Commit Graph

40642 Commits

Author SHA1 Message Date
Time-Green ed94de4ddf Removes metalgen from randomspawns (#76538)
Metalgen can't spawn in strange seeds, maintpills, random geysers, egg
gland etc anymore

Metalgen is an extremely strong chem, intentionally gated behind both a
a rare geyser chem and a randomized recipe. A botanist being able to
mass-produce it randomly roundstart throws off the entire balance
systems and takes away from the novelty of metalgen synthesis

The randomized recipe system is meant to reward players for putting in
extraordinary effort to get an extraordinary reagent. Secret sauce (the
only other secret chem) can also not be randomly generated for this
reason, I made an oversight by not doing the same for metalgen.
2023-07-10 22:34:31 +00:00
CRITAWAKETS dba95083a0 Makes HMS (and uncurable severity diseases) actually uncurable. (#76291)
This PR makes HMS and any other diseases set to uncurable severity (only
HMS counts right now) actually uncurable through either aheal or viral
bonding.

Well, simply put, you shouldn't be able to cure quirks. Viral bonding
doesn't technically "cure" the disease but makes you into a carrier for
something that doesn't spread, which has been fixed.
2023-07-10 22:13:32 +00:00
TerraGS b37f1c33a9 Fixes explorer drone trader asking for "suit" (#76695)
There was an oversight with one of the explorer drone trader events who
wants /obj/item/clothing/suit/armor (base armor path) which currently
doesn't have its own name so it gets referred to by the inherited name
from /obj/item/clothing/suit in game. I've given it the proper generic
name "armor" so this sort of thing won't happen in the future.

Ran into a player doing explorer drone who tried using different types
of clothing because the trader asked for "suit" and not even the admins
online knew what it meant. This will clear things up and stop similar
confusion in the event any code needs to refer to the base armor path by
name.
2023-07-10 22:06:46 +00:00
MrMelbert 8c1e35e1c0 Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests (#76612)
## About The Pull Request

This PR refactors mind language holders into non-existence

As a result, `update_atom_languages` is no longer necessary

Mind-bound languages are transferred via `/mind/proc/transfer_to`

Species changing no longer deletes and re-creates the mob's language
holder, allowing them to keep any languages they have.

Species languages are sourced from `LANGUAGE_SPECIES` now, meaning they
are removed when they change species. If the mob is not a human with a
species datum, these are effectively just atom level languages.

Makes a bunch of unit tests to ensure language transfer over certain
events works as intended

## Why It's Good For The Game

Mobs with minds having two independent language holders results in a
good few bugs, and simply doesn't make sense when we have sources
(`LANGUAGE_MIND`).

Instead of tracking two language holders, we can simply use sources
better and only track one.

This means that the language holder you start with is your language
holder, period. It doesn't get deleted or re-instantiated or whatever.

## Changelog

🆑 Melbert
refactor: Refactored language holders, making species changes not delete
all of your known languages
/🆑
2023-07-10 18:34:57 +00:00
BlueMemesauce a698aa2fd5 Simple and basic mobs can breath pluoxium (#76694)
## About The Pull Request

Fixes #76661

Also adds new PLUOXIUM_PROPORTION define, this is set to 8 which is
currently how better pluoxium is at metabolism compared to oxygen
## Why It's Good For The Game

Since pluoxium is 8 times as effective as oxygen, mobs only need 0.625
mol of it compared to 5 mol of oxygen. This is a very small amount,
maybe it should just be the same as oxygen?
Also pluoxium and oxygen are counted together, so you could have a mix
of 0.5 mol of pluoxium and 1 mol of oxygen for example.
## Changelog
🆑
fix:Mobs can breathe pluoxium
/🆑
Define not player-facing
2023-07-10 12:33:31 -06:00
ChungusGamer666 388a91b9c6 nightmare vision goggles give you mare vision (#76604)
## About The Pull Request

Daniel: https://github.com/tgstation/tgstation/pull/76600
The cooler daniel:

![image](https://github.com/tgstation/tgstation/assets/82850673/7cb2fc12-1b1e-4c07-8555-2da7fa052e72)

## Why It's Good For The Game

Neigh

![image](https://github.com/tgstation/tgstation/assets/82850673/3b9394b3-0113-44ae-9d62-f1a1e10e4f61)

## Changelog

🆑
add: Nightmare vision goggles now give you mare vision
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-07-10 19:43:52 +02:00
John Willard ee78ceea95 Clear PDA now has all themes (#76674)
## About The Pull Request

Gives all themes to clear PDAs

## Why It's Good For The Game

Clear PDAs are found/purchased late into a round and theme apps would
generally already be found and installed in PDAs. This means there's
nothing left to install in the crystal PDA, so instead I thought why
shouldn't they just get all themes?

