Commit Graph

572 Commits

Author SHA1 Message Date
DATAxPUNGED
3cbbefa742 Mini Fridges now have a grimy subtype, can go over tables, and start off anchored. (#76517)
## About The Pull Request

/obj/structure/closet/mini_fridge is now a clean nice one, which only
spawns beverages and does not have that cockroach reference in the
description, and starts off anchored. now
/obj/structure/closet/mini_fridge/grimy works like the old mini-fridge,
with syndicake, moldy bread, and now the chance of an ACTUAL cockroach.
I've replaced them on maps according to each one's needs, So, as an
example, Northstar gets a regular one (it var edited it before) while
tram maints get the grimy subtype.
mini-fridges now can properly go over tables, so you don't have to
deconstruct said table to put it on top again.
## Why It's Good For The Game

I've found the need for a nice subtype while doing a ruin, and so has a
few other mappers apparently, as northstar had a var edited variant. The
fact that it couldn't go over tables and started off unanchored was
annoying on tram and icebox, where it is present on the kitchen and you
could easily push it to the ground and suffer.
## Changelog
🆑
qol: It has been issued brand new mini-fridges for our active stations,
Featuring more booze and less moldy pizza!
/🆑
2023-07-08 09:49:44 -07:00
san7890
755fa4db6d Loads Away Missions for Unit Testing (#76245)
## About The Pull Request

Hey there,

A pretty bad bug (#76226) got through, but it was fixed pretty quickly
in #76241 (cf92862daf). I realized that if
we were testing all the away missions, that this could theoretically get
caught and not happen again. Regardless, unit testing gateway missions
has been on my to-do list for a while now, and I finally got it nailed
down.

Basically, we just have a really small "station" map with the bare bones
(_teeny_ bit of fluff, maploading is going to take 30 seconds tops
anyways let me have my kicks) with a JSON map datum flag that causes it
to load all away missions in the codebase (which are all in one folder).
Just in case some admins were planning on invoking the proc on
`SSmapping`, I also decided to gate a `tgui_alert()` behind it because
you never can be too sure of what people think is funny these days (it
really does lock up your game for a second or so at a time).

I also alphabetized the maps.txt config because that was annoying me.
## Why It's Good For The Game

Things that break on production could(?) be caught in unit testing? I
don't know if the linked issue I mentioned above would have been caught
in retrospect, but it's likely to catch more than a few upcoming bugs
(like the UO45 atmospherics thing at the very top) and ensure that these
gateway missions, which tend to be the most neglected part of mapping,
stay bug-free.

This is also helpful in case someone makes a new away mission and wants
to see if stuff's broken. Helps out maptainers a bit because very, very
technically broken mapping will throw up runtimes. Neato.
## Changelog
Nothing that players should be concerned about.

Let me know if there's a better way to approach this, but I really think
that having a super-duper light map with the bare basics to load up
gateway missions and then all nine-ish gateway missions can sequentially
load during init. I can't think of a better way to do it aside from some
really ugly `#ifdef` shit. Also also, it has the added benefit of being
a map that will always load your away mission without touching a single
shred of config (and it's not likely to break if you follow sane
practices such as making your own areas)
2023-07-05 19:40:24 -07:00
san7890
f5a5e6ecd7 Completely Redoes Underground Outpost 45 Atmospherics (#76244)
Merging this is required for #76245

## About The Pull Request

Hey there,

Every time this away mission got loaded, we got some really wacky
runtimes like the following:

```txt
[2023-06-22 04:38:37.613] RUNTIME: runtime error: list index out of bounds
 - proc name: set pipenet (/obj/machinery/atmospherics/components/set_pipenet)
 -   source file: components_base.dm,167
 -   usr: null
 -   src: UO45 Mining omni air scrubber ... (/obj/machinery/atmospherics/components/unary/vent_scrubber/on)
 -   src.loc: the floor (136,101,12) (/turf/open/floor/iron)
 -   call stack:
 - UO45 Mining omni air scrubber ... (/obj/machinery/atmospherics/components/unary/vent_scrubber/on): set pipenet(/datum/pipeline (/datum/pipeline), the red scrubbers pipe (/obj/machinery/atmospherics/pipe/smart/manifold4w/scrubbers/hidden))
 - /datum/pipeline (/datum/pipeline): build pipeline blocking(UO45 Gateway omni air scrubber... (/obj/machinery/atmospherics/components/unary/vent_scrubber/on))
 - Atmospherics (/datum/controller/subsystem/air): setup pipenets()
 - Atmospherics (/datum/controller/subsystem/air): Initialize()
 - Master (/datum/controller/master): init subsystem(Atmospherics (/datum/controller/subsystem/air))
 - Master (/datum/controller/master): Initialize(10, 0, 1)
 - 
[2023-06-22 04:38:37.637] RUNTIME: runtime error: addMachineryMember: Nonexistent (empty list) or null machinery gasmix added to pipeline datum from �UO45 Mining omni air scrubber T2AiT which is of type /obj/machinery/atmospherics/components/unary/vent_scrubber/on. Nearby: (136, 101, 12) (code/modules/atmospherics/machinery/datum_pipeline.dm:134)
 - proc name:  stack trace (/proc/_stack_trace)
 -   source file: stack_trace.dm,4
 -   usr: (src)
 -   src: null
 -   call stack:
 -  stack trace("addMachineryMember: Nonexisten...", "code/modules/atmospherics/mach...", 134)
 - /datum/pipeline (/datum/pipeline): add machinery member(UO45 Mining omni air scrubber ... (/obj/machinery/atmospherics/components/unary/vent_scrubber/on))
 - /datum/pipeline (/datum/pipeline): build pipeline blocking(UO45 Gateway omni air scrubber... (/obj/machinery/atmospherics/components/unary/vent_scrubber/on))
 - Atmospherics (/datum/controller/subsystem/air): setup pipenets()
 - Atmospherics (/datum/controller/subsystem/air): Initialize()
 - Master (/datum/controller/master): init subsystem(Atmospherics (/datum/controller/subsystem/air))
 - Master (/datum/controller/master): Initialize(10, 0, 1)
```

I'm going to chalk it up to how absolutely goreifying the old UO45
atmospherics was, so I just redid it to modern standards. Should be a
lot cleaner now, may have missed a few things so let me know.
## Why It's Good For The Game

Looks way cleaner, actual modern mapping standards for a map that hasn't
been touched in a _long_ while, less runtimes!!!
## Changelog
man does anyone even like this away mission? it's not player changing
enough i fear

lmk if i missed something, but it stopped generating runtimes so i'm
calling it epic swag
2023-07-02 09:09:27 -07:00
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
Jolly
8184167948 [MDB IGNORE] Subtypes out kirbyplants, also changes them to said subtypes (#76050) 2023-06-20 17:14:51 -07:00
John Willard
b5975bd915 Unit tests now catch decals in walls/space (#75189)
## About The Pull Request

Unit tests will now fail if there's a decal in a wall or open space
turf. Open space turf could be limiting to mappers but I don't think it
makes sense for decals (like dirt, glass shards, etc) to be floating
around in space in the exact same spot.

If there's a decal you want to put in space, decals have a
``turf_loc_check`` var that will bypass this.

**Important note: This is not changing existing behavior. Decals already
delete themselves when they spawn in these incorrect locations, we're
just avoiding them from spawning in the first place.**

### Changes I made

- Ash flora are now lava immune, rivers spawn after flora does, so I
decided that it would be easiest (and more flavorful) to have them be
lava-immune rather than to not have them spawn at all.
- Decals can now be spawned in non-turf locations. This is currently
done by mail, which can give you bones as part of the mail. Currently it
will just delete itself instead.
- Trading Card button is now on the same tile as their display, which
now uses an offset. Before it would spawn it on the tile next to it,
which could be a wall in some instances.
- Mirrors now have floating movement type. They ARE floating since
they're attached to the wall, and it prevents them from burning up due
to lava in the Pride ruin.
- I also added a broken mirror subtype because I thought the icon_state
check was terrible.
- Bubblegum called ``DestroySurroundings`` several times on the same
thing, I hopefully fixed some of that. Their charge ability also
registered ``COMSIG_MOB_STATCHANGE`` despite ``/datum/action`` doing it
by default, so I fixed that too.

## Why It's Good For The Game

Decals in walls is already a bad idea, but currently all it does is
delete it on Initialize. It would be better if we ensured they wouldn't
spawn in the first place.

