Commit Graph

8200 Commits

Author SHA1 Message Date
Jacquerel
973a76b29a Makes hoods into a component (#75977)
## About The Pull Request

Refactors the behaviour of "one clothing item deploying another clothing
item" from `/obj/item/clothing/suit/hooded` and makes it into a
component.
This allows you to make hooded items which are not part of that
typepath. It also means you could make (for instance) a hat which can
deploy a pair of sunglasses into the eye slot or a jumpsuit with
deployable clown shoes or something.

I need to pass in an assload of callbacks because we have a bunch of
special hoodies that want to do things when you raise and lower the
hood, but for a normal item you would not need these.

## Why It's Good For The Game

Frees people from the tyrrany of typepaths, mostly.
Plausibly you could use it to do something fun we don't currently do.

## Changelog

Not player facing, hopefully. As long as I did this all right.
2023-06-28 18:58:30 -06:00
ChungusGamer666
dc4f797f5b Makes bodytype a carbon mob variable, not a species variable (#76210)
## About The Pull Request

Having a variable in species that constantly gets modified by outside
sources is very hacky, and I don't want that.

Bodytypes are handled by bodyparts in the synchronize_bodyparts() proc,
no matter the species. Simply put, they are every bodytype gotten from
every bodypart, cached.
As such, bodytypes is pretty much a convenience variable (so we don't
have to constantly loop through the bodyparts list), and instead of
putting it on species, it'd be better to put it on /mob/living/carbon.

## Why It's Good For The Game

Makes the bodytype of human mobs easier to access by making it direct,
instead of having to go through dna and species.

## Changelog

nah
2023-06-28 18:13:46 +02:00
FunnyToilet
51fd57da19 Plasmamen can now get HMS (#76352)
As plasmaman it is not currently possible to get HMS, despite being able
to pick it as a trait roundstart and being able to get infected by
traitors with the objective, this will fix two issues in one, removing
yet another free points, this time 12, AND making them suffer the
consequences of the syndicate.
2023-06-28 05:41:23 +00:00
ChungusGamer666
9940fb62e6 Destroys /obj/vehicle/sealed/mecha/working with a W80 nuclear warhead (#76296)
## About The Pull Request

Title.

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

## Why It's Good For The Game

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

## Changelog

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

---------

Co-authored-by: san7890 <the@san7890.com>
2023-06-27 21:10:23 -06:00
Ghom
6b007f758b Replaces ammo_casing/caseless and bullet/reusable with elements. (#76335)
The reusable and caseless types only purposes are the behaviors of
deleting the casing when fired and spawning a new object when the
projectile ultimately reaches its maximum range or hits a target, both
of which are easily "elementizable". Also, I don't like those barely
filled sub-folders in the projectile module, and the fact we've
divergent reusable and single use arrow types.
2023-06-28 01:14:59 +00:00
lessthanthree
62c6da56cb Maptext 2023: I can see clearly now (#76356)
## About The Pull Request

We needed to replace our maptext font. Closes
https://github.com/tgstation/tgstation/issues/73002

Replaced with a pair of new fonts, made some improvements and fixes
while we're at it.

- Two new maptext fonts: Grand9K and TinyUnicode
- These two scale cleanly with BYOND icon sizes, so no antialiasing of
already tiny fonts making it look bad when enlarged on screen
- Fixed size fonts now have metrics to be used properly on overlays
(such as status display) where a client (a requirement for MeasureText)
is not feasible
- VCR OSD Mono still here, usable as a variable size font with larger
text
- Synchronizes status display scrolling speed between lines
- Fixed special maptexts for yelling, clown, redtext, greentext


https://github.com/tgstation/tgstation/assets/83487515/7dbaf1d1-f1d5-46ff-8903-d95cab059ed8

## Why It's Good For The Game

Maptext looks like crap if you're one of the players who no longer have
the old font. Even if you do have Small Fonts, this looks better.

## Changelog

🆑 LT3
refactor: Refactored maptext (those floating words)
fix: Fixed special chat bubbles for yelling, clown, redtext, greentext
fix: Fixed alignment of status display text
code: Status displays now synchronize their message lines when scrolling
/🆑
2023-06-27 16:46:16 -06:00
Lufferly
5057e65041 Janitor balloon alerts (#76284)
## About The Pull Request

Adds some balloon alerts to the mop, /datum/component/cleaner, and the
light replacer
edits some balloon alerts on the janicart

## Why It's Good For The Game

Doing your duties as a janitor tends to clog up chat, and this stuff
seems better for balloon alerts anyway.
Newer players are also often directed towards janitor, and this will
help with feedback for someone unaccustomed to looking at chat.
If any of these are too long let me know.

## Changelog

🆑 Seven
qol: Mops, some cleaning items, and light replacers now use balloon
alerts
/🆑
2023-06-26 22:16:08 -06:00
MrMelbert
dc88203f0b Fix Too Slowing people with high fives (#76277)
## About The Pull Request

At some point with the refactors to offering it was made so that
dropping the item stops the offer, unfortunately too slowing people with
high fives relied on this behavior (dropping not stopping the offer).

Restores that behavior with a bit more code tweaking. 

## Why It's Good For The Game

How can I be too slow?