## Changelog

🆑
qol: Clear PDAs now has all themes in their themify app by default.
/🆑
2023-07-10 18:26:22 +01:00
san7890 de3fb72973 Adds Radio Circuit Component Signaler to list-signalers (#76613)
## About The Pull Request

Fixes #76503

Probably important for this stuff to be logged.
## Why It's Good For The Game

Helps admins figure out the signallers that are signalling, and who
triggered the signaller.
## Changelog
🆑
admin: If a circuit component outputs a radio signal, it should now be
logged in list-signalers.
/🆑
2023-07-10 18:19:32 +01:00
Ghom 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.

![aww](https://github.com/tgstation/tgstation/assets/42542238/b33ddb38-a11d-41d9-8085-2c719a2c4d48)

![(null)scrnshot1](https://github.com/tgstation/tgstation/assets/42542238/00a53379-70f6-4105-9cca-cff75d0e4144)

## 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.
/🆑
2023-07-10 17:45:34 +01:00
Ghom f5bfff758d [NO GBP] Fixes the venomous element for projectiles, invisible arrows and something off with envenomable casings. (#76565)
## About The Pull Request
See #76551. The on hit effect component was treating the `hit_limb` arg
of the projectile on_hit signals as if it were a bodypart item rather
than a string. This wasn't my fault.
Also, invisible arrows because I forgot to set up their definition of
update_icon_state() and base icon state var.
Lastly, the envenomable casing registering a signal on the wrong atom,
and the arrow bullet subtype being defined twice.

## Why It's Good For The Game
This will close #76551.

## Changelog

🆑
fix: Fixes venomous projectiles for real, and invisible arrow sprites.
/🆑
2023-07-10 13:00:01 +01:00
Jacquerel e80cf8f358 Improved spider web AI (#76637)
## About The Pull Request

The AI I coded for spiders deciding where to make webs when they aren't
otherwise occupied would do so by finding the _closest_ valid tile,
which seemed like a good idea at the time. The problem with that is that
the "closest" algorithm we use has a predictable search pattern which
meant that spiders would always predictably make a diagonal line of webs
pointing South West, which looked very silly.
I've rewritten how they pick targets to introduce some randomness, which
causes them to properly spread out and make a nicer-looking structure:
which serves purely to annoy spacemen who need to pass through this
area.


![image](https://github.com/tgstation/tgstation/assets/7483112/cb01828f-7653-4010-a4f5-2abc6e10b630)

I'll be honest I mostly did this while bored waiting for other PRs which
I require for my other branch to get merged.

## Why It's Good For The Game

This probably only annoyed me to be quite honest and if you left one
alone for long enough it would fill enough space that you couldn't tell
anyway, but it does look nicer now.

## Changelog

🆑
add: AI-controlled spiders will make more web-shaped webs.
/🆑
2023-07-10 11:14:13 +02:00
nikothedude 92c2a8d6fb Fixes quantum relays not processing (#76667)
## About The Pull Request
Replaces a return ..() with a return TRUE in the process(), removing the
PROCESS_KILL returb

## Why It's Good For The Game

Thinks working are always nice.
## Changelog
🆑
fix: Quantum relays now process, meaning DOS attacks actually function
/🆑
2023-07-10 10:39:09 +02:00
carshalash 81de84eca1 (no gbp change) Adds a blacklist to spidereggs. (#76677)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/16896032/f75ed7da-a208-49ed-8dc2-da37d70149a0)


## Why It's Good For The Game

Fewer crashes due to infinite spider eggs. 

