Commit Graph

357 Commits

Author SHA1 Message Date
SkyratBot
ed3c8eade6 [MIRROR] Fix clown PDA not slipping while not worn (#27061)
Fix clown PDA not slipping while not worn (#82240)

## About The Pull Request

`slipper` can and will be `null` if not worn, so this runtimed. broken
for who-knows-how long, probably a year or so.

## Changelog

🆑 Melbert
fix: Clown PDAs slip people when not worn
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2024-04-04 13:44:05 -04:00
SkyratBot
37bc259bb0 [MIRROR] Refactor removing unused defines. (#26998)
* Refactor removing unused defines. (#82115)

Refactors a lot of the unused defines.

Refactors a lot of the unused defines.

Nothing player facing

---------

Co-authored-by: san7890 <the@san7890.com>

* Oh well. I hope this works fine.

---------

Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-03 03:39:46 +02:00
SkyratBot
031e483e4d [MIRROR] New station trait job: Human AI (#26823)
* New station trait job: Human AI (#81681)

This PR does many things, I'll try to explain the basic/background stuff
to the main thing first:

1. Adds a new remote that allows a human to function like an AI. It
controls a fly that will fly around the station slowly, and when it
reaches a machine then the person can interact with it as if they were
an AI. This required changing a lot of silicon/AI checks with one that
also checks for this remote, and some messing with shared ui state.
2. Moves req_access from the obj and bot to ``/atom/movable`` which lets
it be shared between the two, no more copy-paste and one side lacking
features/checks/signals the other has.
3. Adds a check for AI config for AI-related station traits, which was
lacking prior

Now for the good part...
Adds a new station trait that replaces the AI with a Human.
This person is equipped with an AI headset (including Binary), an
advanced camera console, an omni door wand, the machine controller, and
their laws.
They are immune to the SAT's turrets (even if set to target borgs) and
are slow outside of the SAT, mimicing the actions of the AI.

They interact with the world through their advanced camera console,
which allows them to do most AI stuff needed, and the holopad they can
connect to without having to ring first (like Command can).

They are given a paper with the laws they must follow, but since they
are human they are able to bend it. Cyborgs that run the default lawset
are "slaved" to them via an unremovable law 0, so the Human AI can bend
the laws if they really need to (for their own survival n such), and
make the cyborgs obey their commands above laws, but in general this
shouldn't be a frequent occurrence. This does take into account the
unique AI trait, so it's not guaranteed Asimov.

When this station trait rolls, all Intellicards, AI uploads, and AI core
boards are destroyed and are unresearchable. They can be spawned by
admins in-game if necessary. Maybe in the future we can also exclude
Oldstation from this but I haven't really decided.

Extra perks:

Human AI spawns with a Robotic voicebox (unless they are a body purist)
and teleport blocking implant, so they can't use teleporters to bypass
their on-station slowdown.
They also have an infinite laser pointer that can be used to blind
through their camera console. This is unfortunately nerfed from the
recent borg balance PR that removed its stun. This was meant to be the
alternative to no longer being able to permanently lock borgs down like
AIs can (or more than one, for that matter).
They aren't affected by Roburgers, Acid, and Fuel's toxicity.
Bots salute them like they do Beepsky (which is now a trait)
They spawn with SyndEye to replace the AI's tracking ability
They do not have a bank account

The machine remote has a little fly in it that flies to the machines it
is pointed to, working as the arms and legs of the Human AI. It scans
the machine and punches in the action the AI does, and is how the AI
accesses basically anything. This fly slowly moves from one machine to
the next, and can be recalled with Alt Click.
It works on machines and bots.

https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8

I've seen a funny screenshot one day of a person replacing the AI by
using a bunch of door remotes, camera console, crew monitoring console,
and a few other things. I've been thinking about that for a few years
and really wanted to make it official if not easier to make possible,
because it is an incredibly funny interaction.
This makes it a reality, and while they aren't as powerful as regular
AIs, I think it makes for better and funnier in-game moments. With the
same weight as Cargorilla (1), I hope this wouldn't be rolling too often
and ruin rounds, but instead show off the different capabilities that
Humans and AIs can do, to do the job of an AI. You win some you lose
some.

🆑 JohnFulpWillard, Tattax
add: Adds a new station trait job: The Human AI.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Oh right

* so this works

* whoooops

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2024-03-31 22:39:22 -04:00
SkyratBot
4401b87501 [MIRROR] Add ability to swap IDs inside computers (#26789)
* Add ability to swap IDs inside computers (#81844)

* Add ability to swap IDs inside computers

* Update internal_computer.dm

---------

Co-authored-by: Interception&? <137328283+intercepti0n@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2024-03-22 13:18:58 -04:00
SkyratBot
8196e26aff [MIRROR] NEW TRAIT ROLE: Veteran Advisor (#26667)
* NEW TRAIT ROLE: Veteran Advisor

* Oh, right

---------

Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-03-13 06:32:59 +01:00
SkyratBot
f8b87b994b [MIRROR] Overlay Lighting Color/Intensity Pass (#26825)
Overlay Lighting Color/Intensity Pass

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-03-11 22:26:46 -04:00
SkyratBot
6221130798 [MIRROR] Arcargo: Vendor Cargo and Vending Machine Update (#26782)
* Arcargo: Vendor Cargo and Vending Machine Update (#81582)

Another one.

