Commit Graph

1122 Commits

Author SHA1 Message Date
carlarctg 721fd30837 Heavily reworks and resprites first aid analyzers. (#76533)
## About The Pull Request

Heavily reworks and resprites first aid analyzers. They now display if
they're happy, sad, angry, or warning you! Also a 'pricking' animation.

First aid analyzers are now found in all basic and specialized medkits.
Toxin medkits get a new* disease analyzer. Miners get a miner-colored
one in their box.

Scanning yourself with a first aid analyzer will 'create a holo-image
with treatment instructions next to your wounds', doubling the speed of
treatment of scanned wounds!

Health analyzers now have a scanning sound, courtesy of CM.

Refactored some wound code to make treatment duration changes and
changes in the description of wounds easier.

Fixed a dummy parent feature of the health analyzer (Verbose mode)
showing up, uselessly, on the disease and first aid subtypes.

Surgical processors and slime scanners have recieved a similar resprite.
## Why It's Good For The Game

> Heavily reworks and resprites first aid analyzers. They now display if
they're happy, sad, angry, or warning you! Also a 'pricking' animation.

These things have long, long needed some sprite love. Displaying emotion
will make them have a lot more 'weight' to them, same with the prick.
The old, shitty spectrometer sprites have gone directly into the
dumpster.

> First aid analyzers are now found in all basic and specialized
medkits. Toxin medkits get a new* disease analyzer. Miners get a
miner-colored one in their box.

They have also needed some gameplay love! Placing them in these kits is
not going to be a massive game-changer when they were already easily
found around the station in emergency medkits, but it will fill up that
awkward empty slot.

> Scanning yourself with a first aid analyzer will 'create a holo-image
with treatment instructions next to your wounds', doubling the speed of
treatment of scanned wounds!

The biggest gameplay-impacting change in this PR, I *sincerely* believe
this is the perfect solution to first aid analyzers being completely
redundant with eyesight. This lets you/someone else scan your wounds to
speed up treatment, with a neat in-character reason for it -
'holo-images' appearing on your body, like penlights.

This will speed up wound treatment, but I believe that is for the best,
as currently treating wounds is so slow that half the time it's not
worth it (or more accurately, it doesn't feel worth it in comparison to
the effort you're putting in) and you're better off shrugging off minor
wounds. It will do so in a way that requires a modicum of effort, so
it's not just a flat buff across the land.

> Health analyzers and gene scanners now have a scanning sound, courtesy
of CM.

It's a neat sound that will make medbay feel more alive. First aid
analyzers get a beeboop instead.

> Surgical processors and slime scanners have recieved a similar
resprite.

IT'S SPRITE MANIA IN HERE
## Changelog
🆑
Carlarc, Weird Orb
image: Heavily reworks and resprites first aid analyzers. They now
display if they're happy, sad, angry, or warning you! Also a 'pricking'
animation.
add: First aid analyzers are now found in all basic and specialized
medkits. Toxin medkits get a new* disease analyzer. Miners get a
miner-colored one in their box.
balance: Scanning yourself with a first aid analyzer will 'create a
holo-image with treatment instructions next to your wounds', doubling
the speed of treatment of scanned wounds!
sound: Health analyzers and gene scanners now have a scanning sound,
courtesy of CM.
refactor: Refactored some wound code to make treatment duration changes
and changes in the description of wounds easier.
fix: Fixed a dummy parent feature of the health analyzer (Verbose mode)
showing up, uselessly, on the disease and first aid subtypes.
image: Surgical processors and slime scanners have recieved a similar
resprite.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-07 23:19:55 +01:00
ChungusGamer666 1f9bc21fc5 Hemiplegic quirk (#76526)
## About The Pull Request

Like paraplegic, but instead of a horizontal half of your body being
fucked, it's a vertical half!

![image](https://github.com/tgstation/tgstation/assets/82850673/aab1059e-9f5a-4778-a72a-c55c9fe75403)

![image](https://github.com/tgstation/tgstation/assets/82850673/2edf1a76-906f-41f5-984c-4260b65a279d)

## Why It's Good For The Game

Character customization and pure, undistilled human suffering.

## Changelog
🆑
add: Added Hemiplegic quirk.
/🆑

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-07-05 19:09:38 -06:00
Vekter c5c20524c1 Adds build times to other forms of windows (AKA more Fornite removal) (#76449)
## About The Pull Request
Hot take but [Fortnite](https://www.youtube.com/watch?v=QqRLVFRe9AU) is
actually kind of fun when your opponents can't turn around and shit out
a five story mansion with a three car garage when you so much as breathe
in their direction.

I'm labeling this a fix because goof for some reason didn't do this in
his last anti-Fortnite PR and I can't imagine he intended to _not_ do
it.

## Why It's Good For The Game
Similarly, being able to shit out windows in combat is probably bad for
balance. All the windows take the same amount of time - 0.5s for
directional, 2s for full-tile.

