* Adds wound armor to ALL jumpsuits that were missing it (#75956)
## About The Pull Request
Adds wound armor to ALL jumpsuits that were missing it.
Every jumpsuit, by default, has 5 wound armor. However, because for some
godforsaken reason armor datums don't use subtypes (seriously, the
fuck?), the vast majority of jumpsuits weren't updated to have anything
in case they overrode the base armor.
This includes critical oversights such as any nonstandard jumpsuit meant
to be armored (Tracksuits, turtlenecks, admin suit, tgmc suit). This is
especially critical a problem on nuclear operatives, who face a lot of
combat every round and need that wound armor.
Any nonstandard jumpsuit that also protects from departmental hazards
doesn't recieve the wound armor, this is seemingly reasonable with, say,
medical jumpsuits, but starts to get weird when it includes engineering,
botany, the RD, CMO, and CE..
Plasmaman envirosuits also don't by default. This may or may not be on
purpose but I added it on them just in case.
Armored jumpsuits that didn't have the wound resistance now have 10,
instead of the base 5, since they're meant to be, well, armored. This
might also make durathread useful for something (lol, as if)
## Why It's Good For The Game
Consistency. It's very inconsistent that 'wound' armor randomly pops in
and out of places ingame. It requires you to think like a space whale to
figure out what's the Best Combat Uniform rather than picking what
SHOULD be the right choices.
## Changelog
🆑
fix: Adds wound armor to ALL jumpsuits that were missing it
/🆑
* Adds wound armor to ALL jumpsuits that were missing it
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* initial i think
* stuff
* test
* fix
* close to publishing
* k
* raise akula tail 1 px
* beginning of clothing
* akula species trait initial
* reviews and CI
* head.dm runtime
* some reviews
* oops
* oops 2x
* review
* job equipping
* clothing flavor
* forgot the .dme
* runtime test
* foundation to more clothing
* errors
* almost ready now
* forgot
* new loadout species restriction
* null runtime
* runtime test
* sprite error
* atleast fill this in
* screenshot test
* lots of descriptions
* i forgot to add job clothing values
* get_species_lore
* prepare_human_for_preview fix
will need new screenshot test probably
* screenshot test fix
https://github.com/Skyrat-SS13/Skyrat-tg/issues/20284
* loreupdate
* write it better
* forgor 💀
* dixel fix
* sprite fix
* job outfit armor changes
* reviews
* extra
* desc formatting
* linter
* reviews part 1
* forgot
* reviews part 2
* reviews part 3
* reviews part 4
* forgot
* fixes
* fix for aquatic digilegs
* small
* fire/water balancing like yin and yang
* modularity thing
* aquatic rename
* A fix and change
* moves sphere 1px and loadout thing
* hair bugfiex
* Te Velu Akko
* head internals
* more patches
* akula eyenudge
* Removes amount_list_postion from reagent containers, adds related unit test. (#76057)
We had more issues like what #76013 addressed, now they're gone.
Variable transfer amount is now explicit.
Amount is now inferred from current value, performance concern here is
minimal. Less work and mistakes when making new types.
* Removes amount_list_postion from reagent containers, adds related unit test.
* update modular
* Fixes the failing unit test, hopefully
---------
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Refactors the worst list ever, Stun Absorptions, into status effects + makes status flags more accurate (making certain mobs more vulnerable to incapacitations?) (#76000)
## About The Pull Request
- Refactors the stun absorption list into a status effect
- Does a fair bit of cleanup around stun code
Weird thing involved in this.
Check out this define.
`IS_STUN_IMMUNE(source, ignore_canstun) ((source.status_flags & GODMODE)
|| (!ignore_canstun && (!(source.status_flags & CANKNOCKDOWN) ||
HAS_TRAIT(source, TRAIT_STUNIMMUNE))))`
Notice anything odd about it?
It only checks for `CANKNOCKDOWN`.
What does this mean?
Well, *every single* one of the stun procs used this macro for checking
stun immunity. Which means every method of stun checked the
`CANKNOCKDOWN`.
This means that, say you have a mob which has `CANSTUN` but not
`CANKNOCKDOWN`.
Intuitively this means that the mob cannot be knocked down, but can be
stunned.
But instead, this means the mob can't be stunned either.
This doesn't affect humans, they have all the status flags, but it does
affect some other mobs.
Alien adults (not queens) have `CANUNCONSCIOUS|CANPUSH`. Before, they
didn't have `CANKNOCKDOWN`, so they were fully immune to stuns and
sleeps. But now, they can be knocked unconscious.
However, overall it doesn't change much, as most mobs that flipped off
`CANKNOCKDOWN` flipped off the others too.
For consistency though it makes sense for these flags to work as they
imply.