## About The Pull Request
This pull request originally had a design doc that @ Fikou and I worked
on, but that was never really polished up for publishing quality so I'll
forgo it for now and be as descript as possible here.

### Core changes
- This pull request adds a new NTOS app to the game, the restock
tracker. The restock tracker shows a comprehensive list of vending
machines across the station, as long as there is a need for that vending
machine to get restocked.
- This has also been pre-installed into the cargo data disks.
(`/obj/item/computer_disk/quartermaster`)
- Vending machines now store a total of 20% of the cost of any purchase
made within themselves into a small pool of cash. This only applies to
premium and normal purchases, not to contraband, as they're technically
not sanctioned by the company.
- The restock tracker app will also track which vending machines have
the most credits stored internally inside them.
- By refilling a vending machine, the stored credits within are paid out
to any crewmember who goes and restocks the station, while also paying
out *half that amount to the cargo budget*, serving as a basic but
otherwise easy tertiary money making method on the same level of
complexity as doing bounties, with the added benefit of actually helping
to assist the station for jobs like... assistant.

![image](https://github.com/tgstation/tgstation/assets/41715314/59cee2d9-7e60-4733-8a76-d88fe5b8c3f2)

### Break Stuff
- Anyway, when you try and smash a vending machine open with a melee
weapon of choice, it can now pay out 50 credits at a time as a way to
make money at zero risk to yourself.
- ~~Except for the horrible risk to yourself.~~

![image](https://github.com/tgstation/tgstation/assets/41715314/23208bf0-8484-40b9-b753-0ffdb57d770f)

### Cargo Specific Changes
- Restock units may now be sold for a small profit as well, to
incentivize cargo to keep the station stocked further.
- The `STATION_TRAIT_VENDING_SHORTAGE` trait will now add a small amount
of existing credits into the vending machines on station, to incentivize
cargo to fix the issue during the round and not just push for an early
shuttle call. Or, more accurately, provide the crew with a money making
scheme to engage better with the station trait as it stands.

### This also refactors behavior on vending machines
- This pull request also finally changes it so that vending machines now
use the payment component, which as a consequence allows for the
following improvements:
* Vending machines may now pull from physical credits on your person,
not just requiring you to have money on your ID card.
* Vending machines may also use credits being pulled by the player
interacting with the vending machine, allowing for handless mobs to be
able to purchase items from a vending machine.
* Finally makes the "use-for-everything buying things component" used by
the most utilized component of the in-game economy, to reduce the
quantity of unique implementations of purchasing things in the code.
- Existing vending specific checks are retained on before handing off
behavior to the payment component, for behavior such as purchasing
cigarettes/alcohol under the age of 18/21.

Notes:
- Vending machines will lose their internal credits stored when
deconstructed, as a security measure.
- Vending machines will now show the total amount of credits that a mob
has on their person, combining physical credits as well as credits held
in their ID card to accurately portray their total wealth across the mob
in question.

## Why It's Good For The Game

First off, this is largely an excuse to move vending machine behavior
over to the payment component for the purposes to less code copy-paste,
and to try and make the implementation more wide-spread.

Second, this implements a new tertiary economy method to the game, in
the same design space as bounties, which serve as common methods of
making money without necessarily being specific to their job in
question, with the primary goal of providing small amounts of work to
the crew and a basic interaction with the economy system.

Additionally, it gives cargo more things they can do to assist the
station, and a way to know which parts of the station need support as a
result.
It improves the interaction between the vending shortage station trait
as well, making it a challenge with depth as opposed to a more
oppressive round change that players would rather reroll the game over.

Additionally, this makes a few price tweaks to vending restock modules
as well to help incentivize buying some of the more minor restock kits,
and a few select bumps on restocks that cover wide enough territory to
necessitate fewer restocks.

* Arcargo: Vendor Cargo and Vending Machine Update

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2024-03-06 22:29:57 -05:00
SkyratBot
290a97d05e [MIRROR] You can do more things while floored (#26643)
* You can do more things while floored (#81641)

## About The Pull Request

While on the floor, you can:
- Use the UIs of Atmos machinery (except thermomachine and bluespace gas
vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins
- Close extinguisher cabinets with Right-Click
- Click and drag yourself onto a photocopier to climb onto it.

I also changed all instances of ``ui_status`` to have all the args it's
being passed, I was messing with it a bit but it's gonna be for a later
PR.

## Why It's Good For The Game

It's an extra layer of harmless realism, also nice QoL for people who do
not have functional legs and do not have a wheelchair.

## Changelog

🆑
qol: You can use atmos machines, holopads, crayons, spray cans, and
disposal bins while floored.
fix: You can close extinguisher cabinets while floored.
fix: You can climb onto a photocopier from the floor.
/🆑

* You can do more things while floored

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2024-02-26 21:32:59 +01:00
SkyratBot
4f53ec2660 [MIRROR] Fixes complex lights not handling moving well, renames lighting defines (#26484)
* Fixes complex lights not handling moving well, renames lighting defines (#81423)

## About The Pull Request

[Fixes static lights not
moving](ffef43c05a)

Worked fine when the owner moved, but if the owner was inside something
else, it would try and trigger an update on the PARENT's lights, which
are obviously not us.

[Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they
do](de73a63bd4)

People keep trying to change the lighting system of lamps and it makes
me mad.
I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a
better name for turf matrix lighting. Suggestions welcome

## Why It's Good For The Game

Closes #80005
Hopefully improves understanding of lighting at a glance
## Changelog
🆑
fix: Fixes fancy lights not updating their source location when picked
up and moved
/🆑

* Oh well

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-02-12 22:25:22 +00:00
SkyratBot
453a78dca1 [MIRROR] Contractor loadout adjustment + Price tweak (#26471)
* Contractor loadout adjustment + Price tweak

* skyrat change

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: jjpark-kb <mccorvey.norman@gmail.com>
2024-02-11 18:05:40 -05:00
SkyratBot
0938c796a8 [MIRROR] Adds a signal to buying items from the uplink (& fixes TC misinfo) (#26449)
* Adds a signal to buying items from the uplink (& fixes TC misinfo) (#81372)

## About The Pull Request

Adds a signal when someone buys an item from the uplink and removes
single-letter vars from the ``spawn_item`` proc, and adds/standardizes
add/removing of telecrystals from uplinks (and admin setting how much TC
they have) to ensure the UI always has the right amount of telecrystals
displayed in it.

## Why It's Good For The Game

There are reasons why someone would want to hook up to a traitor's
uplink and listen to items they purchase to do any special effect
on-purchase, so this adds support to do anything in the future with it.
Also tells players how much TC they actually have without forcing them
to close/reopen the UI every time they insert some TC in it by hand.

## Changelog

🆑
fix: Uplinks now update their UI when you add telecrystals in them, so
you don't need to close and reopen it.
/🆑

* Adds a signal to buying items from the uplink (& fixes TC misinfo)

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2024-02-10 23:17:36 -05:00
SkyratBot
fb99259785 [MIRROR] Fixes runtime from examining mod PCs (#26318)
* Fixes runtime from examining mod PCs (#81200)

## About The Pull Request

It's a classic

![image](https://github.com/tgstation/tgstation/assets/51863163/297cbecd-c32d-4c10-8c25-000d8a95310c)

`EXAMINE_HINT(x)` resolves to `"<b>" + x + "</b>"`

When placed in this line directly, you get:

`["<b>" + HAS_TRAIT_FROM(...) ? "..." : "..." + "</b>"]`

You see the issue, right?

This resolves as you would expect:
`("<b>" + HAS_TRAIT_FROM(...)) ? ("...") : ("..." + "</b>")`

Which, of course, runtimes as it's adding a string to an integer (0).

By pulling it out to its own var we can get around this:

`["<b>" + frame_or_pc + "</b>"]`

## Changelog

🆑 Melbert
fix: Fixed examining modular PCs
/🆑

* Fixes runtime from examining mod PCs

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-02-02 18:34:27 +01:00
SkyratBot
f768fab6c9 [MIRROR] [NO GBP] Fixing issues with modular computer and circuits. (#26247)
* [NO GBP] Fixing issues with modular computer and circuits. (#81076)

## About The Pull Request
It turns out the messenger circuit wasn't working as intended, because
list components tend to convert datum keys into weakrefs, creating
incoherence between composite datum/atom and simple datum/atom
datatypes, which at least just spares us from the headache of clearing
the refs on del from lists too.

So, taking the shortest path, I decided to adapt the messenger to the
weak ref usage.

Another thing, instead of refusing altogether to send message that
trigger the pda filter regexes, the messenger circuit will instead
replace the matches with grawlix, since we have no way to inform
whoever's responsible for said message about the filters in an orthodox
way.

Beside that, I've noticed several of the circuits from my PR were
lacking trigger outputs or similar when needed, pretty making them only
as half as functional, at least to a noob like me.

And another small issue with missing ports from the status display
circuit.

One more suggestion from moocow is to add a cooldown to the ringtone
trigger for the messenger circuit, because he said it's pretty spammy
and some admins are fickle.

## Why It's Good For The Game
Bugfixing and improvements.

## Changelog

🆑
fix: Fixed the messenger circuit not sending messages.
fix: Added several ports to modpc circuits that were missing or needing
them.
fix: Fixes ever-expanding ports whenever circuits are re-inserted in a
modular computer.
/🆑

* [NO GBP] Fixing issues with modular computer and circuits.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-25 23:08:34 -05:00
SkyratBot
ebb21356e1 [MIRROR] Fixes ejecting pAIs card without a pAI in it (#26222)
* Fixes ejecting pAIs card without a pAI in it (#81047)

## About The Pull Request

I had made the bad assumption that a pAI card always had a pAI mob in
it, which is not the case.
This fixes the runtime error, thus allowing people to eject a pAI card
that doesn't have a pAI in it.
I've also added a check in the pAI's Initialize to give them the ability
to use the modPC if they are made in it, so you don't have to eject and
reinsert the pAI, fixing another issue.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/81043
Fixes inconsistency and runtime.

## Changelog

🆑
fix: pAIs downloaded while in a PDA now gets the action button to
control said PDA.
fix: pAI cards can now be ejected from a PDA when there is no pAI
inhabiting it.
/🆑

* Fixes ejecting pAIs card without a pAI in it

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2024-01-25 09:29:46 -05:00
SkyratBot
fdcfabefd8 [MIRROR] Integrated circuits for modular computers (#26196)
Integrated circuits for modular computers (#80530)

This PR integrates circuits for modular computers and a good bits of
their programs.
The peculiarity here is that modular computers have no fixed amount of
unremovable components (except the base one with just a couple ports for
now), instead, they're added and removed along with programs. With a few
exceptions (such as the messenger and signaler), for these program
circuits to work, their associated program has to be either open or in
the background.