## Changelog

🆑
fix: Lava will no longer burn 6 of the mirrors in pride ruin
fix: Lava will no longer burn plants that spawn in them.
/🆑
2023-06-15 16:39:22 -07:00
Zephyr
22c682af52 Removes old palm tree and coconut overlay effects (#75966)
## About The Pull Request

Title.
## Why It's Good For The Game

Fixes https://github.com/tgstation/tgstation/issues/73827
## Changelog
🆑
fix: Trees and Coconuts are no longer immune to singularities.
/🆑
2023-06-14 02:06:50 +02:00
Andrew
2e5806626c Proper broken tiles (#75623)
![before-export](https://github.com/tgstation/tgstation/assets/3625094/505eaed3-b429-45c4-ab65-6c92d1c9e20e)

## About The Pull Request

The current broken tiles have some visual issues:

- There is an ambient occlusion shade when it touches normal tile
- It has a layer higher than it should be which leads to things that are
normally above the floor layer, render below it. Such as atmos
machinery, cleanable overlays, etc.

This PR makes the render on a proper layer and work like a partially
destroyed floor tile that can be reclaimed with crowbar.

Also, the cleanables are now on FLOOR_CLEAN_LAYER to make dirt appear
above catwalks and these new tiles.

And the flat dirt now has 4 variants of sprites, while dust uses the old
dirt sprite. It seems like dust was just dirt with different description
before.

## Why It's Good For The Game

A broken tiling with no visual bugs and proper floor-like logic.

## Changelog

🆑 MTandi, Borbop
fix: Dust now has dust icon, instead of dirt icon. Dust on all maps
replaced with dirt
image: Flat dirt now picks from 4 new sprites
refactor: Made broken tiling work more like tiling and have
corresponding visuals. Added directional mapping variants.
fix: Cleanables now use FLOOR_CLEAN_LAYER to make sure that trash is
visible above catwalks
/🆑
2023-06-09 09:50:21 +12:00
Zephyr
0a273ce37e Removes all instances of var edited heat_capacity (#75765) 2023-06-01 10:38:24 -07:00
Jolly
be2b5f9e74 [MDB IGNORE] Adds a map lint against using non-dir helper posters (#75620)
## About The Pull Request
Title.


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

## Changelog

🆑 Jolly
code: The code for posters internally has been tweaked slightly. If you
see posters floating in hallways, please report them ASAP!!
/🆑
2023-05-27 19:47:45 -04:00
Helg2
770712f4cc Makes warehouses have lights turned off from roundstart. Also adds mapping helper for turning off lightswitch. (#75666)
## About The Pull Request
Warehouse is roundstart closed with shutters and doesn't meant to spawn
in, as far as i know. Logic is simple: why do you have turned on lights
in a room that is barely used.

Basically every warehouse with a lightswitch now has lights turned off.
Northstar has all the lights broken in it, so i don't know if i should
add one to it.

I added a lightswitch on Birdshot so it looks like this:

![image](https://github.com/tgstation/tgstation/assets/93882977/8fc8dc44-517e-4491-8d97-98ef411d18e5)
And a lightswitch to Tram's warehouse:

![image](https://github.com/tgstation/tgstation/assets/93882977/c3f43629-ea8a-4f62-830c-498b0ed55121)
Also added some lights on Metastation so it looks like this:

![image](https://github.com/tgstation/tgstation/assets/93882977/754d1970-0888-4564-b99c-42d93c237357)

![image](https://github.com/tgstation/tgstation/assets/93882977/3f18d30f-2d7f-4f3b-9845-9da61d1f6e77)

I made lights to turn off with mapping helper. Suggestions accepted.

I also forgot to make a fridge free accessed on the Beach, so i'm
changing it with this pr.
## Why It's Good For The Game
Less electricity spending for no4raisin.
## Changelog
🆑
add: [Birdshot], [Tram] Added a lightswitch to warehouse.
add: [Birdshot], [Deltastation], [Metastation], [Tram] and [Icebox]
warehouses now have lights off roundstart.
fix: [Metastation] Warehouse now has lights. Finally.
/🆑
2023-05-27 18:20:07 -04:00
Jolly
dc7fa929eb [MDB IGNORE] Adds a map lint against using dir-var edited window panes (#75610)
## About The Pull Request
Title.

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

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

## Changelog
Not needed.
2023-05-26 12:41:42 -06:00
John Willard
199c250975 Reworks gym equipment (#75389)
## About The Pull Request

Gym equipment are currently ported from Goon code, and I didn't like how
it currently worked as it was buggy and the code was a mess. I decided
to just rework how they worked entirely. I left the parts that weren't
Goon code (like tooltips & deconstruction) alone because it's not goon
code and I think it's fine that way.

- Now you buckle yourself to it (like a chair, I didn't like how it
didn't work like one) and can work out with an action button you get on
buckle, you can do as many sets as you want, then unbuckle & go.
- You aren't hardstunned for 8 seconds for clicking on it anymore, you
aren't flying around because the stun doesn't even last the duration of
the animation anymore.

Video demonstration


https://github.com/tgstation/tgstation/assets/53777086/f5ae86f1-65fb-46c6-8a5f-8f9d9f0548b3

## Why It's Good For The Game

Reworks old code
Removes un-documented Goon code
Makes gym equipment less broken than it currently is.

## Changelog

🆑
qol: Gym equipment was reworked. You now buckle yourself to weight
machines to use them, rather than clicking on it and getting stunned for
a few seconds. It also means it works like a chair now.
qol: Gym equipment no longer breaks a sweat in no gravity.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-05-19 15:01:01 -06:00
san7890
e2bc712714 Converts Lizards to Basic Mobs (#75515)
This was pretty simple since they didn't have too much custom behavior,
and whatever they did have already had AI behavior. I got really burned
out the last two times I wrote intricate AI action/decision behaviors so
I'm just taking it light and doing the bare minimum.

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

also that lizard gib animation has been sitting there for god knows how
long completely unseen, so let's actually hook it into the mob.
2023-05-19 00:52:20 +00:00
Helg2
f0fea164d2 Replaces var edited freezers. (#75439)
## About The Pull Request
Besides cleaning up code a little i changed all the bar lockers near
`boozeomats/all_access` to also be `all_access`. And also changed
freezer on Beach away mission to be free accessed like the freezers near
it.
## Why It's Good For The Game
Cleaner code, i guess?
Free beer.
## Changelog
🆑
add: Old bar on Metastation, tranquility emergency shuttle and Beach
away mission now have free access bar closets. Also freezers on beach
are now all access so you can now open them.
/🆑
2023-05-15 17:04:15 -06:00
tattle
eaf962dbf9 New sand and water sprites (ported from Bay) (#75254)
## About The Pull Request
Ports over new water sprites originally made by Flashkirby in
https://github.com/Baystation12/Baystation12/pull/3724

Also made some code adjustments because they don't have that weird
in-between sprite that the old water had.

## Why It's Good For The Game

![image](https://user-images.githubusercontent.com/66640614/236734326-fd492313-270e-4ba5-ae68-3e5adf8d3c89.png)
This could be us but you're still using those jank-ass old water sprites
:\

## Changelog
🆑 Tattle, Flashkirby
sound: increased the volume of the water step noises
image: ported over bay's water sprites
/🆑

---------

Co-authored-by: tattle <article.disaster@gmail.com>
2023-05-09 19:51:16 +01:00
SyncIt21
2068ea9ab5 Crate, Closet Refactors & Access Secured Stuff (#74754)
## About The Pull Request
This PR is actually 2 parts, one that fixes runtimes with crates & the
other that allows secured closets to be crafted
along with a secured suit storage unit

**Crate Fixes**

Fixes #74708

The problem starts here

f117834208/code/game/objects/structures/crates_lockers/crates.dm (L31-L34)
Not only does this if condition look ugly but it's highly error prone
because one single call to `update_appearance()` can cause this to fail,
and sure enough if you look at the parent `Initialize()` proc it calls
just that

f117834208/code/game/objects/structures/crates_lockers/closets.dm (L81-L88)
Since we know the appearance is guaranteed to be changed in some way
before the if condition gets executed let's check what the final state
of the crate would be before this if check

f117834208/code/game/objects/structures/crates_lockers/crates.dm (L54-L56)
We see that the final icon state depends on the variable `opened` so if
we want to place/spawn a crate that is opened at round start we have to
ensure that `opened = TRUE` so the `if(icon_state ==
"[initial(icon_state)]open")` succeeds and does its job correctly.
Sadly we did dum shit like this
```
/obj/structure/closet/crate{
	icon_state = "crateopen"
}
```
throughout the entire code base, we thought backwards and were only
concerned in making the closet look open rather than setting its correct
variables to actually say that it is opened. because none of these
crates actually set `opened = TRUE` the final icon state becomes just
"crate" NOT "crateopen" therefore the if condition fails and we add the
component

f117834208/code/game/objects/structures/crates_lockers/crates.dm (L36-L37)
with the wrong parameters, so when closing the closet after_close()
removes the component with the wrong arguments

f117834208/code/game/objects/structures/crates_lockers/crates.dm (L81-L84)
that is does not unregister the signals and readds the component i.e.
re-registers the signals causing runtime.