## Changelog


🆑
fix:  Infinite spider eggs are no more. 
/🆑
2023-07-10 10:38:37 +02:00
Helg2 e6d078db83 Gives androids proper robotic organs. (#76658)
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/76644
appendix to null
ears to simple cybernetic
eyes to tier 2 cybernetic eyes because i don't want android wizards to
cosplay moths, they are weak enough already.
## Why It's Good For The Game
Androids are now blind when emp'd.
## Changelog
🆑
fix: androids now have proper robotic organs and no appendix.
/🆑
2023-07-10 10:38:16 +02:00
MrMelbert 0e85aa3220 Lets you enter fakedeath when dead (#76666)
## About The Pull Request

Fixes #76665

`fakedeath` early returned if the mob was dead, I guess it assumed if
you were dead dead you wouldn't want to become fake dead as well

I removed that because it's definitely a valid use case, in my eyes,
that you would be able to apply the fakedeath traits to a mob who is
dead, for the event they are revived at some point (to still appear
dead)

## Why It's Good For The Game

Lings rely on this

## Changelog

🆑 Melbert
fix: Fix ling revival for full-dead lings
/🆑
2023-07-10 10:37:25 +02:00
distributivgesetz e2749d7f3a Remove underscore in spiderling names (#76655)
## About The Pull Request

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

Accidental coder speak.
## Changelog
🆑 distributivgesetz
spellcheck: Fixed some underscores in spiderling names.
/🆑
2023-07-09 12:42:29 -06:00
Fikou 8ca2a0bb35 service borg cookin fixin update (#76590)
## About The Pull Request
PR done for bounty:
https://tgstation13.org/phpBB/viewtopic.php?f=5&t=33988
borgs can now turn on stoves and griddles
borg click code has been reworked a bit to be closer to base mob, you
are now able to click on stuff within reach rather than just Adjacent
(might be buggy to introduce this? hopefully not. if anything we can
testmerge this), which lets us make the apparatus work to pick up stoves
on the range and such
Adds the Codex Cibus Mechanicus as an upgrade you can research in RnD
with the other service borg ones. When you use it it shows you the
cooking menu!

![image](https://github.com/tgstation/tgstation/assets/23585223/5f881387-e0ba-4bb8-a9d6-ddc9d8fa9272)

## Why It's Good For The Game
The service borg has the tools to prepare ingredients, but it can't
actually do anything with them, which severely limits it, only being
able to do slapcrafted foods.
The apparatus not working on items that are on top of stoves/griddles
seems to be just a bug with how cyborg click code is handled.

## Changelog
🆑 Fikou
fix: service borg apparatus now works on stoves and griddles and ovens
qol: borgs can now activate stoves and griddles
add: rnd can research a cookbook for service borgs
/🆑
2023-07-09 14:17:39 +01:00
Jacquerel e7426f0919 Golems can dig up the floor with their bare hands (#76623)
## About The Pull Request

I'm atomising a different branch I'm working on so here comes a bunch of
goofy components.
This one lets mobs dig up floor by clicking on them. 


![image](https://github.com/tgstation/tgstation/assets/7483112/723b712b-1d3d-4154-a116-7a0379e4e522)
I have justified the existence both of this component and of this system
by attaching it to golem arms.

## Why It's Good For The Game

If you can mine solid rock with your fists you should probably be able
to get sand too

## Changelog

🆑
add: Golems can scoop sand (or snow) off the floor by clicking on it.
/🆑
2023-07-09 11:35:19 +02:00
Nimowa 89b4e7e826 Fixes the APC full_charge mapping helper (#76650)
## About The Pull Request
Currently the full_charge APC helper just sets the cell's charge to 100
flat, instead of 100%. This PR fixes that by setting the cell's charge
to whatever the cell's max charge is.

This is also my first PR. I was hoping to add a whiteship or something
instead but a fix is good too.

## Why It's Good For The Game
A mapping helper for giving APCs a full charge should actually fully
charge the APCs, instead of giving them only ~5% charge.

## Changelog
🆑
fix: Fully charged APCs will now actually be fully charged, instead of
nearly empty.
/🆑
2023-07-09 00:08:28 -06:00
MrMelbert b37007370b Fix WIzard Ritual hard delete (#76638)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/51863163/c59c619a-34cc-4adb-ab75-ffdc345a1e9a)

So this action was created with the target = the wizard's body
Wizard body gets deleted -> action gets deleted -> hard delete, bad

## Why It's Good For The Game

Stop bricking wizards

## Changelog

🆑 Melbert
fix: Fix hard deletes that brick all of a wizards spell when their body
is delted
/🆑
2023-07-08 17:30:27 -06:00
Rhials e3b2ac149e Fixes organ/implant manipulator creating implants in the void when failing to insert (#76602)
## About The Pull Request

When using the organ manipulator, implants that fail implant() would
still be created and be left out of the implantee.

