Commit Graph

16548 Commits

Author SHA1 Message Date
Hatterhat
e4ece2fbd6 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>
2023-06-01 20:02:31 -04:00
Ghom
88b898dffd Stops shields getting broken by pillows and disablers. (#75759)
## About The Pull Request
See the title. Doing so by adding a new arg for damage type to
`check_shields()` and `hit_reaction()`. The other way would had involved
a couple istype checks for item or projectile damage type, but this is a
longer term solution and can tackle more than just that.

## Why It's Good For The Game
Fixes #74876.

## Changelog

🆑
fix: Stops shields getting broken by pillows and disablers.
/🆑
2023-06-01 16:26:10 -04:00
Andrew
ee35c4982e [NO GBP] Fixes dead plant missing icon state (#75777)
## About The Pull Request

I assumed that it will run update_appearance on init, and didn't bother
to test my shit after the feedback. Sorry.

## Changelog

🆑
fix: fixed dead plant having wrong icon roundstart
/🆑
2023-06-01 16:18:01 -04:00
Ghom
c8e61e79af Reinstates grilled cheese sandwich taste and fixes a typo. [NO GBP] (#75779)
## About The Pull Request
I've done a couple, almost untangible mistakes in #75750.

One, I deleted the wrong variable definition (tastes, when it should've
been foodtypes, which had same value as parent) in the path for grilled
cheese sandwiches.

Two, a typo in the peanut butter banana sandwich path in the relative
UpdatePath script.

Both are fixed now.

## Why It's Good For The Game
Fixing human error.

## Changelog
N/A
2023-06-01 16:15:55 -04:00
LemonInTheDark
cb4a836d41 Removes all uses of text() (#75766)
## About The Pull Request

Apperantly it's deprecated. Also people misunderstand how to use it,
which leads to silly looking code and redundant wraps.

It is potentially useful to do a sort of format style string embedding,
but we don't have anything that really warrents it IMO.

## Why It's Good For The Game

Maybe byond will break on version upgrade slightly less now.
Also the code's less cluttered, and boomer posting has been excised.


![image](https://github.com/tgstation/tgstation/assets/58055496/c630e522-962c-4344-80f7-36d5df00a8b5)

![image](https://github.com/tgstation/tgstation/assets/58055496/f4cb3eb5-f07f-4489-8813-f59b19406bda)

![image](https://github.com/tgstation/tgstation/assets/58055496/6df7eb62-dae8-43b5-a511-1130ab4a2870)
2023-06-01 16:13:33 -04:00
Singul0
877a1942b2 Abductors can now use batons in general. (not just their specialized baton) (#75561)
## About The Pull Request
Abductors can now use any baton instead of just their special baton.
## Why It's Good For The Game
Abductors are a bit fucked if they lose their baton and are unable to
buy one from their shop. Sure they can just use flashes or maint-fu but
those methods are hard and or unreliable. (if they manage to lose their
baton, they probably aren't that robust anyways). This PR gives more
leeway if you fuck up as an abductor.
## Changelog
🆑
balance: The mothership which abductors came from has worked very hard
to train their field agents how to use batons from their specimen's
habitat
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-05-31 14:37:18 -04:00
FlufflesTheDog
389e7e40a0 Fix radio playback on non-common frequencies (#75721)
## About The Pull Request
When enabling the speaker on a radio, it gets set to listen for signals
specifically on FREQ_COMMON, instead of whatever frequency it's
programmed to, which stops you from hearing talking on said channel.
This fixes that.

This applies to all the selectable frequencies on bounced radios and
headsets, and is something that has probably often messed with AIs that
try to talk to people on AI Private. Changing the frequency while the
speaker is enabled gets around this bug, until the speaker is reset
again.
## Why It's Good For The Game
Fix bugs, stop accidentally gaslighting people into thinking you're
ignoring them on the radio
## Changelog
🆑
fix: Radios tuned to things other than common respond properly to
turning on the speaker
/🆑
2023-05-31 14:30:30 -04:00
Ghom
24f01f4974 You can now sweep garbage into open trash bins (the crate subtype), not just disposal bins. (#75734)
## About The Pull Request
Re-read the title. I had to add a dcs signal to do this.

