older idea for ammo consistency
and initial allowance for nukies. Ammo is kind of over-priced and often
where a good chunk of TC goes towards without really pushing nukies
towards meaningful success. And it is often what is tripping up new
players who didn't think to get any. Now, when they get a gun, they get
ammo in their case. On top of this, the weapon kit category is both at
the top of the uplink AND has a little label to say 'Recommend', so that
these new players will hopefully know they should be looking there
first.

In addition, it is the gateway towards a concept that is currently being
worked on. Nuclear operatives having some degree of predefined loadouts
for players to select if they aren't sure what they want, or don't know
what to get. Nukies is very confusing for many players. So giving them a
fighting chance with some premade setups can help ease them into the
role without needing too much player knowledge in how to apply the
items. This is only one step towards that, so that players can identify
what gear they need to help succeed based on their skill.

I wanted to implement a difficulty warning so that players can choose
gear loadouts that are actually conducive to their skill and knowledge.
I based it on how much players would need to know to engage in combat
with it, and how much fiddling is required to get something to work
properly (overly involved reloading is a consideration, for example, as
well as precise button presses). In addition, how much of a force
multiplier some weapons can be for their ease of use.

Most people recognize the c20-r as the most new player friendly weapon,
as an example. So it would be good to steer players towards taking that
gun because of how easy it is to use, understand and succeed with it.

And most importantly of all; Having standards within the uplink is
important. Most of the values in the uplink are just completely random.
Nobody has a good grasp of what is too much or too little. Even just a
hint of consistency, and people will stick to it (see implants for what
I mean). And there is still some work to be done even there. A good
start is weapons. Price for power can be meaningful when decided whether
we want some weapons to come out more often than others. Players do
enjoy making informed decisions and choices, and having affordability be
a draw to some otherwise less powerful weapons (looking at you, Bulldog)
can actually be a worthwhile and meaningful difference.

~~I thought it would tick off the gun nerds to change the calibers on
the guns.~~

~~I also thought adding hats would be funny given the release of TF2's
most recent update.~~

## Changelog
🆑
balance: Standardizes some of the nuclear operative entries to have more
consistent pricing within their respective categories.
add: Adds some new categories so that players have an easier time
navigating the nuclear operative uplink.
balance: Many items have had prices reduced or adjusted to make them
more desirable or more consistent within their category.
add: Weapon kits have replaced almost all the individual weapons in the
uplink. You now buy these instead of the individual weapon. These often
come with spare ammo or relevant gear for success.
add: Most ammo types have been standardized in price.
refactor; Removes a lot of redundant item entry code and tidies up the
actual code part of the nuclear uplink so that it is much easier to find
things within it.
add: Added 40 new cosmetic items to the Syndicate Store. Buy them now
from the Hat Crate, only 5 TC!
code: Updated the nuclear operative uplink files.
/🆑
2023-08-08 11:40:23 +01:00
John Willard
2cae334c84 Moves coroner surgery tools to their surgery duffel (#77200)
## About The Pull Request

Coroners currently get 2 sets of surgery tools, cruel ones in their
medkit, and regular ones in a duffel in their office.
This removes the tools from their kit, and replaces their surgery duffel
with a coroner surgery duffel, which has the cruel variants (if it
exists), and does not come with a mask (as they spawn with one).

## Why It's Good For The Game

Coroners get 2 sets of surgery tools for a job that only has 1 position,
Paramedics would dream of this.
This also removes the inconsistent medkits, 2 of them existing with the
same name/icon/etc. but fit different things, is actually quite lame.
I also removed their folder, because they are already given a clipboard
AND a filing cabinet.

## Changelog

🆑
add: Adds the Coroner surgery duffelbag; This replaces Coroner's surgery
tools in their medkit and current duffel, and has the cruel surgery
tools instead of regular ones.
balance: Cruel surgery tools are no longer premium.
balance: Coroner's medkit is now premium in the vendor.
balance: All Coroner medkits are the same, there is no 'large' variant.
balance: Coroners no longer get a folder.
/🆑
2023-08-07 14:29:51 -04:00
Senefi
3b263f670f BSA Supplies Cargo Crate now comes with a guide paper (#77371)
## About The Pull Request
Wrote up a small step by step guide to assembling the bsa, in case
someone isn't really sure since it's a bit different from building a
normal machine.

![image](https://github.com/tgstation/tgstation/assets/20830349/f1d7a823-e681-4de0-b305-a90f95ae5222)


## Why It's Good For The Game
Makes it easier to build for people that don't know how, I feel like
that's probably a good thing.

## Changelog
:cl:Senefi
qol: Bluespace Artillery Cargo Crate includes a guide paper for how to
assemble it.
/🆑
2023-08-06 12:11:56 -07:00
GPeckman
5cbe67e195 Replaces Upgraded Cybernetic Ears with two new variants (#75931)
## About The Pull Request
Adjusts the placement of basic and upgraded cybernetic ears in the
research tree and adds two new variants: Whisper-sensitive Cybernetic
Ears, which make it slightly easier to hear whispers from a tile away,
at the cost of higher vulnerability to flashbangs and other loud noises;
and Wall-penetrating Cybernetic Ears, which allow you to 'hear through
walls' so to speak, also at the cost of higher vulnerability to loud
noises.

Basic cybernetic ears are now in basic medical tech node, meaning that
medbay can print them roundstart the same as other basic cybernetics.
The upgraded cybernetic ears are now unlocked with the other tier 2
cybernetics. The two new ear variants are unlocked with the other tier 3
cybernetic organs, and the luminiscent and welding shield eyes have also
been moved there from the cybernetic implants node for consistency
reasons.