For a reason or another, not all programs have a circuit associated to
them, still, however the programs with a circuit are still a handful.
They are:
- Nanotrasen Pay System
- Notepad
- SiliConnect
- WireCarp
- MODsuit Control
- Spectre Meter
- Direct Messenger*
- LifeConnect
- Custodial Locator
- Fission360
- Camera
- Status Display
- SignalCommander

*By the by, sending messages has a cooldown, so it shouldn't be as
spammy. If it turns out to not be enough, I can make it so messages from
circuit will be ignored by other messenger circuits.

The PR is no longer WIP.

I believe modular computers could make for some interesting setups with
circuits, since they're fairly flexible and stocked with features unlike
many other appliances, therefore also a speck more abusable, though
limits, cooldowns, logging and sanitization have been implemented to
keep it in check.

🆑
add: Modular Computers now support integrated circuits. What can be done
with them depends on the programs installed and whether they're running
(open or background).
add: Modular Consoles (the machinery) now have a small backup cell they
draw power from if the power goes out.
/🆑

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-21 14:59:14 +00:00
jjpark-kb
a4cffad43a requested modular computer fix (#25868) 2023-12-26 19:09:29 +01:00
SkyratBot
cbaee82e73 [MIRROR] The Spectre-Meter App, also a bootleg data disk item for the black market. [MDB IGNORE] (#25717)
The Spectre-Meter App, also a bootleg data disk item for the black market.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-24 23:25:23 +00:00
Gandalf
9361376345 PDA update (Messenger works while dead, Microwave works, etc). (#80069) [REMIRROR] (#25829)
* PDA update (Messenger works while dead, Microwave works, etc). (#80069)

This is an update that touches many more things all at once (compared to
my other PRs) meant to make PDAs in general feel more consistent and not
take away from one of the experiences we want to encourage: interaction
between players.

1. Replaced all checks of a 'pda' with a 'modular pc'. This means
technically (though not done in-game currently) other modpcs can hold an
uplink, and microwaves can charge laptops.
2. Speaking of microwave, they now don't break and require
deconstruction if the cell is removed mid-charge.
3. When a Mod PC is out of power, it will now allow the Messenger to
work (which now also doesn't consume any additional power), if the app
exists on the PC. Here's a video demonstration

https://github.com/tgstation/tgstation/assets/53777086/7ae12f81-a271-49b8-95fa-2ba54d2e2d1f

4. Flashlights can't be turned on while the cell is dead
5. I replaced a bunch of program vars with ``program_flags`` and renamed
``usage_flags`` to ``can_run_on_flags``.
6. Added a debug modPC that has every app installed by default. Mafia
had some issues in the past that were unknown because Mafia wasn't
preinstalled with any tablet so was never in create & destroy nor in any
other unit test. This was just an easy solution I had, but PDAs should
get more in-depth unit tests in the future for running apps n stuff- I
just wanted to make sure no other apps were broken/harddeling.

Currently when a PDA dies, its only use is to reply to PDA messages sent
to you, since you can still reply to them. Instead of just fixing it and
telling players to cope, I thought it would be nice to allow PDA
Messenger to still work, as it is a vital app.
You can call it some emergency power mode or whatever, I don't really
mind the reason behind why it is this way.

When I made cells used more on PDAs, my main goal was to encourage
upgrading your PDA and/or limiting how many apps you use at once, I did
not want this to hit on players who use it as a form of interaction.
This is the best of both worlds, I think.

The rest of the changes is just for modularity, if some downstream wants
to add tablets, phone computers, or whatever the hell else, they can
still get just as far as PDAs should be able to get to, hopefully.

🆑
add: PDAs with a dead power cell are now limited to using their
Messenger app.
fix: Microwaves now stop charging PDAs if the cell was removed
mid-charge.
fix: Microwaves can now charge laptops.
fix: PDA Flashlights can't be turned on while the PDA is dead.
fix: You can now hold a laptop up to a camera (if it has a notekeeper
app installed) like PDAs already could.
/🆑

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>

* ok

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-12-24 23:20:11 +00:00
SkyratBot
d718af9913 [MIRROR] Bridge Assistant Station Trait [MDB IGNORE] (#25667)
* Bridge Assistant Station Trait

* Diffs

* fixes

* Update job_traits.dm

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-24 22:54:11 +00:00
SkyratBot
d34aab9be3 [MIRROR] PDA general maintenance (NTNet downloader rework) [MDB IGNORE] (#25133)
* PDA general maintenance (NTNet downloader rework)

* Update modular_computer.dm

* e

* weh

* Update archive_viewer.dm

* Update three_layer_hats.json

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-24 22:28:40 +00:00
SkyratBot
49daf536b5 [MIRROR] [BOUNTY] Re-adds Contractors [MDB IGNORE] (#25094)
* [BOUNTY] Re-adds Contractors

* I hate copy pasted overrides so much. BEGONE

* Fixes the merge conflict. It's still not gonna work, too many proc redefinition