## Changelog

🆑 Melbert
fix: You can once again "too slow" someone with a high five
/🆑
2023-06-26 22:13:22 -06:00
Nick
c516fa2ccb [No GBP] Fixes coin values but for real this time (#76137)
## About The Pull Request
Forgot to update the value of the iron coin in #76066, this fixes that
## Why It's Good For The Game
See #76066
## Changelog
🆑
fix: Had to destroy a lot more of em, but the value of iron coins are
now back to normal
/🆑
2023-06-27 00:11:14 -04:00
cnleth
ac6b704191 Mind link speech displays symbols correctly (#76290)
Closes #71991 
Removes a call to sanitize() in mind linker code because tgui_input_text() already sanitizes input by default, symbols now display correctly
2023-06-26 03:31:34 -05:00
ChungusGamer666
62ccbff0df SPECIES NUKING 2023: Makes tongues handle liked/disliked food instead of species datum (#76204)
## About The Pull Request

Alright, let's get real, handling food tastes with the species datum is
hacky at best - This is a continuation of my nuking of the species
datum, which currently handles way too much of human mobs' behaviors.

While moving that to the tongue isn't exactly a perfect solution, it
allows for more interesting behavior than the species datum, especially
now that I added getter procs to get foodtypes liked/disliked by the mob
and such.

## Why It's Good For The Game

Makes tongue transplants more appealing and emergent, since they fully
control tastes and not just taste sensitivity which is pretty much
cosmetic.

## Changelog

🆑
refactor: Liking/disliking food is now handled by the tongue organ, not
the species. Also, having a failing tongue means you can't taste food
properly!
add: You can read peoples' tongues now, if you have the entrail reading
skillchip.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-06-26 08:17:54 +02:00
Ghom
4ffccee19e [NO GBP] I flunked a commit just a hour ago and now Tinea Luxor's effect only lasts two seconds when added to mobs with a reagent holder. That was idiotic of me. (#76328)
## About The Pull Request
So, I was going to use `-1` as second arg for that apply_status_effect()
call, which is the duration of all status effects that don't expire with
time, except that looks like a magic number that could use a define,
though I was groaning at the idea of doing that, so I rolled back the
change. Turns out I had forgotten the default value of that duration
argument was `2 SECONDS` and only noticed it a few minutes after the PR
was merged. @ZephyrTFA

## Why It's Good For The Game
Do I have to explain again?

## Changelog
If this gets merged before the change goes live, I won't have to.
2023-06-25 17:28:14 -04:00
Ghom
cf443bfbad [s] Knocks the lights out of Tinea Luxor (#76295)
## About The Pull Request
So, we've a problem where the lights from Tinea Luxor can be staked up
indefinitely, because someone thought it was a brilliant idea to use
expose_mob rather than on_mob_metabolize.

## Why It's Good For The Game
This will close #76263. Aaaand yes, this is a webedit PR.

## Changelog

🆑
fix: Fixes the lights from Tinea Luxor being stackable to the point of
crashing the game for others.
/🆑
2023-06-25 17:08:15 -04:00
Lufferly
28e0a7eddb Acid balance and fixes, Xeno's no longer instakill with their acid (#76227)
## About The Pull Request

Acid, when applied to a turf, does not immediately apply acid to the
turfs contents, instead just doing that in the acid component.
The acid component now does not destroy things under a turf, like pipes.
Alien acid no longer instakills mobs, Fixes #69577 (Acid component now
has an option not to apply acid to mobs on a turf).
Aliens can now touch acid.

## Why It's Good For The Game

Fixes some bugs with aliens and acid.
I don't really like how the acid now does not damage mobs at all, but
that seems to be what is intended.
I don't think that acid should be going through a turfs contents in
different places, plus I like the look of it not immediately applying
the acid to them better.

## Changelog

🆑 Seven
balance: Acid on a turf no longer immediately applies acid to its
contents
fix: Acid applied on a tile will no longer damage pipes below that tile
fix: Xeno's corrosive acid no longer instakills mobs
fix: Xenos can now touch acid
/🆑
2023-06-24 21:32:19 +02:00
ChungusGamer666
6da96bef84 SPECIES NUKING 2023: Mein leber! Allows livers to handle reagents in special ways, instead of the species datum doing it (#76184)
## About The Pull Request

Refactors livers so special chemical handling can be done by them,
instead of the species datum.
Plasmamen, skeletons and golems all use the liver for all their species
specific chem handling now.

## Why It's Good For The Game

SPECIES DATUM I HATE YOU!
Also, being able to handle reagents like any species if you have their
liver is REALLY FREAKING COOL and allows for emergent gameplay by mixing
various organs from various sources.

## Changelog

🆑
refactor: Mutant livers can now handle chemicals in special ways.
Currently, only plasmaman, skeleton and golem livers do it. Every other
species is the same.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-06-24 21:05:29 +02:00
MrMelbert
6b3e8f4564 Buffs Wizarditis (#76156)
## About The Pull Request

Basically, reworks Wizarditis so you randomly cast real (weakened)
spells instead of just saying random invocations + doing a hardcoded
version of teleport.