The whisper ears allow you to clearly hear whispers from up to seven
tiles away, the same range where you can hear normal speech. The
wall-penetrating ears allow you to hear normal speech within seven tiles
even through walls. Due to technical limitations, runechat popups do not
show up for people you can't see, but the messages will still show up in
chat.
## Why It's Good For The Game
Currently, upgraded cybernetic ears are very underwhelming compared to
other high-tier cybernetic organs. All other high tier organs provide
some sort of benefit; even if the benefit is minor like a built-in
flashlight, a slightly higher tolerance to alcohol and toxins, or higher
tolerance to disgusting food. This change is intended to grant similarly
minor but useful benefits to the cybernetic ears.
## Changelog
🆑
add: Added whisper-sensitive cybernetic ears, which make it much easier
for the user to hear whispers at the cost of being more vulnerable to
loud noises
add: Added wall-penetrating cybernetic ears, which allow you to hear
speech through walls
balance: Basic cybernetic ears and upgraded cybernetic ears are now
unlocked with the other basic/normal cybernetics
balance: The welding shield and luminiscent cybernetic eyes are now
unlocked with the other upgraded cybernetics
/🆑
2023-08-03 11:38:25 +02:00
Ghom
d9c8bd9bae [READY] Fishing and aquarium expansion. (#76531)
Listing the changes, off the top of my head:
- Resprited fishing rods, hooks, and the worm bait!
- Added a new, telescopic fishing rod, that can be bought as a goodie.
The master rod is also telescopic now.
- Added a couple hooks. One that lets you move the bait up and down,
otherwise keeping it in place, and another that stops the fish from
escaping, but slowly kills it. The former from the bepis fishing tech
node, the latter frm the black market.
- Added a fishing skill and relative legendary reward: A fishing hat,
like the one that recites "women fear me, fish fear me"
- You can now stop fishing by activating the fishing rod in your hand,
and stops it from stealing all clicks on other things if it isn't in
your active hand.
- Reworked fishing traits into fish traits, which can apply to fish
after it has been caught.
- Expanded the fish breeding system. Traits may be passed down to
offsprings, and offsprings may evolve (mutate?) into different kind of
fishes if conditions when conditions are met.
- Added half a dozen new fishes, each with its own traits: lubefish,
sludgefish (and its purple variant), slimefish, unmarine bonemass and
unmarine mastodon. Also, holodeck fish, as a joke.
- New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin
immunity, predator, necrophage, no mating, crossbreeder, aggressive and
revival. Converted Emulsijack's ability and Donkfish's yuckiness into
traits as well.
- Added a fish analyzer that you can scan aquariums and fishes with.
- Fish can now be blended if you really want to. The number of reagents
from blending, w_class, and the number of fillets you get from cutting
fish now scale with size and weight.
- fish feed is no longer infinite (but it should still be plenty).
- Implemented temperature requirements for aquarium fish.
- You can now buy (dead) fish from the black market for dirt cheap.
- Last but now least, toilets are now valid fishing spots.
2023-07-27 22:50:36 +02:00
Ghom
d9677e39be Converting crabs to basic mobs (#77109)
## About The Pull Request
Exactly what it reads on the tin. As a bonus, they will flee from
attacking targets, hunt tiny critters (crabs are now small-sized) and
actually move sideways (it's an element that covers both client and
basic movement)


## Why It's Good For The Game
Another simple to basic mob refactor.

## Changelog

🆑
refactor: Crabs refactored into basic mobs. They now hunt tiny critters
and flee from attackers.
fix: Fixed crabs not crab-walking.
/🆑
2023-07-26 17:52:18 -06:00
GPeckman
83205e7651 Various tweaks to cargo/bounties (#76982)
## About The Pull Request
- Bounty pads now benefit from upgraded parts (microlaser and scanning
module). When you pick a bounty that you can't complete, you normally
have to wait 5 minutes to pick another. Each upgrade will reduce this
time by 30 seconds, down to a minimum of 2 minutes.
- Sunglasses can now be bought from cargo. They can be bought as a crate
with one pair for 400 credits. Security access is needed to purchase it.
- The gripper gloves single-pack has been changed into the
gorilla-gloves single-pack.
- Removed the shady jims bounty.
- Previously, you could only screwdriver/crowbar bounty pads with right
click, not left click. Most machines use left click, and the bounty pad
does too now.

## Why It's Good For The Game
- This now gives a reason to actually upgrade the bounty pad. It also
mitigates situations where you are only offered bounties that are
infeasible to complete; This happens a lot to cargo techs, as they can
get most if not all bounties offered to them.
- Much like insulated gloves, sunglasses are limited in supply and are
desirable for both antags (flash protection) and nonantags (convenient
welding protection, revolution protection). This allows sunglasses to be
ordered from cargo. Ideally, this will lead to more interaction with
cargo.
- The gripper gloves single-pack costs 600 credits. Gripper gloves can
already be bought from the sectech vendor, usually for less than that,
and the vendor has 5 of them in stock so they almost never run out.
There is very little reason to go to the hassle of ordering something
from cargo when you could just buy from the sectech instead. By
replacing the gripper gloves with gorilla gloves, there is now a reason
to order from cargo instead.
- The shady jims bounty has always been a bit of a noob trap, being an
item that sounds common but is in reality rare contraband. However, the
nerf of smuggler satchel spawns from 10 to 2 (#76621) was the final nail
in the coffin. This bounty is just infeasibly hard to complete, and
should be removed.
- There is no reason for the bounty pad to use right click instead of
left click, and consistency is generally good.

## Changelog
🆑
add: Bounty pads can now be upgraded, to reduce the time until you can
pick a new bounty
add: Sunglasses can now be bought from cargo if you have security
access.
balance: Gripper gloves single-pack is now gorilla gloves singlepack
del: Removed shady jims bounty
qol: Bounty pads can now be screwdrivered/crowbarred with left click
like every other machine
/🆑
2023-07-23 18:35:11 -04:00
Time-Green
42543ac141 NEW STATION TRAIT: Radioactive Nebula (#76825)
## About The Pull Request

Adds a new station trait: Radioactive Nebula!

The station is located inside a radioactive nebula. Space background and
lighting is different shades of green. Objects in space will also glow
green. (This is kinda lying, since the glowing stuff isn't radioactive,
you just get an element that slowly irradiates you, though people and
certain objects that get the 'IRRADIATED' status may still double-whammy
you)

Do not go into space without rad-protected gear, or you will get very
sick very fast. RAD-protection MODsuit modules spawn in robotics and are
also immediately researched.

The nebula does protect against external threats, like pirates, ninja's
and nukies. They can still get to the station pretty well, but they
can't stay in space for extended periods of time

To make it more livable, public rad protection gear will spawn in
lockers around the station. Everyone will also spawn with potassium
iodide pills in their emergency box. Dynamics threat is also reduced by
30, so there's a proclivity towards more lower threat rounds when the
radioactive nebula is present. Radioactive resonance virus cannot be
generated though, since it kinda obliterates any and all challenge and
threat


![image](https://github.com/tgstation/tgstation/assets/7501474/8eedcb85-1bb8-4e87-a794-d6781fee680d)

**Shielding**


![image](https://github.com/tgstation/tgstation/assets/7501474/ae1b25d7-6fbd-4a86-8c95-5947b1122632)

In order to protect the station from radiation, nebula shielding units
need to be constructed. Five spawn ready-to-built in engineering, and
more can be bought pretty cheap from cargo. (Normal radstorms are
disabled)

The gravity generator has 20 minutes of innate shielding, where every
nebula shielding unit adds another 20 minutes. 5 are needed to
completely block all radiation even when the gravity gen is down, but
constructing more is recommended in-case of sabotage/destructions/power
outtages.