* The sheer amount of overrides

* This is hell

* remove modular copy of spawn_contractor_partner

* part 2 of spawn_contractor_partner oops

* un-duplicate create_contracts proc

* Remove duplicate contract generate and finish_enter

* something to make the linter stop crying

* Receiving

* removes our contractor stuff in favour of parity

* Update SyndicateContractor.tsx

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-24 22:00:55 +00:00
SkyratBot
8bc9c802a8 [MIRROR] Fixes TGUI internal actions on modular computers [MDB IGNORE] (#25633)
* Fixes TGUI internal actions on modular computers

* Update computer_ui.dm

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-12-15 16:48:20 +00:00
SkyratBot
3658c80e57 [MIRROR] Explodes device.dmi [MDB IGNORE] (#25523)
* Explodes device.dmi

* Demodularize these

* Update traitordevices.dm

* Update traitordevices.dm

* Modularizes hypnotic flash

* Modular dmi repath

* Modular dmi repath

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-09 09:48:43 -05:00
SkyratBot
b15b16976a [MIRROR] Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom [MDB IGNORE] (#25516)
* Attack chain refactoring: Broadening `tool_act` into `item_interact`, moving some item interactions to... `atom/item_interact` / `item/interact_with_atom`

* Patches up merge skew (#80197)

## About The Pull Request

Yeah #79968 (1e76fd70b4) was not
compatible with master but no one said anything on the PR so i got
jebaited into merging it. The code should be up to the same standards
per the documentation I read (preventing thwacking the target in certain
situations while not returning anything in other situations)

master will definitely compile now though

* Patches up merge skew

* Merge conflicts

* Modular adjustments

* Removes this entirely duplicated proc...

* Update tool_override.dm

* Update weldingtool.dm

* Update tool_override.dm

* Update tool_override.dm

* Nope. Copy paste begone.

A skyrat edit is so much easier to deal with here

* Update brand_intelligence.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-09 08:22:19 -05:00
SkyratBot
41ea46d5f2 [MIRROR] Scopes NODECONSTRUCT_1 from flags_1 to obj_flags [MDB IGNORE] (#25496)
* Scopes `NODECONSTRUCT_1` from `flags_1` to `obj_flags`

* Update bitfields.dm

* Modular

* Update rack.dm

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-08 23:24:46 -05:00
SkyratBot
6c4c965ea4 [MIRROR] Changes occurrences of recieve in code to receive [MDB IGNORE] (#25393)
* Changes occurrences of `recieve` in code to `receive`

* Fix conflict

---------

Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: SomeRandomOwl <somerandomowl@ratchtnet.com>
2023-12-02 20:40:07 -06:00
Nerevar
a1ff1983f8 Adds Camera App to Default Downloads (#25161)
* initial d

* wew

* Forgot this!

* And this

* And this is no longer a skyrat edit

* Finally please remember to label what the skyrat edit is (change, removal, addition)

---------

Co-authored-by: Snakebittenn <12636964+Snakebittenn@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-22 16:07:43 -05:00
SkyratBot
9c78808284 [MIRROR] Nukes radio.dmi, adds inhands for somewhat relevant items. [MDB IGNORE] (#25147)
* Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792)

## About The Pull Request

Third /icon/ cleansing splinter 1. Comments on commits say all it does
pretty much.

![image](https://github.com/tgstation/tgstation/assets/122572637/6540e588-bed8-4e98-81f5-2a6f449c53c3)

## Why It's Good For The Game

Inhand for walkietalkie was requested in the project, gets rid of some
usecases of old 'gangtool', headset splitoff requested by Fazzie.
Inhands reflecting the items they are supposed to represent is nice.

## Changelog

🆑
image: Following now have unique item sprites: syndicate war declaration
radio, curator and chief beacon's, chaplain beacon.
image: Following now have unique inhand sprites: radio, export scanner,
walkie-talkie, syndicate war declaration radio, curator and chief
beacon's, chaplain beacon.
/🆑

* Nukes radio.dmi, adds inhands for somewhat relevant items.

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
2023-11-20 09:05:49 -05:00
SkyratBot
d3b4b884bd [MIRROR] Emagged PDAs won't log to wirecarp. [MDB IGNORE] (#25004)
* Emagged PDAs won't log to wirecarp. (#79707)

## About The Pull Request

Currently, every time you open/close a program, that activity is logged
for the RD to see. This includes Nukies opening their disk tracking app.
Now, emagged PDAs will no longer log activities to Wirecarp, but I did
replace it with a log when the PDA is first emagged.
Basically, nukies are undetected, but Traitors can still be figured out.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/77201

I thought this would be better as it makes more sense to stop logging
when you're emagged, but as you are being emagged it will report the
modification instead.

## Changelog

🆑
fix: PDAs now log that they've been emagged, but will no longer log any
further programs they open beyond that. This means Nukies don't sell
themselves out by opening their disk tracking app.
/🆑

* Emagged PDAs won't log to wirecarp.