Spells include Teleport, Disable Tech (small radius), Mutate, Knock,
Forcewall, Blink, Smoke, Spacetime Distortion (much smaller radius),
Timestop (radius of 1 (haha)), Repulse (small radius), Blind, Lightning
Bolt (weaker bolt), and Swap

Makes anti-magic counter wizarditis, but not cure it. 

Adds some more minor tells that one may be infected. Removes some old
messages in favor of newer ones.

## Why It's Good For The Game

Wizarditis is very lackluster for how difficult it is to obtain. 

Initially this started as de-hardcoding / optimizing the in built
teleport function to use the actual scyar nila, but I realized how easy
it would be to expand this, so I did it.

Because it's funny. 

## Changelog

🆑 Melbert
add: Wizarditis Improved. Those infected will now randomly cast one of
the following (weakened) spells at max stage: Teleport, Disable Tech,
Mutate, Knock, Forcewall, Blink, Smoke, Spacetime Distortion, Timestop,
Repulse, Blind, Lightning Bolt, or Swap
add: A source of antimagic will prevent Wizarditis's ill effects, but
won't cure you.
/🆑
2023-06-24 21:03:53 +02:00
SyncIt21
bf17ae385b Glass bottles with reagents can be used for crafting, empty ones will be used as tools if possible (#76259)
## About The Pull Request
Fixes #76250

The problem was a glass bottle has `tool_behaviour = rollingpin` and so
it took priority in this if condition

93d4b6d6cd/code/datums/components/crafting/crafting.dm (L125-L134)
before it could check if its a reagent container

Now the priority is inverted, if the glass bottle has reagents inside it
then it is used as a reagent container else if it is empty then it used
as a rolling pin(i.e. checks for its tool behaviours)

## Changelog
🆑
fix: glass bottles with reagents can be used for crafting, empty glass
bottles will be used as tools(e.g. empty glass bottle as rolling pin)
fix: glass bottle with welding fuel can be used for crafting improvised
shotgun shells
/🆑
2023-06-24 16:29:22 +00:00
Ghom
1436b3f63a Fixes the envenomable casing element and arrows. (#76219)
## About The Pull Request
Both the element and the object were trying to add an element as a
component, which to my amusement, just silently fails without throwing
any runtime, crash or stack trace (stuff for another PR, I suppose).

## Why It's Good For The Game
This will fix #75448.

## Changelog

🆑
fix: arrows can now be actually coated with reagents.
/🆑
2023-06-24 11:52:59 +02:00
MrMelbert
f085e13711 Fix cyborg autofire (#76240)
## About The Pull Request

Nothing implies this has to be an `iscarbon` check anywhere

Closes #76211

## Changelog

🆑 Melbert
fix: The Syndicate Assault Cyborg can autofire their LMG
/🆑
2023-06-23 10:10:08 +02:00
ChungusGamer666
f030b3b5aa SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart (#76074)
## About The Pull Request

Title. 
I saw a comment on psyker code complaining about these species traits
(which admittedly, they suck) and heeded the call to turn all of this
crap into something defined almost entirely by the head bodypart.

## Why It's Good For The Game

Potential to simplify species code further in the future, by delegating
more visuals to bodyparts, which is where most of them should be
handled.

## Changelog

Should not be player facing, unless I fucked up.

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2023-06-22 10:23:19 +02:00
MrMelbert
b78ea0997b Fix runtime from bilingual curators (#76199)
## About The Pull Request

`pick` from an empty list, because curators already know all the
languages the quirk can give you

## Why It's Good For The Game

Runtime fix

## Changelog

🆑 Melbert
fix: Fix a runtime involving Bilingual Curators
qol: Bilinguals get a message on spawn reporting which language they've
learned, or a message reporting they have learned no language if they're
already fluent in all possible ones.
/🆑
2023-06-22 00:00:32 -06:00
LemonInTheDark
be6b3cf330 Moves ui references from the tgui subsystem to datums themselves (#76215)
## About The Pull Request

Unused vars have 0 memory cost, and the ref and list lookup here is
REALLY expensive, for both init and foam spreading.

## Why It's Good For The Game

Saves 0.2s off a station flood on meta, and 0.17s off init. More time in
other qdel heavy areas
Pulled off #76104 for the sake of cleanliness
2023-06-21 23:55:04 -06:00
TheVekter
12ddd37407 Changes food storage to use a right-click instead of a left-click, adds context hints (#76110)
What it says on the tin. Currently, if you left-click a cake or bread
with anything small enough (including a knife) you store it inside and
have to remove it to actually use it. Now it uses a right-click which
makes significantly more sense because you're almost always going to be
trying to cut the piece of food and not embedding an object into it and
left-click actions should ideally be "what you're most likely to be
doing with the object 99% of the time".