The solution just do this
```
/obj/structure/closet/crate/open[mapping helper]
```
To clearly state that you want the closet to be open, that way you don't
have to memorize the icon_state for each different type of crate, it's
consistent across all crates & you don't get runtimes.

And that's exactly what i did everywhere

Another issue that is fixed is "Houdini crates" i.e. crates which are
open & appear empty but when you close & reopen them magical loot
appears, Go ahead walk upto to cargo and find any empty crate that is
open and do this

Fixes #69779


https://user-images.githubusercontent.com/110812394/232234489-0193acde-22c8-4c19-af89-e897f3c23d53.mp4

You will be surprised, This is seriously harmful to players because they
can just walk by a crate that appears to be open & empty only to realize
later that it had some awesome loot. Just mean

The reason this happens is because of the Late Initialization inside
closets

f117834208/code/game/objects/structures/crates_lockers/closets.dm (L85-L86)

What late initialization does is suck up all stuff on its turf

f117834208/code/game/objects/structures/crates_lockers/closets.dm (L97-L100)

In theory this is supposed to work perfectly, if the closet is closed
move everything on the turf into the closet and so when the player opens
it, they all pop back out.
But what happens if the closet is opened before ` LateInitialize()` is
called? This breaking behaviour is caused by object spawners

f117834208/code/game/objects/effects/spawners/random/structure.dm (L94-L100)
And maint crates

f117834208/code/game/objects/structures/crates_lockers/crates.dm (L141-L143)
These 2 spawners open up the crate based on random probability before `
LateInitialize()` is called on the crate and so what happens is the
crate is first opened and then stuff on the turf is sucked in causing an
open but empty crate to appear.

The solution is simple just check again in ` LateInitialize()` if our
crate is still closed before we proceed.That's fixed now too

**Code Refactors**
1. Introduced 2 new signals COMSIG_CLOSET_PRE/POST CLOSE which are the
counter parts for the open signals. hook into them if you ever need to
do stuff before & after closing the closet while return BLOCK_CLOSE for
COMSIG_CLOSET_PRE_CLOSE if you want to block closing the closet for some
reason
2. 2 new procs `before_open()` & `before_close()` which are the counter
parts for `after_open()` & `after_close()`. If you need to write checks
and do actions before opening the closet or before closing the closet
override these procs & not the `open()` & `close()` procs directly

**Secured Craftables** 
This is just a reopened version of #74115 after i accidently merged
another branch without resolving the conflicts first so i'll just
repaste everything here, since crates & closets are related might as
well do all in one

1. **Access secured closets**
   
   - **What about them?**
          **1. Existing System**
If you wanted to create a access secured closet with the existing system
its an 4 step process
            - First construct a normal closet
            - Weld it shut so you can install the airlock electronics
            - Install the electronics [4 seconds]
            - Unweld
This is a 4 step process which takes time & requires a welding tool
         **2. New system**
Combine the 4 steps into 1 by crafting the secure closet directly
                    
![Screenshot
(184)](https://user-images.githubusercontent.com/110812394/235904926-c2ea231c-eba7-45d0-a5af-e0456fdd40bc.png)

    - **Bonus Features**
              **1. Card reader**
The card reader acts as an interface between the airlock electronics &
the player. Usually if you want to change access on a locker you have to
                  - Weld the closet shut
                  - Screw driver out the electronics
                  - Change the settings
                  - Install it back
                  - Unweld
With a card reader there is no need of a welder & screwdriver. You can
change the access of the locker while its operational

        **How do i install the card reader?**
             1. Weld the closet shut
             3. Insert card reader with hand
4. To remove the card reader use crowbar or just deconstruct the whole
closet with a welding tool
             5. Unweld closet

         **How to change its access?**
This will overwrite the settings on your airlock electronics. To do this
1. make sure the closet is first unlocked. This is important so that no
random person who doesn't have access to the closet can change its
access while its locked. It would be like giving the privilege of
changing your current password without first confirming if you know the
old password
2. attack/swipe the closet with your PDA. Make sure your ID card is
inside the PDA for this to work. You can also just use your ID card
directly without a PDA
         3. You will get 3 options to decide the new access levels
           
![Screenshot
(174)](https://user-images.githubusercontent.com/110812394/233454364-d99a2fb6-9f26-4db3-9fac-a10689955484.png)


        They work as follows
- **Personal**: As the name implies only you can access this locker and
no one else. Make sure to have your ID on you at all times cause if you
loose it then no one can open it
- **Departmental**: This copies the access levels of your ID and will
allow people having those exact same access levels. Say you want to
create a closet accessible to only miners. Then have an miner choose
this option and now only miners can open this closet. If the Hop sets
custom access on your ID then only people with those specific access
levels can open this closet
         - **None**: No access, free for all just like a normal closet

**Security:** After you have set the access level it is important to
lock the access panel with a "multi-tool", so no one else can change it.
Unlock the panel again with the "multi-tool" to set the new access type

       **2. Give your own name & description**
To rename the closet or change its description you must first make the
closet access type as personel i.e. make it yours, then use an pen to
complete the job. You cannot change names of departmental or no access
closets because that's vandelism

       **3. Custom Paint Job**
    Use airlock painter. Not intuitive but does the job. 
   
![Screenshot
(181)](https://user-images.githubusercontent.com/110812394/234202905-00946b88-2513-489d-b0a2-d618a72f3e49.png)

      **4. Personal closets**
Round start personal closets can have their access overridden by a new
ID when in it's unlocked state. This is useful if the last person has no
use for the closet & someone else wants to use it.


    - **Why its good for the game?**      
1. Having your own personal closet with your own name & description
gives you more privacy & security for your belongings so people don't
steal your stuff. Personal access is more secure because it requires you
to have the physical ID card you used to set this access and not an ID
which has the same access levels as your previous ID
2. Make secure closets faster without an welding tool & screw driver
3. Bug fix where electronics could be screwed out from round start
secured closets countless times spawning a new airlock electronic each
time
      
2. **Access secured freezers**

    - **What about them?**
The craftable freezer from #73942 has been modified to support secure
access. These can be deconstructed with welders just as before

![Screenshot
(185)](https://user-images.githubusercontent.com/110812394/235905000-ba165feb-4384-4759-b46b-dba77c9e6ba3.png)


    - **How does it work?**
The access stuff works exactly the same as secure closets described
above. You can rename & change description with pen just like the above
described secure closets. No paint job for this. Install card reader
with the same steps described above.

    - **Why it's good for the game?**
1. Make access secured freezers faster without a welder and screwdriver
2. Your own personally named & locked freezer for storing dead bodies is
always a good thing

4. **Access secured suit storage unit**
   - **What about them?**
Suit storage units now require airlock electronics for construction. The
access levels you set on it will be used to decide
       1. If a player can unlock the unit
       2. If the player can open the unit after unlocking
       3. If the player can disinfect whatever is inside
       
      By default all round start suit storage units have free access

   - **Install card reader**
Provides the same functionality as secured closets described above. To
install it
     1. Open its panel with a screw driver
     2. Add a card reader to it with hand
     3. Close the panel
     
     When you deconstruct the machine the card reader pops back out

   - **Why it's good for the game?**
1. Having your own access protected and named suit storage unit so
random people don't steal your mod suits? Who wouldn't want that.?
Provides security for department storage units.
2. If you have the unit locked then you cannot deconstruct the machine
with a crowbar providing additional security
3. Fixes #70552 , random people can't open/unlock the suit storage unit
without access. You can set personal access to make sure only you can
access the unit

## Changelog
🆑
add: Access secured closets. Personal closets can have their access
overwritten by an new id in it's unlocked state
add: Access secured freezers.
add: Access secured suit storage units.
fix: Suit storage unit not having access restrictions.
fix: airlock electronics not properly getting removed after screwing
them out from round start lockers
fix: round spawned open crates run timing when closed
fix: open crates hiding stuff in plain sight
fix: open closets/crates sucking up contents during late initialize
causing them appear empty & open
/🆑

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
2023-05-08 10:42:54 -07:00
Andrew
69aab73e9c New Smart Fridge sprites (#75022)
## About The Pull Request

Resprites smart fridges. Inspired by the smart fridge by @Krysonism.