## Why It's Good For The Game
Empowering trash bins for the sake of consistency.

## Changelog

🆑
balance: You can now sweep garbage into open trash bins (the crate
subtype).
/🆑
2023-05-31 14:28:01 -04:00
Helg2
12e13827d9 Fixes syndicate holster storage issue. (#75731)
## About The Pull Request
The main problem was `max_total_storage = 3` which made it impossible
for you to fit items in properly, so i changed it to
`max_specific_storage` as it is in other normally functioning holsters.
Also cleaned up code a bit? I assume 3 initializations may have a
purpose but like why, when it works the same without them?
## Why It's Good For The Game
Thing works as intended?
## Changelog
🆑
fix: Syndicate Holster now works as intended (You can finally put both
revolver and speedloaders in it at the same time).
/🆑
2023-05-31 14:26:19 -04:00
Ghom
ee50ae7950 Fixes a little inconsistency with the peanut butter banana sandwich and makes sandwiches subtypes of the generic sandwhich. (#75750)
## About The Pull Request
The peanut butter banana sandwich is presented ingame as grilled when it
doesn't require a griddle to make.
Also, I'm taking the opportunity to repath the sandwich types, since
they all share the same weight class, food flags and icons file.

## Why It's Good For The Game
This will fix #74585.

## Changelog

🆑
fix: The peanut butter banana sandwich is no longer presented as grilled
when it doesn't require a griddle to make.
/🆑
2023-05-31 14:22:24 -04:00
Helg2
692aa57c4d Corrects names of Plate Boots and Plate Gauntlets a little bit. (#75752)
## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/93882977/5ea5f6d8-e6f3-4078-a2d9-39862e9678a4)
Changed capital letters so it doesn't look out of place.

![image](https://github.com/tgstation/tgstation/assets/93882977/09ca8239-c1a6-4a0c-a4c6-8433eda7db95)
## Why It's Good For The Game
## Changelog
🆑
spellcheck: Plate Gauntlets and Plate Boots now have proper looking
names.
/🆑
2023-05-31 14:21:22 -04:00
Andrew
4318f9401b Oldstation QoL tweaks and minor fixes (#75259) 2023-05-30 17:31:41 -07:00
Pickle-Coding
92063262a2 Engineering, janitor and medical holosign projector changes. Much faster, more capacity, less integrity. (#75543)
## About The Pull Request
The engineering, janitor and medical holosign projectors can project
their holosigns in 1 second. The holosign integrity has been reduced to
1. Engineering max capacity increased to 12, medical to 6.
## Why It's Good For The Game
The long time to project made these projectors, especially the
engineering ones, impractical to use during an emergency that warrents
their usage. Medical capacity increase allows them to block off a
typical hallway, which could be used if there's a biohazard (60 gibbed
monkeys, or botanist). Engineering capacity increase is warrented due to
the nature of breaches and how large they can get.

The integrity reduction should help prevent them from being used to
Fortnite people.
## Changelog
🆑
balance: Engineering, janitor and medical holosign projector projection
time reduced to 1 second.
balance: Engineering, janitor, and medical holosign integrity reduced to
1.
balance: Engineering holosign projector max capacity increased to 12.
balance: Medical holosign projector max capacity increased to 6.
/🆑
2023-05-30 17:15:06 -04:00
Helg2
489c7d8c07 Makes syndi-mod in Tactical NukeOps Metagame Syndi-kit unrestricted with access. (#75696)
## About The Pull Request
Basically someone forgot to make it unrestricted or add agent's card to
the kit so it would be usable when mods were added.
## Why It's Good For The Game
1 more thing that works as intended?
## Changelog
🆑
fix: Syndicate mod-suit in Tactical NukeOps Metagame Syndi-kit (the one
with bulldog shotgun) now doesn't require any access, so you don't need
to buy agent card to simply use it.
/🆑
2023-05-30 14:55:44 -04:00
FlufflesTheDog
e8376bfef8 No more un-pulsable syndicate anomalies (#75723)
## About The Pull Request
Prevents anomalies from spawning with the frequency 121.3, which you
can't select using signalers since it's a syndicate frequency. Switches
to using the sanitize_frequency proc since it covers this and the "only
uneven frequencies" check.