Also adds context tips for slicing, embedding, and removing embedded
items. It'll always give a prompt to remove an item even if there isn't
one, so there's no concern about it giving away that something is
inside.
2023-06-21 22:15:36 +00:00
Rhials
1f44eb9c5e Fixes a runtime when attacking non-carbon mobs with a cuffsnapper (#76190)
## About The Pull Request

The cuffsnapper component now checks to make sure the target is a carbon
before running the rest of the cuffsnapping process on them.

target.handcuffed is checked (handcuffed is defined on carbon), but
nowhere is it actually asserted that the target is a carbon, so a
runtime would occur when attacking non-carbon mobs.
## Why It's Good For The Game

This runtime fix was brought to you by https://runtimes.moth.fans
## Changelog
🆑
fix: attacking non-carbon mobs with a cuffsnapping object will no longer
runtime.
/🆑
2023-06-21 15:07:47 -04:00
MrMelbert
09b7510d28 Fix colossus finale firing like 100 fewer projectiles than it should be (#76202)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/51863163/b7d831db-dd38-4a60-b8e3-9a02c0101d40)

## Changelog

🆑 Melbert
fix: The colossus's finale attack is now 100x more lethal, because it
was firing 100x fewer projectiles than intended
/🆑
2023-06-21 15:07:25 -04:00
SyncIt21
903eea5a69 Air Sensor are Craftable, Removed from RPD UI, Have New Linking System (#75869)
## About The Pull Request

**1. Craftable & Removed from RPD UI**

1. Air sensor's are now craftable
2. You can turn them on/off with hand. Even though turning off the
sensor will change it to a diffrent type[from `obj/machinery/air_sensor`
-> `obj/item/air_sensor`] it's I/O port's are sill preserved when
turning them on although you have to assign it a new name again which is
usefull if you want to change the sensor's purpose in game.
3. They can now only be deconstructed by a welding tool and should be
wrenched in place to turn them on.
4. Turned off air sensor's once unwrenched can be picked up like any
regular item
5. Air sensor's are removed from the RPD UI because they don't go with
pipes so it logically doesn't make sense to group them with pipe related
device's

Removed unused code in the process



https://github.com/tgstation/tgstation/assets/110812394/3439a0f3-9c48-43ac-8f4b-98135435ec13

**2. New ID System**
The problem with air sensor's is that each sensor is assigned a unique
ID which is then stored in `GLOB.objects_by_id_tag` list. Each sensor
name it's assigned based on the gas it's trying to sense(for naming only
even though it can detect other gases) So if 2 sensor's having the same
ID are made they will overwrite each other in this list leaving one
sensor orphaned in the world which cannot be referenced because it's
value was overwritten by a new sensor having the same ID in this list.

The Solution? Rather than having all atmos computer's look up sensor's
from this 1 global list make each computer keep track of all sensor's
it's responsible for in it's own local list[which i called
`connected_sensor's`] this way 2 sensor's can have randomly generated
names in the global `GLOB.objects_by_id_tag` list but the computer will
know what sensor to look up in this list based on the stored sensor ID's
in the `connected_sensor's` list

Basically what i am getting at is now you can make as many air sensor's
as you wish but you will know have to connect that sensor to the
computer using a multitool.
Notice in the video how i made 2 sensor's called `Supermatter Chamber
Sensor's`] and every time you try to connect an sensor which has the
same name[`Supermatter Chamber Sensor's` in this case] they will
ovewrite the old sensor in it's list as shown in the video



https://github.com/tgstation/tgstation/assets/110812394/b5283c3b-c8a1-4b94-a6a8-8ba7a0007615


**Why it's good for the game**
![Screenshot
(247)](https://github.com/tgstation/tgstation/assets/110812394/6a7eb501-4414-4f01-a6ef-3e9b70f4af06)

I agree. Also air sensor's taking up a full Tab/Section in the RPD UI
wasted a lot of UI space so that's removed now. Also making the air
sensor's wrenchable and pickable item's was also requested in
https://github.com/tgstation/tgstation/pull/72019#issuecomment-1355499873
so you relate them to device's like meter's

Another huge issue was that the number of air sensor's you can make in
the world was limited because each sensor in the world must have a
unique ID but that's finally fixed now so yeah make as many sensor's as
you want.

## Changelog
🆑
add: air sensor's are craftable
refactor: air sensor's can now be turned off by hand and can only be
deconstructed by a welding tool
refactor: removed `Params()` proc
qol: unwrenched air sensors can be picked up & recycled like regular
item's
del: air sensor are removed from the RPD UI
qol: air sensor's are no longer restricted by their unique ID's which
mean you can craft as many air sensors as you want.
/🆑

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2023-06-21 18:25:34 +00:00
SyncIt21
fd1a51f512 [NO GBP] Patches for material container (#75747)
**1. Meat hook**
#75422 gave auto lathe's the ability to consume an item AND it's
content's recursively so the autolathe can display multiple messages if
it founds item's in that object content's which it will also recycle.
This might catch player's off guard as they would not have expected that
item to contain other stuff inside it so now the auto lathe(and any item
implementing material container component) will display that item name &
it's material worth being consumed.

**New Format.** 
Here i inserted 3 item's
1. Shotgun
2. Foam Box Riot(full ammo inside)
3. Stack of iron

The red line indicates where one item end's and the other one begin's.
Notice how every part of the shotgun(it's bean slugs and even it's
firing pin) are consumed and the same for the ammo box(the box + 40 of
it's bullets)

**2. Tentacle Gun**
this is an abstract item
So even though the auto lathe understood that & didn't touch it, it
still tried to consume it's contents leaving behind an non functional
tentacle gun.