![dreamseeker_YHGPSCCEs3](https://user-images.githubusercontent.com/3625094/235185629-72b6fd2f-7e9d-4fc9-82ca-a45360c2ce6f.gif)


![dreamseeker_1HJFZwQbjR](https://user-images.githubusercontent.com/3625094/235277300-de4716c2-1435-49f2-9a06-bf4d215bb5ff.gif)

Versions:


![image](https://user-images.githubusercontent.com/3625094/235186007-64f85fd9-5068-4bef-85c6-23d209009037.png)

## Why It's Good For The Game

It looks nice.

## Changelog

🆑 @Krysonism, @Imaginos16, @MTandi, @san7890 
image: updated smart fridge sprites for all variants
fix: smart fridges no longer overlap with walls, but they can be welded
down to a floor and mapspawn welded
/🆑

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-05-08 10:23:37 -07:00
Thunder12345
154c9ebe82 Stock Part Resprite (#75149)
## About The Pull Request

Resprites stock parts to bring them up to date, changes manipulators to
servo motors as I couldn't make manipulators work well at this scale.


![image](https://user-images.githubusercontent.com/5479091/236561493-b34da588-dee1-405a-8557-d11741ae3f21.png)
(Power cells sold separately)

## Why It's Good For The Game

The old stock parts are dated, in some cased quite ugly, and in the case
of manipulators a ball of assorted pixels. Incidentally removed a couple
of single letter var names.

## Changelog
🆑
image: Stock parts have been resprited.
code: Manipulators have been renamed to servo motors, all related types
have been repathed to match.
/🆑
2023-05-07 23:52:03 -07:00
MrMelbert
4de3df461e [MDB Ignore] Adds a unit test for typepaths that are required to be mapped onto each station map (#74985)
## About The Pull Request

Inspired by #74967 and #68459 , and the fact that Tramstation regresses
very often -

Adds a unit test, `required_map_items`, which ensures that certain
typepaths which should definitely be mapped onto every map is mapped
onto every map

It can also be used to ensure that items which should not be mapped in
multiple times are not, among other things.

I included a few examples - 
- Min 1, max inf of each head of staff stamps
- Min 1, max 1 departmental order consoles
- Min 1, max inf comms console
- Min 1, max 1 Pun Pun
- Min 1, max 1 Poly
- Min 1, max 1 Ian

If, in the future, a mapper decides they (for some reason) do not want a
certain previously-required item on their map, the test can be adjusted
such that it allows excluding or something, but currently it should be
for items which require conscious thought about.

#### QA: Why not make this a linter?

I attempted to make this a linter before realizing two things
1. Someone might make a spawner which spawns the items, or they might
get placed in a locker, in any case this accounts for everything on init
2. Linters run on every map, non-station maps included

So I went with a test

## Why It's Good For The Game

#50468
#61013
#74967

Why is it always the CMO stamp?

## Changelog

Not necessary (unless I find a map missing something, then this will be
updated)
2023-05-04 15:20:25 -06:00
Andrew
6fa298fc5b Air alarm helpers (#74997)
## About The Pull Request

Replaces air alarm variants with directional alarms and corresponding
helper overlays, similar to APCs.


![image](https://user-images.githubusercontent.com/3625094/234709656-fac3d5c3-af04-496a-a28a-a3ca8d7e854f.png)

## Why It's Good For The Game

Less var edits, easier management.

## Changelog

🆑
qol: Mapping: Air alarm variants replaced with corresponding helpers
/🆑
2023-04-30 19:19:08 -06:00
ArcaneMusic
a49af57567 March into Mapness - Moon Base 19 (#74067) 2023-04-24 16:31:53 -07:00
SMOSMOSMOSMOSMO
f3f274de5c refactors poles and trees into basic mobs (#74812)
## About The Pull Request
refactors poles and trees into basic mobs. If trees now see you holding
a chainsaw, hatchet, or some wood they will get angry and knock you out
for longer. Poles will run around giving some of their charge to APCs
they find along the way. i did them both in this PR coz poles were a
subtype of trees.

## Why It's Good For The Game
refactor

## Changelog
🆑
refactor: refactors trees into basic mobs
refactor: refactors poles into basic mobs
add: If trees now see you holding a chainsaw, hatchet, or some wood they
will get angry and knock you out for longer
add: Poles will run around giving some of their charge to APCs they find
along the way
fix: cells charged by the pole will now have their icon correctly
updated to reflect their charge
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-04-19 16:17:17 -06:00
John Willard
67c3ccb300 Turns space bat into a basic mob & moves retaliate mobs to retaliate folder (#74747)
## About The Pull Request

Turns Space Bats into a basic mob, why not.

I also noticed some retaliate mobs weren't in the retaliate folder, and
moved them over. I didn't move goats over because they're in a large
file and didn't want to really expand much on this PR that I just wanted
to focus on just bats.

## Why It's Good For The Game

I was just messing around with some bat stuff and thought I might as
well make them basic mobs.

## Changelog

🆑
code: Space Bats are now Basic mobs.
/🆑
2023-04-15 21:43:22 -06:00
Helg2
190786c616 Adds helpers for apc. (#74651)
## About The Pull Request
I asked someone in discord if it was worth it, they said it was, from
what i remember at least.

## Why It's Good For The Game
More comfort with apc's for mappers.

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-15 21:35:22 -06:00
Jolly
9b401a87be [MDB IGNORE] UpdatePaths to convert directional pane windows to their proper subtypes, also creates the /south spawner for consistency (#74517)
## About The Pull Request
Title.

## Why It's Good For The Game
1. This nukes a lot of silly var edits, and cleans up maps
2. The south spawner *isn't* really needed, but having it is nice for
consistency and clarity
3. Sometime ago I forget which map but one of them had var edited
directional subtypes and that made me cry

## Changelog

🆑 Jolly
fix: Maps internally had the code for the "directional" windows altered
a bit. If you see stacked window panes or things look incorrectly,
please file a bug report as that isn't intentional!!
/🆑
2023-04-10 00:20:04 +00:00
MrMelbert
6085e3b5ee Reagent soup / Soup rework / Stoves - A kitchen expansion (#74205)
## About The Pull Request


![image](https://user-images.githubusercontent.com/51863163/227391708-8de28b68-149f-4e02-a2d3-22f6e3067784.png)

**This PR:** 

- Reworks most* existing soup into reagents. 

- Adds Stoves and Ranges. Ranges replace most* existing ovens. 

- Adds soup pots, to cook soup

**How does it work?** 

In the kitchen you will find a stove now.

Stoves act as a "reagent container heater", essentially a chem heater.
You can set a pot onto the stove.

To make soup, visit the cooking recipe book for a guide. Most recipes
are the same as before, just tweaked slightly - Add water to the pot (50
units for 1 batch generally), then add all the corresponding ingredients
to the pot. Set the pot out on the stove and right click it to turn it
on. If the recipe's correct, shortly it will start to mix and give you
soup!

One soup recipe will give you roughly 3 servings of soup. You can pour
our the soup into a bowl using a ladle or just by pouring it manually.

Of note: **All of the reagent contents of the ingredient are transferred
into the soup.** Better, more nutrient rich ingredients produces more
soup, and poisoned produce will pass it on.

If you place the soup into a chem master, you will notice it's roughly
half "soup reagent" and half a variety of reagents, including nutriments
/ proteins. This is your soup! It is recommended you serve your soup
with the reagents included, as they make up more nutrition for the
customer, however you can separate it out if you're picky.