Alternatively, it might make sense to remove the frequency limitation
with signalers, as I don't believe there's any non-radio devices that
rely on signals on the syndicate frequency, and it's rather unintuitive
to have a frequency that just can't be selected without any feedback.
But I don't know enough about the relevant functionality to know if that
might break something.
## Why It's Good For The Game
Fix bugs. We can't let the syndicate keep getting away with this.
## Changelog
🆑
fix: Anomalies shouldn't spawn with frequencies that can't be selected
on signalers anymore
/🆑
2023-05-30 14:20:44 -04:00
Zonespace
8414a7463e Fixes some other harddels (#75730)
## About The Pull Request
Cannot bother to atomize the rest of these

- Chem grenades didn't clean up their wires or beakers
- Implant cases didn't clean up their implants
- ammo boxes didn't clean up their ammo


![image](https://github.com/tgstation/tgstation/assets/41448081/afa57816-7c0e-4850-97f2-1fe712ac5395)

![image](https://github.com/tgstation/tgstation/assets/41448081/f3201e25-e8a7-4d9d-a0ef-443b0ce26e2e)

![image](https://github.com/tgstation/tgstation/assets/41448081/85944745-eb14-4fe4-9874-cee9c3ecab7c)
2023-05-30 19:55:04 +02:00
Zonespace
85327c8254 Fixes xenomorph egg harddels (#75729)
## About The Pull Request
Fixes sporadic harddels with 515 tests relating to xenomorph eggs

![image](https://github.com/tgstation/tgstation/assets/41448081/a0db58ba-cb70-474c-9af7-035f7ec74ca5)
2023-05-30 19:50:07 +02:00
Zonespace
06daff0236 Fixes harddel with toner (#75728)
## About The Pull Request
Fixes a harddel with toner that's sporadically appeared on 515 tests

![image](https://github.com/tgstation/tgstation/assets/41448081/f1ee5174-4e1f-436b-b1b1-eadad718455d)
2023-05-30 19:49:26 +02:00
zeckle/licks-the-crystal
3a89e85f97 Fixes grilles electrocuting or tesla-ing when there's a floor between the grille and the cable (#75703)
## About The Pull Request

Stops grilles from electrocuting or tesla-ing when there's a floor
between the grille and the cable.

## Why It's Good For The Game

Fixes #60541

## Changelog
🆑 Licks-the-Crystal
fix: Stops grilles from electrocuting or tesla-ing when there's a floor
between the grille and the cable.
/🆑
2023-05-29 22:49:07 -04:00
Kubisopplay
9ba14f5fd0 Adds a variable that allows invisible portals (#75712)
## About The Pull Request
Adds simple var that allows a portal to be without the spark effect
## Why It's Good For The Game
Because I am going to make an noneuclidean station with portals, and
sparks make it too obvious
## Changelog
🆑
qol: Admins can make a portal not spark when teleporting
/🆑
2023-05-29 22:46:53 -04:00
Andrew
e884b1da73 Spess army knife (#75537)
Adds a rare maintenance loot - Spess Knife which is a tool that can be
transformed into screwdriver, knife, wirecutters... and others by
accident.
2023-05-29 20:33:36 +00:00
Hoolny
419dd2b754 Spider Infestation Balance Rebalance Expansion Part 1 (#75204)
## About The Pull Request
https://hackmd.io/dxhPOOdRRKW7siqPbpfmYQ?view The HackMD goes in-depth
into what this PR is about

## Content
### Ambush Spider

![image](https://user-images.githubusercontent.com/84478872/236697303-16fb5fee-7862-457f-a053-9e634873f205.png)

![image](https://user-images.githubusercontent.com/84478872/236697338-7908e9ba-07d2-4af6-9e0a-583e74d96634.png)
### Scout Spider