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-11-14 09:19:18 -05:00
SkyratBot
92f8f722ac [MIRROR] Blank IDs no longer get stuck in modular computers [MDB IGNORE] (#24977)
* Blank IDs no longer get stuck in modular computers (#79689)

See name. The Eject ID button now correctly lights up even with no name
on the ID

* Blank IDs no longer get stuck in modular computers

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2023-11-13 12:54:10 -05:00
SkyratBot
f48008411c [MIRROR] Mafia now starts without admin intervention [MDB IGNORE] (#24793)
* Mafia now starts without admin intervention (#79348)

## About The Pull Request

Mafia should now start without the need of admin intervention.
I made a unit test that should always have a PDA and a ghost spawning in
a game of Mafia and having it run through basic setup to confirm they
both successfully sign up and the game starts.

I had to change a lot of things in order to get this working, such as
giving unique ckeys to mock clients, fixing harddels in Mafia, and
plenty of minor fixes. This is the first time any of this code is put in
CI, so a lot of uncaught errors are now showing their faces.

Because loading maps mid-round runtimes due to smoothing, I have mafia
their own unit test-only map that doesn't use smoothing.

I also split the mafia ui code into its own file, and moved a single
helper that was sitting around in mafia's file into a helpers file.

I also added some comments to explain why certain things are the way
they are, because I wrote some undocumented code previously and forgot a
few things, leading to self-inflicted wasted time.

## Why It's Good For The Game

^

## Changelog

🆑
fix: Mafia games can now start properly.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Mafia now starts without admin intervention

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2023-11-04 23:56:03 -04:00
SkyratBot
500c94e25f [MIRROR] Security Pen and Penlight improvement [MDB IGNORE] (#24727)
* Security Pen and Penlight improvement

* Update inventory.dm

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-01 22:47:00 +00:00
SkyratBot
69ea3c81ad [MIRROR] Mafia can be played on your PDA [MDB IGNORE] (#24485)
* Mafia can be played on your PDA (#78576)

## About The Pull Request

Mafia is now friggin playable from the PDA, I also changed other stuff
too

- You can't use abilities on dead people if you're not supposed to (cant
kill the same person over and over)
- Changelings cant kill other Changelings
- Changelings can now only talk to eachother at night, rather than using
:j
- Everyone starts spawned in the center of the map, since people playing
on PDA can't move their characters. This is so everyone can hear PDA
users in person, as I don't want the chat log to be mandatory.

To do this, all messages you are meant to be able to see, is now logged
for you to see in your Mafia panel. This essentially means that people
playing through the PDA get a downgraded version of it, but I don't know
how much larger I want this UI to be.

Playing Mafia through the PDA will not tell you of other players ahead
of time when signing up (as it shows ckeys + pdas), but they can see the
names in-game. Unfortunately this means we'll have to remove your
customization coming with you, to prevent using it to tell who is dead
in round.

Things I am missing
- Program overlays on PDA/Laptop/Computer
- Icon for the app's header while a game is active

I'm not a spriter and can't make either of these

This is the new UI

![image](https://github.com/tgstation/tgstation/assets/53777086/7cf503d9-b2e2-4127-874a-acad6425d649)

I also fixed alert calls for PDAs and stuff

![image](https://github.com/tgstation/tgstation/assets/53777086/e09b2e5e-b9e7-43ae-9273-c168e9c8e642)

and removed the X at the top on computers since they had no battery

![image](https://github.com/tgstation/tgstation/assets/53777086/d3dd8307-805c-4aba-be5e-4c24a0bdcb91)

Looks a little better now hopefully 👍

## Why It's Good For The Game

- The current Arcade app sucks, and is a solo game. This is much more
entertaining and you can talk to others in it, which is swag as fuck.
- There's a larger potential playerbase for the Minigame making it more
likely to be played.
- Sets groundwork for a better version of
https://github.com/tgstation/tgstation/pull/75879
- Adds more suspense and teamwork in the minigame.

## Changelog

🆑 JohnFulpWillard, sprites by CoiledLamb
add: You can now play Mafia on your PDA.
balance: Mafia changelings can now only talk to eachother during the
night.
fix: Mafia abilities can't be repeatedly used on people.
/🆑

* Mafia can be played on your PDA

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-10-21 14:25:33 -04:00
SkyratBot
0ae24c79b0 [MIRROR] Flashlights wont cause your pda to drain faster endlessly [MDB IGNORE] (#24019)
Flashlights wont cause your pda to drain faster endlessly

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-10-06 22:28:03 -07:00
SkyratBot
b1aefe3a74 [MIRROR] pdas now use their cells more [MDB IGNORE] (#23977)
* pdas now use their cells more (#78580)

## About The Pull Request

So one aspect of PDAs that I quite liked previously was managing and
upgrading your power.
This was lost when all cell parts got removed, mostly, and now I'd like
to re-add it.
PDAs and Tablets now use more power each second it's on
Programs being active/idle now take charge too.
And all this now takes ``seconds_per_tick`` into account.

Screenshots of APC use before and after having 6 programs open at once

![image](https://github.com/tgstation/tgstation/assets/53777086/14699ae7-19a7-4eb6-a211-5944cc1867d0)

![image](https://github.com/tgstation/tgstation/assets/53777086/804fedde-0d5a-43a9-9e61-34139257a16f)

PDA default power cells have a max charge of 1000, each cell use is
around ``1.00970340315`` power, which is ``1.01013789399`` w/ 2 programs
in idle and 1 active program (which is what PDAs are capable of). This
means it takes about 990 ticks to fully drain your power, or about 50
minutes, at max use.