**Todo:** 

- [x] Fill out the PR body a bit more 
- [x] Mapping (wait for big merge conflict pr to go past)
- [x] Soup colors
- [x] Balance pass over for soup recipes
- [x] TODOs
- [ ] Unit tests
- [x] Cullen Skink's recipe is invalid
- [x] Try to see if there's an easy way to prevent soup from fattening
you up too easy.

## Why it's good for the game

Adds some more depth to the kitchen and moves chef away from the
click-button-get-food style that exists.

Allows for inherently custom soups by the way of making it reagents, so
no need to support custom soup food items.

## Changelog

🆑 Melbert, stove and pot sprites by Kryson, ladle sprite by Kinneb
add: Kitchens are now stocked with Ranges. 
add: You can now print (and create) Stoves. 
add: The dinnerware vendor now dispenses ladles. 
add: Spoons can now actually spoon... things.
add: Soup has been reworked entirely. Soups are now reagents, cooked via
a soup pot on a Stove or Range. Simply add water and your required
items, then apply heat. Be careful not to boil over!
add: Stoves, Ranges, and Griddles will now heat up their surroundings -
don't turn them on around plasma!
fix: Fixes being able to cook in an Oven while the room is depowered
qol: Hitting a customer bot with an incorrect recipe no longer counts as
a hostile attack leading to your demise shortly after
refactor: Customer bots that request a reagent now use custom orders
code: Cut down a lot of code in the crafting menu code, and removes some
ugly ispaths
del: Soup is no longer food items, so can't appear in random food pools
(at least not yet).
balance: Virus Food recipe now requires you cool it to 200k.
/🆑
2023-04-07 19:42:49 -06:00
Ical
252cebda7e Fixes duplicate pipes in UO45 (#74516)
## About The Pull Request

Fixes: https://github.com/tgstation/tgstation/issues/74303

Fixes duplicate piping in the Underground Outpost 45 Away Mission
## Why It's Good For The Game
Fixes some pipenet errors
## Changelog
🆑
fix: fixed duplicate pipe in Underground Outpost 45 Away Mission
/🆑
2023-04-07 19:34:16 -06:00
san7890
e28c723903 Fixes research.dmm APC Placement (#74304)
## About The Pull Request

This PR was initially made to resolve the following issue:

```txt
[2023-03-27 14:53:51.874] Duplicate APC created at Research Genetics Research (123,126,12) /area/awaymission/research/interior/genetics. Original at Research Genetics Research (123,142,12) /area/awaymission/research/interior/genetics.
```

However, the APC placements in this entire away mission just sucked with
horrible area placement to accomodate for it. None of the areas here
have sprites, so it was pretty hard to piece out. Should be much better
now.
## Why It's Good For The Game
duplicate apc bad! better apc placement overall, it's more intuitive

## Changelog
it doesn't really matter as far as players are concerned
2023-03-30 10:37:10 +02:00
Thunder12345
0e70a14d24 Adds The Sturdy Shako (HoS Hat) (#74277)
## About The Pull Request

Adds a new craftable HoS shako, made from the standard peaked cap and
some plasteel and gold.


![shako](https://user-images.githubusercontent.com/5479091/227799392-ad2ea145-5c58-45d7-8763-a76e9323ec09.png)

Moves the HoS cap into a subtype `/obj/item/clothing/head/hats/hos/cap`
to avoid catching the beret in the crafting recipe, the base type
`/obj/item/clothing/head/hats/hos` is now a generic subtype which should
never exist.

(Yes there's a TF2 reference included with the hat)

## Why It's Good For The Game

Adds an additional level of style for an HoS willing to put a little
effort into gathering the required materials. As it is crafted as a
one-to-one trade with another headgear there is no additional spare
headgear introduced.

## Changelog
🆑
add: The Nanotrasen Costuming Department has released specifications for
how to convert the Head of Security's cap into a shako.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-03-27 13:37:51 -06:00
Kush1Push1
df2423a8c2 A fix for UO45 "no gravity" issue (#74228)
## About The Pull Request

A fix for issue #72400

Screenshot №3 - what was before

<details>


![StrongDMM_JfATOPSWyj](https://user-images.githubusercontent.com/78963858/227701764-c6bfde54-0a78-4dc9-9f09-a4a75279bf6f.png)

![dreamseeker_32wgn0UxFS](https://user-images.githubusercontent.com/78963858/227701767-2293222e-bafd-40e3-95a3-e800ce95fd1c.png)

![dreamseeker_E7UNmUiid3](https://user-images.githubusercontent.com/78963858/227701768-41b92953-5a39-4b24-b26e-fb7e5603ddb3.png)

</details>

## Why It's Good For The Game

A little fix

## Changelog

🆑 SishTis
fix: Fixed gravity issue in Underground Outpost 45's research airlock.
/🆑
2023-03-25 23:02:31 -06:00
san7890
a42765a3a2 [MDB Ignore] Fixes Tiles On All Maps (mea culpa edition) (#74250)
## About The Pull Request


![image](https://user-images.githubusercontent.com/34697715/227738092-33b699f1-f388-491e-8eea-a71c9df98ec1.png)

I actually noticed this in my testing and fixed it, but the changes
somehow disappeared and I continued to assume that they were fixed
without checking. fuck. It's all good now.

## Why It's Good For The Game


![image](https://user-images.githubusercontent.com/34697715/227738109-fd6afe23-85b5-48c0-9db2-b54275180cbb.png)

yeah this was fucked everywhere. all good now though promise.
## Changelog
🆑
fix: Tile decals are no longer fucked on all stations.
/🆑
The diff might seem a bit weird but I reverted all of the maps to a
state before the script was ran, and then re-ran the fixed script. Makes
sense to me.
2023-03-25 20:00:07 +00:00
san7890
3156a0414e [MDB Ignore] Manifest Destiny - The Final Tile Flattening (#74169)
Alt Title: The End Of The 12 Month War
## About The Pull Request

### Hey! Listen! This PR _will_ cause a merge conflict with your PR!
Please ensure that you have the knowledge on how to handle merge
conflicts, found here:
https://hackmd.io/@tgstation/ry4-gbKH5#Assured-Merge-Conflict-Resolution

Supercedes #74023 entirely.

Port of the tooling introduced in
https://github.com/BeeStation/BeeStation-Hornet/pull/7970 (we already
had everything else), modified to meet /tg/'s requisites and culling
anything that was not entirely relevant (that I could see). It's not the
end of the world if I missed something tbh. Some aspects were commented
out since they may be relevant to downstreams who port this PR or to
enable (what I see to be) un-necessary warnings.

This is a culmination of a year's efforts, starting with _Red Rover,
Four Corners_ (#65290) and later _Opposing Corners_ (#65455). If you
don't understand why this PR exists or why it's necessary, I recommend
reading both of those.

Since then, several mappers (both in their own mapping as well as
tailored PRs) have worked on "flattening" out these tile turfs, however
I've continually wanted a function that would mass automate it (outlined
here https://tgstation13.org/phpBB/viewtopic.php?t=31872 - This
functionality might still be useful if added to UpdatePaths or another
type of script thereof, but I no longer have reason to keep the bounty
up).

It's finally here! Yippie! A new python file, courtesy of itsmeow at
BeeStation. Very awesome. As previously mentioned, a lot of alterations
had to be made for our mapping desires, but the results are quite
agreeable. There's a few assertions that this file makes that I had to
address:

* We have "colorless" tile decals. These are transparent, so they don't
do anything. By default, bee would make these "white tiles", but we have
no such thing. I decided to just add a maplint and an UpdatePaths to
guard against this silliness (only Delta and Tram) had it.
* For some reason, it labels already-converted decals with the default
direction as an error state. I might touch this up in the coming hours,
but for now I surpressed the error due to how many false warnings it was
spitting out.

There's a few ways this tool can be improved, but I lack the knowledge
on how to do so:
* Make it so that we can run the map merger to fix the keys of the map
in the `update_map` function, rather than run the fixer-upper python
file. We can live without this to be honest. It's actually slightly good
because it forces you to look at all of the MapMerge Warnings, and you
can ascertain any potential errors without it silently passing you by
and hitting the repository (or at least those that we haven't linted for
yet).
* Be able to pass in any regex to "flatten" anything. That's way out of
scope for what I want to do here though.