Active nebula shielding will passively generate tritium. You can either
vent/ignore this, or use it for something. I'm not an atmos tech but I'm
sure you can do something with it

_What happens when no shielding units are constructed/they all fail?_
The station will suffer a 5 minute long radiation storm, with only
shuttles being excempt. The storm is nerfed strongly, and you can tank
the 5 minutes, but you'll be pretty sick. After the 5 minutes are over,
central command will send an emergency shielding unit which will block
the radiation for 10 minutes and warn the station to set up nebula
shielding.


## Why It's Good For The Game
The station being inside a radioactive nebula shakes up a pretty major
aspect of the game (that being the 'space' in space station 13). Hallway
decals are colored green, display screens will display radiation
markings, carps blend with the nebula, etc. Putting the station inside a
radioactive nebula shakes up the rules of the game and what people can
expect. Suddenly, you can no longer just go outside without taking meds
or getting proper radiation protection, encouraging people to stay cozy
and inside.


![image](https://github.com/tgstation/tgstation/assets/7501474/40112936-8514-47f7-b3e0-b1c782b6a0a6)

Inside, the crew gets the goal to set-up radiation shielding to defend
themselves against the nebula, rewarding a creative engineering
department with passive resource income and protecting the station
against massive radiation storms. I think it's nice to give engineering
something to set up. Even if they don't care, they can just plop it down
somewhere in a closed room and be done with it.

The radiation storm is pretty aggressive, but very survivable if you use
your potassium iodide pills, the extra radiation suits or whatever
chemistry has whipped up.

Most importantly, it gives the entire station a common enemy: the
nebula. Everyone is encouraged to prepare against the mechanics.
Chemistry can make meds, viro can make protective virusses, robotics
gets encouraged to make radprotected MODsuits, engineering gets to
set-up radiation shielding, assistants can look at space or whatever
assistants do.


<details>
  <summary>Cool images</summary>


![image](https://github.com/tgstation/tgstation/assets/7501474/387f2d75-8ba6-425b-8f0f-9423cf7aab19)


![image](https://github.com/tgstation/tgstation/assets/7501474/eb65de97-13ce-4ce9-8902-4144994d217f)


![image](https://github.com/tgstation/tgstation/assets/7501474/60b915a5-8549-4a3b-afe6-f0e823207883)


![image](https://github.com/tgstation/tgstation/assets/7501474/239ae614-8d26-4b77-936f-1d2baa38d32c)

  
</details>

## Changelog

🆑
add: Adds a new rare radioactive nebula station trait! Get ready and
PREPARE, before it gets in...
tweak: Nearstation space area lighting may look slightly different
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-21 16:51:15 +01:00
scriptis
f46c2ff75c add pony (#76955) 2023-07-21 04:08:06 -04:00
LemonInTheDark
41f20bc3ce [MDB IGNORE] Angled Lights & Lighting Prototyping Tool (#74365)
## About The Pull Request

Hello friends, I've been on a bit of a lighting kick recently, and I
decided I clearly do not have enough things to work on as it is.
This pr adds angle support to static lights, and a concepting/debug tool
for playing with lights on a map.

Let's start from first principles yeah?

### Why Angled Lights?

Mappers, since they can't actually see a light's effect in editor, tend
to go off gut.
That gut is based more off what "makes sense" then how things actually
work
This means they'll overplace light sources, and also they tend to treat
lights, particularly light "bars" (the bigger ones) as directional.
So you'll have two lights on either sides of a pillar, lights inside a
room with lights outside pointing out, etc.


![image](https://user-images.githubusercontent.com/58055496/228785032-63b86120-ea4c-4e52-b4e8-40a4b61e5bbc.png)

This has annoying side effects. A lot of our map is overlit, to the
point that knocking out a light does.... pretty much nothing.
I find this sad, and would like to work to prevent it. I think dark and
dim, while it does not suit the normal game, is amazing for vibes, and I
want it to be easier to see that.

Angled lights bring how lights work more in line with how mappers expect
lights work, and avoids bleedover into rooms that shouldn't be bled
into, working towards that goal of mine.

### How Angled Lights?

This is more complex then you'd first think so we'll go step by step


![image](https://user-images.githubusercontent.com/58055496/228786117-d937b408-9bc2-4066-9aee-aae21b047151.png)

Oh before we start, some catchup from the last time I touched lighting
code.
Instead of doing a lighting falloff calculation for each lighting corner
(a block that represents the resolution of our lights) in view we
instead generate cached lightsheets. These precalculate and store all
possible falloffs for x and y distances from a source.

This is very useful for angle work, since it makes it almost totally
free.
 
Atoms get 2 new values. light_angle and light_dir
Light angle is the angle the light uses, and light_dir is a cardinal
direction it displays in

We take these values, and inside sheetbuilding do some optional angle
work. getting the center angle, the angle of a pair of coords, and then
the delta between them.
This is then multiplied against the standard falloff formula, and job
done.

We do need some extra fenangling to make this all work nicely tho.

We currently use a pixel turf var stored on the light source to do
distance calculations.
This is the turf we pretend the light source is on for visuals, most
often used to make wall lights work nice.
The trouble is it's not very granular, and doesn't always have the
effect you might want.

So, instead of generating and storing a pixel turf to do our distance
calculations against, we store x and y offset variables.
We use them to expand our working range and sheet size to ensure things
visually make sense, and then offset any positions by them.

I've added a way for sources to have opinions on their offsets too, and
am using them for wall lights.
This ensures the angle calculations don't make the wall behind a light
fulldark, which would be silly.

### Debug Tool?

In the interest of helping with that core problem, lights being complex
to display, I've added a prototyping tool to the game.
It's locked behind mapping verbs, and works about like this.

Once the verb is activated, it iterates over all the sources in the
world (except turfs because those are kinda silly), outlining and
"freezing" them, preventing any future changes.
Then, it adds 3 buttons to the owners of a light source.

![image](https://user-images.githubusercontent.com/58055496/228776539-4b1d82af-1244-4ed6-8754-7f07e3e47cda.png)
The first button toggles the light on and off, as desired.
The third allows you to move the source around, with a little targeting
icon replacing your mouse
The second tho, that's more interesting.

The second button opens a debug menu for that light

![image](https://user-images.githubusercontent.com/58055496/228777811-ae620588-f08a-4b50-93a0-beea593aea77.png)
There's a lot here, let's go through it.

Bit on the left is a list of templates, which allow you to sample
existing light types (No I have no idea why the background is fullwhite,
need to work on that pre merge)
You can choose one by clicking it, and hitting the upload button.