![image](https://user-images.githubusercontent.com/84478872/236697485-91560e01-365d-4a9e-8401-a52b412d865f.png)

![image](https://user-images.githubusercontent.com/84478872/236697489-a9f1d46d-1e65-4e9d-995e-335e4cf40f8c.png)

![dreamseeker_JtR1iVptrV](https://user-images.githubusercontent.com/84478872/236697538-4e9ac1a4-b2b7-463a-b4ff-75f8ae2d266a.png)
## Tangle

![image](https://github.com/tgstation/tgstation/assets/84478872/756de834-5470-4a2a-9e8e-55d6a3ca770d)

![TkK4NHc](https://github.com/tgstation/tgstation/assets/84478872/4fa15fa6-db11-46a5-9b56-8e5fce4bc1c0)

![XxcLU0z](https://github.com/tgstation/tgstation/assets/84478872/7a007a94-e9a4-4700-9a0e-f5e2a178c924)

### Spiderlings

![ruCweIc](https://user-images.githubusercontent.com/84478872/236697721-b96469df-e68b-47b7-9316-ec152629e9aa.png)

![SWE0bgo](https://user-images.githubusercontent.com/84478872/236697726-7753f363-99db-46b1-8181-0dc755c1804e.png)

![BYNLUQa](https://user-images.githubusercontent.com/84478872/236697753-48c1c5b0-064a-45e9-bf19-ad2e29cdb426.png)


## Why It's Good For The Game
Currently, spiders have plenty of issues that make them a very 2d
mentional antag they kill,die, and respawn which is boring and leads to
a bunch of balance issues for their current design this PR both fixes
the current issues spiders have and adds more depth into the antag.
## Changelog
🆑
add: Added 3 new spider types
add: Added more spider abilities
balance: Rebalanced spiders
fix: Fixes spiderlings having density
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-05-28 16:45:42 -07:00
HWSensum
ff4dcc1c53 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:

![dreamseeker_ngVIMHxdQf](https://github.com/tgstation/tgstation/assets/121913313/2bd997a9-8de6-4c32-878b-b13438f1a51e)
(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: 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>
2023-05-28 16:39:37 -04:00
Sealed101
1c60848edb Removes poseur tag graffiti (it's been dead for ~6 years Edition) (#75689)
## About The Pull Request
The _poseur tag_ graffiti option was not removed in the gang gamemode
removal back in #30056. Back then it would have chosen one of the gangs'
tags to mimic. Now, if selected, it will create an empty graffiti. This
will also apply to any mapped/generated graffiti. This sucks and this
derailed me from my other thing I was doing in the crayons.dm vicinity.

## Why It's Good For The Game
Removes a 6-year-old non-functioning graffiti option.

## Changelog
🆑
fix: exorcised a ghost of the gang gamemode from graffiti
/🆑
2023-05-28 12:31:05 -06:00
Lufferly
07912a8bd0 Fixes some missing textures on the labcoat suit storage + makes the paper hat a craftable item (#75681)
## About The Pull Request

Fixes epipens, pillbottles, and test tubes having a missing texture when
put into suit storage.
Makes pills and patches invisible on the player when put into suit
storage.
Turns the paper hat into a craftable item, and by extention fixing an
issue where a paper hat would appear on your head when you put paper
into suit storage.

fixes: #69504

## Why It's Good For The Game

Fixes some missing texture sprites, makes it so the paper hat does not
appear on your head when you put it in suit storage.
Pills and patches also appeared on your body when put into suit storage,
which I thought looked weird, since they would be in your pocket or
something.

## Changelog

🆑 Seven
fix: Fixes epipens, pillbottles, and test tubes missing texture when put
into suit storage
fix: A paper hat no longer appears on your head when putting paper into
suit storage
add: The paper hat is now a craftable item
image: Pills and patches are no longer visible on a person when put into
suit storage
/🆑
2023-05-27 22:35:56 -06:00
Andrew
e155d49a8f Potted plant revival (#75602)
![dreamseeker_0JH7yYpKEq](https://github.com/tgstation/tgstation/assets/3625094/dc586ae5-8ace-4272-a93f-f18578ac15bd)

## About The Pull Request

Dead potted plant seems to be originating from RD's office, but it's
widely used in abandoned areas for mood.
This PR makes the dead plant more generic, making RD's plant a subtype.