## How do you use this tool?

I made a readme.
363852cb17/tools/MapTileAggregator/readme.md
### Mapping March
oh hey it's pretty neat that this PR came out in mapping march, what a
nice qol for mappers as the month enters the home stretch. ckey is
san7890

## Why It's Good For The Game

slimmer DMM files, better mapping practices. cool new tool. so nice.
## Changelog
Nothing that really affects players, but a short summary for all those
reading this PR:

* All "corner" turf decals are flattened, and there's now a tool that we
store that you can re-run to keep stuff flat in case you like mapping
one way and want to fix it at the end.
* We (should) now lint against useless uncolored turf decals since that
was completely garbo as far as our codebase is concerned.
* UpdatePaths for fixing up uncolored turf decals, yippie!


If you want to review this PR, may I suggest the file filter. You don't
need to look at any of the DMM files I already did:

![image](https://user-images.githubusercontent.com/34697715/226787961-ab82cad4-5d6d-4788-a7bd-5071aac825c4.png)

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-03-24 19:53:45 +00:00
Tim
73a083ca1e Minigame DLC - Intergalactic Basketball League (#72459)
## About The Pull Request
New DLC bout to drop.


![dreamseeker_45s0qiPMXE](https://user-images.githubusercontent.com/5195984/210466427-35b90d46-6620-45e2-8b21-66d1dcada76f.png)

Lots of new things included:
- New basketball minigame that can be played between 2-7 players
- Crafting recipe for basketballs using leather sheets
- Crafting recipe for basketball hoops using metal, rods, and durathread
- New basketball sounds for the ball and hoops
- New scorecard that can be reset using CtrlClick
- Basketball hoops can be rotated using a wrench and AltClick
- Dunking and shooting animations.

### New basketball mechanics that now utilize stamina:

- Dunking costs large stamina and you must be directly adjacent to the
hoop and click on it.
- Shooting costs medium stamina and uses RMB. Shooting lets you aim the
ball over peoples heads, meaning anyone obstructing your path will be
bypassed. There is a half second delay during shooting where someone can
bump or push to prevent the shot from succeeding.
- Shooting from further away results in less accuracy. If you do not
click directly on the hoop, there is also an accuracy penalty!
- Passing costs no stamina and uses LMB. Trying to score into the hoop
via passing results in a reduced chance.
- Spinning costs medium stamina while holding the ball. It gives a
reduced chance for the ball to be stolen but decreases accuracy for
shooting.
- Pushing a player using RMB will attempt to steal the ball and drain
their stamina.
- The chance to steal the ball is based on the stamina of both players
and the direction they are facing. If the person with the ball is at low
stamina, and the person stealing is at full stamina, they will have a
higher chance. Likewise, if the person with the ball is face to face
with the stealer, then there is a higher chance for the ball to be
stolen. If the person has their back to the stealer, then it's a lower
chance.
- Shooting from more than 2 tiles away, results in 3 points. See below
picture to know the distance.


![dreamseeker_1iFLhQGx01](https://user-images.githubusercontent.com/5195984/210469319-162b9745-fcae-4261-92ef-228388eb4f6f.png)

### Now to introduce the teams:

<details>
<summary>Nanotrasen Basketball Department</summary>


![dreamseeker_baSqp2nipv](https://user-images.githubusercontent.com/5195984/210469887-9e0a92d5-d4bd-4da8-9e73-b11d91fdfcd8.png)

</details>

<details>
<summary>Greytide Worldwide</summary>


![dreamseeker_quzZ3KnwpX](https://user-images.githubusercontent.com/5195984/210469923-ed774656-f5cc-43bc-8314-f8309a01c474.png)

</details>

<details>
<summary>Lusty Xenomorphs</summary>


![dreamseeker_VDeT3JQkNF](https://user-images.githubusercontent.com/5195984/210469944-a229e0cc-4b2e-4754-a0b4-6b36953dca2e.png)

</details>

<details>
<summary>Space Surfers</summary>


![dreamseeker_Dh91fznQbN](https://user-images.githubusercontent.com/5195984/210469963-9a85b4e3-b69d-4b66-8c96-4e2ff2b3b983.png)

</details>

---

Big shoutout to the nukie round a few weeks ago where the nuke ops
challenged the crew (and clown) to a basketball match on their rebuilt
basketball shuttle. The nukies won, but it made me realize that the
basketball mechanics were very raw and needed some polishing.

#### TODO LIST

- [x] Fix bug where ball only goes over peoples heads if they are 1 tile
away
- [x] Remove leftover code comments and procs
- [x] Rebalance stamina values (maybe move this to different ball types)
- [x] Fix basketball stadium template runtiming from wall smoothing
during load
- [x] Fix space surfer stadium having an air breach somewhere
- [x] Add more sounds for when ball is passed, shot, or dunked
- [x] Make it so that holding a ball while on the floor isn't possible
(to avoid those meta cheese strats)
- [x] Drop basketball lets mobs make sounds when spinning (need to
detach signal?)
- [x] Finish adding a simple lobby menu for minigame

## Why It's Good For The Game
_If you can't slam with the best, then jam with the rest._

## Changelog
🆑
add: Add crafting recipe for basketballs (leather sheets) and basketball
hoops (metal, rods, and durathread)
add: Add new basketball minigame for 2-7 players. There are 4 different
courts and teams by default with more planned to be added later.
add: New basketball mechanics that uses stamina. Shoot with RMB, pass
with LMB, and dunk by clicking the hoop while adjacent. Spinning while
holding the ball decreases the chance for someone to steal the ball, but
it decreases your shooting accuracy. Shooting from 2 tiles away lets you
score 3 points.
qol: Basketballs now play a buzzer sound when someone scores. CtrlClick
will reset the scorecard and AltClick with a wrench will rotate the
hoop.
qol: Dunking and shooting animations for basketball.
soundadd: Added basketball bounce sound with credits attribution
imageadd: Added basketball icon to minigames. Move baseball and
dodgeball icons to toy/balls.dmi
/🆑
2023-03-23 22:41:41 -04:00
NamelessFairy
9185535c3f Anchors incorrectly unanchored reinforced plasmaglass windows on snowdin. (#73607)
## About The Pull Request

Every single south facing reinforced plasma-glass window on snowdin was
unanchored, I've changed them to the anchored version.
## Why It's Good For The Game

Bug fix!
## Changelog
🆑
fix: The unanchored reinforced plasma-glass windows on snowdin have been
anchored.
/🆑
2023-02-24 18:17:29 -07:00
Jacquerel
7c30d9d746 Basic Wumborian Fugu & Fugu Gland (#73415)
## About The Pull Request

Fixes #72677 and also converted the "Wumborian Fugu" mob to a basic mob
rather than a simple one.
I will be totally honest: I didn't need to do that in order to fix the
bug. I just didn't like looking at the rest of the code in that file.
Also I have some kind of sickness which makes me do this.

This ended up being one of those "see something related and fix it as
well" ones so there's a couple of only tangentially related changes in
here. If you want me to split it up I will but I think this one is
_probably_ fine because the wide-ranging changes are pretty simple ones?

So what this PR does is:
- Refactors simple mob into basic mob.
- Cleans up its really ugly ability to work in a hopefully nicer way.
- A one line fix to the linked issue above.
- Modifies the default cooldown on `basic_melee_attack` and
`attack_obstructions` to be a widely used cooldown rather than a random
value used by no mob that we have.
- Renamed behaviour "try_mob_ability" to "targeted_mob_ability" and
added a new AI behaviour called "use_mob_ability", the difference
between the two being that the former requires a target and the latter
does not. I... don't actually use this because I realised after adding
it that I still want a target for this mob, but someone will need it
eventually.
- Change everywhere that is passing references to abilities to actions
to pass weak references instead.
- Adds an element to handle "spawn this stuff when a related mob dies".
- Found a few places where people were setting `environment_smash ` as
if it did anything (including me) and replaced them with the proper
ai_controller implementation instead, updated the comment to make it
clearer although that won't prevent copy/paste errors.
- Registered to the "movement speed updated" signal to ensure that basic
mobs actually notice that you have applied a movement speed modifier.

## Why It's Good For The Game

Fixes a linked issue.
Refactors some code which made me sad whenever I saw it.
Restores some mob behaviour which nobody noticed was missing, but was.
Fixes some apparently unreliable code I added in a recent PR reliant on
basic mobs using movespeed modifiers.
Adds element we will definitely need again in the future.