This is completely blasted away the moment you put anything beyond a t1
cell inside of it, which is unfortunate but what can you do about tiered
parts being so poor.

The problem of no public PDA chargers are alleviated by
https://github.com/tgstation/tgstation/pull/78600

### Update

The PDA flashlight being on now also drains the battery 25% times
faster. PDA running out of charge now also turns the flashlight off.

## Why It's Good For The Game

You may or may not have to actually charge your PDA once in a round now,
maybe. I liked this part of tablets and would like to see it brought
back, managing your power to use your apps is important to ensure you're
not just using all apps 24/7

Because this also adds the functionality to add/remove power cells
again, it opens up to some minor little pranks/messing with people that
isn't completely destroying their tools, as well as some minor
upgradeability.

## Changelog

🆑
balance: You can now remove and replace power cells from PDAs (with
screwdriver).
balance: PDAs now drain their power cells harder, and also take into
account active programs & their flashlight being on.
balance: PDAs running out of charge now turn their flashlights off.
/🆑

* pdas now use their cells more

* reduce power usage

* Update computer.dm

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-10-06 21:54:55 -07:00
SkyratBot
964fc99589 [MIRROR] Feature: bitrunner, a new supply role (READY) [MDB IGNORE] (#23865)
* Feature: bitrunner, a new supply role (READY)

* Delete bepis.dm

* Conflicts

* Update dynamic_rulesets_midround.dm

* Fixing this invalid icon file path

It was trying to use the aesthetics one

* Bepis is dead

* New digi sprites courtesy of CandleJaxx!!

Now in the correct branch!

* Fixing merge conflict

* bitrunning hotfixes [NO GBP]

* Modular health adjustments

* Revert "Modular health adjustments"

This reverts commit 0ff3c48d398f6c1aac51cdf8fecaf869491bbc86.

* Modular health adjustments

Only this one should be necessary

* The screenshot test

* Bitrunner den for voidraptor (FOR #23865) (#23891)

* no shower in sight

* lets bitrunners actually get to their room and spawn there

* New digi sprites courtesy of CandleJaxx!!

* Revert "New digi sprites courtesy of CandleJaxx!!"

This reverts commit eea9f47de256dd407c78450bc8f2a09b814f93e9.

---------

Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>

* Removes bitrunning unit tests (#78607)

## About The Pull Request
Removes the fraction of unit tests I thought would be safe.
Not thrilled that I have to exclude ALL unit tests now, but hey.

The issue is that atmos attempts to process on a turf which hasn't
initialized yet.
## Why It's Good For The Game
Other PRs can pass checks now
## Changelog
N/A

* Update birdshot.dmm

* Tweaks the BEPIS category of the bitrunning order console

* Adds back the flashdark that we had skyrat edited in

* Update tgstation.dme

* Fixes Voidraptor bitrunning den not being connected to the powergrid

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-09-29 20:53:36 -04:00
SkyratBot
ee8c524e7c [MIRROR] Fixes Intellicards in computers being deleted when the computer is destroyed [MDB IGNORE] (#23900)
* Fixes Intellicards in computers being deleted when the computer is destroyed (#78475)

## About The Pull Request

As described in #78467, if an Intellicard is inserted into a laptop or
stationary modular computer, and said computer is destroyed, then the
Intellicard (as well as any AI on it) is instantly deleted. This PR
makes the Intellicard get dropped instead. Closes #78467.
## Why It's Good For The Game

Bugs are bad.
## Changelog
🆑
fix: Intellicards in computers are no longer deleted when the computer
is destroyed.
fix: Modular consoles can now be deconstructed by right clicking with a
wrench.
/🆑

* Fixes Intellicards in computers being deleted when the computer is destroyed

---------

Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
2023-09-25 13:40:01 -04:00
SkyratBot
3f6b96e000 [MIRROR] second pass over the SC/FISHER code, incl. bitflags and PDAs [MDB IGNORE] (#23705)
* second pass over the SC/FISHER code, incl. bitflags and PDAs

* Update flashlight.dm

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-09-15 12:28:44 -04:00
SkyratBot
d865f6fa9a [MIRROR] pAIs control a PDA they're inserted into [MDB IGNORE] (#23519)
* pAIs control a PDA they're inserted into (#78103)

## About The Pull Request

This PR lets pAIs inserted into a PDA to control the PDA of their owner.
They can see their own pAI configurations but cannot edit any of it.
They also can't eject themselves from it.
This means they can receive and send PDA messages as their owner, acting
like a personal secretary

This also adds support for multiple people using a PDA and its UI
updating for all of them and PDA messages being received and responded
to from multiple people under the same PDA
It also removes pAI camera in favor of using siliconcamera, which is the
same thing; this just cuts down on some copy paste.

I also reverted PDA's ringer being off preventing messages from being
sent to your chat, silent mode was meant to prevent only the ringing
sound.

## Why It's Good For The Game

pAIs can now do a little bit more to help their owners on a personal
level, and adds support for more stuff like this in the future (an idea
I had was being able to hack into PDAs in the same way the CE can hack
into APCs remotely)

This is a re-PR of https://github.com/tgstation/tgstation/pull/76445 but
it's a little better this time and does not remove the PDA Messenger app
from pAIs.