## Changelog
🆑 Vekter
balance: Adds a build time to window types which didn't have ones
before.
/🆑
2023-07-01 15:32:43 +01:00
ChungusGamer666 82cf9ea499 Removes shitty "status" variable on organs, makes them use organ_flags instead (#76350)
## About The Pull Request

Title.

## Why It's Good For The Game

Seriously this shit pisses me off, why are ORGAN_SYNTHETIC and
ORGAN_ROBOTIC two different things?

## Changelog

not applicable unless i fucked up

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-06-29 21:09:55 +00:00
Nick b13e504ba1 Fixes stacks incorrectly stacking with subtypes (#76166)
Makes the type check to determine if two items will stack more strict,
so that subtypes that shouldn't stack don't. Fixed #76157
2023-06-26 03:30:42 -05:00
FunnyToilet 5f77db4915 Allows you to craft plastitaniumglass shards (#76283)
Some players are unaware that you can actually make plastitanium glass
shards, this will help with clarity!
2023-06-25 07:00:30 +00:00
Lufferly c397a64b93 Simple suit storage fixes (#76267)
## About The Pull Request

Makes toys, stamps, and spacecash invisible in suit storage, fixing some
missing textures
adds stamps to the allowed suit storage items for hop, qm, and cargo
wintercoats

## Why It's Good For The Game

The /datum/unit_test/suit_storage_icons failure list is awfully long,
and while some of them require more thoughtful fixes, just these couple
of lines clears more than 100 lines from the failure list.
While I was here I added the stamps to the allowed suit storage for hop,
qm, and cargo wintercoats cause that seems fair

## Changelog

🆑 Seven
fix: toys, stamps, and spacecash no longer has a missing texture when
put into suit storage
qol: stamps are now allowed suit storage items in the hop, qm, and cargo
wintercoats
/🆑
2023-06-24 12:10:41 +02:00
Hatterhat 42f7267763 can't answer calls 'cause i'm baseballin - adds a baseball recipe to leather (#76135)
## About The Pull Request
baseballs can now be crafted with 3 leather

## Why It's Good For The Game
throwing interactions (correct me if i'm wrong but you literally can't
get these out of mail goodies, outside of having the throwing arm quirk
or the holodeck)

## Changelog

🆑
add: Baseballs can now be crafted with 3 leather.
/🆑

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2023-06-23 10:09:02 +02:00
Wallem 150a428e67 Makes the cardboard sprite 3D (#76103)
image: Tweaks cardboard sheet sprite
2023-06-23 03:07:58 -04:00
Oreo 5c5364e360 Fixes iron duplication bug (#76203)
## About The Pull Request

Each regular floor tile was worth 50 before, fixed to be 25 instead
## Why It's Good For The Game

fixes #76191
Prevents turning 5000 iron into 10000 iron in less than 10 seconds
## Changelog
🆑
fix: changed station floor tiles to be worth 25 instead of 50, one
quarter of an iron sheet.
/🆑
2023-06-21 14:33:55 -04:00
John Willard 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.
/🆑
2023-06-19 22:59:09 -07:00
Andrew da02be6f49 Hairless hides are created from the entire stack of hides instead of only one item from stack (#75974)
Tanning is barely used because biogens are available everywhere and are
a default source of leather.

This PR makes one of the steps - hairless hide creation - easier, as
before to process 5 hides you had to either click on the stack 5 times
in sequence, or manually separate 1 hide from the stack, throw around
you avoiding their merging, click on each of them and then merge them
back.

Maybe people will use this way of leather creation more often.
2023-06-19 07:53:48 +00:00
GPeckman 554c55b05b Fixes iron duplication bug (This is why you use defines, people) (#76030)
## About The Pull Request

In PR #75437, sheets were changed from being 2000 units of material to
being only 100. This caused an unintended bug, as the datum for iron
rods didn't properly use the define. As a result, you could duplicate a
sheet of iron into 20 sheets by turning it into rods and inserting it
into a protolathe. This makes rods properly use the define, fixing the
dupe.
## Why It's Good For The Game

Dupe bugs bad, I guess.
## Changelog
🆑
fix: You can no longer duplicate iron by turning sheets into rods and
putting the rods back into the protolathe
/🆑
2023-06-13 15:07:43 -07:00
SyncIt21 922645b5b3 Light replacer & item patches (#75960)
## About The Pull Request
Somehow this code break's every week, hopefully this should be the last