Also now you can turn dead plant into a living one by using any seed on
it.

## Why It's Good For The Game

No more RD's plants in space ruins.
And now there is a way to do something with those dead plants again
(they could be sheared into a living plant with bonsai skill previously)

## Changelog

🆑
qol: dead potted plant can be revived with a seed
/🆑
2023-05-27 22:30:03 -06:00
Jolly
be2b5f9e74 [MDB IGNORE] Adds a map lint against using non-dir helper posters (#75620)
## About The Pull Request
Title.


## Why It's Good For The Game
Similar to #75610.
Gets our posters on the mapping directional helpers where needed.

## Changelog

🆑 Jolly
code: The code for posters internally has been tweaked slightly. If you
see posters floating in hallways, please report them ASAP!!
/🆑
2023-05-27 19:47:45 -04:00
John Willard
0c99bd28f4 Makes gasses use defines (#75542)
## About The Pull Request

Adds defines for gasses and replaces uses I've found to instead use the
defines.

Can you believe I made this PR while trying to work with Xenos? This
sucks!

## Why It's Good For The Game

There's a lot of different uses of things like "o2" and "plasma", and
they are pretty inconsistent. In some places, it's "hydrogen", in others
it's "h2". In some it's "plasma", others "plasm". This unifies it all
under defines so it has a less chance of breaking in the future.

## Changelog

Nothing player-facing.
2023-05-27 19:45:22 -04:00
KingkumaArt
b7fb33ab00 Adds Ethereal Drinks (#75487)
## About The Pull Request
Adds 3 new electric-themed drinks for ethereals. They count as food for
etherials, (not much, one glass is about equivelant to a plasma burger),
but humans can drink them as well, among other effects.
## Why It's Good For The Game
As an ethereal player, I do feel while our food is convenient, that we
miss out on the RP other species get from going to the bar. This allows
for etherials to order drinks from the bartender. All effects work on
all races, with the hunger satiation as the exception.
## Changelog
🆑
add: Voltaic Yellow Wine - New "base" drink, found in booze-o-mat. No
special effects besides acting as a weak ethereal food. Not very potent
in terms of alcohol.

add: Telepole - New mixed drink themed after thunderstorms, gives the
same shock-resist grey bull does. Made from 1 part Voltaic Wine, 1 Part
Sake, and 2 parts Dark & Stormy. Moderately potent.

add: Pod Tesla - New mixed drink, themed after the old removed tesla
engine (the singulo gets a cocktail, it should too!) Grants a brave -
bull phobia resist, and a stronger grey bull shock resist allowing you
to (temporarily) resist tesla arcs from reactive armor and the SM's
tesla coils. Gives a pleasant thought to whoever drank it, because this
thing is a pain to make. Made from 5 parts admiralty, 5 parts telepole,
and 3 parts brave bull. Highly potent.

qol: Unsure if this counts as QOL or balance, but the fact sol dry is in
3 different cocktails but the bartender has to buy 30u cans of it made
me feel it deserved being added to the soda dispenser.

image: Added graphics for the above drinks, shown below, from left to
right: Pod tesla, Voltaic Yellow wine, Telepole, Voltaic Wine (bottle)
<img width="171" alt="image"
src="https://github.com/tgstation/tgstation/assets/69398298/901b2f64-1723-44b6-8f78-ef21bd477d96">


/🆑

---------

Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2023-05-27 19:00:55 -04:00
Andrew
c579b6a283 New air alarm sprite take two (#75262)
![dreamseeker_3knwrXrSzO](https://user-images.githubusercontent.com/3625094/236828432-605f6c0a-10da-4e98-9c03-87931bc46704.gif)


![image](https://user-images.githubusercontent.com/3625094/236829631-c566d82b-90cc-400d-8565-0374282d5319.png)

## About The Pull Request

Reopen of #74932 

Resprites the air alarm and adds a new sprite that will be needed for an
air alarm that is remotely connected to a sensor via #75187

Also fixed air alarm not checking air status on power change.