## Changelog

🆑

fix: The Fugu Gland can once more be used on Ian, Carp, Giant Spiders,
or other basic mobs.
fix: Syndicate mobs will once again attack windows to try to reach you,
and space ruin spiders won't.
fix: Netherworld-themed mobs will correctly adjust their speed as they
take damage.
refactor: Made the Wumborian Fugu into a basic mob, which should act
largely the same way but may have slightly different speed and reaction
times.
/🆑
2023-02-15 18:34:41 -07:00
Jeremiah
1677257dd9 Records hotfix [NO GBP] (#73363)
## About The Pull Request
A remake of #73169
Repaths records consoles to their own subtype
Fixes some weirdness with observers logging into sec/med consoles
Fixes security notes not being able to be set etc

## Why It's Good For The Game
Bug fixes and cleaner code

## Changelog
🆑
fix: Security can set notes through consoles again
fix: Observers are now properly logged out of record consoles
/🆑

---------

Co-authored-by: Jeremiah <jlsnow301@pm.me>
2023-02-12 23:00:24 -08:00
Jacquerel
cbbf7b3613 Basic Mob Spiders III: Sgt. Araneus is no longer a bat (#73350)
## About The Pull Request

This PR converts giant spiders into basic mobs and resultingly fixes
#37793
They _should_ have the same behaviour as their simple mob versions
although I can't verify that their movement speeds are _exactly_ the
same. It should at least be pretty close.
A quirk of spiders is that they had a pretty large `move_to_delay` which
made them slow in the hands of AI (because it would just pause for ages
between taking steps) and faster in the hands of players, and they often
appear in both forms so I had to implement this as a speed modifier
based on player control.

Additionally this is the first basic mob which can be set on fire.
This is currently implemented as a var on `mob/living/basic` but I know
there was some annoyance at adding the environment tolerances as vars on
there so if desired I can try and extract it out, I'm just not sure how
easy it will be.

Something else I noticed is that spiders seem to take stamina damage
from bug spray... but stamina damage does nothing to either simple _or_
basic mobs. I have left it in for now in case I am missing something,
and rebalancing it to do something else would be more like a balance
change.

Oh also I killed the `mob/basic/retaliate` folder because that isn't a
classification that needs to exist or makes sense.

## Why It's Good For The Game

We don't want to use simple mobs any more.
Sergeant Araneus can finally actually be a spider, instead of being a
bat.

## Changelog

🆑
refactor: Spider code has been refactored and AI-controlled spiders may
have slightly different movement or reaction times.
fix: Basic mobs can now be slowed when they take stamina damage, however
currently only spiders actually _can_ take stamina damage.
fix: Spiders should now more reliably disable their AI when controlled
by a player.
fix: Araneus is no longer considered to be a bat and so cannot fly.
fix: Araneus is no longer considered to be a bat and so is no longer
frightening to people who are scared of the supernatural.
/🆑
2023-02-13 05:22:26 +00:00
Comxy
7e41cd3c0b Netherworld Mobs Refractor (#73086)
## About The Pull Request

This PR refactors netherworld mobs into basic mobs as best as possible.
Also makes some of them run faster when they are getting damaged or deal
more damage. Now the mobs might be able to keep up a little with the
players.
## Why It's Good For The Game

Makes the mobs have better movement and more dynamic movement. Makes the
quality of these mobs better.
## Changelog
🆑
add: Added new damage buffs for netherworld mobs
refactor: Refactors netherworld mobs into basic mobs
/🆑
2023-02-05 12:42:07 -07:00
Tim
4151cf13d3 Barsign UI/UX Improvements - Emissive effects, balloon alerts, and refactored code (#73106)
The barsign code is over a decade old so this is a big refactor with
some notable improvements:

- Emissive effects (neon lights now glow in the dark)
- Balloon alerts instead of `to_chat` messages
- Mapping helpers based on direction and all_access
- Barsigns are considered machinery now and use power
2023-02-02 16:00:18 -05:00
Zephyr
a8f5a6d158 Fix a merge skew on armor datums (#72909)
## About The Pull Request

And also add a check grep to find it in the future
## Why It's Good For The Game
## Changelog
2023-01-28 19:34:11 -05:00
Fikou
f62c491ca2 adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths (#72736)
## About The Pull Request
repaths a lot of gloves off /color because they were incredibly stupid
firefighter gear has gotten an update (it doesnt cover hands anymore
though, you need something else)
firefighter helmets no longer hide your mask or glasses

![image](https://user-images.githubusercontent.com/23585223/212542599-c004d0e4-c141-40b4-a1bb-c838f9893c4b.png)
fixed engine goggles starting with darkness vision
to the atmos lockers adds atmospheric gloves, a pair of thick (chunky
fingers) gloves that are fireproof and fire protective, slightly shock
resistant and let you fireman carry people faster.
atmospheric firefighter helmets now are a subtype of welding hardhats,
you can enable a welding visor.
welding hardhats change mode with right click instead of altclick

## Why It's Good For The Game
im not a good spriter but i think this resprite makes them fit nicer
with other engi equipment
lets me firefighter rp

## Changelog
🆑
add: Atmospheric Gloves, thick gloves that are fully fireproof and fire
protective and let you fireman carry people faster.
fix: fixes engine goggles starting with darkness vision
qol: firefighter helmets can now enable a welding visor
qol: welding hardhats change mode with right click instead of altclick
balance: firesuits no longer protect your hands
/🆑
2023-01-17 09:55:41 -08:00
Tastyfish
dfc75c0883 Fixes prefilled drinking glasses, and small carton icon (#72527)
Fixes a few drink container issues:
- The `/obj/item/reagent_containers/cup/glass/drinkingglass/filled`
subtypes runtimed whenever their reagents changed because of the strict
way that `/datum/component/takes_reagent_appearance` compares container
types.
- `/datum/component/takes_reagent_appearance` now allows for an
alternate type to check against `glass_style.required_container_type`
via a var called `base_container_type`. The filled glasses now set this
var to the main drinking glass type.
- As well, filled glasses didn't have their appearance set up to match
the corresponding glass style. Thus, the
`/obj/item/reagent_containers/cup/glass/drinkingglass/filled` type now
updates its appearance on initialization.

- Seperately, the small carton's appearance broke if you put a reagent
in that doesn't match a glass style, reverting to the "water_cup" icon
state which doesn't exist in the boxes.dmi file. This is because it was
a subtype of sillycup, but there is nothing gained as far as I can see
from that type relationship, so the small carton was repathed to
`/obj/item/reagent_containers/cup/glass/smallcarton`.
2023-01-09 01:58:55 +00:00
Tim
7d47fbef42 Refactor lighting items that use fuel (#72146)
## About The Pull Request
Fixes #71826

This does the following:
- Makes candles a subtype of flare
- Fixes candles having lighting inconsistencies
- Fixes burning items (welder, candles, flares, etc.) not causing
ignition effects when held in hand
- Adds burnt flares and melted candles to maint loot and trash spawners
- Add match lighting sound when candles are lit
- Add time defines for fuel amounts and rounded them (ex. instead of
32.3333 minutes, it's now 35 minutes)
- Light sources that burn will now spawn a trash item once fuel is spent
- Light sources that burn now have a welder hitsound
- Light sources that burn can now be extinguished by a fire extinguisher
(except flares)
- Light sources that burn can now be used to ignite another object on
fire (ex. a lit candle can be used to light a cigarette)
- Light sources that burn and are lit now do `BURN` damage while
attacking

## Why It's Good For The Game
Code is more cleaner and consistent.  Also fixes some bugs.

## Changelog
🆑
soundadd: Candles will now use the match lighting sound when lit
soundadd: Light sources that burn will now have a welding hitsound
fix: Fix candle light behaving erratically
fix: Fix burning items that are held in hand will now have an ignition
effect on the turf. (ex. lit welders in hand will now ignite plasma in
the air)
balance: Light sources that burn and are lit now do `BURN` damage while
attacking
balance: Light sources fuel amounts were rounded to exact numbers (ex.
instead of 32.3333 minutes, it's now 35 minutes)
qol: Light items that burn can now be extinguished by a fire
extinguisher (except flares), used to ignite another object on fire, and
will now leave a trash item once fuel is used
qol: Add burnt flares and melted candles to trash spawners
refactor: Refactor lighting items that use fuel to be more robust
/🆑

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2023-01-06 12:19:33 -08:00
Mothblocks
6f07ae305b Replace nearly every map grep with a YML file that actually respects structure, and fixes the massive amount of failures that were never caught (#72372)
[Documentation
here](https://github.com/Mothblocks/tgstation/blob/maplint/tools/maplint/README.md)

We should not be using greps to the capacity that we currently are. If
you are not smarter than a parser, then you should not try to beat one.
DMM files should NOT be treated as text files that can be parsed with
any old Unix tool. They are a structured language. Because of our abuse
of greps, check_greps is full of hard to read, hard to maintain checks
that do not consistently work, because they all make very specific
assumptions about how TGM works, which are provably untrue.