Now it will early return if the item is an hologram/abstract and won't
touch any of that item's content's

**3. Other Patches**
- Indestructible item's inside an item's content's are not consumed but
forced moved out
- the total material worth of the item & it's contents are calculated
and we check if there is enough space for all of them before we attempt
to insert. This is important so we don't break an object by consuming
only some of it's contents and leaving out the rest
2023-06-21 17:25:24 +00:00
Ghom
85b72e4b30 The honorbound trauma now makes use of the relay_attackers element. (#75908)
## About The Pull Request
Whoever made the relay_attackers element, thank you for streamlining the
bucketload of signals that had to be registered for everything that
counted as an attack. It's very much needed.

Beside, I only had to add a few flags to be sent by the
ATOM_WAS_ATTACKED signal, so that stamina and shoving doesn't
automatically make the attacker guilty.

Oh, one more thing I have forgot to mention. Currently medical staff is
immune to "guilt" altogether, while the comments suggest they should be
affected by declaration but not attacking. This PR also covers that
issue.

## Why It's Good For The Game
This will fix #75904.

## Changelog

🆑
fix: Fixed the honourbound trauma not reacting to attacks from basic
mobs
fix: Fixed the "Declare Evil" spell not working against the medical
department.
/🆑
2023-06-21 06:01:09 -07:00
necromanceranne
64eae49042 Replaces the Reaper Scythe with the Vorpal Scythe (also the Morbid trait) (#75948)
adds the Vorpal Scythe, a special chaplain null rod variant, replacing
the Reaper Scythe, a not so special null rod variant.

When you choose the vorpal scythe, it comes as a shard that you implant
into your arm, similar to a cursed katana.

Once implanted, you can draw it at any time like an arm implant.
However, sheathing it again presents some problems. (Also, implanting
the organ gives you ``TRAIT_MORBID``, which I'll explain in a bit)

The Vorpal Scythe has 10 force, one of the weakest null rod variants for
force that isn't a joke null rod. However, it has exceptional armor pen
and also has 2 tiles of reach. So quite unique.

It also has a special beheading ability when you right-click someone.
This borrows some code from amputation shears, functioning pretty
similarly, except with a few additional ways to speed up the action and
restrictions. (It takes 15 seconds baseline to behead someone standing
and conscious, and speeds up or slows down based on factors such as
incapacitation and whether or not our scythe is already empowered)

When you successfully behead someone with a mind, the vorpal scythe
gains 20 force and can be safely stowed and drawn for 2 minutes.
Performing more death knells like this will reset the timer.

If it has not performed its 'death knell', or you haven't hit a living
mob, then it will cause severe damage to you if you ever try and stow it
(or its forced back into your arm). Just hitting a mob with the scythe
will sate it for 4 minutes. Unless it is a non-player monkey. Horrible
things. Just hitting mobs does not reset the timer on empowerment.

What this means is that the chaplain may be more hesitant to simply draw
their weapon on people. It also means that potentially, the chaplain
will not always have magic immunity, since they may end up stowing the
weapon away and be reluctant to draw it on a whim without either taking
damage for sheathing it without hitting something, or dealing with
having one less hand up until they can.

While empowerment only happens when you behead mobs with a mind,
beheading monkeyhumans and other mindless humans subtypes causes their
heads to become haunted! It's mostly harmless and largely just SpOoKy.
We don't want heads with actual players in them to go floating off to
space. (Does not work on monkey heads for sanity reasons)

When you have the Morbid trait, you think creepy stuff is cool and hate
saving peoples lives. You get a mood boost from graverobbing, autopsies,
dissections, amputations (including beheadings with the scythe and
amputations with the shears) and revival surgery. However, you get a
mood penalty when you tend wounds on the living, as well as a hefty
penalty when you perform CPR or defibrillate someone. I was thinking
Victor Frankenstein when I was choosing which actions had an associated
moodlet, so anything that I might have missed would be appreciated.

You also count as potentially cool with regards to haunted objects.
Ghosts think you're neat. (Revenants probably will still kill you if
they had the chance)
2023-06-21 04:37:18 +00:00
Sealed101
dfa0487f7d Makes Godwoken Syndrome VoG commands ignore spam filter (#76146)
## About The Pull Request
they're basically forced speech and should not account for the spam
filter

## Why It's Good For The Game
fixes #55392

## Changelog
🆑
fix: fixed Godwoken Syndrome VoG commands triggering the spam filter
/🆑
2023-06-20 22:02:15 -04:00
Helg2
8a2e6f0eb8 Autolathe, protolathe, mech fab and comp printer now use defines for matter bins values. Also some production ui do. (#76020)
Changed hardcoded matter bins values to use defined
`SHEET_MATERIAL_AMOUNT` for following stuff: autolathe, protolathe, mech
fabricator and component printer.

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

Also changed some notes in /// parts just because why not.
2023-06-21 01:08:51 +00:00
carlarctg
3dac29f828 Fixes and adds an element for TC reimbursement. (#75816)
## About The Pull Request

Fixed being unable to reimburse syndicate spawners via uplinks. This
includes nukie reinforcements, cyborgs, and holoparasite injectors.

Turned TC reimbursement into a bespoke element.

