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https://github.com/Bubberstation/Bubberstation.git
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ed94de4ddf7edad8694badefc577392e0f762bf5
492 Commits
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3b44a8b15c |
Adds cardboard IDs to the game: The broke man's agent ID. (#76682)
## About The Pull Request This PR adds a new craftable item to the game that, in a way, works somewhat like ID cards, as in it gives the wearer an identity of some sort, and that can be modified similardly to the agent ID, but... It doesn't provide access. It doesn't trick security bots and turrets. It doesn't work with chameleon masks. It doesn't have a bank account. It doesn't fit inside wallets or PDAs. It doesn't show a trim (it's just cosmetic) on the security HUD. It doesn't look like an ID card. (It does however, synergizes well with sign language and face-covering mask, but in the face of all the things id doesn't do, should I change that? idk) Basically, it's not an ID, it's just a piece of cardboard with name and job written on it.   ## Why It's Good For The Game Often, player shenanigeans rely on ID cards with gimmicky names and jobs to advertise themselves or provide a (feeble) disguise for it. The idea is to provide players a cheap tool for their tomfoolery, that doesn't get much in the way of balance. Compared to actual IDs, cardboard IDs' only advantage is the fact they're more easily produceable. Also this PR converts a bit of snowflakey code into signals, and fixes the name part in hallucination messages being shown "Unknown" while the speaker is wearing a mask but also an ID. ## Changelog 🆑 add: Added cardboard IDs to the game. They can be crafted with a cardboard sheet and wirecutters and modified with a writing tool. While worn, these will modify the visible name of the wearer just like actual IDs, though they aren't real IDs and won't work as such. /🆑 |
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ca401b57a7 |
Bargain bin organ quirks: Prosthetic organ and Tin Man (#76498)
## About The Pull Request Basically, the organ equivalents of prosthetic limb and quadruple amputee. These replace your organs with absolutely terrible cybernetic counterparts which also have absolutely no resistance against EMPs.  ### ADDITIONAL FUN Surplus organs are so awful that if surgically removed while not EMPed nor failing, they *explode*! ## Why It's Good For The Game More character customization, and more suffering for hardcore random players. ## Changelog 🆑 add: Added two new quirks, prosthetic organ and tin man. Essentially, they replace organs with bad bad not good cybernetic counterparts. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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e2de2046b5 |
Bibles, Lighters, and Cowboy Hats can block bullets (#76521)
## About The Pull Request If you are wearing a bible or lighter in your suit slot, or a cowboy hat on your head, there is a small (2%) chance that bullets (only bullets, not lasers) will hit them instead of you. This destroys lighters, removes the storage capacity of the bible, or sends the hat flying off your head. The Bounty Hunter's cowboy hat has a significantly higher chance to intercept bullets. ## Why It's Good For The Game Adds some fun flavour to these items. ## Changelog 🆑 add: A bible or lighter in your suit slot, or cowboy hat on your head will occasionally intercept a bullet. /🆑 |
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d4cdd6b63e |
Replaces lava and chasm's "safeties" and ignoring turf slowdown on catwalks with traits and a new element. (#76376)
## About The Pull Request This adds a new element for movables that grants turfs they're in traits, changes lava and the chasm component to check for traits instead, ditto for turf slowdown. It also implements another trait that prevents wet floor from slipping people, as well as some other changes (feel free to opine on them really): - Tables and conveyor belts now stop turf slowdown, much like catwalks, as I imagine people walking on them are not really touching the floor. (I'd include protection against lava too... until they melt, but that'd mean finding a way to have these objects burn in the first place, and lava code is still stupid despite a years old refactor I did) - Tables also stop slippery turfs from slipping (bananas, soaps etc. still apply). I wish there were a way to make some objects slippery by coating them in water vapor or splashing water/lube, but that's outside the scope of this PR. - Fixed an edge case in which a mob standing on a lava turf would be left permanently visually on fire if the lava is changed to another kind of turf. - Removed unused code from stone tiles. I'm going to include these traits in that global list for admin-added traits... tomorrow perhaps. 💤 ## Why It's Good For The Game Replacing some hard-coded mechanics with easier to use traits and an element, which I also need for the submerge element PR. ## Changelog 🆑 refactor: Replaced hardcoded "safeties" for lava, chasms and ignoring turf slowdowns on catwalks with traits. balance: much like catwalks, tables and conveyors also disable turf slowdowns. balance: slippery turfs won't slip you when walking on a table. fix: Fixed an edge case in which a mob standing on a lava turf would be left visually but permanently on fire if the lava is changed to another kind of turf. /🆑 |
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55e00665f3 |
Walking on conveyors, catwalks and tables no longer plays the footstep sound of the turf, and have theirs. (#76391)
## About The Pull Request Adds a footstep_override element to the game, that allows object to do what it reads on the tin. Only conveyor belts, catwalks and tables use it for now. ## Why It's Good For The Game Consistency. If you're walking on a table or catwalk, the sound of shoes trudging on snow or lava shouldn't be played. Tested. ## Changelog 🆑 sound: Walking on conveyors, catwalks and tables no longer plays the footstep sound of the turf. They have theirs. /🆑 |
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ed57b8127f |
Rat RP expansion (#76455)
## About The Pull Request This fixes a vile and long-standing bug where putting a mouse inside your hat would not allow the mouse to control your movements, as it would pop out of the hat whenever it tried to move. Additionally as a feature this allows a mouse sitting on your head to convey complicated instructions such as "scream" or "do a flip", via emoting. Through drift compatibility, the rat's living mech will also perform this action. I could have made this into a component but there's no fucking way any other item is going to have this behaviour, so I didn't. ## Why It's Good For The Game This feature was already in the game but broken and I want it not to be broken. The mouse should be able to control your entire life. ## Changelog 🆑 fix: Placing a mouse inside your chef hat will once more allow it to pilot you around. add: A player-controlled mouse inside your chef hat can compel you to perform complex actions, such as flipping and spinning. You will obey because the mouse knows better than you do. /🆑 |
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80c954c6a0 |
Adds a new passive changeling ability - the Defibrillator Grasp. Adds support for 0 cost changeling abilities. (#76301)