1. Fixes #75951
It wasn't just a problem with Jani Borg light replacer but the normal
one's too. Now they all accept glass sheet's & light tubes (including
broken one's) when you attack them with a light replacer and not just
when you pick them up with hand (which Borg's can't do obviously) and
then clicking them on the light replacer.
2. Glass sheet's & shard can be put inside backpack's or other storage
item's and now they will all be consumed from the storage and not just
light tubes & bulbs
3. Make's feedback message's more informative and display them for all
insert event. they weren't displayed when a broken light tube was put in
the light replacer
4. Only glass shards are accepted by the light replacer and not plasma,
titanium shards etc. we should not use `istype()` for this purpose
5. Removed redundant` Initialize()` proc from `obj/item/light`
6. VV editing var's works properly
7. Blue beam for bluespace light replacer last's just 0.5 seconds so it
doesn't look awkward

## Changelog
🆑
fix: light replacer accepts glass sheets & light tubes when you attack
them with a light replacer
fix: only glass shards can fill the light replacer not other shard types
qol: glass sheet's & shards inside storage items like backpacks are also
consumed when you attack the light replacer with it
qol: feedback messages when inserting lights, glass sheet's, shards into
the light replacer are more descriptive and displayed for all insert
event's
qol: blue beam for bluespace light replacer last's just 0.5 seconds so
it doesn't look awkward
refactor: renamed `add_shards()` to just `add_shard()` for adding 1
shard at a time
refactor: removed redundant` Initialize()` proc from `obj/item/light`
refactor: VV editing var's works properly
/🆑

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2023-06-11 17:36:50 +00:00
LemonInTheDark 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
/🆑
2023-06-09 06:14:31 +00:00
lessthanthree f97830c982 Change pride tiles to generic holiday tiles, add Tramstation support (#75665)
## About The Pull Request

- Rewrites the Pride Week rainbow tiles coloring into a more generic
'Holiday' tile coloring proc so that it can be used by any holiday
- Adds support for different color patterns
- Adds support for the trimline decal subtype Tramstation uses
- Adds stack types for tram tiles so that if you pull them up you can
put them back
- Fixes naming of tile decals

## Why It's Good For The Game

- The generic proc allows us to specify a different color set for each
holiday (think red white blue for July 4, or red/white/green for
Christmas)
- Players now have a way to put back tram platform tiles that have been
pulled up
- Tramstation gets colored tiles like the other maps


![image](https://github.com/tgstation/tgstation/assets/83487515/0b6ebf5e-43f1-4453-b680-6a4573392b10)

## Changelog

🆑 LT3
fix: Tram platform tiles now have proper stack types
refactor: Pride week tile coloring refactored into a generic holiday
decal system
spellcheck: Tile decals are no longer all named 'corner'
/🆑
2023-06-07 11:06:00 +12:00
Helg2 6378ef5687 Changes the base amount of bone gel. (#75851)
## About The Pull Request
Changed the amount from 1 to 5 for original `bone_gel` so it's easier
for mappers to add the right bone gel.
Deleted subtype `/four` and added subtype `/one` specifically for bone
gel creating.
Increased from 4 to 5 because surgical tape has 5.
## Why It's Good For The Game
Having 1 bone gel near 5 surgical tapes always seemed off.
## Changelog
🆑
balance: Bone gel standart amount has been increased to 5.
/🆑
2023-06-05 21:13:06 -04:00
Lufferly 07912a8bd0 Fixes some missing textures on the labcoat suit storage + makes the paper hat a craftable item (#75681)
## About The Pull Request

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

fixes: #69504

## Why It's Good For The Game

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

## Changelog

🆑 Seven
fix: Fixes epipens, pillbottles, and test tubes missing texture when put
into suit storage
fix: A paper hat no longer appears on your head when putting paper into
suit storage
add: The paper hat is now a craftable item
image: Pills and patches are no longer visible on a person when put into
suit storage
/🆑
2023-05-27 22:35:56 -06:00
John Willard 0c99bd28f4 Makes gasses use defines (#75542)
## About The Pull Request

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

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

## Why It's Good For The Game

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

## Changelog

Nothing player-facing.
2023-05-27 19:45:22 -04:00
Andrew 2d54693913 Test tubes and racks (#75179)
## About The Pull Request


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

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

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

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


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

## Why It's Good For The Game

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

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

## Changelog

🆑 MTandi, coiledlamb 
add: Added test tubes and racks for them
balance: All 30u bottles now have 50u volume and chem master/pandemic
spawn tubes instead of bottles
/🆑
2023-05-23 17:07:55 -06:00
Jacquerel cf7295acb7 [no gbp] Golem mineral functionality tweaks/fixes (#75343)
## About The Pull Request

Fixes a couple of things people have pointed out about golem
transformations.

- Diamond golems now stop being invisible when they attack or throw
something, they also turn invisible a bit slower.
- Using a bluespace knot takes 2 seconds instead of 3 seconds.
- Bananium Golems only slip you if they are lying down.

In order to achieve that last one I refactored the slipperiness
component to take an optional extra callback, and then killed a subtype
of it which could be replaced with passing in a callback. I tested it
and it seems to work the same as it used to.