Tuned demon's blood message when there's no ghosts to pick to be a
little more understandable and sensible.

## Why It's Good For The Game

> Fixed being unable to reimburse syndicate spawners via uplinks. This
includes nukie reinforcements, cyborgs, and holoparasite injectors.

This bug was, to my knowledge, introduced with bubby traitors when
uplinks were turned into components, as the code no longer supported it
due to what I presume to be an oversight, since there's plenty of
references to it ingame still.

> Turned TC reimbursement into a bespoke element.

Seemed like the best way of doing this. Since for some godforsaken
reason attackby() is one-way only (no attackto() ), the uplink component
sends a signal to any item hit with it instead.

## Changelog

🆑
fix: Fixed being unable to reimburse syndicate spawners via uplinks.
This includes nukie reinforcements, cyborgs, and holoparasite injectors.
refactor: Turned TC reimbursement into a bespoke element.
spellcheck: Tuned demon's blood message when there's no ghosts to pick
to be a little more understandable and sensible.
/🆑
2023-06-20 16:51:52 +01:00
ChungusGamer666
b9b19bd6e1 Lighting object oddities (#76009)
## About The Pull Request

Fire stacks status effect no longer uses a weakref for the mob light, I
am pretty sure there was no real reason to use a weakref there.
Deleted weird luminescent glow dummy, now it just uses the standard
moblight obj.
Put all /obj/effect/dummy/lighting_obj together in a single file and
added a comment explaining why they exist.

(I severely dislike the /obj/effect/dummy typepath, but I am very much
unsure if just replacing all of them with /obj/effect/abstract would
break shit)

## Why It's Good For The Game

Code organization good
2023-06-20 06:08:29 +00:00
lessthanthree
8a8dd8f4b6 Fix further/MetaStation (#76158)
## About The Pull Request

Typo fixes. Further and fixes MetaStation's default name to match the
JSON.

## Changelog

🆑 LT3
spellcheck: Fixed a few typos
/🆑
2023-06-19 23:04:45 -07:00
Couls
c0e46fabf7 Standardize Welder Fuel Usage (#76021)
Remove welder fuel usage from all actions except attacking and leaving
it on
most welder tasks require a minimum of 1u of fuel, some longer tasks
require a minimum of 2 or 3u welders now drain 1u every 5 seconds
they're active
## About The Pull Request
Prior to this PR welder fuel usage was random, a lot of tasks didn't use
any welder fuel and welders were basically near infinite so long as you
didn't use them for combat, it took 26 seconds of activity to drain 1u
of fuel, that means an emergency welder alone could run for 5 minutes
straight before needing a refuel

After this PR all welders will drain 1u every 5 seconds instead of every
26 seconds, but welding objects won't require extra fuel anymore, making
the fuel usage much more consistent.

resolves #55018
## Why It's Good For The Game
Actually makes fuel tanks useful and relevant without making it
obnoxious to do repetitive quick tasks like turn rods into plates,
there's actually a reason to upgrade off the emergency welder now since
it lasts 50 seconds rather than 5 minutes
## Changelog
🆑
qol: Welders now have a more consistent fuel usage
/🆑
2023-06-19 23:01:10 -07:00
Nick
cd6d00eb9e Adds the current server name from the config to the world status (#76014)
## About The Pull Request
Adds the server name from the configuration to the world's status topic.

## Why It's Good For The Game
We don't currently expose the server's short name (e.g. `Sybil`,
`Manuel`) anywhere. This fixes that. This is mostly to support external
tools.
2023-06-19 17:42:15 -07:00
LemonInTheDark
830d2e50b4 Fixes some stupid airlock sleeps (#75961)
## About The Pull Request

[A common problem with explosions is an overabundance of
sleeping](6499077a09)

In an attempt to solve this issue, let's not continue to sleep and do
work in door closing if the door is already deleted

(This is caused by firelocks activating due to other adjacent objects
deleting, triggering an atmos update, and closing the firelocks before
they get bombed. I don't have a elegant way of resolving that core
problem, so let's just minimize the impact)

[Nukes a stupid sleep loop in airlock
code](5b16360520)

When an airlock was depowered, it would enter a sleep loop, decrementing
its delay by 1 second every well, one second, so long as it had the
right wires flipped
This is very stupid

Instead, let's use signals off wire changes and a combo of timer and
remaining time var to do this with JUST a timer

Most of the changes here are just swapping over wires to a setter to
make signal registration work\

## Why It's Good For The Game

Less sleeping around explosions means less dropped ticks after a bomb
goes off. Good just in general
Also this excises dumb boomer code and adds some hooks for other devs to
use (we should use wires more man)
2023-06-19 02:18:48 +00:00
ChungusGamer666
3ec8bd669e Food gets stink lines when about to go rotten (#76038)
## About The Pull Request

Title says it all, food that decomposes gets stink lines halfway
through.

![image](https://github.com/tgstation/tgstation/assets/82850673/ae90220c-4b27-49dd-873a-6f349055f891)

![image](https://github.com/tgstation/tgstation/assets/82850673/c982055d-ed69-4935-bda5-7851836fad2c)

Moldy messes always gets stink lines.