## About The Pull Request  - Adds a new PASSIVE changeling ability, totally not stolen from The Thing, called Defibrillator Grasp. If someone attempts to defibrillate your body while you are in stasis or dead, you will instantly be revived at full strength. Additionally, the person doing the defibbing will have both of their arms removed (or if they're a cyborg they'll just be stunned). - Adds support for 0 cost changeling abilities. DNA sting is now 0 cost / optionally learned. ## Why It's Good For The Game The intent of this ability to add a new avenue for stealthier changelings to spring upon their victims - faking their death only to get brought to medical, then springing up like a bat out of hell and pouncing upon a now vulnerable medical doctor. Or maybe pretending to be another type of criminal to get brought to the brig medbay and revived, then suddenly jumping up and striking out. As for the DNA sting change - Ling gets a ton of buttons to start and people don't often use a lot of them. DNA sting is a prime example. By moving some to just "zero cost, optional", trims down on some action ability bloat. ## Changelog 🆑 Melbert add: Added a new 0 cost passive changeling ability, the Defibrillator Grasp. add: DNA sing is now no longer innate, but 0 cost, allowing changelings to not take it if they don't plan on using it. /🆑 |
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626e5c9dea |
Eating from floor may cause disease (#76018)
 ## About The Pull Request There is a 10% chance of getting one of 3 new diseases when you eat dirty things. Things become dirty when left on the floor for [more than 5 seconds](https://en.wikipedia.org/wiki/Five-second_rule). But you can wash (with any method you know from spraying water to cleaning with soap) or cook them later to avoid this.  Packaged, bowled, canned food (any food that spawns package as trash afterwards) is protected from this effect. Makes crafted food spawn on nearby tables when the hands are full. Except the one behind you.  #### New diseases: 40% chance:  40% chance (Vomiting is of special type that does not stun):  20% chance:  ## Why It's Good For The Game Things that are left on the floor for too long intentionally are trash that should be disposed by janitor. If you make a meal or prepare a medication, it makes sense that you should keep your product sanitized. Things that are dropped unintentionally are supposed to be picked up quickly. "Oops I dropped this pie, need to pick it up quickly before the germs spread". 5 seconds are enough for this. If you didn't manage you will be like "Oh dammit, now I need to wash this pie in a sink". Now players will consider to not just throw items meant for eating onto the floor neglecting the fact that it looks odd. If they still ignore it, people who consume the items will receive a harmless but annoying disease. In general this PR aims to force some IC gameplay onto Medics, Chefs and Botanists so that they care a bit more about things they make for other players. The items have a warning message saying that they are dirty and dangerous, so the consumers have a way to detect dirty items and an option to wash them with soap/rag/sink/shower/fire extinguisher to remove the harmful part from the edible item. So to avoid this, players just need to examine an item before eating it. Botanists can spray a pile of fruits from a hose for the same effect, and washed items that stay on floor dont regain germs until moved to another tile. Food that converts into another item during cooking (like meat slab turning into steak) or crafting, will not retain the infection. This kinda simulates the sanitizing during cooking. Medics can use elevated structures (e.g. conveyor belt) to avoid getting their pills dirty during creation in plumbing. Or they can wash the pills they want to distribute in the shower before packaging them into pill bottles or a bag. ## Changelog 🆑 add: Food and pills have a 10% chance to infect with one of three new diseases on consumption when left for more than 5 seconds on the floor. You can wash it to avoid disease. ChemMaster and Pill Press are added to the list of elevated structures (Considered as tables for pills). Made harvest spawn on top of hydrotrays to stay protected from germs. add: Added three new advanced diseases: Gastritium, Carpellosis, Nebula Nausea with static cures obtained by digesting dirty food. fix: Food no longer decomposes on Hydrotrays, Grilles, Bonfires and all dense kitchen machinery code: Decomposition now uses `germ_sensitive` component and follows 5 second rule too. qol: Crafted food items spawns on nearby tables (except the one behind you) instead of dropping on floor when hands are full. /🆑 |
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9eddec4bd1 |
HMS, once again. (#75654)
## About The Pull Request Bug reports seem to come in after the last fix gets merged. It makes me sad. ## Why It's Good For The Game The EHMS injector no longer continues to inject no matter what. Fixes #75776 ## Changelog 🆑 Chadley fix: fixes the EHMS injector's do_after() code: Improves the code for the disease scan proc (thank you fikou) /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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03c964ac45 |
Reworks Duffel Bags (Zippers) (#76313)
## About The Pull Request Reworks duffel bags in line with oranges proposed plan.  Basically, instead of just making you slower all the time, they make you slower while you have them open, but give you the same speed while they're closed. As a trade off, opening and closing them takes time, 2.1 seconds (matches the sound) and 0.5 respectively. https://github.com/tgstation/tgstation/assets/58055496/555d2cd0-038e-4b0b-a693-0c66dac16f5b [Adds support for limiting extra storage, uses it to make syndie stuff cool](https://github.com/tgstation/tgstation/pull/76313/commits/d0b2bbf937435b36de3ba497c48771f563b76684) [d0b2bbf](https://github.com/tgstation/tgstation/pull/76313/commits/d0b2bbf937435b36de3ba497c48771f563b76684) Syndicate bags currently ignore downsides by just ignoring the slowdown, but that's kinda boring so let's just buff em instead. They now support holding a limited amount of bulky items (3), filtered down to things that would otherwise constitute going loud (or otherwise be useful to carry around as a loudish traitor) I may have gone a bit overboard on what I whitelisted here, lemme know yeah? I also did some fenangling with backpack uses of create_storage, I don't like this pattern it was a bad idea I think. ## Why It's Good For The Game I'm unsure if these delays enough, I think any length of time is decent since it means you need to stop moving and focus on it for a bit. My hope is this will make them a proper sidegrade, rather then something that goes unused/acts as newbie bait ## Changelog 🆑 balance: Duffelbags will now only make you slow while they are unzipped. As a tradeoff, you now need to stand still and zip/unzip them to access their contents/not move real slow. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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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. |
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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. |
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68a5a6f46c |
You can now revive dead fishes, bees and mice with a lazarus injector (#76252)