These are largely how things were supposed to work and I just overlooked
them.
I am sure this won't be the last PR of a similar vein while people try
these out, provided that I actually hear anything they are saying about
it.

## Why It's Good For The Game

Diamond golems shouldn't be able to attack you while remaining invisible
and untargetable even if it is funny.
Clown golems aren't supposed to be able to slip you by swapping places
with you even if it is funny.
The bluespace hand was basically just worse than using the crystal and
not eating it, maybe still needs another buff after this one.

## Changelog

🆑
fix: Diamond Golems can no longer attack or throw things and remain
invisible.
fix: Bananium Golems are only slippery if you actually tread on them
(aka: while they are resting).
balance: Golem bluespace teleportation is slightly quicker.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-05-12 20:51:39 -06:00
ShizCalev ef92ecefb9 Fixes material sniffers not being able to find materials properly (#75354)
![image](https://github.com/tgstation/tgstation/assets/6209658/d91d07ba-32b3-4580-a22a-616e0aab55e2)

stack/init was adding stacks to the global list if they had LESS THAN 10
units, though the sniffer only looks for things >= 10 units. Flipped
bracket, gg. add() was also using += instead of |=, which resulted in
duplicate entries for the same object in the global list when adding
stuff to a stack.

🆑 ShizCalev
fix: The materials sniffer now actually works!
/🆑
2023-05-11 19:57:51 -06:00
Jacquerel 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.
2023-05-07 22:45:20 +00:00
John Willard 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

![image](https://user-images.githubusercontent.com/53777086/235369225-805d482c-56c0-441c-9ef8-a42d0a0192bc.png)

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>
2023-05-05 21:31:28 -04:00
zxaber 1546296bbe Cyborg Rechargers material changes, part two (#74814)
## About The Pull Request
Continuation of #74770;
- Fixes some botched math due to the borg material storage datums using
a proprietary value per sheet (500 vs 2000)
- Restocking is now enabled by default when a borg enters a charger. It
can be disabled during the charge session, but will re-enable the next
time the charger is used.
- Moves the Metal and Glass storage datums to a new shared subtype.
- Restocking speed scales with the manipulator tier of the recharger; By
default, it is 1/8th the total metal/glass storage per cycle, and
increases to 1/5th with a tier 4 manipulator.
## Why It's Good For The Game
These were changes I meant to make before the last PR was merged.
## Changelog
🆑
fix: Fixed math on cyborg restocking
qol: borgs entering chargers now have the restocking feature enabled by
default. It can be disabled with a right-click while charging if you
don't want to eat the station's mats.
balance: Borg restocking speed now scales with the charger's manipulator
tier.
/🆑
2023-05-04 08:04:01 -07:00
ArcaneMusic f2fd69a49a Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. (#75052)
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.

This PR does not change mineral balance. What this does is moves over
every individual cost, both in crafting recipes attached to an object
over to a define based system. We have 3 defines:

`sheet_material_amount=2000` . Stock standard mineral sheet. This being
our central mineral unit, this is used for all costs 2000+.
`half_sheet_material_amount=1000` . Same as above, but using iron rods
as our inbetween for costs of 1000-1999.
`small_material_amount=100` . This hits 1-999. This covers... a
startlingly large amount of the codebase. It's feast or famine out here
in terms of mineral costs as a result, items are either sheets upon
sheets, or some fraction of small mats.

Shout out to riot darts for being the worst material cost in the game. I
will not elaborate.

Regardless, this has no functional change, but it sets the groundwork
for making future changes to material costs much, MUCH easier, and moves
over to a single, standardized set of units to help enforce coding
standards on new items, and will bring up lots of uncomfortable balance
questions down the line.

For now though, this serves as some rough boundaries on how items costs
are related, and will make adjusting these values easier going forward.

Except for foam darts.

I did round up foam darts.

Adjusting mineral balance on the macro scale will be as simple as
changing the aforementioned mineral defines, where the alternative is a
rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam
dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~

Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
2023-05-03 14:44:51 +00:00
Andrew 5965a156c0 You can now move dirt (#75028)
## About The Pull Request

Changed the recipe for dirt piles from 3 sandstone bricks to 3 sand. 
And made the dirt pile drop these 3 sand on deconstruction instead of
just disappearing.


![dreamseeker_Lj6jELZPjb](https://user-images.githubusercontent.com/3625094/235268536-c9835fa0-ce31-4bd3-a75c-ef2f3dcc7da7.gif)

Also fixed hydrotrays resetting their water and nutriments on
construction.

## Why It's Good For The Game

You could accidentally click on the wrong mouse button and loose your
dirt pile instead of uprooting a plant.
And it didn't make sense why you would need to turn sand into bricks
before making a pile out of it.