This replaces your existing lighting values with the template's,
alongside replacing its icon and icon state so it looks right.
There are three types as of now, mostly for categorization. Bar, which
are the larger typically stronger lights, Bulb, which are well, bulbs,
and Misc which could be expanded, but currently just contains floor
lights.

Alongside that you can manually edit the power, range, color and angle
of the focused light.
I also have support for changing the direction of the light source,
since anything that uses directional lighting would also tie light dir
to it.
This isn't *always* done tho, so I should maybe find a way to edit light
dir too.

My hope is this tool will allow for better concepting of a room's
lights, and easier changing of individual object's light values to suit
the right visuals.

### Lemon No Why What

Ok so I applied angle lights to bars and bulbs, which means I am
changing the lighting of pretty much every map in the codebase.
I'm gonna uh, go check my work.

Alongside this I intend to give lighting some depth. So if there's room
to make a space warmer, or highlight light colors from other sources, I
will do that.

(Images as examples)

![image](https://user-images.githubusercontent.com/58055496/228786801-111b6493-c040-4199-ab99-ac1c914d034c.png)

I also want to work on that other goal of mine, making breaking lights
matter. So I'll be doing what I can to ensure you only need to break one
light to make a meaningful change in the scene.

This is semi complicated by one light source not ever actually reaching
fullbright on its own, but we do what we must because we can.


![image](https://user-images.githubusercontent.com/58055496/228786483-b7ad6ecd-874f-4d90-b5ca-6ef78cb70d2b.png)

I'm as I hope you know biased towards darker spaces, I think contrast
has vibes.
In particular I do not think strong lights really suit maintenance. 

Most of what is used there are bulbs, so I'm planning on replacing most
uses with low power bulbs, to keep light impacts to rooms, alongside
reducing the amount of lights placed in the main tunnels


![image](https://user-images.githubusercontent.com/58055496/228786594-c6d7610c-611e-478b-bcba-173ebf4c4b12.png)

**If you take issue with this methodology please do so NOW**, I don't
want to have to do another pass over things.
Oh also I'm saving station maps for last since ruins are less likely to
get touched in mapping march and all.

### Misc + Finishing Thoughts

Light templates support mirroring vars off typepaths using a subtype,
which means all the templates added here do not require updating if the
source type changes somehow. I'd like to expand the template list at
some point, perhaps in future.

I've opened this as a draft to make my intentions to make my changes to
lights known, and to serve as motivation for all the map changes I need
to do.

### Farish Future

I'm unhappy with how we currently configure lights. I would like a
system that more directly matches the idea of drawing falloff curves,
along with allowing for different falloffs for different colors,
alongside extending the idea to angle falloff.
This would make out of engine lighting easier, allow for nicer looking
lights (red to pink, blue to purple, etc), and improve accessibility by
artists.

This is slightly far off, because I have other obligations and it's
kinda complicated, but I'd like to mention it cause it's one of my many
pipedreams.

## Changelog
🆑
add: Added angle lighting, applies it to most wall lights!
add: Adds a lighting prototyping tool, mappers go try it out (it's
locked behind the mapping verb)
/🆑

---------

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2023-07-19 04:39:55 +00:00
necromanceranne
cd3d317ffb Cleans up the lavaland exports to be properly consistent with their sources, readds missing items to their appropriate spots (#76883)
## About The Pull Request

This list has probably needed some work for a bit.

## Why It's Good For The Game

Missing items and incorrect items bad. Fixes
https://github.com/tgstation/tgstation/issues/76829

## Changelog
🆑
fixes: Cleans up the lavaland exports to the modern loot table lists.
/🆑
2023-07-18 15:30:49 +01:00
sergeirocks100
5264f6c2c1 Fixes a spelling error in the name of the Tiziran fish case. (#76885)
This, as the title suggests, fixes a spelling error in the name of the
Tiziran fish case.

Namely, it corrects "Ti**riz**an Fish Case" to "Ti**zir**an Fish Case".
2023-07-17 12:28:06 -05:00
necromanceranne
cfd40aeef5 Imports and Contraband 2: Landfill Gacha Addiction (I put trash randomizers into cargo crates and called it content) (#76771)
## About The Pull Request

This is a followup on my previous PR involving cargo imports. I've made
a number of changes and new additions to cargo's imports and contraband.
But I've also changed how Smuggler's Satchels generate loot as well.

### New:
**Abandoned Crates:** You can now order in abandoned crates at a steep
price. Obviously these are just your standard fare abandoned crates, so
they've got a pretty long list of potential contents. Some great, some
utterly not worth the price you paid for the crate. Since they're quite
pricey, you can't order very many quickly. But this does allow cargo
techs the opportunity to spend the round solving puzzles to get
interesting loot.

**Dumpster of Maint Garbage:** This dumpster (similarly named to another
dumpster you can order) is filled with maint trash and potential maint
random spawns. This list is extensive enough that anything spawned in
this crate is likely to be mostly garbage. But, it is more affordable
than abandoned crates. I'd consider this the literally trashier version
of the abandoned crate.

**Shamber's Juice Eldritch Energy! Crate:** A crate with one can of the
extremely rare, short run edition of Shambler's Juice, Eldritch Energy!
This contains 5 units of eldritch essence. Heals heretics, hurts
everyone else! This is a VERY potent poison, but it also happens to be a
handy way for a Cargonian heretic to get a potent healing item without
having to waste knowledge points.

**Animal Hide Crate:** It's a cargo crate full of animal hides! This can
include fairly rare hides and some icebox creature hides as well, like
polar bear hides and wolf sinew. It's not too expensive, and mostly
spits out leather.

**Dreadnog Carton Crate:** A carton full of the worst eggnog imaginable.
This is just something to troll people with. Drink it and you'll get a
massive mood penalty. Dreadnog! May or may not contain space cola!

### Updated:

**Contraband Crate and Smuggler's Satchels:** This has had it's price
increased considerably. But, for good reason. It now contains some more
controlled random items, but also some more valuable contraband as well
as a very rare spawn. The upper end on his contraband can be extremely
valuable, but the majority of the items gained from contraband crates
will probably be either what you can get now (quite weak), or something
a bit more middle of the road (some more unique narcotics).

As a consequence, I've also passed this change onto smuggler's satchels,
as they used the crate to generate its contents. (it literally spawned
and then deleted a contraband crate to generate the contents hoo haa).

I've also increased the number of items in the smuggler's satchel. Since
the randomly spawned smuggler's satchels are quite a bit rarer now there
is only ever two spawned in the map, and spending actual TC on these is
somewhat counterproductive, I don't imagine this will be more beneficial
for scavenger hunters hoping for some interesting goodies.