## About The Pull Request This PR introduces a signal sent to the target when a lazarus injector is being used on them, hence read the title. EDIT: I've forgotten to add that Tom no longer counts toward the mice population cap now, being unique. ## Why It's Good For The Game Being items rather than simple/basic mobs, dead mice (without a mind datum), bees and fishes cannot be revived by the lazarus injector. While I agree that spending one for this may be an egregious waste of mining points, it's still fleshing out the feature a bit. ## Changelog 🆑 add: You can now revive dead fishes, bees and (mindless) mice with a lazarus injector. balance: Tom, the mouse, no longer counts toward the mice population cap. /🆑 |
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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> |
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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. /🆑 |
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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. /🆑 |
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8229972398 |
Tablet apps are now deleted when necessary & removes console preset. (#75863)
## About The Pull Request Apps now properly delete themselves when removed, so they don't exist in nullspace anymore. Chat client now actually updates the uid, because its New() didn't call parent. Deletes the 'console' subtype of modular computer Updates how downloading and transferring files are handled Fixes being able to infinitely upload apps to a disk ## Why It's Good For The Game Fixes some more bugs I found with apps and prevents spamming apps in a disk. ## Changelog 🆑 fix: Maintenance data disks now properly transfer from PC to disk fix: Disks can no longer be flooded with the same app repeatedly. /🆑 |
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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 |
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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. /🆑 |
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2bb4dfe76c |
Expanding the Experimental MODsuit Bepis Node with three new modules. (#75801)
## About The Pull Request So, I've had this idea to make a contribution to the Bepis feature with some modsuit stuff. The gimmicky stuff is ok and a good way to even out the better content since it has game of chance design it has (you can find those disks in space anyway so...). However, the Experimental MODsuit node feels very underwhelming right now, compared to how big that feature is. This PR adds three MOD modules to the Experimental MODsuit node, plus two more: - Magneto Charger: While the Modsuit is activated, each step the user takes will charge the installed power cell by a tiny bit, enough to sustain a standard modsuit of generic slow speed with only a few, easy modules installed. It won't work in zero G, while flying, pulled by someone else, on a conveyor belt, riding a vehicle or crawling on the floor, though. - Recycler: It collects (most) garbage and casings off the ground and recycles them into material sheets that can be dispensed on an adjacent location or storage with with Middle Mouse Button. Doesn't clean debris, and scuffed because most trash doesn't yield material anyway. - - It also has two subtypes, unbound from the node: one that dispenses riot foam darts and can be found on the black market, and another that dispenses the more innocuous foam darts, rarely found in maints. - Shooting Assistant: A configurable module. On Stormtrooper mode, it will give the user a faster fire rate (the double tap trait) at the cost of accuracy. On Sharpshooter mode, it will improve the user accuracy and make their shots ricochet against walls at least once (if the hit atom allows that, that is, e.g. lasers don't ricochet against iron walls), at the cost of movement speed. Both modes also prevent the user from dual wielding guns. To make the Stormtrooper mode stackable with the poor aim quirk and refrain from making a new trait for the sharpshooter mode, the gun spread code in gun.dm has also received a little refactor and cleanup. Also, it's been tested. ## Why It's Good For The Game The Experimental MODsuit node is quite shabby and could use something extra to make it more appealing to MODsuit enjoyers. Also doubles down as a small addition to the black market and maint loot, and code cleanup, since gun code gives off some garbled vibes. ## Changelog 🆑 add: Expanded the Experimental MODsuit Bepis node with three new modules: Magneto Charger, Recycler and Shooting Assistant. add: Added a Riot Foam Recycler module to the black market, as well a more innocuous version as maint loot. /🆑 |
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1648bcc47e |
Plasma flower MOD core from the lavaland patch of eden ruin (#75959)
This PR gives a small update to the patch of eden lavaland ruin, and adds a new item that can be used as an upgrade to the plasma mod core. The idea around this item is that it's a flower that has absorbed all the plasma and bad-vibes in the small area around the ruin, leaving an area full of plants, and a flower full of energy. This flower can be taken from the oasis and turned into a functional MOD core using some wires. As a MOD core, it is the same as the plasma mod core, but has a higher energy capacity, being equivalent to a super power cell. It also gives you a cool pollen effect, and spawns butterflies around you while your suit is active. These butterflies disappear when they get too far away, or if the suit deactivates. They also don't leave corpses, so they shouldn't cause too much clutter. |
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ee4aaebc5f |
Assistants get a liver trait + Officer's sabre banes against them (#75933)
## About The Pull Request Assistants get a new liver trait, maintenance metabolism. This trait only lets them process maintenance drugs, grey bull, and pump-up for 20% more time and gives them a probably-positive 2 minute moodlet when ingesting these. The officer's sabre has gained a small amount of bloodthrist for assistants! Fixed liver masters being unable to inspect the liver of scientists. ## Why It's Good For The Game > Assistants get a new liver trait, maintenance metabolism. This trait only lets them process maintenance drugs, grey bull, and pump-up for 20% more time and gives them a probably-positive 2 minute moodlet when ingesting these. This trait is pretty much entirely here for the actual liver-identification of assistants the sabre uses, though I didn't want to just add an empty trait so I gave it the above effects as pretty damn harmless effects. I'm sure the maints will dislike even this so I'm open to anything. > The officer's sabre has gained a small amount of bloodthirst for assistants! Or at least their livers. I find the concept of the sabre having a bane against assistants amusing, and it wouldn't hurt to give them something that may help against tiders. As a smidgen of fairness, the detection is tied to the liver - if they want to take less damage they can have it replaced, though the captain can also help with that by disemboweling organs. The liver being used for something that isn't reagents processing might be a bit controversial, but like I said, I'd rather have that than have it permanently, intrinsically tied to a job. > Fixed liver masters being unable to inspect the liver of scientists. Ballmer metabolism quacks like a duck, traits like a duck, and thus should be able to be duck inspected by the duck master, since there is no practical difference between it and other 'official' metabolisms. ## Changelog 🆑 add: Assistants get a new liver trait, maintenance metabolism. This trait only lets them process maintenance drugs, grey bull, and pump-up for 20% more time and gives them a probably-positive 2 minute moodlet when ingesting these. add: The officer's sabre has gained a small amount of bloodthrist for assistants! fix: Fixed liver masters being unable to inspect the liver of scientists. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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ae5a4f955d |
Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request Signals were initially only usable with component listeners, which while no longer the case has lead to outdated documentation, names, and a similar location in code. This pr pulls the two apart. Partially because mso thinks we should, but also because they really aren't directly linked anymore, and having them in this midstate just confuses people. [Renames comp_lookup to listen_lookup, since that's what it does](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced) [Moves signal procs over to their own file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc) [Renames the PREQDELETING and QDELETING comsigs to drop the parent bit since they can hook to more then just comps now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e) [Does something similar to the attackby comsigs (PARENT -> ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e) [And finally passes over the examine signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302) ## Why It's Good For The Game Code makes more sense, things are better teased apart, s just good imo ## Changelog 🆑 refactor: Pulled apart the last vestiges of names/docs directly linking signals to components /🆑 |
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daf55e611c |
Cleans up/renames as private some internal var definitions, removes some fucked uses of internal list vars (#75769)
## About The Pull Request [Improves the documentation of DCS lists, removes old list of callback docs that no longer apply](https://github.com/tgstation/tgstation/commit/c3821d9f5ffaeaa4772f927c819da0c1de0ca27c) [Adds a second signal register to decal rotating, adds a trait to objects under a tile. STOP DIRECTLY READING HIDDEN LISTS I SWEAR TO GOD](https://github.com/tgstation/tgstation/commit/6b3f97a76a6f7d24ab952739a1561633922994e1) [Removes direct reads of the timer list, they were redundant mostly](https://github.com/tgstation/tgstation/commit/14fcd9f8a6d1b2d42ec6df3493ebc76fe7c12032) [Please stop directly reading/modifying the traits list to ensure your dna rot follows the brain](https://github.com/tgstation/tgstation/commit/ec0e5237ec2b7c3b7806cb993670acc8ce388bdc) [Marks internal datum lists as well internal with _](https://github.com/tgstation/tgstation/pull/75769/commits/57c6577ff61629b8ea792ee37ec4f2490a8e2865) [57c6577](https://github.com/tgstation/tgstation/pull/75769/commits/57c6577ff61629b8ea792ee37ec4f2490a8e2865) Does the same to _clear_signal_refs() in hopes of keeping people from touching it ## Why It's Good For The Game They pissed me off. Users should not be touching these lists, especially in ways that make assumptions about their structure and are thus prone to breaking if that ever changes. Most of these are close to zero cost changes, using a wrapper to solve the problem, or just yeeting it Two aren't, Decals with a direction have gained a second signal register on init, and things that sit underfloor (cables/pipes) now get a trait when inserted there. This should have a minimal impact on memory/init time, bugging @Mothblocks about it just in case |
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aac36e4edb |
Scrubber Clog Revisit: It Uses Vents Now And Is Way Dirtier And Nastier (#75726)
A long long time ago, when I was but a wee coder, I made the Scrubber Clog event. I wasn't great at coding then, but about a year later I have returned to finish what I started. This PR contains a full code/balance/feature update for the event, bringing it up to what fledgeling coder Rhials had envisioned but wasn't experienced enough to do. This contains no fundamental or conceptual changes, just some TLC. Since everything's in a new file and there isn't a diff to compare things with, I'll try to give a quick summary of everything: FEATURES: - _The clog event now uses the ventilation pumps instead of scrubbers. It is now the ventilation clog event. Rejoice._ - Clogs now make a filthy mess when they occur, and make noise when spawning mobs. - As more mobs spawn, even more of a mess is made. Different clog event intensities will produce different messes. - The mob roster has been updated to include the Mobroach, Mothroach, and Viscerator for the Strange clog event, and the Hauberroach for the Major clog event. CODE: - The event is now fully self-contained, without requiring any code on the vent itself to work. - plunger_act() now has its own signal. BALANCE (This is just a bunch of tiny insignificant number tweaking don't worry): - More mobs can be spawned at once by the event. This shouldn't have any real impact on how dangerous the minor/major clog events are, but might make the critical/strange events a smidge more dangerous. - Max occurrences have been increased. The minor/major clog events are no longer limited to only three per round. - There is now a slight chance that a clog event will not announce itself. |
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6676702008 |
Refactors chicks into basic mobs (#75663)
## About The Pull Request On the tin. They have pretty much nothing in common with chickens, so no subtyping. They are in the same folder to keep that whole thing tidy, though. Also includes fixes to `growth_and_differentiation` element that I made for spiderlings, since some stuff was yorked without me realizing. It pretty much worked flawlessly for these chicks otherwise though. It all works fine now. ## Why It's Good For The Game More verbose naming scheme (instead of "holo", we get "permanent" chicks), smarter AI for chicks, knocks them off the list, etc. etc. One thing that I wanted to do was to have chicks recognize their mother (if they had one), but that would be way out of scope for this simple port PR. I'll dwell on adding something cool for that in the future. ## Changelog 🆑 refactor: Chicks are now a bit smarter, be careful not to squish them! /🆑 Let me know if the whole "COMPONENT_KILL" thing is cringe, I couldn't figure out a better way to do it without abusing `GetComponent()` to `qdel()` it that way. |
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88b898dffd |
Stops shields getting broken by pillows and disablers. (#75759)
## About The Pull Request See the title. Doing so by adding a new arg for damage type to `check_shields()` and `hit_reaction()`. The other way would had involved a couple istype checks for item or projectile damage type, but this is a longer term solution and can tackle more than just that. ## Why It's Good For The Game Fixes #74876. ## Changelog 🆑 fix: Stops shields getting broken by pillows and disablers. /🆑 |
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24f01f4974 |
You can now sweep garbage into open trash bins (the crate subtype), not just disposal bins. (#75734)
## About The Pull Request Re-read the title. I had to add a dcs signal to do this. ## Why It's Good For The Game Empowering trash bins for the sake of consistency. ## Changelog 🆑 balance: You can now sweep garbage into open trash bins (the crate subtype). /🆑 |
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2901313821 |
Adds a eye-dropper right-click function to the painting canvas. (#75571)