## Changelog

🆑
qol: Dirt pile is crafted from sand instead of sandstone and drops it on
deconstruction
fix: You can't have free water and nutriments by rebuilding hydrotray
/🆑
2023-04-29 23:32:42 -06:00
tralezab fefd9aa4ea Craftable material sniffers (#74798)
## About The Pull Request

Are YOU annoyed about never finding the fucking mats you need? Slap some
cable coil on an analyzer and find that untouched sheet of iron and or
glass. It's a pinpointer for basic sheets.

## Why It's Good For The Game

Originally I meant to give this as something borgs might want, but I
realized they really won't have a great time using it and the situation
is more about botanists not being asked, and not knowing how to grow
lots of iron, repeat for all other departments. Awareness problems!!!

But I still like the item as a miscellaneous craftable.

## Changelog
🆑
add: Craftable Material sniffers
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-04-28 18:15:16 -07:00
Dawnseer 71ef04efa0 Fire Proof Goliath Cloak (#74954)
## About The Pull Request
Right so, I was trying to imagine why goliath cloak isn't fire proof
when goliaths can quite literally bathe in lava. So I decided it must be
an oversight.
So now they're fireproof.

![image](https://user-images.githubusercontent.com/126404225/234091167-8018bf17-3f04-45e2-9b16-a15f765e1288.png)
## Why It's Good For The Game
Fireproof mob leather is actually fireproof
## Changelog
🆑

fix: fixed an oversight - Made Goliath Cloak and Goliath Cloak Hood
fireproof. And Goliath hide.
/🆑
2023-04-26 08:06:05 -04:00
tattle 77aebb4c29 Audio File Cleanup (#74863)
## About The Pull Request
Removes a bunch of sound files that we don't use and moves some sound
files into better locations. I'm hoping to get an archive repo for
sounds going, much like the
[map_depot](https://github.com/tgstation/map_depot) and
[SS13-sprites](https://github.com/tgstation/SS13-sprites).

EDIT: The old sound files are being moved here:
https://github.com/tgstation/SS13-sounds

Also increased the volume of the clownana rustle sound and clipped off
some dead air from shockwave_explosion

## Why It's Good For The Game
Removes a total of 1.95MB worth of unused sound files from the codebase.

## Changelog
🆑 Tattle
soundadd: increased the volume of the clownana rustle
/🆑

---------

Co-authored-by: tattle <article.disaster@gmail.com>
2023-04-20 17:22:08 -06:00
Supermichael777 1eccff1eb7 Fixes Plastitanium glass duplication (#74804)
## About The Pull Request
Plastitanium glass no longer always creates stacks of 50, this was
caused by an accidental overload with the presized stacks used for
mapping.
Fixes #74802

## Changelog
🆑
fix:  Plastitanium glass no longer always creates stacks of 50
/🆑
2023-04-18 16:26:12 -06:00
ChungusGamer666 b54b2f62b3 Turns loomable component into a bespoke element (#74685)
## About The Pull Request

Thought https://github.com/tgstation/tgstation/pull/74552 was good?

YOU WON'T BE READY FOR THIS ONE...

## Why It's Good For The Game

free miniscule amount of performance by getting rid of some silly
component datums

## Changelog

player dont care

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-17 16:11:36 -06:00
Bloop ac5236a251 Refactors sheet crafting to better support directional construction (#74572)
## About The Pull Request


https://github.com/tgstation/tgstation/blob/0426f7ddbaa91439c7278189101f5db9c7f2ed95/code/game/objects/items/stacks/stack.dm#L449

Ok, but can we not?

This PR refactors sheet crafting to generalize all the cases that were
previously locked behind grille/window type checks and such. In their
stead there are bitflags that can be set to achieve certain behaviors.

All the behavior from before should be preserved, but now it can be
extended to other items. E.g. if you want a railing that can be crafted
underneath directional windows, or an item that behaves like a grille
does--it's just a matter of setting the right obj_flags for it now.

This makes it very simple and painless to add new recipes that use
directional crafting! It's all modular now.

<details><summary>Details</summary>

---

### What I've done:

-Eliminated all the type checks, instead it will now be handled by
object flags and recipe vars, making for a much more configurable
system.

-Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and
`IGNORE_DENSITY`.
-Additionally, I renamed the existing flag `NO_BUILD` to
`BLOCKS_CONSTRUCTION`.

-Changes the proc `valid_window_location` to `valid_build_direction`,
and makes it work for things other than windows.

-Removed a deprecated `window_checks` var from the stack_recipe datum.
-Added three more vars to the stack_recipe datum: `check_direction` and
`check_density`, `is_fulltile`

-Decoupled `on_solid_ground` from the object density check. Now you can
set those separately, allowing you to make recipes that forbid/allow
building things over other things while in space.