## Why It's Good For The Game

Newer, more compact sprite. 

It will make it easier for map makers to stack remotely connected air
alarms on a tile to make an air monitoring wall.

## Changelog

🆑
image: New air alarm sprite
fix: Air alarm properly updates status when powered
/🆑
2023-05-27 18:39:09 -04:00
jimmyl
1a840838b4 fixes soap suicide (#75669)
## About The Pull Request

fixes #75603
regression moment

## Why It's Good For The Game

fixes #75603

## Changelog
🆑
fix: soap suicide
/🆑
2023-05-27 18:17:42 -04:00
Andrew
3773d20c96 Adjust objects to tabletop when wrenched (#75671)
![dreamseeker_2f6HEd87Kb](https://github.com/tgstation/tgstation/assets/3625094/c272df94-cdb6-427e-a3dc-c0e7d9cca4ea)

## About The Pull Request

Added a variable to `/obj/` that can be set to adjust the object sprite
when it mapspawns or being wrenched on top of a table.

Set this variable for some popular tabletop machines, removing the
default `pixel_y` offsets for some of them.

Also moved the wrenching logic to /obj/. It was under machinery for some
reason.

## Why It's Good For The Game

Did you ever unwrench something from the table by accident and then was
annoyed that you can't revet it back?

## Changelog

🆑
qol: Objects have a variable to adjust them visually when they're
wrenched or spawned on a table
refactor: Removed redundant code that had similar purpose, moved `obj`
wrenching logic into the `objs.dm`
qol: food/slime processor can be moved on table and adjusts to it when
wrenched
/🆑
2023-05-27 18:17:08 -04:00
Stalkeros2
7336f35318 Rubber duck now quacks, not honks (#75674)
## About The Pull Request
I stepped on a rubber duck while testing #75672 and got very sad when it
honked.
Makes rubber ducks use the rubber ducky shoes sound effect instead of a
clown honk sound effect.
## Why It's Good For The Game
Ducks are supposed to quack, not honk. It's not a goose, after all.
## Changelog
🆑 Stalkeros
sound: Rubber duck now quacks.
/🆑
2023-05-27 18:13:42 -04:00
LemonInTheDark
b64a76ea56 Fixes moveloop shit (#75675)
## About The Pull Request

I was using the step_x procs when I should have been using get_step_x
and Move()
This was causing some mob behavior to not properly respect things like
gravity or potentially entered/exited signals.

Also ensures we pass direction into Move consistently, and deletes a
function that was meant to like, use step_to but with directions? Was
never actually used properly

I forgot to properly respect the "don't change dir" flag

Closes #75673

🆑
fix: Mobs will fly around space... less
/🆑
2023-05-27 15:33:28 -06:00
John Willard
8767ab709a removes all non-defined materials I found (#75659) 2023-05-26 15:45:09 -07:00
Jolly
dc7fa929eb [MDB IGNORE] Adds a map lint against using dir-var edited window panes (#75610)
## About The Pull Request
Title.

## Why It's Good For The Game
#75528 but with a map lint.

I also don't know what to call these, so for clarity sake I'm referring
to them as "panes", which I think helps convey what they are.

## Changelog
Not needed.
2023-05-26 12:41:42 -06:00
MrMelbert
720434df77 Fixes being unable to spraypaint (#75635)
## About The Pull Request

`.atom_colours[atom_colours]` seems like a copy paste error.

I assume it was either intending to check for same color, or check
washable color for same color. So I put in both

## Changelog

🆑 Melbert
fix: Fixed being unable to spraypaint things
/🆑
2023-05-25 18:08:23 -06:00
moocowswag
c4dc58f184 Modular Shield Generators, Also Adds a new perimeter algorithm to _helpers/math_dm (#75328)
Disclaimer im mostly making this pr for the experience if anything.
Also anyone can replace the sprites if they want to I`m just making them
so itl be done, idk what a plasteel machine is supposed to look like.