## About The Pull Request Having used the painting UI to kill some time during long rounds for a decent chunk of the past year, the need of a quicker and less tedious way to fix a misclick or mistake like drawing over the wrong pixel has become clear to me, as well as getting some feedback on the palette component I made last year. As the title suggests, this PR adds an eye-dropper function to the canvas. Right-Click a pixel on the canvas, and the painting tool will copy its color. Simple as, works on both finished and unfinished paintings. As a bonus, you can also right-click one of those selectable white/colored squares on the color scheme near the bottom of the UI (if using spraycan/palette) to change its color without having to go back to main game window and a radial menu. EDIT: With the tooltip added to the UI, I can say it's ready. ## Why It's Good For The Game This PR aims to add better options to change colors on the go and improve the user experience on the painting UI. ## Changelog 🆑 qol: Adds a eye-dropper-like right-click function to the painting canvas UI. Right-Click a pixel on the canvas while holding a painting tool to have it copy its color. qol: Also adds a right-click function to the color palette at the bottom of the UI to allow users to set its colors without having to alternate between the game window and the UI. qol: Lastly, a tooltip has been added near the top-left corner of the same UI to let players know of these features. /🆑 |
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e1052fc62a |
Massive Spraycan and Crayon Powercreep: smaller graffiti cost less to draw. (#75588)
## About The Pull Request Currently, drawing a small circle on the floor consumes as much charge as any other drawable but the larger horizontal ones that cost five times as much, which is a bit dull for non-cyborg players, having to burn through a ton of spraycans just to cover the floor in several small dots if ever attempting to do some floor art. This PR aims to reduce the cost of some of the smaller drawables, like "shortline", "smallbrush", "pawprints" etc., in virtue of the smaller area they cover. The balances changes may seem bit of an arbitrary and not include ones that are a bit on the edge between "small" and not "small", but I'd rather keep it simple than have other values such like "semi-small" integrated and snowball this balance PR into a more finnicky, disputable or not agreeable with version of itself. This also covers re-coloring and existent graffiti. Currently it always costs 2 charges to change its color regardless if it costed 1 or 5 to spray in the first place. With this PR, the costs should match that of when they were drawn. To boot, It also takes into account the tagger quirk now. Code had to be cleaned up and improved a bit for a smoother implementation of these changes. A fairly unrelated but small change: Trying to suicide with an empty spraycan will now fail, because it's empty. It's that simple. ## Why It's Good For The Game Enables non-cyborg players to engage in jolly floor-vandalizing-art in a more consistent, slightly more enjoyable way. ## Changelog 🆑 balance: Drawing small graffiti like paw/foot/claw prints, small brush dots and short lines should cost half as many charges off your spraycan or crayon. balance: The cost of recoloring graffiti decals is now consistent with that of drawing them. balance: Trying to suicide with an empty spraycan will now fail, because it's empty. It's just that simple. /🆑 |
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97665d4e54 |
Adds Hereditary Manifold Sickness, a Chronic Illness Quirk (#75035)
## About The Pull Request Adds a new quirk called Chronic Illness. It provides a -12 score as it's a pretty life-altering quirk, but could give way to interesting RP. - Hereditary Manifold Sickness (HMS) can not be cured, it can only be delayed and treated using a new unmakable vaccine called "Sansufentanyl". You spawn with 6 pills and are able to order crates containing 12 more from cargo as it's proprietary to Interdyne. - HMS has 5 stages total. Stage 1 does nothing Stage 2 gives minor effects Stage 3 becomes debilitating Stage 4 is a danger zone. Upon reaching Stage 5, there are 4 possibilities, 1 is a recovery back to stage 1, and the other 3 are deaths which I won't explain here to avoid ruining it. (read the code I guess.) This also adds a new traitor objective to infect someone with HMS. - [x] Correcting the chronic aspect. - [x] Add traitor objective. - [x] Tweaking for fairness. ## Why It's Good For The Game HMS is a new quirk that gives a much more hardcore junky or tumor playstyle. Neglecting HMS can mean the end of your shift. it's not something you want to mess with. It puts a reliance on cargo rather than medical for a quirk and gives a use case for money. (price may be tweaked still). I think it'd be interesting to see if people will start mugging or robbing the vault more to get their life-saving medication. ## Changelog 🆑 add: Interdyne has released a new medication to treat those who are in the wrong timeline! add: Interdyne has also realized this is VERY profitable! They've begun arming their operatives with an autoinjector. /🆑 --------- Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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a98706ff8b |
Adds TTS to the game. Players can select their own voices in preferences. (#74775)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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dff70625e7 |
Bible refactor (#75350)
## About The Pull Request This started as a simple addition where burning a bible would curse you, but then I realized... Bibles aren't even proper books, thus can't be burned! So yeah, since that is not necessary due to how atom_storage works, I reworked that. ## Why It's Good For The Game Because burning bibles and getting cursed for it is funny.   ## Changelog 🆑 add: You can burn bibles now! But heresy has a steep cost... /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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b58a2c6848 |
Sign language Fixes & Spellcasting, just for fun (#74768)
Fixes #72165 First PR, first-time coder, this might be a doozy but _hopefully_ everything is fine. ## About The Pull Request This fixes signers being able to speak with sign language while cuffed or emotemute, bringing the feature back to how it was initially intended. This also fixes signers only being able to sign spells based on their ability to speak. Before this PR, signers could cast spells with sign language, but it was dependent on their ability to speak with their mouth, allowing them to sign spells even if they would not be able to. Instead, it has been changed to work so that one can sign spells only when both of their hands are completely empty. ## Why It's Good For The Game First of all, signers should probably not be able to speak when cuffed or emotemute, I'm not sure when this broke but somewhere along the lines it did and this is simply bringing it back to how it was supposed to be. Second of all, spells were created long before sign langauge (I believe, don't quote me on that), but sign language is just another language and still can communicate the same. Furthermore, signing spells instead of speaking them is overall more difficult to work with given the fact that it won't work if you are holding items, restrained, have a limb disabled or amputated, or are emotemuted. The one benefit that sign language provides is being able to sign when otherwise mute, but this only really applies in select cases. I feel the downsides definitely outweigh the upsides in this case, and it will be more of a gimmick so that mute players can still play antags like heretic. |