---

### What the new flags do:

`BLOCKS_CONSTRUCTION` works as before---prevents objects from being
built on the object. I felt that the previous name was not descriptive
enough, you should know exactly what it does just from looking at the
name.
_example: dna scanner_

`BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent
objects from being built on it when their directions are the same.
_example: directional windows, windoors, railings_

`IGNORE_DENSITY` -- setting this on an object will cause its density to
be ignored when performing the construction density check. This could
have other potential uses as well in the future.
_example: grilles, directional windows, tables_

These three flags cover all the bases for the types of items that are
currently craftable, so there is no more need for any type checking or
weird snowflake window checks. Simply set the appropriate flag and it'll
work as you would expect.

---


### What the recipe vars do:
`check_direction` tells the recipe to check if there's something in that
direction with the `BLOCKS_CONSTRUCTION_DIR` flag set.

`check_density` tells the recipe to run the density check when set. This
is true by default. There are very few items in the game that currently
have this set to false--namely grilles. Setting this to false will make
it so that the object can be constructed regardless of what is in that
tile (unless `one_per_turf` is also set, which will make it so that you
can't craft the same thing twice in the same turf).

`is_fulltile` is used for fulltile windows, but it doesn't necessarily
have to be--you can give this to any recipe and it will adopt the same
properties as that of the fulltile window. Basically they have a special
case where they shouldn't be able to be built over directional
constructions, where normally things would be able to be. Setting this
makes check_direction true as well.

---

### In summary: 

Sheet crafting still works just as it did before. But the backend of it
has gotten a glow up and will be able to more easily support new
behaviors.

</details>

## Why It's Good For The Game

This makes the crafting system much more flexible to add recipes to, and
will prevent bad code practices of stacking more conditionals down the
line whenever someone wants to add an item that behaves like grilles or
directional windows in how they are constructed.

It had to be done. Those window checks were a mess.

## Changelog

🆑
qol: added fifty stack versions of remaining glass sheet stacks for ease
of debugging
refactor: refactored sheet crafting to better support directional
constructions that aren't windows
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-15 21:48:34 -06:00
zxaber 697c8fdc40 Adds a Material Stack manipulation apparatus for Engineer Cyborgs, replaces the R-Glass tool (#74297)
## About The Pull Request
- Adds a new apparatus for Engineer Cyborgs that can pick up and
manipulate material sheet stacks. Once holding a stack, interactions are
passed to the stack.
- Sheets in the new apparatus will always show as single sheets while
held, regardless of the actual count.
- Removes the R-Glass tool from Engineer Cyborgs.
- Sabotage borgs have the same changes
## Why It's Good For The Game
Allows Engiborgs to repair or build with various materials, without
(further) destroying the concept of material economy.

The R-Glass tool, in my experience, is generally unused, as the RCD can
create R-Windows and that's the main use for the sheets. So the tool has
been removed to keep the Engineer Borg Toolkit from exploding. The new
tool can also pick up R-Glass, if a need for it arises.
## Changelog
🆑
balance: Engineer Borgs now have a tool to manipulate material stacks
(and also tile stacks). This replaces the R-Glass tool.
/🆑
Pictured: Apparatus carrying titanium.

![image](https://user-images.githubusercontent.com/37497534/228021045-0f5a6c76-9caa-47de-ad0a-d20e7e1f4eb2.png)
2023-04-15 18:23:02 -07:00
Paxilmaniac ac756c9f3e Componentizes loomability (#74552)
## About The Pull Request

As shrimple as the title might imply, the ability for an item to be
processed in a loom is now a component.

Behavior on looming cotton, durathread, and wool, should all be the
exact same in terms of cost, time, results, etc.
## Why It's Good For The Game

If, for any reason, someone might want to extend the behavior of "this
thing can be loomed" to other items, it can be done.
## Changelog
🆑
code: The ability for objects to be loomed is now a component, with all
of the looming behavior moved off of the structure and into said
component. The actual behavior for looming cotton (clicking on a loom
with cotton) is completely unchanged.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-04-08 18:53:23 +00:00
Paxilmaniac edb1caf4e1 Makes applies_mats on stack crafting work if the recipe result is a turf (#74553)
## About The Pull Request

This doesn't happen anywhere, but I found out this didn't work when
working on something stupid the other day. I figured I'd fix it here
while I'm at it.
## Why It's Good For The Game

If someone wants to make a turf created directly by stack crafting for
whatever reason, it should at least get materials applied if its wanted.
## Changelog
🆑
fix: Turfs made through stack crafting (so none currently) will have
materials applied if the var is set
/🆑
2023-04-07 12:48:55 -06:00
Tim 4397d63a55 Split weapons_and_items.dmi icons into their own categories (#74363)
## About The Pull Request
This sprite file had been a dumping ground for miscellaneous sprites for
the past decade. It's bloated and full of random kinds of icons and even
has a few unused ones. It's time to reorganize them into their own
separate dmi's based on theme.