**Russian Crate (the normal one):** The mosins now spawn in ancient gun
cases. These determine what kind of mosin you can get. 79% of the time,
you get the crap mosin. 20% of the time, you get a good mosin. And 1% of
the time, you get rations. This more tightly controls how many good
mosins are entering into the round and how much of a value purchase the
Russian crate actually is for getting ballistics. Since the process is
even more unlikely than before, it isn't necessarily as guaranteed that
you will get a good mosin. Hell, you might not even get a gun if you're
that unlucky.

**Shocktrooper Crate:** It now has an armor vest and helmet. So, not
only do you get some grenades, you get some protection as well. Since
this is the 'loud' crate, I felt it appropriate to make it slightly more
useful for enabling that.

**Special Ops Crate:** It now contains five mirage grenades and a
chameleon belt, and has had the survival knife improved to a
switchblade. This is probably the weakest of the two crates STILL, but
hopefully these make them a little more interesting and novel by giving
them pretty fun grenade to toy with.

## Why It's Good For The Game

My initial PR hoped to add in a few more interesting purchases for
cargo. I think currently cargo has a slight issue of not having enough
valuable or interesting uses for their money. I think it still has that
problem, but by including more unique crates that allow cargo to provide
some oddities into the round, that might slowly work itself out.

This PR hopes to provide another way to waste their money if they have
an excess amount. Landfill Trash Gambling. Spending it away on complete
junk, which I think is absolutely hilarious when it doesn't work out, as
it is soulful in its design. Definitely not inspired by my recent thrift
shop excursions this month buying and scrounging for furniture and
interesting clothing.

[Relevant](https://www.youtube.com/watch?v=QK8mJJJvaes)

Also, I wanted to buff some of the crates I introduced a bit last time,
and nerf the mosin production somewhat via a more controllable method
that I can actually adjust as necessary down the line.

## Changelog
🆑
fix: Stops manifest generation runtiming when a cargo crate is empty.
add: Abandoned crates are now available via cargo imports.
add: Dumpsters full of maintenance trash are now available via cargo
imports.
add: An ultra-rare can of Shambler's Juice is now available via cargo
imports.
add: Animal hides and leathers can be (unreliably) ordered via cargo
imports.
add: The Dreadnog has entered this realm. To consume, purchase it via
cargo imports.
balance: Contraband Crates (and as a consequence, smuggler's satchels)
now generate more varied goods. Mostly the same, but sometimes you get
something quite different or even valuable.
balance: Mosins generated via the Russian supply crate are a bit more
random, weighing more heavily towards bad mosins than good mosins.
balance: Buffed both the shocktrooper and special op crate. Shocktrooper
now has an armored helmet and vest, and special op now has 5 mirage
grenades and a chameleon belt. The survival knife in the special op
crate is now a switchblade.
/🆑
2023-07-15 16:27:39 +01:00
nikothedude
ccf547c142 Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts (#76669)
## About The Pull Request

New malf AI upgrade

Remote safety overrides: Mid-cost, Mid-supply. Allows the AI to remotely
emag things it can see and can access.
1. Very useful for psychological warfare (Emagging APCs to throw the
crew off their trail)
2. Logically makes sense - why, of all things, can the AI not emag
anything when it's fundumentally integrated with the station's
electronics?
3. Generally speaking can only access things that make sense for it to
access - it cannot emag ethereals, sadly

In order for this to work, emag_act now returns a boolean, designating
if the emag had any effect.
While I was in there, I also added args to every single emag_act I could
find and added far more feedback/converted a lot of things to balloon
alerts to allow the AI to see if its emag had any effect.
## Why It's Good For The Game

It just makes sense that the AI, the most electronically-sensitive
entity in the game, would be able to emag things. Plus, more options
given to malf that aren't strictly MURDER KILL MURDER are always a plus,
especially if they allow for fancier plays.
## Changelog
🆑
add: New malf ability: Remote safety overrides. Allows the AI to
remotely emag things it has access to.
code: emag_act() now returns a boolean designating it's success in
emagging
code: All instances of emag_act() now have the proper arguments
qol: Most usecases of emagging now have some kind of feedback, and
existing feedback has been sanity checked and converted to balloon
alerts.
/🆑
2023-07-15 15:35:14 +01:00
YesterdaysPromise
fb10121022 Icons folder cleaning wave two (#76788)
## About The Pull Request

Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.

## Why It's Good For The Game

Saner spriters = better sprites
2023-07-14 18:36:41 +00:00
Singul0
865cd178bc Adds a new heavy weight space pirate variant: The space IRS! (#76115)
It seems the station has attracted the attention of a local polity! They
have sent a friendly reminder to pay their taxes, should the station
respond not in time or refuse to pay their taxes the polity will send a
heavily armed vessel to ensure they would pay their taxes. peacefully or
otherwise.
Gameplay aims: A different playstyle of pirates. most pirates (with the
exception of the greytide) have the same gameplay loop of raiding
vulnerable spots within the station and scurrying away and waiting out
their cooldown in the relative safety of their ship with turrets and
space to hamper the crew's attack my intention of this pirate variation
is to force them to actively fight the crew by making their armor
non-space worthy instead of hiding behind the wall of space

breaching shells for the space IRS to use and recode ammo box code to be
less snowflakey. Also my English isn't the very best and I wrote most of
it at 1AM. please point out any messages that feel strange or out of
place.

Notable Equipment list:

Combat:
1. 2 WT-550's with 6 normal mags + 6 AP
2. M911 with 2 mags
3. 2 combat knifes and a telebaton
4. breaching shotgun with breaching shells
5. Grenade launcher with 6 smoke shells and flashbangs

Armor:
2 Highly armoured sets of tactical vests and helmets and 3 EVA suits for
emergency

Engineering:
1. Sandbags
2. Jaws of Life
3. Syndicate toolbox

Medical:
1. Surgery tools and disk
2. Variety of medkits
3. Blood packs
2023-07-11 04:29:16 +00:00
lizardqueenlexi
a490fbe8dc Converts foxes to basic mobs. (#76662)
## About The Pull Request

As the title says, foxes are now basic mobs.

Foxes have a few new behaviors now, rather than the zero behaviors they
had before. Foxes, being very skittish animals, will flee from anything
that damages them. Additionally, they now have hunting behavior,
tracking down and killing anything of their size or smaller - regardless
of faction. They will not, however, hunt as long as someone is watching
them - which is to say, if any living humans are within 7 tiles of them.
Don't leave a fox and a chicken together while you're transporting your
grain to Lavaland! Also, make sure you don't leave Renault and Ian on
their play date unsupervised...


![image](https://github.com/tgstation/tgstation/assets/105025397/152f56f7-02ae-4b1f-8556-2571ed485683)
## Why It's Good For The Game

Gets rid of another simple animal. We grow ever closer to ascension.