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7791200a7c |
Grilling items now only smoke when the griddle is on (#75265)
## About The Pull Request Prior to this change, if you put an item on the griddle, it immediately began to smoke, regardless of whether the griddle was on or not. Now smoke will only appear when the griddle is turned on. ## Why It's Good For The Game Graphic QoL for chefs https://user-images.githubusercontent.com/10997188/236855447-8912a689-bec3-4cba-a6f3-45c428d7af29.mp4 ## Changelog 🆑 fix: fixed griddle code so that the smoke over the grilling items appears only when the griddle is on /🆑 |
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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 https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/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 https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/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 https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/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 https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/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 https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/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 https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/closets.dm#L85-L86 What late initialization does is suck up all stuff on its turf https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/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 https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/effects/spawners/random/structure.dm#L94-L100 And maint crates https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/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  - **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  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.  **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  - **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> |
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1a918a2e14 |
Golem Rework (#74197)
This PR implements this design document: https://hackmd.io/@Y6uzGFDGSXKRaWDNicSiEg/BkRr176st Put briefly, this will remove every existing golem subtype and consolidate golems into a single species with cool new sprites. NOT implemented from that PR is the ability to eat Telecrystals, I couldn't come up with an appropriate visual that can stack with the existing ones, but that should be a reasonably trivial add for a future artist & developer. New Golems have a food-based mechanic where their hunger decays pretty quickly and can only be replenished by eating minerals. They start moving slower as they get hungrier, until eventually they become completely immobilised and need to be rescued. Eating different kinds of minerals will visually change your sprite and give you a special effect in a similar way to old golems, but temporary. While transformed, you can't eat any other kind of mineral which would transform you (but can still consume glass). To see the full list of effects, look at the hackmd above. In service of these sprites working I have refactored the `species/offset_features` feature by killing it and delegating that responsibility to limbs instead. Rather than applying an offset to items due to your species, it is due to your weird head or arms. This makes overall more sense to me, but it inflates the code changes in this PR somewhat. It doesn't make a lot of sense to atomise unfortunately because that code also seemed to be entirely unused until I tried to use it in this PR, so you wouldn't be able to tell if my changes broke anything. I might make a downstream sad by doing this. All of the actual numbers in this PR are made up and only loosely tested, it will need some testmerges to gather feedback about whether it sucks or not. Other relevant changes: I reworked how bioscrambling works based off bodypart bodytypes, to automatically exclude golem limbs in either direction. There's really no way to have those work on humans or vice versa. Organs still fly though. |
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1674f25725 |
New Medical job: The Coroner (#75065)
## About The Pull Request HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972 Adds a Coroner job to the game, they work in the Medical department and have their office in the Morgue. I was inspired to make this after I had played my first round on Paradise and messed around in there. The analyzer is copied from there (https://github.com/ParadiseSS13/Paradise/pull/20957), and their jumpsuit is also mostly stolen from it (i just copied the color scheme onto our own suits). Coroners can perform autopsies on people to see their stats, like this  They have access to Medbay, and on lowpop will get Pharmacy (to make their own formaldehyde). They also have their own Secure Morgue access for their office (doubles as a surgery room because they are edgelords or whatever) and the secure morgue trays. Secure Morgue trays spawn with their beepers off and is only accessible by them, the CMO, and HoS. It's used to morgue Antagonists. Security's own morgue trays have been removed. The job in action https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4 ### Surgery changes Autopsies are a Surgery, and I tried to intertwine this with the Dissection surgery. Dissections and Autopsies both require the Autopsy scanner to perform them, however you can only perform one on any given body. Dissections are for experiments, Autopsies is for the paper of information. Dissected bodies now also give a ~20% surgery speed boost, this was added at the request of Fikou as a way to encourage Doctors to let the Coroner do their job before reviving a body. I also remember the Medical skill, which allowed Doctors to do surgery faster on people, and I hope that this can do something like that WITHOUT adding the potential for exploiting, which led to the skill's downfall. ### Morgue Improvements Morgue trays are no longer named with pens, they instead will steal the name of the last bodybag to be put in them. Morgue trays are also removed from Brig Medical areas and Robotics, now they have to bring their corpses to the Morgue where the Coroner can keep track and ensure records are properly updated. ### Sprite credits I can't fit it all in the Changelog, so this is who made what McRamon - Autopsy scanner Tattax - Table clock sprites and in-hands CoiledLamb - Coroner jumpsuits & labcoats (inhand, on sprite, and their respective alternatives) - Coroner gloves - CoronerDrobe (the vending machine) ## Why It's Good For The Game This is mostly explained in the hackmd, but the goal of this is: 1. Increase the use of the Medical Records console. 2. Add a new and interesting way for Detectives to uncover mysteries. 3. Add a more RP-flavored role in Medical that still has mechanics tied behind it. ## Changelog 🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb add: The Coroner, a new Medical role revolving around dead corpses and autopsies. add: The Coroner's Autopsy Scanner, used for discovering the cause for someone's death, listing their wounds, the causes of them, their reagents, and diseases (including stealth ones!) qol: Morgue Trays are now named after the bodybags inside of them. balance: The morgue now has 'Secure' morgue trays which by default don't beep. balance: Security Medical area and Robotics no longer have their own morgue trays. balance: Dissected bodies now have faster surgery speed. Autopsies also count as dissections, however they're mutually exclusive. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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ba24aa3404 |
Ore silo will put machines off its level on hold, instead of disconnecting (#74990)