The circuit boards to make these machines are unlocked by the advanced
power manipulation tech

The entire shield

- Has one big healthpool (base of 50)
- Has a configurable radius
- Takes damage from hot gas and emp
- Has regeneration (it gets nerfed by alot of things that I have to talk
about separately)
- When the shield is broken the generator must regenerate at 0.25x speed
before coming online again
- can be configured to either only generate a shield externally (in
space) or both internally and externally at the cost of half the regen
rate
- Regen rate is also reduced based on the ratio of the shield radius and
the max radius that the generator is capable of generating
- Alot more that im too tired to explain at the moment

The base stats of the shield (max health, regen rate, max radius) all
scale with the tier of parts used in the main generator.

4 other machines (3 are finished code-wise as of now) the charger (regen
rate), the relay (max radius) the well (max health) the node (allows for
more connections) can all be connected to the main generator to boost
its core stats based on their part tiers

In the future there is a possibility of specialization / modifications
to the forcefield at the cost to the core stats
2023-05-25 19:40:25 +00:00
moocowswag
aa6d82f37e Apc covers can now be repaired and replaced (#75129)
You can now weld an unbroken but damaged Apc cover in order to repair
its integrity.

If an Apc cover is broken you can crowbar it off and replace it with a
new one using an Apc frame (but you'll need to weld its integrity back
up to reinforce the haphazard connections you've made)

I also went ahead and added comments to some of the code because Apc
code is a little daunting.
2023-05-25 18:09:37 +00:00
carlarctg
285c7acf24 Refactors snipping cuffs into a bespoke cuffsnapping element (#75432)
Refactors snipping cuffs into a bespoke cuffsnapping element, adding
support for delayed cuffsnipping. Adds this element to box cutters!
Effectively speaking everything is the same as usual.

It's cool, it's based and elementized and modularized and not
hardcodeized on the jaws of life anymore. Plus it could be used in the
future for things (it won't)
2023-05-25 17:57:50 +00:00
ChungusGamer666
ae97676647 Removes obsolete obj_flags flag (#75356)
This flag is literally only used in two objects in the game and
seemingly does nothing
2023-05-25 03:11:24 +00:00
san7890
83723acab0 Turns Chickens into Basic Mobs (#75592) 2023-05-24 15:04:27 -04:00
Ghom
e1052fc62a Massive Spraycan and Crayon Powercreep: smaller graffiti cost less to draw. (#75588)
## About The Pull Request
Currently, drawing a small circle on the floor consumes as much charge
as any other drawable but the larger horizontal ones that cost five
times as much, which is a bit dull for non-cyborg players, having to
burn through a ton of spraycans just to cover the floor in several small
dots if ever attempting to do some floor art.

This PR aims to reduce the cost of some of the smaller drawables, like
"shortline", "smallbrush", "pawprints" etc., in virtue of the smaller
area they cover. The balances changes may seem bit of an arbitrary and
not include ones that are a bit on the edge between "small" and not
"small", but I'd rather keep it simple than have other values such like
"semi-small" integrated and snowball this balance PR into a more
finnicky, disputable or not agreeable with version of itself.

This also covers re-coloring and existent graffiti. Currently it always
costs 2 charges to change its color regardless if it costed 1 or 5 to
spray in the first place. With this PR, the costs should match that of
when they were drawn. To boot, It also takes into account the tagger
quirk now.

Code had to be cleaned up and improved a bit for a smoother
implementation of these changes.
A fairly unrelated but small change: Trying to suicide with an empty
spraycan will now fail, because it's empty. It's that simple.

## Why It's Good For The Game
Enables non-cyborg players to engage in jolly floor-vandalizing-art in a
more consistent, slightly more enjoyable way.