- `incapacitate` didn't have a signal, now it does
## Why It's Good For The Game
More consistent, better code? I may use this in the future.
## Changelog
🆑 Melbert
refactor: Refactored Stun Absorptions (Bastard Sword, His Grace)
refactor: Refactored Stun Immunity. Note this means that some mobs
which, prior, were immune to all forms of incapacitation are now
vulnerable to some. Notably, adult non-queen xenomorphs are now
vulnerable to falling unconscious.
/🆑
* Refactors the worst list ever, Stun Absorptions, into status effects + makes status flags more accurate (making certain mobs more vulnerable to incapacitations?)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* datumised moldies
* fix dme
* Update modular_skyrat/modules/mold/code/mold.dm
* Update modular_skyrat/modules/mold/code/mold.dm
* lints
* event adjustments and fixes
* spawning fixes and aaghgh a lot of stuff
* remove some testing bits
* add some docs
* more tweaks
* Update CODEOWNERS (rip tastyfish)
* review in mold.dm
* Apply suggestions from code review
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* changes from review
* I thought I removed this
---------
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Converts Spaceman mobs from simple to basic (#75944)
## About The Pull Request
This changes the Spaceman simplemobs into basic mobs.
They really didn't do anything besides stand around and retaliate, so no
new AI datums had to be added.
## Why It's Good For The Game
Scratch it from da list.
## Changelog
🆑
code: Spaceman simple mobs have been converted to basic mobs.
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Converts Spaceman mobs from simple to basic
---------
Co-authored-by: Rhials <Datguy33456@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* the cooler daniel: ninja's katana looks cooler when on the belt (#75719)
## About The Pull Request

i made this a long ass time ago for when i ported tg ninja to a
different codebase and i repurposed the katana sprite to look cool and
edgy when on the belt but never actually brought it to here
i thought it looks nice
## Why It's Good For The Game
it looks better and is more visually telling than just the generic 'this
is a katana' belt sprite
## Changelog
🆑
image: energy katana on belt
/🆑
* the cooler daniel: ninja's katana looks cooler when on the belt
---------
Co-authored-by: zeroisthebiggay <43571008+zeroisthebiggay@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
* 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
* Cleans up/renames as private some internal var definitions, removes some fucked uses of internal list vars
* fix
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
* 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.
* Refactors chicks into basic mobs
* fix
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
* Refactors Ant into Basic Mob (#75662)
## About The Pull Request
On the tin. No new fancy AI wheels or anything, just a simple port.
## Why It's Good For The Game
Knocks another one off the list, just really light stuff. They're a bit
smarter now too, I think the intention was them for them to be pet-like
as well (according to the code). Should be really rather easy to give
them the pet-like behaviors and elements if someone really wants to in
the future, just sorta paving the way for more work to be done to make
mobs more intricate/interesting.
## Changelog
🆑
refactor: Giant ants are now more capable of distinguishing friend and
foe.
/🆑
* Refactors Ant into Basic Mob
---------
Co-authored-by: san7890 <the@san7890.com>
* makes snow legions from portals drop skeletons (like tendril legions) (#75707)
## About The Pull Request
Exactly what it says on the tin (snow legions only dropping ashen
skeletons, like tendril legions).
Also changes the name of the "fromtendril" variable to "from_spawner",
and comments it. Not sure if that warrants a changelong comment, but
I'll go ahead and assume no.
## Why It's Good For The Game
being able to farm snow legion portals for an endless tide of bodies
and/or equipment is a bit weird. also puts it a bit more in line with
the legions of Lavaland
## Changelog
🆑
balance: The source of the demonic portals that endlessly deposits snow
legions onto the Icemoon no longer preserves the bodies nor gear of the
damned (read: demon portal snow legions now only drop skeletons).
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
* makes snow legions from portals drop skeletons (like tendril legions)
---------
Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
New traitor item: Mail Counterfeit Devices (#75390)
## About The Pull Request
This PR will add new (antag) device, that will allow players to
counterfeit mails, putting (almost) anything they want and arming it, if
they liked to.
Upon activation this device will give you multiple choices like:
- Is it gonna be an envelope or a normal mail?
- Is it gonna be armed?
- Who is gonna be a recipient?
- If it is a non private mail, then what title it is gonna have?
Those devices can put any single normal sized item inside a mail, that
is gonna be activated upon opening if mail armed. Mail creator and other
ditalis will be shown to admins upon activation for admin purposes.
By activation i mean `attack_self` proc of an item.
Armed mail can be disarmed by using, BUT! Only owner can disarm it with
100% success rate. Other people will have 50% chance of fail, that will
activate a trap.