This format is mostly straightforward for the lints people write, and
easily extensible to the ones people will want to write.

🆑
fix: Fixes a bunch of cases of windows not being where they were
supposed to be, tables/chairs stacking on each other, and other very
small stuff you've never noticed before.
/🆑
2023-01-03 21:21:37 -08:00
jimmyl
100cb71111 Turned most syndicate mobs (+ viscerators) into basicmobs (#71871)
## About The Pull Request
Turns the syndicate simpleanimals into basicmobs: (+ stormtrooper, +
space variants) Base Mob, Knife syndies, pistol syndies, SMG
syndies,shotgun syndies, viscerators
also changes some instances of the simple_animal path into the basicmob
ones
Removes civillian syndicates which were useless and also completely
unused
Also removes mech pilots:
![2022-12-09
20_02_18-Window](https://user-images.githubusercontent.com/70376633/206777829-2e49e445-3532-4e8e-8e7c-8d9b0a3a14d0.png)

Also,
makes the basic targetting datums health check configurable
basic attack behavior can now fire in bursts


https://user-images.githubusercontent.com/70376633/206766607-cf2e3659-0c5e-4117-9af7-e573e35bdf80.mp4

https://user-images.githubusercontent.com/70376633/206766630-15b4469f-68be-44c7-9394-1f2b6fe07811.mp4

https://user-images.githubusercontent.com/70376633/206766613-69b42457-a03b-449d-a1b8-a5aa556c76e5.mp4

https://user-images.githubusercontent.com/70376633/206766619-5560a178-8d2f-4b22-adf1-22ace6f63a51.mp4

https://user-images.githubusercontent.com/70376633/206766627-e671d064-fd9e-4204-b823-aa2e07f7fc26.mp4

https://user-images.githubusercontent.com/70376633/206766633-108c1574-3554-4bc1-a9ac-8faed0ec4062.mp4
## Why It's Good For The Game

simpleanimal stinks basic mob good
syndicate AI was really bad to begin with so here we are

## Changelog
🆑
code: Turned most syndicate mobs into basicmobs, making their AI better
and (possibly) more deadlier!
del: Removed syndicate mech pilots and syndicate civvies
/🆑

Co-authored-by: kawoppi <94711066+kawoppi@users.noreply.github.com>
2022-12-22 00:47:28 -08:00
MrMelbert
ecde5633bd Refactors bar drink icons into datum singletons / unit tests them (#71810)
## About The Pull Request

- Refactors bar drink icons.
- Juice boxes no longer have a hard-coded list of a bunch of reagent
types in their update state, and use a system similar to bar drinks.
- Glass and shot glass icon information are no longer stored on the
drink. Instead, they are now stored in glass style datums. These datums
store name, description, icon, and icon state of a certain container +
reagent type.
- Glass styles are applied via the `takes_reagent_appearance` component.
Glasses, shot glasses, and juice boxes have this component.
- This comes with support for being able to have drink icons from
different files, rather than requiring the drinks DMI.
- The britmug is now a subtype of mug. 
   -  1 new icon: britmug filled.
- Various small code clean-up around drink reagents. 
- Unit tests icon state setups for glass styles as well as all `/drink`
reagent container subtypes.
- Splits up the massive `drinks.dmi` into separate files. 

*Disclaimer: Much of the drinking glass datums were written via script
automatically, so there may be errors present.*

## Why It's Good For The Game

- Much easier to add new drink styles, much more modular. 
- It is no longer necessary for new drinks to be added to the massive
`drinks.dmi`. People working with drinks in the future can simply add
their glass style datum and point it to their file wherever it may be.
- Expandable system. Adding a new type of reagent container that works
similarly to bar drinks but for different types of icons is a breeze.
- Ensures going forward no bar drinks have invisible sprites. 

## Changelog

🆑 Melbert
refactor: Refactored how bar drinks set their icons. Juice boxes now use
the same system.
/🆑
2022-12-14 15:23:01 +13:00
John Willard
2425531eb2 Removes tablets (not PDAs) entirely. (#71507)
## About The Pull Request

**Comes with an UpdatePaths!**

Removes the tablet subtype, PDAs now replaces them entirely.

Nukie and Silicon tablets are now subtypes of the PDA instead, while
contractor ones were removed entirely as they didn't do anything and
were unused (though it wouldn't be hard to re-add).

Nukie PDAs are now the only type of PDA that uses modular_tablets.dmi,
which is just larger icons of modular_pda. Each application requires an
icon state in both of these, for 2 different sizes, which makes it
annoying to make new applications, especially if it can also run on
computers/laptops.

### Icons

Because Silicon tablets are now a subtype of PDA, they use PDA icons
instead of tablet ones. Luckily for us, they already exist in code.

![image](https://user-images.githubusercontent.com/53777086/203876575-56eb1593-774c-47c6-8e7d-491a7805f28c.png)

AI's don't use a tablet icon though, so they aren't affected.

## Why It's Good For The Game

There's very little difference between tablets and PDAs, PDAs overshadow
them in every single way, so at this point I don't see why we should
have both of these, and if you compare the two in usefulness and actual
in-game use by players, it's a no-brainer than the item all players get
roundstart and comes with a messenger should be the one we go with.

Also as said in the about section, when making an app you would need to
make icon states for the program running for all hardware it can run on,
which is Computer, Laptop, PDA, and Tablet.

Laptop is just a smaller computer icon
PDA is just a smaller tablet icon

However, you can't simply shrink the size of the icon, instead you have
to completely resprite the same app icon FOUR TIMES for it to not
bluescreen on all these different devices.

<details>
<summary>
Here's examples of it
</summary>
Computer (NOTE: *They share the same icon file as regular computers*)
<img
src="https://user-images.githubusercontent.com/53777086/203876801-486a8054-489a-4983-bdad-a2599b4dc379.png"/>
Laptop
<img
src="https://user-images.githubusercontent.com/53777086/203876333-58e5d135-f4c6-4a02-8948-1df771e294a4.png"/>
Tablet
<img
src="https://user-images.githubusercontent.com/53777086/203876352-816c7fb1-c681-40b9-99e0-052f49632c7f.png"/>
PDA
<img
src="https://user-images.githubusercontent.com/53777086/203876358-1cf7253d-3c6a-456a-8133-ebf7f0351637.png"/>
</details>

If we wish to help in simplifying this, we should remove tablet icons
entirely, which means 1 less icon to worry about. To do this, we'd need
to resprite nukie PDAs, however I am very much not a spriter and never
tried GAGS, so I'll leave it to someone else to do.

## Changelog

🆑
del: Tablets are now removed, PDAs are now the base 'tablet'. Silicon
and nukie tablets are now PDAs.
/🆑
2022-12-02 00:15:14 -08:00
Hardly3D
7ba159b7f5 Overhauls beach bar, adds griddle and oven to some ruins (#71558) 2022-12-01 17:55:37 -07:00
GuillaumePrata
71b63d9233 Moves the bulk of shield code from the riot subtype into the core shield. (#71066)
## About The Pull Request
I wanted to "rework" the riot shield security has but most other shields
are subtypes of it, making them all inherit those features.
So I made this PR first to make my job easier and fix some odd bugs like
fixing wooden bucklers by slapping them with titanium sheets...

There *shouldn't* be any other big change outside of the titanium
healing and baton bashing they all inherited but I have been staring at
shield code and worked on another branch before deciding to split the
code improvement/fixes from the features so I might have missed
something.

And while there, kill some single letter vars, remove unnecessary lines,
etc.
## Why It's Good For The Game
Fixing a wooden shield by slapping it with titanium is weird... so is
fixing a glass+iron shield but that is a bigger balance change.

And well, easier for future shield changes to not inherit weird
behaviors from the riot shield.
## Changelog
🆑 Guillaume Prata
fix: You can no longer repair wooden bucklers and roman shields by
slapping them with a titanium sheet.
/🆑
2022-11-22 19:51:21 +00:00