## About The Pull Request There's a problem where people would try to rebuild a whiteship and use an Ore Silo for it. However, it would automatically unlink everything when moving, because it's checking for z level as soon as it changes z level itself, before the Ore silo has 'moved' as well. ~~To fix this, I'm now only disconnecting ore silos when a shuttle moves. This mostly does the same as before, but technically you can sync an unwrenchable connected machine and bring it to space with you (without using a shuttle) to stay connected, but I don't see this as a problem, and my original point of the PR was to prevent Lavaland ORMs.~~ I decided against this, instead I've made it so machines that aren't on a valid level (either both on the same z level or both on the station level) will be considered 'on-hold', much like if the QM has set it to hold through the silo directly. This means that machines no longer disconnect from the Ore silo on moving, they just can't access the materials in it. This affects gameplay in 2 ways: 1. You no longer need to resync when you bring the machine back 2. It won't unsync itself every time you move station z-level with its silo (such as on a whiteship). I also made disconnecting from an ore silo actually remove them from the ore silo's list of connected machines. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/69863 ## Changelog 🆑 balance: Machines (such as ORM and Techfabs) will no longer unsync from Ore silos when it moves Z-level, instead it will prevent materials from being used, as if it was on hold. /🆑 |
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0d4ec59197 |
Miner Style Points 2: Style on Everyone (#74690)
## About The Pull Request A re-open of https://github.com/tgstation/tgstation/pull/66326 with Fikou's permission Adds the style meter, it can be bought from the mining vendor for 1500 points, it is an attachment to your glasses. The style meter creates a display on your hud, with your recent actions, like attacking enemies, killing them, mining ore etc. Actions like spinning or flipping increase your score multiplier, making you get more points. Your style meter affects how much ore you get from mining rocks. By default with the meter, you get 20% less ore, but at the highest, you can get 1.2x the ore from mining. In addition, on B-tier or above, you can "hotswap" items, by attacking an item in your backpack with one in your hand (should it fit and all that). Also features a leaderboard for highest style point count! New streamable: https://streamable.com/eewi6l The following are sources of points: - Killing things - Killing big things - Killing small things - Punching things - Melee'ing things - Mining rocks and ores - Having matrix traps detonate - Hit, defuse, and detonate gibtonite - Detonate crusher marks - Scan geysers - Parry projectiles (others or your own) Oh, right. While wearing the style meter, you're able to parry any lavaland-based projectile by clicking on it or the tile it is on, which reflects it back in a 7 degree arc, making it 20% faster and 15% more damaging. Usually not very easy. Maybe-plan in the future for some syndicate variant of this (with bullet parrying and appropriate style sources, etc.), but not for this PR Thanks to Arcane, multitooling the style meter will make it play some sounds on rank-up.  https://streamable.com/nheaky Parrying in action ## Why It's Good For The Game Makes miners bring more ore in a fun way. ## Changelog 🆑 Fikou, Zonespace, Arcane for voicing add: The mining vendor now has a style meter. This meter gauges your style points and uses them to improve your ore yield. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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bc813ab93d |
Cleans up + Improves bows, Sorts files, Adds the Divine Archer clothing, weapon, rite (#74811)
## About The Pull Request ### Divine Archer 🏹  Adds a new chaplain weapon and suit of armor, the divine archer. It's an orderable set of armor, but provides less armor than the rest, but you get more pieces of armor (boots, bracer, undersuit). The divine bow comes with a quiver that holds holy arrows. The holy arrows come with bane support, dealing critical damage to revenants. ### Bow Features ⭐ - arrows can now be dipped in poison ### Bow Improvements 🔧 - bows now drop their arrow when you put them on your back while nocking a bow - bows give feedback for trying to draw without a nocked arrow - codewise, bows support subtypes much better. They still have hard-sprited loaded arrows, but one day that'll change. ## Why It's Good For The Game Yeah, we could add null rod #2342 that does almost the same as the others, or we could have a unique bow weapon! Player Dev Project thread: https://discord.com/channels/326822144233439242/1093521091957370940/1093521091957370940 ## Changelog 🆑 tralezab code, Drag for the commission and player project, cre#0484 for their spritework add: Divine Archer Armor and Weapon qol: Bows give more feedback when you're doing something wrong, like trying to draw without a nocked arrow code: Sorted files, cleaned bow code up to allow subtypes /🆑 |
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40873e0a98 |
Non-random events now provide a cause in their deadchat broadcast (#74904)
## About The Pull Request Most calls of runEvent() now provide a cause that is read out to deadchat. announce_deadchat() has been slightly adjusted to accommodate this. Previously, everything that wasn't a truly random event would broadcast with the same generic "XYZ has just been triggered!" message. Now, you get a little bit more detail as to why/what triggered the event. Some helpers in the __HELPERS/events.dm file have been made, for forcing events normally/async/after a delay (using an addtimer). This also moves a lot (but not all) instances of events being forced to these helpers. Some samples:  Traitors using uplink viruses to turn off the power/comms.  Beer nuke!  For when a traitor takes an Space Dragon final objective, which summons a carp migration event.  Wizard ritual events!  Even this one! This also changes runEvent() to run_event(), because I figured I'd be touching every single instance of the proc anyways. ## Why It's Good For The Game Better feedback, less confusion amongst deadchat's constituents. Some of them may be a bit self-explanatory, but in some cases (especially the apocalypse rune) it's beneficial to know that an admin isn't the one behind it. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog 🆑 Rhials qol: Deadchat now gets more juicy details on what has triggered a non-randomly occurring random event. code: There are now helpers for forcing events in a variety of ways. More events! More events!!!!!!! /🆑 |
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42b16f61b4 |
fixes all the issues with gondola mutants + small rat spell check (#74837)