Now, implants that fail insertion will self-delete and notify the menu
operator. This functionality has been extended to organs as well,
although I don't know of any cases where they could fail insertion.

I also touched up on the variable names while I was here, because they
needed a face-lift.
## Why It's Good For The Game

Prevents edge cases that could lead to orphaned implants or organs.

More readable code is neat too.
## Changelog
🆑 Rhials
fix: The organ manipulator menu will now delete implants or organs that
fail to properly insert.
code: The organ manipulator menu code now looks nicer :)
/🆑
2023-07-08 14:36:14 -04:00
YesterdaysPromise 97ec5ed1a0 Adds Interdyne Modsuits (#76236)
## About The Pull Request
Adds separate, Interdyne-brand Modsuits for Intrudyne pirates.
Incredibly fast and more techy, including among other things an organ
thrower module (which is, based on flavour text, Interdyne tech). To
balance this, they discharge dramatically fast, encouraging fast get-in
get-out approach.

Sprite itself is mostly a combination of medical and syndicate suits,
with labcoat bits for extra stylishness and evil feel. The colour
pallete was enterily borrowed from Interdyne Pharmaceutics container
sprite and Interdyne-produced E-surgery tools.

![flayed](https://github.com/tgstation/tgstation/assets/122572637/8a09a138-b57b-4c51-9e78-2264ee895977)

![image](https://github.com/tgstation/tgstation/assets/122572637/fcc4dc4f-cc92-4643-b7dd-40856d9f9604)

![image](https://github.com/tgstation/tgstation/assets/122572637/f5282cb8-199f-4835-b852-8507bf9f189d)

Lorewise, I borrowed a random idea from cyberpunk lore video I once
watched and is now blurred for me now, upon seeing retrieval suits.
Originally made by conjuction of Cybersun and Intrudyne, combining
mechanics with supersoldier treatment for speed, allegadely for rapid
response and retrieval off corpses. [By the way, it would be funny if
someone coded an event where after cap's death on Revs or Cult, a bunch
of guys in these suits would show up with sole goal of recovering the
body and escaping with it (plus maybe some side syndicate objective)]
Aaanyway, obviously, the rapid speed plays into a lot of
Intrudyne-related tactics for the shady side of things as well. Much
like a scalpel, their attacks are supposed to be fast, clean and
precise.

## Why It's Good For The Game

Consistency thing, mostly. It doesn't make much sense that a medical
corp would use their competitors tools when they could develop a
counter. Also ties with organ thrower module, why would they have made
it, if they didn't have modsuits for it?

## Changelog

🆑
add: Added Interdyne ModSuits for Interdyne pirates.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-07-08 10:26:10 -07:00
MrMelbert 06372b34d9 Atrocinator flips your chat text around (#76618)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/51863163/fd325eeb-f862-4268-8370-4c13c4701c16)

## Why It's Good For The Game

It's funny

## Changelog

🆑 Melbert
add: The Atrocinator will now flip you even more. 
/🆑
2023-07-08 17:05:49 +01:00
Fikou e330b2fb51 nightmare vision goggles give you night vision (#76600)
## About The Pull Request
what the title says, it gives you fullbright

## Why It's Good For The Game
it'd be really funny to see people use it in dark areas for the night
vision while trying to work with the full red/black screen

## Changelog
🆑
balance: nightmare vision goggles give you night vision
/🆑
2023-07-08 16:15:02 +01:00
Toastgoats 5ed6407462 Ethereal Pirates (Re-pr) (#76554)
Other pr had some weird check failure, making a new pr to see if it
fixes it.

## About The Pull Request
After he ended up finishing his pirate pr before I could, SethLafuente
graciously offered to let me roll my in-progress pirate pr into his
overall pirate expansion project.

This pr essentially adds a new faction of pirates, along with a new
subspecies of Ethereals a-la silverscales.

- The Lustrous:

A unique subspecies of Ethereal, with years of exposure to bluespace
dust mutating them into crystalline abominations sporting a new pointy
head, pressure resistance, and a permanent bluespace prophet brain
trauma. They're still as fragile as ever, but far more capable of
getting in and out of sticky situations.

- Geode Pirates:

A hollowed out asteroid manned by three Lustrous, equipped with
switchblades, traitor PKAs, jump boots, two teleporting turrets, and an
upgradable bluespace launchpad.

However, they lack proper armor and ship defenses, forcing them to adopt
a coordinated hit-and-run playstyle.