Also, makes foxes a little more interesting rather than simply another
animal that does literally nothing. Renault will now flee from anyone
trying to kill her, for instance. Also opens up unique avenues of pet
murder if you want to make it look like an accident.
## Changelog
🆑
refactor: Foxes are more crafty now. They will run from danger, and hunt
small prey when no one is keeping an eye on them. Don't leave Renault
alone with Ian!
/🆑
2023-07-10 17:52:52 -06:00
LemonInTheDark
0b29e77985 Adds user feedback for going over order limits in cargo console (#76344)
## About The Pull Request
This'll prevent weird "above the max by accident" cases, and also uses
defines instead of hardcoded stuff. This code is often duped, wish we
had a better way of handling it.

Oh also removes a few safety copies before for loops that aren't
actually needed (for x in list copies the list)

## Why It's Good For The Game

Better UX, slightly saner code
2023-07-05 18:26:56 -06:00
Nick
2333e8b0c1 Makes cargo orders and req forms easier to differentiate (#76499)
## About The Pull Request
This PR makes two very simple changes. First, requisition forms printed
off by the order consoles in cargo now print with a timestamp on the
name, so that it's a bit easier to differentiate between forms when
there's a bunch of them. Second, crates that come on the cargo shuttle
now have the order ID they are associated with appended to their name.
The req forms:

![image](https://github.com/tgstation/tgstation/assets/42454181/233777d9-79ed-4bf7-9d62-4d4b65ce88c7)

As well as two crates that would normally be impossible to differentiate

![image](https://github.com/tgstation/tgstation/assets/42454181/340ffc7a-ac2e-4668-9eac-73ce5e9975b7)

![image](https://github.com/tgstation/tgstation/assets/42454181/105d1b34-edac-4e16-8fe6-641b344fc2fc)

## Why It's Good For The Game
When there are lots of requisition forms laying on the ground and you
need to refer back to one of them (to see who ordered what or something
like that), it can be a pain to find the right one since they all have
the same name. This is even worse if someone has tried to be helpful and
put them all in a folder, since you now have to take them out and look
at each one. Adding the timestamp helps to remedy this.

For the crates, when someone orders something that doesn't come with a
named crate (for example, some medical orders just have the name
"medical crate"), or when multiples of the same things are ordered, it
can be hard to match up the shipping manifest with the crate again,
leading to unwanted fines, especially when people don't return all their
crates at once. Adding the order ID to the name of the crate lets you
easily identify which manifest goes where.
## Changelog
🆑
qol: Crates that come in the cargo shuttle now have the order ID in
their name
qol: Requisition forms are now blue, and named with the timestamp they
were created on
/🆑

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-07-04 04:13:26 +00:00
LemonInTheDark
064c8893bf Removes language encryption keys (#76309)
## About The Pull Request

We want languages to be special to species, these devalue that and make
them far too common.
The listen only thing does this especially badly. I'm sorry arcane I
know it's good for cargo but this vibes horrible and we shouldn't have
it

## Why It's Good For The Game

You should be able to talk privately via language with minimal snoopage

## Changelog
🆑
del: Removed language encryption keys from cargo, s bad for species
talking among each other, a thing we want them to do
/🆑
2023-07-01 15:28:30 +01:00
Charlotte
9eddec4bd1 HMS, once again. (#75654)
## About The Pull Request

Bug reports seem to come in after the last fix gets merged. It makes me
sad.

## Why It's Good For The Game

The EHMS injector no longer continues to inject no matter what.

Fixes #75776

## Changelog
🆑 Chadley
fix: fixes the EHMS injector's do_after()
code: Improves the code for the disease scan proc (thank you fikou)
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-06-30 00:06:33 +00:00
ChungusGamer666
9940fb62e6 Destroys /obj/vehicle/sealed/mecha/working with a W80 nuclear warhead (#76296)
## About The Pull Request

Title.

Also, fixes https://github.com/tgstation/tgstation/issues/75568 at the
request of @TheVekter

## Why It's Good For The Game

This subtype only exists to append ore box behavior and is clearly a
relic of pre-2020 mechcode.
Keeping it around will only make it harder in the future to add new
mechs with ore box support.

## Changelog

🆑
fix: Clarke ore box now has a less confusing dump contents button.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-06-27 21:10:23 -06:00
LemonInTheDark
7732236f29 [s] Stop trusting user input in cargo computers (#76343)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Swear to fucking christ
2023-06-26 16:54:02 +12:00
SyncIt21
674096e74e Don't use usr var inside ui_act() in cargo computer (#76007)
## About The Pull Request

As explained in
https://github.com/tgstation/tgstation/pull/74696#discussion_r1166099547

> no, bad 🗞️
> if this is in ui_act the ui datum holds a reference to the user mob,
use that. We do not guarantee that ui_act will be called off topic()
forever (it runs at the end of ticks so is possibly gonna get verb
delay'd at some point)

So yeah let's do that

## Changelog
🆑
code: makes sure cargo computer doesn't use `usr` var inside `ui_act()`
which could cause undefined behaviour
/🆑
2023-06-23 10:06:23 +02:00
TheVekter
3396d13ed5 Adds shark plushie, removes pickle Rick plushie (#76206)
## About The Pull Request
Come on, look at it. It's adorable.


![image](https://github.com/tgstation/tgstation/assets/7019927/16b30cc4-b416-442f-a8b8-e134692c580a)

![image](https://github.com/tgstation/tgstation/assets/7019927/4ae4bd77-0621-4ca1-a858-f64faffde9aa)
Sprites courtesy of INFRARED_BARON

Available for purchase from Cargo as a goodie.

Acts as a replacement for the pickle Rick plush which is going to Brazil
where it belongs


![image](https://github.com/tgstation/tgstation/assets/7019927/0c5c0a3b-6966-4b27-aba1-0c4a1c5d3c34)

## Why It's Good For The Game
Everyone needs a shark plushie. Happy pride!

## Changelog
🆑
add: Adds a shark plush, obtainable from Cargo for a nominal fee.
del: Removed plush cucumber by popular request. Cucumber has been
replaced by the shark plushie in arcade machines.
/🆑
2023-06-22 12:12:29 -04:00
Helg2
8a2e6f0eb8 Autolathe, protolathe, mech fab and comp printer now use defines for matter bins values. Also some production ui do. (#76020)
Changed hardcoded matter bins values to use defined
`SHEET_MATERIAL_AMOUNT` for following stuff: autolathe, protolathe, mech
fabricator and component printer.