## Why It's Good For The Game
Better organization and easier access when looking for stuff.

## Changelog
🆑
imageadd: Split all icons in weapons_and_items.dmi to their own
categories
imagedel: Removed some unused icons
/🆑
2023-04-06 08:30:57 +12:00
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
LemonInTheDark 33d9a0338f Reworks trashbags slightly (#73761)
## About The Pull Request

I'm a bit sad about the state of trashbags. 
They're very clunky to use, so they almost never get touched. S
depressing. Let's try and fix that.

Let's make em fit in the belt slot (again), but as a tradeoff we'll make
it harder to pull one thing from your bag.
We'll give it a say, 1.5 second delay, so you can't quickdraw from em.
If you try and dump them out into something else, we'll throw any
spillover on the ground below you

I'm also doing some general code cleanup here. Making procs more
readable, vars more direct, removing some old legacy stuff.
I've added a remove_single proc to hook into via subtype, which takes a
mob as input. this has required placing extra requirement on some helper
procs, but fortunately it's not something they're unable to meet.

My hope is this will make garbage bags usable without being stupid.

## Why It's Good For The Game

I don't see these get used at all, cause they're a pain to carry around.
They got gimped because people were using them as infinite storage for
shotgun shells and other small items.
I've made using them for this sort of thing hard and slow, so I think we
oughta be fine. If not I'll do some more touching, maybe give the
autodrop a delay.

## Changelog
🆑
balance: The janitor's trashbag now fits on his belt. In exchange,
taking something out of it sends a visible message, and has a delay.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-03-14 16:39:24 -06:00
sergeirocks100 e9800e286a Wrapping paper fixes. (#73803)
## About The Pull Request

This, as the title suggests, fixes some wrapping paper bugs.

First, wrapping paper coloration has been rebound to Alt+click, so the
control doesn't conflict with extracting wrapping paper from a roll,
which is right click. Originally, both of them were on right click,
which caused problems.

Second, it fixes a problem with the greyscale icons on the gifts
themselves. They were showing up as the default gift icon, no matter
what color you selected, because the automatic path generation wasn't
set up properly. This fixes that.

Fixes #73800.

## Why It's Good For The Game

Bugs are bad, and we should try to fix them.

## Changelog
🆑
fix: Gifts you wrap will now display their greyscale colors as they're
supposed to.
fix: Wrapping paper color selection has been rebound to Alt+click, to
fix a bug where both wrapping paper color selection, and extracting
wrapping paper from a roll were both bound to right click.
/🆑
2023-03-10 16:01:14 +13:00
Iamgoofball e74a429e53 Fixes another instance of fortnite gaming on SS13 (#73770)
🆑 Iamgoofball
fix: You can no longer fortnite with glass sheets
/🆑

---------

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2023-03-06 09:32:47 +13:00
Jacquerel 0186956c77 Basic Mobs can be healed using medical items (#73556)
## About The Pull Request

The generic medical stacks items sutures, bruise packs, aloe, and
poultices can be used to heal simple mobs but not basic mobs.
This seems to just be an oversight rather than an intentional change.

Currently simple mobs have a kind of ugly "can be healed" var on them
which I am going to assume we don't want to copy over to basic mobs. I
can remove about 3/4 of the mobs who set this by filtering by biotypes
instead which should cover most basic mob conversions.
The only mobs I can find with `BIOTYPE_ORGANIC` and `can_heal = FALSE`
are heretic monsters, slimes, slaughter demons, and Morph. Some of those
could reasonably be fixed by changing their biotypes, and most of the
others it's... probably fine to be able to heal with sutures anyway?
Really the only outlier is probably not wanting Slaughter Demons to be
healing themselves with bruise packs. Sort of a future problem, and not
a big one.

Also while I was there I continued my mission to desoul every proc I
touch by turning error messages into balloon alerts (the heal success
notification can stay though, that seems like relevant information to
log for everyone nearby).

## Why It's Good For The Game

This is behaviour these mobs used to support and was accidentally
dropped. It maintains consistency and is how you expect these items to
work.

## Changelog

🆑
fix: Restores lost behaviour to heal Ian with sutures. Or giant spiders,
if you want to do that for some reason.
/🆑
2023-02-21 16:45:29 -07:00
Tim a1ada2c9ef Refactor, improve, and rename canUseTopic to be can_perform_action (#73434)
This builds on what #69790 did and improved the code even further.
Notable things:
- `Topic()` is a deprecated proc in our codebase (replaced with
Javascript tgui) so it makes sense to rename `canUseTopic` to
`can_perform_action` which is more straightforward in what it does.
- Positional and named arguments have been converted into a easier to
use `action_bitflag`
- The bitflags adds some new checks you can use like: `NEED_GRAVITY |
NEED_LITERACY | NEED_LIGHT` when you want to perform an action.
- Redundant, duplicate, or dead code has been removed.
- Fixes several runtimes where `canUseTopic` was being called without a
proper target (IV drips, gibber, food processor)
- Better documentation for the proc and bitflags with examples
2023-02-16 20:22:14 -05:00
itseasytosee a8b11790c3 Fairy Grass Inhands (#73209)
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<!-- You can view Contributing.MD for a detailed description of the pull
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fixes #72549
## Changelog