## Changelog

🆑
fix: PDAs being on silent no longer prevents PDAs from being sent to
your chat, again.
add: pAIs inserted into a PDA can now control the PDA, and will receive
PDA messages sent to it (and can respond under the PDA's name).
/🆑

* pAIs control a PDA they're inserted into

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-09-04 20:04:07 -04:00
SkyratBot
0d12dfd475 [MIRROR] Various jobs start with more job-related programs preloaded into their PDAs. [MDB IGNORE] (#23389)
* Various jobs start with more job-related programs preloaded into their PDAs. (#77740)

## About The Pull Request

Engineers now start with the canary and atmosscan program, atmos techs
start with the SM monitor program, and Robotisists start with the
silliconnect program.

## Why It's Good For The Game
it's more convinient than downloadin em roundstart.

## Changelog
🆑
qol: Various jobs have gotten additional programs uploaded at
roundstart, engineers now have the canary and atmospheric scanner
programs, atmospheric technicians now have the supermatter monitor, and
Robotisists/RDs now have the silliconnect program.

/🆑

* Various jobs start with more job-related programs preloaded into their PDAs.

---------

Co-authored-by: Teagarden <124026007+Vincent983@users.noreply.github.com>
2023-08-28 23:39:27 -04:00
SkyratBot
57abd05851 [MIRROR] Separate init_possible_values() from icon generation [MDB IGNORE] (#23221)
* Separate init_possible_values() from icon generation

* Update clothing.dm

* Update lizard.dm

* Modular

* Runtime fix

* Modular adjustments

* Fixes icon offset for undershirt

* Update mutant_parts.dm

* Update mutant_parts.dm

* Fix a merge skew

* Update mutant_parts.dm

* More of a catch-all solution

* Update _preference.dm

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-08-24 21:44:13 -04:00
Bloop
a79fd7c280 [MISSED MIRROR] Janitors and Shaft Miners start with the ExperTrak Skill Tracker preinstalled on their PDAs. (#71022) (#23285)
Janitors and Shaft Miners start with the ExperTrak Skill Tracker preinstalled on their PDAs. (#71022)

see https://tgstation13.org/phpBB/viewtopic.php?f=10&t=32695

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-08-24 16:21:13 -07:00
SkyratBot
f93eca396b [MIRROR] SPESSMEN 2.0: le cargo resprite (no mining) ((i hate mining)) [MDB IGNORE] (#23280)
* SPESSMEN 2.0: le cargo resprite (no mining) ((i hate mining))

* Update role_tablet_presets.dm

* Revert "Update role_tablet_presets.dm"

This reverts commit ef1373dcd5e101030dcb6147e0c0739a612f74c9.

* Update role_tablet_presets.dm

* Screenshot test file was missed for some reason.

* Add to loadout items

* Digi sprites

* Digi flags

* Update cargo_digi.dmi

* Update cargo_digi.dmi

* Update loadout_datum_suit.dm

---------

Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-23 23:19:35 -04:00
SkyratBot
30d57e41dc [MIRROR] Replaces Camera bug with Camera tablet app [MDB IGNORE] (#23275)
* Replaces Camera bug with Camera tablet app

* Modular changes

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-23 16:33:01 -04:00
SkyratBot
247d37c38a [MIRROR] Improved PDA Direct Messenger [MDB IGNORE] (#22865)
* Improved PDA Direct Messenger

* resolve conflicts

* Delete ntmessenger.dm

---------

Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-03 20:03:41 -04:00
SkyratBot
7b1d396773 [MIRROR] Fixes a bug where borgs effectively break IDs when removing them from modular consoles [MDB IGNORE] (#22612)
* Fixes a bug where borgs effectively break IDs when removing them from modular consoles (#76948)

## About The Pull Request
Fixes a bug where borgs effectively break IDs when removing them from
modular consoles. Previously when they did this it would cause the ID to
be unretrievable.
## Why It's Good For The Game
Fixes a stinky bug!!
## Changelog
:cl:Sapphoqueer
fix: fixes a bug where borgs and TK users could effectively break ID's
by removing them from modular computers.
/🆑

* Fixes a bug where borgs effectively break IDs when removing them from modular consoles

---------

Co-authored-by: SapphoQueer <94389951+SapphoQueer@users.noreply.github.com>
2023-07-21 14:14:33 -04:00
SkyratBot
2f552919c1 [MIRROR] Icons folder cleaning wave two [MDB IGNORE] (#22454)
* Icons folder cleaning wave two

* Merge conflict resolution

* Modular path hell

* hmm

* Update 2022-10.yml

* Another modular thing

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-16 00:41:18 -04:00
SkyratBot
0a03e8a2a7 [MIRROR] Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types [MDB IGNORE] (#22481)
* Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types

* Resolve merge conflicts

* Modular adjustments

* destroy this double return on destroy

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 22:51:23 -04:00
SkyratBot
ecea3a506b [MIRROR] Clear PDAs now specify they are a crystal PDA in messenger [MDB IGNORE] (#22484)
* Clear PDAs now specify they are a crystal PDA in messenger

* Merge conflict

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Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 22:22:00 -04:00
SkyratBot
e264ee3644 [MIRROR] Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts [MDB IGNORE] (#22469)
* Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts

* Update communications.dm

* Modular override

* Some modular adjustments, removes 'emagged' vars in favor of obj_flags

* whoops, mobs don't have obj_flags.

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Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 16:46:17 -04:00