![asteroid](https://github.com/tgstation/tgstation/assets/63932673/1ab420fd-4bf3-4a54-94be-fde73cf66edf)

![shuttle](https://github.com/tgstation/tgstation/assets/63932673/00574b29-54be-4efb-b6d6-0085c3bc5cfb)

![piratas](https://github.com/tgstation/tgstation/assets/63932673/d1586a30-a1e5-42e0-b16b-9793db1340ad)
## Why It's Good For The Game

When I started working on this project, I wanted to implement this
faction to cover for the loss of psykers and as a means of creating a
"rock-paper-scissors" system to how standard pirate playstyles would
work; with default pirates being offensive, Silverscales defensive, and
Lustrous mobile.

With Seth's pr, things are a little different now, but I still believe a
glass cannon mobility-focused pirate faction would be a welcome addition
to the pirate roster.
## Changelog
🆑
add: Adds the Lustrous, ethereal pirates in a big bluespace geode!
sound: Unique scream sound for the Lustrous species.
image: Unique head icon for the Lustrous species.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-07 23:48:47 +00:00
ChungusGamer666 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.

![image](https://github.com/tgstation/tgstation/assets/82850673/1e4a4abc-8871-41fc-b2f7-a2e626f1fdfb)

### 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>
2023-07-08 00:31:43 +01:00
John Willard a2c8cce535 Bilingual can now choose their language (#76609)
## About The Pull Request

This was one of the tradeoffs for removing other, more consistent
sources of languages, and was requested by Melbert among many others.
This does go against my wanted goal of decreasing the risk of
eavesdropping by other players through just magically knowing a
language, but it is an expensive quirk and it is in their medical
records, which makes it better than language encryption keys or silicon
just innately knowing them.

This also limits Bilingual to only roundstart languages (+Uncommon),
rather than being randomly selected from a list (that had very useless
ones like monkey, podpeople, and beachbum). This is mostly just for
modularity, I didn't want to make it look terrible code-wise and thought
this may be the optimal way to handle it.

This is also me going back on
https://github.com/tgstation/tgstation/pull/71773 - which I had closed
myself.

## Why It's Good For The Game

If we're gonna keep the Bilingual quirk, it might as well be something
players can choose the language of, it's their character and they should
be allowed to decide how their character is, and it is my fault that
this stupid compromise of "getting a random language" was made in the
first place. It never should've happened.
It now actually limits it to roundstart-only languages, so there's no
way you can spy on people who prepare in advance through becoming
podpeople, or monkeys, etc.

## Changelog

🆑
balance: Bilingual quirk now lets you choose your language between ones
given to roundstart species.
balance: Foreigner and Bilingual are now mutually exclusive languages.
/🆑
2023-07-08 00:26:35 +01:00
carlarctg 4c99fb2ebb Coroner additions and tweaks (#76534)
## About The Pull Request

Serrated bone shovels can be created with any kind of shovel now, not
just a spade (???)

Serrated bone shovels can be used in place of circular saw in most
surgeries.

Added a duller (still deadly) variant of the serrated bone shovel as
coroner mail.

Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.

Increased the force, throwforce, and wound bonus of inert ritual knives
and scythes.

Coroner gloves can quickly apply medicine like nitrile gloves.
## Why It's Good For The Game

> Serrated bone shovels can be created with any kind of shovel now, not
just a spade (???)

Weird ass bug.

> Serrated bone shovels can be used in place of circular saw in most
surgeries.

It's serrated, it's cool, it's rare, it has a fast toolspeed.

> Added a duller (still deadly) variant of the serrated bone shovel as
coroner mail.

Very thematic for the coroner, should probably also be a heirloom item
but whatevs. Weaker so there's still a reason to seek out the OG.

> Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.

Scanning corpses is pretty important during surgery - it tells you how
much blood they have, organ damage, diseases... these things don't
appear in the surgical computer readout, which means the coroner has to
go out of his cave to pick up a boring light blue meatbag wound scanner.
This also incentivizes coroners to do their job by giving them something
cool that only works on dead bodies.

> Increased the force, throwforce, and wound bonus of inert ritual
knives and scythes.

These two options in the MortiDrobe are pretty frickin' badass,
especially with how SICK the Coroner looks with them, double especially
in combat.