`Material Access Bar` and `MaterialIcon` used for protolathes, circuit
printers and etc. now also use defined `SHEET_MATERIAL_AMOUNT`, via
static ui data, to prevent same issues in future.

Also changed some notes in /// parts just because why not.
2023-06-21 01:08:51 +00:00
John Willard
8229972398 Tablet apps are now deleted when necessary & removes console preset. (#75863)
## About The Pull Request

Apps now properly delete themselves when removed, so they don't exist in
nullspace anymore.
Chat client now actually updates the uid, because its New() didn't call
parent.
Deletes the 'console' subtype of modular computer
Updates how downloading and transferring files are handled
Fixes being able to infinitely upload apps to a disk

## Why It's Good For The Game

Fixes some more bugs I found with apps and prevents spamming apps in a
disk.

## Changelog

🆑
fix: Maintenance data disks now properly transfer from PC to disk
fix: Disks can no longer be flooded with the same app repeatedly.
/🆑
2023-06-19 22:59:09 -07:00
Pepsilawn
dcbe081f64 Cannot use departmental budget cards as source of credit withdraw (#76113)
Currently you can put cargo's budget card into your PDA, go into NT Pay
and send over the budget to any pay token you want including yours. This
just adds a check to ensure you aren't using that kind of card as
withdrawal source.
2023-06-18 08:18:20 +00:00
A miscellaneous Fern
1110229f70 Shipping manifests now display repeated items on a single line & Makes an adjustment to manifest errors (#76012)
## About The Pull Request

Firstly, what is says on the tin. Screenshots for comparison:
| Old | New |
| ------------- | ------------- |
|
![imagen](https://github.com/tgstation/tgstation/assets/80640114/28f5f3d0-addd-4c48-a3e2-291a540c31ed)
|
![imagen](https://github.com/tgstation/tgstation/assets/80640114/e8e0a6f2-c45c-49c4-8e08-924b1603e759)
|

Secondly, I had to rewrite the way manifest content errors work and took
the liberty of making some adjustments:
- Items are now guaranteed to be missing from the manifest if the error
is rolled (Otherwise you could get unlucky and receive a manifest that's
labelled as erroneous but has no signs of it)
- Rather than being a 50% chance to omit each item, it will remove a
random number of items from 1 to half of the total amount of items.
## Why It's Good For The Game

Improves the readability of the manifests.
Removes a fairly annoying edge case with manifest errors.
## Changelog
🆑
fix: shipping manifests labelled as erroneous due to missing contents
are now guaranteed to be missing contents
spellcheck: shipping manifests now display repeated items on a single
line
/🆑
2023-06-16 11:29:01 -07:00
Ghom
2bb4dfe76c Expanding the Experimental MODsuit Bepis Node with three new modules. (#75801)
## About The Pull Request
So, I've had this idea to make a contribution to the Bepis feature with
some modsuit stuff. The gimmicky stuff is ok and a good way to even out
the better content since it has game of chance design it has (you can
find those disks in space anyway so...). However, the Experimental
MODsuit node feels very underwhelming right now, compared to how big
that feature is.

This PR adds three MOD modules to the Experimental MODsuit node, plus
two more:
- Magneto Charger: While the Modsuit is activated, each step the user
takes will charge the installed power cell by a tiny bit, enough to
sustain a standard modsuit of generic slow speed with only a few, easy
modules installed. It won't work in zero G, while flying, pulled by
someone else, on a conveyor belt, riding a vehicle or crawling on the
floor, though.
- Recycler: It collects (most) garbage and casings off the ground and
recycles them into material sheets that can be dispensed on an adjacent
location or storage with with Middle Mouse Button. Doesn't clean debris,
and scuffed because most trash doesn't yield material anyway.
- - It also has two subtypes, unbound from the node: one that dispenses
riot foam darts and can be found on the black market, and another that
dispenses the more innocuous foam darts, rarely found in maints.
- Shooting Assistant: A configurable module. On Stormtrooper mode, it
will give the user a faster fire rate (the double tap trait) at the cost
of accuracy. On Sharpshooter mode, it will improve the user accuracy and
make their shots ricochet against walls at least once (if the hit atom
allows that, that is, e.g. lasers don't ricochet against iron walls), at
the cost of movement speed. Both modes also prevent the user from dual
wielding guns.

To make the Stormtrooper mode stackable with the poor aim quirk and
refrain from making a new trait for the sharpshooter mode, the gun
spread code in gun.dm has also received a little refactor and cleanup.
Also, it's been tested.

## Why It's Good For The Game
The Experimental MODsuit node is quite shabby and could use something
extra to make it more appealing to MODsuit enjoyers.

Also doubles down as a small addition to the black market and maint
loot, and code cleanup, since gun code gives off some garbled vibes.

## Changelog

🆑
add: Expanded the Experimental MODsuit Bepis node with three new
modules: Magneto Charger, Recycler and Shooting Assistant.
add: Added a Riot Foam Recycler module to the black market, as well a
more innocuous version as maint loot.
/🆑
2023-06-14 23:00:05 -04:00
LemonInTheDark
ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)

[Moves signal procs over to their own
file](33d07d01fd)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)

[And finally passes over the examine
signals](65917658fb)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00
John Willard
aa6b3be9cc Adds the Coroner vendor to the desc of its supply pack (#75915)
## About The Pull Request

Forgot to add the MortiDrobe to the description of the pack when adding
its refill canister, this is a minor fix.

## Why It's Good For The Game

Minor fix to the pack description.

## Changelog

🆑
spellcheck: The Medical vending refill crate's description now properly
displays the Coroner's vendor as being part of its contents.
/🆑
2023-06-08 23:31:23 -06:00
LemonInTheDark
daf55e611c Cleans up/renames as private some internal var definitions, removes some fucked uses of internal list vars (#75769)
## About The Pull Request

[Improves the documentation of DCS lists, removes old list of callback
docs that no longer
apply](c3821d9f5f)

[Adds a second signal register to decal rotating, adds a trait to
objects under a tile. STOP DIRECTLY READING HIDDEN LISTS I SWEAR TO
GOD](6b3f97a76a)

[Removes direct reads of the timer list, they were redundant
mostly](14fcd9f8a6)

[Please stop directly reading/modifying the traits list to ensure your
dna rot follows the
brain](ec0e5237ec)

[Marks internal datum lists as well internal with
_](57c6577ff6)

[57c6577](57c6577ff6)

Does the same to _clear_signal_refs() in hopes of keeping people from
touching it

## Why It's Good For The Game

They pissed me off.

Users should not be touching these lists, especially in ways that make
assumptions about their structure and are thus prone to breaking if that
ever changes.
Most of these are close to zero cost changes, using a wrapper to solve
the problem, or just yeeting it

Two aren't, Decals with a direction have gained a second signal register
on init, and things that sit underfloor (cables/pipes) now get a trait
when inserted there.