## Changelog

🆑
balance: Drawing small graffiti like paw/foot/claw prints, small brush
dots and short lines should cost half as many charges off your spraycan
or crayon.
balance: The cost of recoloring graffiti decals is now consistent with
that of drawing them.
balance: Trying to suicide with an empty spraycan will now fail, because
it's empty. It's just that simple.
/🆑
2023-05-24 12:06:33 -06:00
Charlotte
d0216eacce [NO GBP] Fixes HMS in so many ways. (#75615)
## About The Pull Request

Changes the number of objectives for the HMS autoinjector, from 8 times
in 30 minutes to 1 time in 30 minutes alongside fixing some errors from
the original PR. (GOD IS DEAD)




![image](https://github.com/tgstation/tgstation/assets/98856144/8f758ebd-d848-4184-8fdf-6893bc29924a)

## Why It's Good For The Game

Prevents from infecting the entire station with an incurable illness.
(OH GOD THE HUMANITY!!)

## Changelog
🆑 Chadley
fix: fixes the HMS objective.
/🆑
2023-05-24 21:55:33 +12:00
Andrew
84bd57a908 Pipe Dispenser UI tweaks (#75540)
RPD:
<img width="398" alt="g6iMANATn2"
src="https://github.com/tgstation/tgstation/assets/3625094/a6b986d0-fa7f-4f67-89df-6d62505e1e50">

Pipe dispenser machines:
<img width="398" alt="eBxH3wMlPu"
src="https://github.com/tgstation/tgstation/assets/3625094/cc49c3c2-dad6-40da-9e63-b2f0a20fa893">


GIF:

![dreamseeker_LN0XizcPi9](https://github.com/tgstation/tgstation/assets/3625094/c8e639d2-48d1-4a71-a8f7-b55300007203)

## About The Pull Request

Updated RPD UI for:

- Bigger color buttons
- Faster selection of pipe type

## Why It's Good For The Game

Less clicks and missclicks when working with RPD

## Changelog

🆑
qol: RPD and Pipe Pispenser UI tweaks for better navigation
code: RPD and Pipe Dispenser UI now on TS
/🆑
2023-05-23 17:15:59 -06:00
Andrew
2d54693913 Test tubes and racks (#75179)
## About The Pull Request


![image](https://user-images.githubusercontent.com/3625094/236466928-dd7beffb-ff26-4d78-a10b-7be29aae56f2.png)

Bottles have varied volumes - some of them hold 30, some 50, while
having the same sprite. And the size is comparable with small beaker, so
it was a bit weird that it can hold only 30 units. Now the default
bottle volume is 50, consistently.

Test tubes are the new 30u container that replaces bottles created in
chem master (but not condi master) and pandemic.

For better management of test tubes, this PR also adds a rack that can
be crafted from 1 wooden plank. The rack stores up to 10 test tubes and
can pick them up and drop quickly similar to how the pill bottle works
with pills.


![image](https://user-images.githubusercontent.com/3625094/236472298-df4932a4-4620-4a6b-87c0-67efc7317d02.png)

## Why It's Good For The Game

Consistent volume for the bottle sprite instead of some being 30, some
50.

Essential attribute for chemical lab, good company for Chem Separator.

## Changelog

🆑 MTandi, coiledlamb 
add: Added test tubes and racks for them
balance: All 30u bottles now have 50u volume and chem master/pandemic
spawn tubes instead of bottles
/🆑
2023-05-23 17:07:55 -06:00
Ghom
6e5ae1cc24 Fixing a few minor maintenance hindrances. (#75594)
## About The Pull Request
See the title and relative issue reports mentioned in the section below.

## Why It's Good For The Game
Closes #75461, closes  #75462, closes #75467.

## Changelog

🆑
fix: Capturing CTF control points no longer requires the active hand to
be empty.
/🆑
2023-05-23 16:51:36 -06:00
Oreo
f3a6444a5a Refactors honeycomb into a food (#75551)
## About The Pull Request

Updates to honeycomb for the new reagent system

## Why It's Good For The Game

The plant bag can hold honeycomb but the all-in-one grinder does not
accept honeycomb from the plant bag, requiring manual removal and
placement into the grinder. This speeds up workflow and makes bees less
clunky and more accessible.

## Changelog

🆑
refactor: honeycomb is now edible
fix: all-in-one grinder now notifies the user when trying to dump an
empty bag
fix: all-in-one grinder now accepts honeycomb from plant bags
/🆑
2023-05-23 16:29:51 -06:00
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