![image](https://github.com/tgstation/tgstation/assets/53100513/98c6f8a5-3e5a-41a9-8a9c-cb6b82ecc0b8)

However, there's the large issue that as actual weapons they're really,
really weak. Not enough damage, when I use them in combat I both feel
badass but also get a nagging feeling in the back of my mind that I'm
intentionally gimping myself, and with only 10 damage I can *really*
feel it. I find it unfair that these are objectively worse than a
welding tool or even a Butcher's Cleaver when they're a lot more
involved to find, and scarce besides. These arguments apply equally to
the Wizard's ritual knife, and the scythe.

Additionally on the scythe, the crew really needs more good ghetto
weaponry that isn't the boring same ol' of baseball bats, spears,
cleavers... and making scythes useful is a great way to help bridge that
gap. They deal a satisfying amount of damage now, with the clear
downside, of course, being that they're bulky and hard to lug around.

> Coroner gloves can quickly apply medicine like nitrile gloves.

'Fast medicine' doesn't just cover sutures, it also covers medical gel.
Specifically, sterilizer gel. I find it annoying that the Coroner is
encouraged to give up his drip for the boring life-saver nitrile gloves,
because the difference in applying time really does make a difference -
it makes gel applying go from annoying to smooth, which is important
considering the whole purpose of sterilizer gel is to make surgeries go
faster. The Coroner has surgery and thus medical locker access to begin
with, so this isn't a balance problem, (and nitrile gloves are found by
the dozen anyways) especially with how rare the coroner gloves are.
## Changelog
🆑
fix: Serrated bone shovels can be created with any kind of shovel now,
not just a spade (???)
add: Serrated bone shovels can be used in place of circular saw in most
surgeries.
add: Added a duller (still deadly) variant of the serrated bone shovel
as coroner mail.
add: Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
add: Increased the force, throwforce, and wound bonus of inert ritual
knives and scythes.
add: Coroner gloves can quickly apply medicine like nitrile gloves.
/🆑
2023-07-08 00:14:30 +01:00
LemonInTheDark cfc4e960bc Properly unreg's turf changed when space openspace is deleted (#76501)
## About The Pull Request

Openspace tracks the turf below for starlight purposes The trouble is if
a turf is replaced by another, all its signal registers still persist

I forgot about this, so we'd get runtimes when a
/turf/open/space/openspace was replaced, and the turf below it changed

## Why It's Good For The Game

Less random runtimes
2023-07-08 00:02:18 +01:00
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
Jacquerel 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.
/🆑
2023-07-07 18:36:04 +08:00
Watermelon914 fc854e7076 Removes TTS voice disable option (#76530)
## About The Pull Request
Removes the TTS voice disable option, which was already unavailable on
TG as it was set to off by default. The reason this was added was so
that downstreams could toggle the config on or off.

## Why It's Good For The Game
I think this option fundamentally undermines the TTS system because it
allows individual players to disable their voice globally, meaning that
players who have TTS enabled will not be able to hear them.

This worsens the experience for players who have TTS enabled and it's
not something I want to include as an option. If players don't like
their voice, they can turn TTS off for themselves so that they don't
hear the voices. If players don't want to customize their voice, they
can quickly choose a random voice, and we can take directions in the
future to make voice randomization consistent with gender so that a male
does not get randomly assigned a female voice and vice versa.

This option is already unavailable on TG servers because it was
primarily added for downstreams, but I don't think giving downstreams
the option to undermine the TTS system is the right direction to take.
Downstreams are still completely free to code this option on their own
codebase.

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2023-07-07 06:31:12 -04:00
1393F fba8beec1d cursed katana shard no longer called "dark spoon shard" (#76605)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/75948 changed the name of
the cursed shard and made the katana version a subtype...without
changing the name or desc of the shard
## Why It's Good For The Game
the dark shard from tendril loot will no longer have a stupid name and
tell you you're not supposed to have it
## Changelog
🆑
fix: The cursed katana shard you can get from tendril loot no longer
falsely tells you you're not supposed to have it
/🆑
2023-07-07 18:29:48 +08:00
John Willard 32afa856db Makes cult leader handling work off of the Cult datum (#76556)
## About The Pull Request

Removes Cult master's datum, it's not handled by the Cultist itself,
using a helper to promote/demote people to leader.
In practice, the only way someone would be demoted is through Admins, so
this adds support for Admins to intervene in this Cult stuff if
necessary.