## Why It's Good For The Game

1. It's funny
2. It's a visual indicator for food going bad which is kinda nice

## Changelog

🆑
add: Food now gets stink lines when going bad. Uh oh, stinky.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-06-18 18:29:29 -06:00
Time-Green
8788e48378 Shuttle events (#76008)
## About The Pull Request


https://github.com/tgstation/tgstation/assets/7501474/a2d83ce8-eba1-42d9-a1f8-9d73f7c40b21

Adds shuttle events! Stuff can now start to happen outside the shuttle,
either benign or spicy (but usually just fun to watch)!
## Why It's Good For The Game

The shuttle escape sequence is an important part of the game, uniting
about every player surviving player. Recently, #71906 has made the
escape sequence more forgiving as well as more interesting by
conditionally doubling the playing field. The area outside the shuttle
is still mostly empty though, except for the few people being spaced,
daredevils and the occasional epic space fight.

This PR adds adds some space events to spice up the outside of the
shuttle! This both gives people something too look at, making the escape
sequence feel less static and more lively, as well as give people a
reason to go outside and get the full experience of ~being decapitated
by a meteor~ swimming with the fishes!

<details>
  <summary>Shuttle Events</summary>

**Friendly carp swarm**
Spawns a group of carp that flies past the shuttle, completely friendly
unless provoked.

**Friendly meteors**
Spawns a lot of strong meteors, but they all miss the shuttle.
Completely safe as long as you don't go EVA

**Maintenance debris**
Picks random stuff from the maintenance spawn pool and throws it at the
shuttle. Completely benign, unless you get hit in the head by a toolbox.
Could get you some cool stuff though!

**Dust storm**
Spawns a bunch of dust meteors. Has a rare chance to hit the shuttle,
doing minimal damage but can damage windows and might need inflight
maintenance

**Alien queen**
One in every 250 escapes. Spawns a player controlled alien queen and a
ripley mech. RIP AND TEAR!! Really not that dangerous when you realize
the entire crew is on the shuttle and the queen is fat as fuck, but can
still be fun to throw people around a bit before being torn to shreds.

**ANGRY CARP**
Once in every 500 escapes. Spawns 12 normal carp and 3 big carps, who
may just decide to go through the shuttle or try and bust through the
window if you look at them wrong. Somewhat dangerous, you could stay
away from the windows and try to hide, or more likely shoot at them and
weld the windows

**Fake TTV**
Lol

**Italian Storm**
Once in every 2000 rounds. Throws pasta, pizza and meatballs at the
shuttle. Definitely not me going off the rails with a testing event

**Player controlled carp trio**
Once in every 100 escapes. Spawns three player controlled carp to harass
the shuttle. May rarely be a magicarp, megacarp or chaos carp. I can't
honestly see them do anything other than be annoying for 3 seconds and
die

There are some other admin only ones: a group of passive carps going
directly through the shuttle and just being little shits, and a magic
carp swarm
</details>

Events are selected seperately, there isn't a crazy weighting system,
each just has a chance to run, and multiple could run at once. They also
don't immediately trigger, so people can get settled a bit, and to make
sure just waiting out the more dangerous ones is still a valid strategy.

## Changelog
🆑
add: Adds shuttle events! If shuttle escapes weren't exciting before
(doubtful), they definitely are now! I'm joking it's mostly an
atmosphere thing.
admin: Adds an admin panel to interact with shuttle events, under the
Events tab: Change Shuttle Events
fix: Objects spawned in hyperspace will properly catch hyperspace drift
/🆑

There's a few things I'd like to do later (another PR) (honestly anyone
can do them because I suck at follow-ups), because this is too big as
is:
- Hijack triggered shuttle events
- More events (got a lot of cool suggestions, but I'm putting most of
them on hold)
- Maybe stration announcements if some more dangerous ones get added
- Structures appearing next to the escape shuttle???

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-06-18 08:14:05 -04:00
ChungusGamer666
ce2a1185ad Renames COMSIG_ITEM_ATTACK_OBJ to COMSIG_ITEM_ATTACK_ATOM (#76112)
## About The Pull Request
 
For some reason this was missed when moving attack_obj() to /atom level.

## Why It's Good For The Game

It peeves me that this signal is misnamed
2023-06-18 18:48:01 +08:00
Kapu1178
bc05f4fc9e Fix debug code in progressbar.dm (#76106)
## About The Pull Request
exceptions need to be thrown

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-06-18 16:09:57 +08:00
ChungusGamer666
f07b74ea90 Moves species brutemod and burnmod to be handled by bodyparts (#76060)
## About The Pull Request

Title.
Brute modifier and burn modifier are now handled by bodyparts. Cold
modifier and heat modifier are still handled by species, though
mmmmmaybe I'll make a PR addressing those later, yes?

## Why It's Good For The Game

Medical abominations will have even more consistent behavior!
Also bloating the species datum less is kinda good.

## Changelog

🆑
refactor: Species brute and burn damage modifiers are now handled by
bodyparts, instead of being universal. Go ham at the surgical bay.
/🆑
2023-06-17 18:46:27 +02:00
OrionTheFox
bfe651c900 Sorts the Greyscale Configs files (#76090)
## About The Pull Request
Step 1 to finishing https://github.com/tgstation/tgstation/pull/75986

All the GAGS configs are in one big file. It's a mess. I can't work with
it like this...