This should have a minimal impact on memory/init time, bugging
@Mothblocks about it just in case
2023-06-05 22:25:09 -06:00
Helg2
6378ef5687 Changes the base amount of bone gel. (#75851)
## About The Pull Request
Changed the amount from 1 to 5 for original `bone_gel` so it's easier
for mappers to add the right bone gel.
Deleted subtype `/four` and added subtype `/one` specifically for bone
gel creating.
Increased from 4 to 5 because surgical tape has 5.
## Why It's Good For The Game
Having 1 bone gel near 5 surgical tapes always seemed off.
## Changelog
🆑
balance: Bone gel standart amount has been increased to 5.
/🆑
2023-06-05 21:13:06 -04:00
Oreo
5ad04bfd2e PDA Fixes and Changes and Cargo Console Fix (#75768)
Was updating the documentation about PDAs on the wiki and saw some minor
issues, threw in the bug fix for issue
https://github.com/tgstation/tgstation/issues/75231 as well because why
not.
Also added the ability to put medipens into PDAs, they're small and
pen-like enough, right?
2023-06-05 00:18:26 +00:00
san7890
6676702008 Refactors chicks into basic mobs (#75663)
## About The Pull Request

On the tin. They have pretty much nothing in common with chickens, so no
subtyping. They are in the same folder to keep that whole thing tidy,
though.

Also includes fixes to `growth_and_differentiation` element that I made
for spiderlings, since some stuff was yorked without me realizing. It
pretty much worked flawlessly for these chicks otherwise though. It all
works fine now.
## Why It's Good For The Game

More verbose naming scheme (instead of "holo", we get "permanent"
chicks), smarter AI for chicks, knocks them off the list, etc. etc.

One thing that I wanted to do was to have chicks recognize their mother
(if they had one), but that would be way out of scope for this simple
port PR. I'll dwell on adding something cool for that in the future.
## Changelog
🆑
refactor: Chicks are now a bit smarter, be careful not to squish them!
/🆑

Let me know if the whole "COMPONENT_KILL" thing is cringe, I couldn't
figure out a better way to do it without abusing `GetComponent()` to
`qdel()` it that way.
2023-06-03 14:40:55 +12:00
Charlotte
97665d4e54 Adds Hereditary Manifold Sickness, a Chronic Illness Quirk (#75035)
## About The Pull Request

Adds a new quirk called Chronic Illness. It provides a -12 score as it's
a pretty life-altering quirk, but could give way to interesting RP.

- Hereditary Manifold Sickness (HMS) can not be cured, it can only be
delayed and treated using a new unmakable vaccine called
"Sansufentanyl". You spawn with 6 pills and are able to order crates
containing 12 more from cargo as it's proprietary to Interdyne.

- HMS has 5 stages total.
Stage 1 does nothing
Stage 2 gives minor effects 
Stage 3 becomes debilitating
Stage 4 is a danger zone.

Upon reaching Stage 5, there are 4 possibilities, 1 is a recovery back
to stage 1, and the other 3 are deaths which I won't explain here to
avoid ruining it. (read the code I guess.)

This also adds a new traitor objective to infect someone with HMS.

- [x] Correcting the chronic aspect.

- [x] Add traitor objective.

- [x] Tweaking for fairness.

## Why It's Good For The Game

HMS is a new quirk that gives a much more hardcore junky or tumor
playstyle. Neglecting HMS can mean the end of your shift. it's not
something you want to mess with.

It puts a reliance on cargo rather than medical for a quirk and gives a
use case for money. (price may be tweaked still). I think it'd be
interesting to see if people will start mugging or robbing the vault
more to get their life-saving medication.

## Changelog
🆑
add: Interdyne has released a new medication to treat those who are in
the wrong timeline!
add: Interdyne has also realized this is VERY profitable! They've begun
arming their operatives with an autoinjector.
/🆑

---------

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-05-24 09:03:15 +12:00
Tom
e5ce1c09a7 Converts butterflies to basic mobs and adds them to cytology (#75582)
## About The Pull Request

Converts butterflies into basic mobs.
Also a little list organisation.

<details>
<summary>Yep, those are some butterflies alright</summary>


![image](https://github.com/Skyrat-SS13/Skyrat-tg/assets/8881105/d9e3a14e-e0a5-4275-b440-af0a56e7b8fe)

</details>

## Changelog
🆑
refactor: Converted butterflies to the basic mob system
add: Butterflies can now be grown in cytology
/🆑
2023-05-22 10:30:48 -06:00
san7890
e2bc712714 Converts Lizards to Basic Mobs (#75515)
This was pretty simple since they didn't have too much custom behavior,
and whatever they did have already had AI behavior. I got really burned
out the last two times I wrote intricate AI action/decision behaviors so
I'm just taking it light and doing the bare minimum.

one day our shackles will be free of the simple animal scourge. they're
also a bit more intelligent, and i daresay a bit cuter too now.

also that lizard gib animation has been sitting there for god knows how
long completely unseen, so let's actually hook it into the mob.
2023-05-19 00:52:20 +00:00
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
Profakos
fe27d3198e Cargo category cleanup (#75374)
## About The Pull Request

I accidentally discovered that when #55504 removed cargo export
categories being a thing during export value evaluation, in two
instances, they forgot to remove passing over the now defunct export
categories, causing it to be passed in as the elasticity value, and by
sheer coincidence, this was not causing problems (due to being overriden
by a named argument in the pirates case, and cargo_exports being
evaluated as true in another).

This PR fixes the arguments, preventing possible bugs in the future.
This also removes the code that set if the cargo shuttle could sell
contraband and emagged items, as that is no longer a thing. I talked
with @ArcaneMusic about this, and they agreed, albeit with the caveat
that if someone finds a good use case for this feature, it could be
saved.

This PR also autodocs several export related files, and cleans up
various single and two letter vars.

## Why It's Good For The Game

Cleaner code, unused code removed.

## Changelog

🆑
code: cleaned up cargo export code a bit
/🆑
2023-05-12 20:43:00 -06:00
Lamb
4c4ca44775 Mortidrobe Restocks are now in Medical Wardrobe Supply Crates (#75299)
I noticed the mortidrobe restock wasn't actually in the medical wardrobe
supply crate, so i added it to that. now coroners can get restocks for
their clothes through cargo. the restock item itself, and the part to
make it work with the vending machine were already done, so it was
likely intended to be obtainable via this crate.
Also fixes a typo of "autospy" to "autopsy" in the autopsy kit crate.
2023-05-10 23:46:03 +00:00