Moves cult objectives and cult team to their own files

Removes the cult master's status effect that constantly processes to
send a deathrattle, and instead moves it to a signal hooked to stat
change.

Also moves some things from ``get_antag_minds`` to checking the team,
which doesn't change anything in-game but it does help add the currently
non-functional support for several cult teams. Iunno.


https://github.com/tgstation/tgstation/assets/53777086/573a4f13-35e1-4f34-9952-62fed10b49c9

## Why It's Good For The Game

Having the cult leader be its own datum has actually been handled like
shit. To promote someone to cult leader, we currently make their current
cult datum silent, then remove it, and finally add the cult leader
datum. This means they lose their spells unless manually given back
post-promotion, which sucks (and also, no one has done yet, meaning they
just lose all their spells).
It also means there's a lot more snowflake things, did you know there's
a var to bypass converting mindshielded people? That's so cult masters
can be promoted by Cultists who were mindshielded, and they have to be
"ownable", that var is to bypass the check for mindshield to "convert"
them to leader cultist.

## Changelog

🆑
fix: Cultists promoted to Leader no longer lose their spells (rip
whoever tried saving up blood rites)
admin: Admins can now force promote/demote people from Cult Leader if
necessary.
/🆑
2023-07-07 06:27:31 -04:00
BlueMemesauce f9279f67a0 Sends AI VOX messages over announcement instead of radio (#76327)
## About The Pull Request
Fixes #76310

`sound_override = TRUE` makes it so that no sound is played for the
announcement since "TRUE" isn't a sound file, but that might be bad code
let me know

## Why It's Good For The Game

Sending the message over the radio makes the AI "speak" it, so TTS plays
from AI at the same time as the VOX sounds, which makes the announcement
sound bad for the AI and anyone around them. This turns it from being
sent over the radio to an announcement so that TTS doesn't apply. It
also just makes more sense having the VOX announcement sent as an
announcement rather than just a normal radio message.
## Changelog
🆑
qol: AI VOX messages are sent over announcement instead of radio
fix: AI VOX messages work properly on multi-Z stations
/🆑
2023-07-07 18:13:47 +08:00
Ghom 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.
/🆑
2023-07-07 10:04:33 +01:00
EliteCreature 6df71c9fb4 Volume pump refactor (#76260)
## About The Pull Request

A new pull request that DOESN'T make Lemon and Ghil kill me. _[I had
made a previous PR about the same original commits that was going to
make Volume Pumps leave a lot more gas in pipenets then people would
want.]_
Removed Hardcoded values from Volume_Pump.dm and moved them to __DEFINES
Updated documentation on Volume pumps because it was copied from
Pressure Pump. Volume pumps attempt to move a certain volume and ignore
pressure limits until exceeding them. This can lead to pressures well
above the limit, so there is no ‘perfecting’ of pressures, as previously
detailed by documentation.

Edited to be more specific.

## Why It's Good For The Game

Less Hardcoded values.
Documentation more readily reflects the realities of the game.

## Changelog

🆑
code: replaced hardcoded values in volume_pump.dm with __DEFINES vars
doc: Volume Pump's basic introduction was copied and pasted from the
Pressure Pump documentation, and made mention of trying to 'perfect the
pressure'. Volume pump doesn't care about pressure until it exceeds it,
so there is no 'perfecting' going on.
/🆑

---------

Co-authored-by: Riley Redd <riley@pcs-ms.com>
2023-07-07 08:13:25 +02:00
MrMelbert 285d4c25c2 Robot suit hard-del / exited cleanup (#76583)
## About The Pull Request

Constructed cyborgs seemed to hard delete pretty consistently due to
their robot suit having poor reference handing

Goes through and better implements exited for cyborgs and robot suits

Also a hard delete with forced AIs that may have resulted in some
metagaming

Also fixes 1 nodrop check for hats

## Why It's Good For The Game

Hard deletes are bad

## Changelog

🆑 Melbert
fix: Fixed some hard deletes involving constructed cyborgs
fix: Cyborgs with nodrop hats no longer lose them on tip
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-06 21:50:02 -06:00
ChungusGamer666 8aa635f137 Adds colorblindness as a mild brain trauma (#76527)
## About The Pull Request

What the title says. 
The brain trauma makes the whole screen monochrome until cured.

![image](https://github.com/tgstation/tgstation/assets/82850673/442d24a8-6625-454c-bc28-64b786b03f49)

## Why It's Good For The Game

I feel like the current pool for mild brain traumas is quite lame, this
helps spice it up a bit with something that is quite annoying and
distracting but not game breaking (as mild brain traumas should
generally be).