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🆑 itseasytosee
imageadd: inhands for fairy grass tiles
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
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<!-- You can use multiple of the same prefix (they're only used for the
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2023-02-06 10:06:24 -08:00
Roryl-c 9c06a13d0c Burn wounds bugfixing (#73113)
## About The Pull Request
Fixes three bugs related to burn wounds and medical gauze:

- Septic limbs could still heal slowly in stasis, despite the intention
being for the limb to be totally lost
- Limbs undergoing sepsis did not apply the intended cerebral paralysis
trauma
- Medical gauze can be re-applied immediately to no effect
## Why It's Good For The Game
Restores the original intent of these mechanics. Burn wounds will be
more predictable, as a septic wound can no longer be healed through any
means except cryo. Medical gauze now makes more sense and stops you from
blowing a whole stack for no effect.
## Changelog
🆑
fix: burn wounds going septic now properly paralyze the limb
fix: septic burn wounds no longer heal on stasis
fix: gauze now properly stops you from re-wrapping limbs that already
have fresh gauze
/🆑
2023-02-03 14:22:06 -07:00
John Willard c097f167b1 Completely removes do_mob and do_after_mob (#73117)
## About The Pull Request

This is a remake of #70242

Replaces all instances of ``do_mob`` and ``do_after_mob`` with
``do_after``.

## Why It's Good For The Game

All 3 of these are just copy pastes of eachother but some miss some
features (like do_after not checking for target loc change, which helps
towards fixing https://github.com/tgstation/tgstation/issues/66874
though it doesn't because mechs are setting ``do_after`` on the mob in
the mech) and signals only being used on ``do_after``.

## Changelog

🆑
fix: Mechs should now cancel out of drilling when they move.
/🆑
2023-02-02 21:17:20 +00:00
tattle fd48108219 Crafting urinals, noticeboards, and pod controllers (#72861)
## About The Pull Request
Breaking down #72371 because it's... unreasonably large.
So this PR adds recipes for urinals and noticeboards, and a circuit for
pod computers.

The pod computers don't work, but you can certainly remove them without
smacking them like an animal until they fall to pieces.

## Why It's Good For The Game
Wallening compliance.

## Changelog
🆑 Tattle
qol: urinals and noticeboards can be handcrafted
qol: pod computers can be deconstructed
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2023-01-23 10:29:31 +01:00
Fikou 257dd62f8c Mannequins (#72830)
## About The Pull Request
you can now craft mannequins using 25 wood or plastic
they work with the mob stripping system letting you put items on em!

![image](https://user-images.githubusercontent.com/23585223/213600352-ad79cbaa-3ce0-4bf0-aa25-d31d01b5f51a.png)

![image](https://user-images.githubusercontent.com/23585223/213676239-065f266b-5874-43f1-81e6-2730e0a32fa7.png)

## Why It's Good For The Game
fun stuff for CARGO FASHION showcases.

## Changelog
🆑
add: You can now craft mannequins with wood or plastic.
/🆑
2023-01-21 19:09:29 -08:00
Tim 4d81c177f3 Ashwalker Improvements - Torches, Drying Racks, Seeds, and Smoke Pipes (#72683)
## About The Pull Request
This does the following:

- Replaces all of the lamps in the ashwalker ruin with torches (torches
have ~30 mins of fuel)
- Leaves a single lamp in the center
- Adds 2 porcini seeds and an additional towercap seed
- Adds a crafting recipe to make smoke pipes using wood
- Changes drying racks to require no power

This allows Ashwalkers to make more torches if needed AND grow their own
version of mushroom tobacco.

## Why It's Good For The Game
Makes Ashwalkers more cavelike.

## Changelog
🆑
add: Add torches, porcini mushroom seeds, towercap seeds to ash walker
ruin.
add: Change drying racks to not require power.
add: Add crafting recipe for smoking pipe that uses wood
/🆑
2023-01-21 15:57:22 -08:00
Fikou 519bf69869 Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) (#72517)
## About The Pull Request
revive of #68760
this time a proc, not an element
this time supports cardboard cutouts
this time supports mob corpses

![image](https://user-images.githubusercontent.com/23585223/211064291-81070650-189f-4afa-8116-81b687e3ea35.png)

## Why It's Good For The Game
prevents these icons ever being outdated, they'll always look what they
are supposed to, saves spriting work

## Changelog
🆑 Fikou, a hood by Viro
refactor: humanoid mobs and cardboard cutouts automatically generate
their sprites, they no longer will be outdated
/🆑

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2023-01-18 20:04:10 +00:00