PR is simple, it splits `config_types/greyscale_configs.dm` into a
folder of greyscale configs. Currently it's sorted roughly by category,
I.E `greyscale_configs/greyscale_clothes.dm`, but this can be changed as
requested. Mostly just need this to be less... y'know.
Single-unsorted-.dm-file.

Also updates the .README with both the new path, and some practices I've
learned that make GAGS easier to work with. Namely, it clears up how
preset-colored states work, gives a more common example of a .json file
without references and with generic variable names instead of example
ones, leaves a note to make a pre-made OBJ icon for mappers' sakes,
correctly mentions that Name is _required_ in the config, links to the
update path of the folder (right now it just hyperlinks to
greyscale_unsorted.dm), and gives advice on minimizing code using
subtyping, especially for clothing.

Wow, wall of text, I swear it looks better than this in the .README
## Why It's Good For The Game
Code readability and paving the way for me putting in the
standardization I wanted.
2023-06-16 20:48:30 -06:00
ChungusGamer666
7ed1a500d4 Glass jaw quirk minor oversight fix (#76088)
## About The Pull Request

The knock out message will no longer appear if the quirk holder is
already unconscious

## Why It's Good For The Game

Less confusing combat messages!

## Changelog

🆑
fix: Glass joes will no longer appear to get knocked out, while already
knocked out.
/🆑
2023-06-16 20:31:36 -06:00
Nick
142164187d Fixes coin values (#76066)
## About The Pull Request

This brings coins values back from being severely undervalued after
#75437. Coins are supposed to be made of and worth 400 units of mats,
but the numbers weren't updated and so they were made of significantly
less than that.

## Why It's Good For The Game

Brings coins back to what they're supposed to be worth.
## Changelog
🆑
fix: After destroying unfathomable quantities of excess coins, their
value is back to what it's supposed to be!
/🆑
2023-06-16 20:13:30 -04:00
Stonetear
07ac92015c Fixes stowing suit storage jetpacks when retracting modsuit chestplates (#75844)
## About The Pull Request

This is a bizare bug I discovered while trying to develop another
feature, so let's just get into the reproduction steps:
- Wear a modsuit and extend it's parts
- Put a jetpack in the suit storage slot and turn it on. Currently, the
only jetpack that fits in the storage slot on TG is the captain's
jetpack.
- While the jetpack is activated, deactivate your modsuit using the UI,
which stows the jetpack into your storage module automatically.
- This fails to unregister some signal thing because it can't find the
user.

My fix *could* be shitcode, so any feedback would be appreciated.

Jetpack activation and deactivation signals now pass a user.
`/datum/component/jetpack/proc/activate(datum/source, mob/user)`
`/datum/component/jetpack/proc/deactivate(datum/source, mob/user)`

Some jetpack `pre_move_react` thing now has a check to see if it's
argument is null.
```
if(!trail)
	return FALSE
```


## Why It's Good For The Game

Stops a crash/runtime.
## Changelog
🆑 stonetear
fix: jetpack signals now pass a user argument. This fixes an error when
automatically stowing a captain jetpack into your modsuit.
/🆑
2023-06-17 09:28:18 +12:00
MrMelbert
43f1a52223 Removes some boilerplate from transforming component (#75998)
## About The Pull Request

Removes some boilerplate from transforming component, uses traits in a
similar way to the two-handed component

Also fixes #74955 (If it's still broken?)

## Why It's Good For The Game

Makes it a bit cleaner to work with. Cause I wanna do something with
this in the future maybe.

## Changelog

🆑 Melbert
fix: Fixed e-cutlasses and bananium swords having invisible inhands
code: Removed boilerplate from transforming component
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-06-16 14:47:50 -06:00
MrMelbert
22799fcb89 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.
/🆑
2023-06-16 14:44:25 -06:00
MrMelbert
c7f57ea1a4 Fixes a sneaky antag tell with RDS / adds policy support (#76071)
## About The Pull Request

Fixes being able to tell you are a special role via RDS

Adds policy support to RDS

## Why It's Good For The Game

Someone informed me that RDS was a 100% accurate antag tell you rolled a
delayed spawn antag (like headrev), and that's... a little bad, you can
usually insinuate you may be a headrev but straight up knowing isn't
ideal - doesn't keep everyone on equal playing field.

And while I was there I was like "y'know people might want to set policy
for this" so yeah

## Changelog

🆑 Melbert
fix: Fixed a cheeky way RDS revealed you were an antag before you
actually got antag. Sorry, you know who you are.
config: RDS now has policy.json support, to allow customization of the
roundstart "anti-grief" message.
/🆑
2023-06-16 11:25:55 -07:00
ChungusGamer666
f85ffb6f49 Fixes a possible dupe bug with looming (#76059)
## About The Pull Request

Title.
Adds a second amount check to once the do_after() is done to prevent a
possible epic dupe minecraft pay to win server lag machine server crash
glitch.

## Why It's Good For The Game

Bugs are bad

## Changelog

🆑
fix: You can no longer make extra cloth when looming cotton by spamming
do afters.
/🆑
2023-06-16 15:17:06 +02:00