## About The Pull Request list of fixes: - dna infusers got a random check for the dna infuser to be open when adding what you're infusing from. i made it intentional that they don't require this for the infusion items, and it just seems to confuse people so i'm reverting - gondola martial art works again, the martial arts help proc literally never worked GUHHHH - gondola now correctly can't pick up items they're not able to hold - adds a missing period to a rat organ examine - small code cleanup in the species grab proc ## Why It's Good For The Game feeexes ## Changelog 🆑 qol: made dna infusers less confusing to use by removing the "must be opened" check fix: fixed up gondola mutants and how to obtain them /🆑 |
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2b2cb3dff6 |
Hologram Touchup (Init savings edition) (#74793)
## About The Pull Request ### Polishes and Reworks Holograms Hologram generation currently involves a bunch of icon operations, which are slow. Not to mention a series of get flats for the human models, which is even worse. We lose 0.05 seconds of init to em off just the 2 RCD holograms. it hurts man. So instead, let's use filters and render steps to achive the same effect. While I'm here I'll dim the holo light and make it blue, make the hologram and its beam emissive (so they glow), and do some fenangling with move_hologram() (it doesn't clear the hologram off failure anymore, instead relying on callers to do that) to ensure holocalls can't be accidentially ended by moving out of the area. Ah and I added RESET_ALPHA to the emissive appearance flags, cause the alpha does override and fuck with color rendering, which ends up looking dumb. If we're gonna support this stuff it should be first class not accidential. ### Makes Static Not Shit While I'm here (since holograms see static) lets ensure the static plane is always visible if you're seeing through an ai eye. The old solution was limited to applying it to JUST ais, which isn't satisfactory for this sort of thing and missed a LOT of cases (I didn't really get how ai eyes worked before I'ma be honest) I'm adding a signal off the hud for it detecting a change in its eye here. This is semi redundant, but avoids unneeded dupe work, so I'm ok with it. The pipeline here is less sane then I'd like, but it works and that's enough ## Why It's Good For The Game  More pretty, better ux, **static works** ## Changelog 🆑 add: Holograms glow now, pokes at the lighting for holocalls in general a bit to make em nicer. qol: You can no longer accidentally end a holocall (as a non ai) by leaving the area. Felt like garbage fix: Fixes static rendering improperly if viewed by a non ai /🆑 |
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fa644f7aee |
Fixes eigen lockers bypassing TP protection (#74722)
## About The Pull Request Fixes eigenlockers bypassing teleport protections.  Tested w/ one and multiple lockers, prevents entering or exiting from a tp-prot eigenlocker ## Why It's Good For The Game This came up in an away mission designed to be a "one-way-trip", the only exit being at the very end of the away mission. However, people are able to bypass this with eigenlockers, thanks to them performing no teleportation checks, which I believe is an oversight. ## Changelog 🆑 fix: Eigenstasium lockers no longer bypass teleport protection /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> |
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a0e368930f |
Reworks burning objects to be a component (#74688)
## About The Pull Request Title. ## Why It's Good For The Game Simply put, allows for atoms which are not /obj but use atom_integrity to burn up too, which is nice and good. But also, it allows for neat behavior like burning particle effects (only structures use that right now to spawn smoke)  ## Changelog 🆑 add: Burning structures spawn smoke particles. Sick. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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4c48966ff8 |
Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is not completely accurate, as subsystems can be delayed, however it's useful to have this number as a multiplier or ratio, so that if in future someone changes the subsystem wait time code correctly adjusts how fast it applies effects regexes used git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i 's/DT_PROB/SPT_PROB/g' git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i 's/delta_time/seconds_per_tick/g' |
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bd4392ab74 |
New inhand icons for light tubes, makes latex balloons craftable, and various other fixes/improvements (#74576)
## About The Pull Request This ended up turning into a bit of a junk drawer of a PR I'll admit, but there's really not a whole lot to it. There are three parts: ### Part I - Inhand sprites for light tubes. Adds inhand sprites for light tubes. No more cardboard tube placeholder. This is self explanatory-they have unique sprites for all 3 states (normal, broken, and burnt out). The broken version has sharpness now. Also refactored light_items.dm a bit, it was using a bespoke proc called `update` to do icon updates. Now it has been _updated_ to use `update_appearance` instead.  ### Part II - Latex Balloons Latex balloons, a very old piece of code that was full of typos, has had some life breathed back into it. It is a fun little item, and I saw no reason to let it rot. It can now be crafted using a latex glove and some cable. Also, you can pop them using anything sharp... such as a broken light tube! Aha! We've come full circle.  ### Part III - update_inhand_icon proc A new atom helper function, `/atom/proc/update_inhand_icon(mob/target = loc)` I was struggling to find an existing proc that could update inhand icons of a mob that was holding any given atom, without necessarily having a ref to the mob yet. So I ended up writing one that did that, and finding the spots in the code which were using a similar way of doing it (that is in fact how I stumbled upon the latex balloon item). ...........But then Iearned of the `/datum/element/update_icon_updates_onmob` component and ended up using that instead. There are still some very niche cases where you might not be able to use the component where the proc would come in handy however e.g. in transforming.dm--and if anything, I think it could serve as a good spot to leave a comment informing would be users of `update_icon_updates_on_mob` as an alternative. For that reason especially I thought it worth keeping. ## Why It's Good For The Game New inhand sprites, and a fun little craftable balloon. What's not to like? ## Changelog 🆑 add: latex balloons can now be crafted using a latex glove and some cable. You can fill them with air using a tank. They also have a new sound effect. imageadd: light tubes have a new inhand sprite fix: broken light tubes now actually have sharpness to them as they are basically spikes of glass. refactor: refactored latex balloon code /🆑 |
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670136a239 |
Refactors CTF (#74342)
## About The Pull Request CTF code is rather infamous for being poor and hard to actually work with, I wanted to add a feature for a mapping march project but the code would not allow for it, so here we are refactoring the entire thing. ## Why It's Good For The Game Replaces some really bad code with slightly less bad code. Should make it much easier to add features onto CTF in the future. ## Changelog 🆑 refactor: CTF has been entirely refactored. fix: Respawn times for CTF now work. qol: CTF players are alerted during control point games when one team is half way to winning. admin: CTF instagib mode can now be toggled from the secrets panel. /🆑 |
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6085e3b5ee |
Reagent soup / Soup rework / Stoves - A kitchen expansion (#74205)
## About The Pull Request  **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. /🆑 |