Those devices also have few more admin-only variations:
```
/obj/item/storage/mail_counterfeit_device/advanced
/obj/item/storage/mail_counterfeit_device/bluespace
```
They can put more items inside a mail.
### How to get those naughty devices?
- Those devices can be purchased in uplink. One device goes for one TC.
- QM and Cargo Technicians have special kits that costs 2 TC and have 6
devices.
And yeah, i also fixed issue with envelopes, they actually have 2 items
inside, but player were given only first one.
Proof of testing:

(minibomb was set to instant detonation before recording)
## Why It's Good For The Game
This PR will give a lot of new possibilities for traitors. Those mails
can be used not only as bombing tools, but also for contraband and other
purposes. Also those mails can be used for (b)admin stuff.
## Changelog
🆑
add: added a mail counterfeit device that can make custom (and also
armed) mails. Traitors have those devices in their uplinks.
add: added new kit for QM and Cargo Technicians that have multiple mail
counterfeit devices for neat price.
fix: fixed envelopes that were giving only their first item, even tho
they had two items insede.
image: added new icon for mail counterfeit device.
/🆑
---------
Co-authored-by: HWSensum <121913313+HWSensum@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Turf Icons Unit Test (#75488)
unit tests turf icons to find... well, missing icons. honk.
fixes#75372
corrects a bunch of things messed up in #65504🆑 ShizCalev
code: Made a new unit test to find turfs with broken/missing icons!
Rejoice!
fix: Fixed a bunch of incorrect and missing turf icons.
/🆑
* Turf Icons Unit Test
* Turf icon unit test modularity support update
* Should hopefully fix all of the failing turf icon tests
---------
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes stacking machine and adds a drone dispenser to Tram as well as the required map items list (#75653)
## About The Pull Request
Fixes#75611Fixes#75609
This makes a small change to a few tiles outside of Science. There were
three turfs that were never actually linked to any of the modular
maintenance areas, so they just sat there as dirt turfs with nothing on
them. I changed them to metal so they'll fit with the surroundings in
each template and put the fab there, since we want it to show up in all
three of them. I can go back and add that area to each of the templates
instead if MMMiracles thinks that's a better choice, but I feel like
this works fine.
Also adds the drone dispenser to required map items so unit tests will
fail if they're not present.
## Why It's Good For The Game
Map consistency and bug fixes are good.
## Changelog
🆑
fix: Adds a drone dispenser to Tramstation.
fix: The stacking machine on Tramstation no longer has incorrect input
and output directions at roundstart.
config: Drone dispensers are now listed as required map items for
passing unit tests. If one is not present on your map, it will fail the
test.
/🆑
* Fixes stacking machine and adds a drone dispenser to Tram as well as the required map items list
---------
Co-authored-by: TheVekter <TheVekter@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
* Turns lightgeists into a basic mob (#75626)
## About The Pull Request
https://www.youtube.com/watch?v=bcUuqKrnvVY <- me getting rid of every
simple animal one thing at a time
Turns lightgeists into a basic mob. There are a few key advantages into
its implementation that was previously impossible in the simple animal
framework, which is entirely possible now.
## Why It's Good For The Game
Lightgeists can actually have a bit of AI now, as a treat. They didn't
have it prior because I assume if they attacked anything, they would end
up healing it, and we didn't really have an option in the simple animal
AI to say "do not attack"... This really fixes that so they can wander
around a bit and look cute if some admin decides to spawn them in (but
the only way to get them outright is to use the anomalous crystal, which
auto-assigns a player). You don't see the AI if a player ghosts out of
the lightgeist because the lightgeist will delete itself on ghost
(previous behavior).
It also gets rid of some janky AttackingTarget() override that was
completely un-needed post-#73202.
## Changelog
Nothing really player facing.
* Turns lightgeists into a basic mob
---------
Co-authored-by: san7890 <the@san7890.com>
* Turns Cat Butcher/Surgeon/Whatever into a Basic Mob (#75599)
## About The Pull Request
On the tin, I keep trying to tackle the larger basic mob projects but
burn out, so just enjoy these small ones to just keep that list looking
lighter and less insurmountable.
No big complex AI either, it choppa the tail off. That's all you really
need to be honest.
## Why It's Good For The Game
The cat surgeon will be just that slightly smarter. I suppose they're
still a doctor, just simply infatuated with the thought of cat tails...

noooooo my tail!!!
## Changelog
🆑
code: Cat Surgeons are a bit more smarter about attacking threats to the
world around them on their endless pursuit for those felinid tails.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Turns Cat Butcher/Surgeon/Whatever into a Basic Mob
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Ensures create and destroy never drops anything (#75535)
Just in case we ever elongate initial queue times / stop doing churn,
let's ensure that the "are we done yet" check uses all queues except the
harddel, rather then just the check queue
This also swaps us over to using QDEL time rather then queue time, since
for the check queue these are NOT the same, and they were leading to
false positives here
Required post #62969. Life is pain.
* Ensures create and destroy never drops anything
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* 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.
* Converts Lizards to Basic Mobs
* update modular
* TEGU
* me when I update Maps
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* PT1 MAP RESET
* Lints
* [MDB Ignore] Adds a unit test for typepaths that are required to be mapped onto each station map (#74985)
Inspired by #74967 and #68459 , and the fact that Tramstation regresses
very often -
Adds a unit test, `required_map_items`, which ensures that certain
typepaths which should definitely be mapped onto every map is mapped
onto every map
It can also be used to ensure that items which should not be mapped in
multiple times are not, among other things.
I included a few examples -
- Min 1, max inf of each head of staff stamps
- Min 1, max 1 departmental order consoles
- Min 1, max inf comms console
- Min 1, max 1 Pun Pun
- Min 1, max 1 Poly
- Min 1, max 1 Ian
If, in the future, a mapper decides they (for some reason) do not want a
certain previously-required item on their map, the test can be adjusted
such that it allows excluding or something, but currently it should be
for items which require conscious thought about.
I attempted to make this a linter before realizing two things
1. Someone might make a spawner which spawns the items, or they might
get placed in a locker, in any case this accounts for everything on init
2. Linters run on every map, non-station maps included
So I went with a test
Why is it always the CMO stamp?
Not necessary (unless I find a map missing something, then this will be
updated)
* yay
* Update VoidRaptor.dmm
* Update blackmesa.dmm
* wew
* New sand and water sprites (ported from Bay) (#75254)
* e
* Update AntagInfoClock.tsx
* Update LimbsPage.tsx
* Update area_spawn_entries.dm
* Update LimbsPage.tsx
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* some markings body itself
* Markings and more
* Everything fucking else
* forgot to remove that.
* Fuck me forgot this too.
* More shit I forget ough.
* prrrobably fixes that
* Finally.
* Screenshot test
* screenshot tests 2
* last touches
* Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes (#74791)
## About The Pull Request
Replaces weakref usage in AI blackboards with deleting signals
All blackboard var setting must go through setters rather than directly
## Why It's Good For The Game
This both makes it a ton easier to develop AI for, and also makes it
harder for hard deletes to sneak in, as has been seen with recent 515
prs showing hard deletes in AI blackboards
(To quantify "making it easier to develop AI", I found multiple bugs in
existing AI code due to the usage of weakrefs.)
I'm looking for `@ Jacquerel` `@ tralezab` 's opinions on the matter, also
maybe `@ LemonInTheDark` if they're interested
## Changelog
🆑 Melbert
refactor: Mob ai refactored once again
/🆑
* Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Turns Deer into Basic Mob - They Freeze At The Sight of Vehicles (#74784)
## About The Pull Request
deers only show up in the BEPIS but i decided that they would be easy
enough to turn into a basic mob (they were). it was so easy in fact that
i decided to dip my toes into coding AI behavior, and made them freeze
up whenever they see a vehicle. this required a lot of code in a bunch
of places that i was quite unfamiliar with before starting this project,
so do let me know if i glonked up anywhere and i can work on smoothing
it out.
## Why It's Good For The Game
one less simple animal on the list. deers staring at headlights is
pretty cool i think, neato interaction for when you do get them beyond
the joke the bepis makes
i'm also amenable to dropping the whole "deer in headlights" code if you
don't like that for w/e reason- just wanted to make them basic at the
very least
## Changelog
🆑
add: If you ever happen upon a wild deer, try not to ride your fancy
vehicles too close to it as it'll freeze up like a... you know where I'm
going with this.
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Turns Deer into Basic Mob - They Freeze At The Sight of Vehicles
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* refactors poles and trees into basic mobs (#74812)
## About The Pull Request
refactors poles and trees into basic mobs. If trees now see you holding
a chainsaw, hatchet, or some wood they will get angry and knock you out
for longer. Poles will run around giving some of their charge to APCs
they find along the way. i did them both in this PR coz poles were a
subtype of trees.
## Why It's Good For The Game
refactor
## Changelog
🆑
refactor: refactors trees into basic mobs
refactor: refactors poles into basic mobs
add: If trees now see you holding a chainsaw, hatchet, or some wood they
will get angry and knock you out for longer
add: Poles will run around giving some of their charge to APCs they find
along the way
fix: cells charged by the pole will now have their icon correctly
updated to reflect their charge
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* refactors poles and trees into basic mobs
---------
Co-authored-by: SMOSMOSMOSMOSMO <95004236+SmoSmoSmoSmok@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>