## Changelog

🆑
add: Added colorblindness as a mild brain trauma.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-06 21:42:34 -06:00
jimmyl b095659cde makes the rcd able to make girders (#76515)
## About The Pull Request

rcd can make girders at half the cost of making a wall in 1.3 seconds

## Why It's Good For The Game
more "rapid" than using iron for girders and putting whatever material
on it

## Changelog
🆑
add: rcd can make girders now
/🆑
2023-07-06 15:53:52 -07:00
Ben10Omintrix 4034c6c81c make the mushroom a basic monster (#76570)
## About The Pull Request
i maked the mushrom from the simple monster to a basic monster so he is
dont a simple anymore but now he is a basic.i followe the instrucions in
the guide learn-ai.md to maked this pr. i also give the mushrom a extra
feture he will go and hunt food mushroms on the floor to ate them and
when he ate them he will heal small his hp

## Why It's Good For The Game
he is now a basic monster so he is not simple anymore. it is good
because he is a more advance ai and he will stil go and do the same stuf
he did when he is simple but he is now a basic

## Changelog
🆑
refactor: Mushrooms have been refactors, please report any
bugs/unintended behavior
add: the mushroom basic mob can eat the mushroom plant to heal itself
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-06 19:25:02 +00:00
lessthanthree 25cfa0c03d Maptext 2023 tweaks 3 (#76552)
## About The Pull Request

Hopefully the last set of changes in this demonstration of the
[Goldilocks
principle](https://en.wikipedia.org/wiki/Goldilocks_principle).

Some more font changes, the big (hah) one being the context tooltips
again.

- Context tooltips smaller main line, more compact sublines.
- Improves documentation on the usage of the macros.
- Removes incorrect comment I added earlier in tgstation.dme
- Adds black outlines as default in the macros.
- Icon sized letters (Dwarf Fortress, credits).
- Deathrattle and other actions reduced spacing.
- Aligned cooldowns/countdowns.

<details>
<summary>Screenshots</summary>


![image](https://github.com/tgstation/tgstation/assets/83487515/9d704e77-619e-45d1-961e-48f48bec4577)


![image](https://github.com/tgstation/tgstation/assets/83487515/e6d07bc1-1c8f-41e1-bdb5-1241a04873c4)


![image](https://github.com/tgstation/tgstation/assets/83487515/cb3f3def-74b9-4872-be9b-76c4b412b2e2)


![image](https://github.com/tgstation/tgstation/assets/83487515/daab8376-edb6-4866-875b-28c7fb3b0a8a)


![image](https://github.com/tgstation/tgstation/assets/83487515/2242dab4-affe-4e9c-a10a-c668fa2555a5)


![image](https://github.com/tgstation/tgstation/assets/83487515/735280b2-4054-4588-bb59-b1d35e56b989)


![image](https://github.com/tgstation/tgstation/assets/83487515/ee44b961-452f-4407-9fdf-337a6e20ad37)

</details>

## Changelog

🆑 LT3
image: More maptext and font tweaks
spellcheck: Context tooltips too small, too big... just right?
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2023-07-06 12:07:34 -07:00
MrMelbert e9928ebbe3 Fixes a runtime with cybernetic hearts being EMP'd outside of mobs (#76587)
## About The Pull Request

This proc made a false assumption owner always was set when emp'd, when
hearts can just be emp'd out in the wild

## Why It's Good For The Game

Runtimes

## Changelog

🆑 Melbert
fix: Fixed EMPing a cybernetic heart not implanted in a body not
applying effects (stopping the heartbeat temporarily)
/🆑
2023-07-06 11:49:12 -06:00
MrMelbert f5bb4e2c24 Fix Tinea Luxor runtime (#76585)
## About The Pull Request

Backwards args


![image](https://github.com/tgstation/tgstation/assets/51863163/d216968b-2ffd-4f09-8d42-eefe87c8572a)

## Why It's Good For The Game

Runtimes...

## Changelog

🆑 Melbert
fix: Fix Tinea Luxor exposing not increasing light duration 
/🆑
2023-07-06 11:48:17 -06:00
ChungusGamer666 c0fc3950ae Alcoholic quirk (#76510)
## About The Pull Request

So you're telling me we have a smoker quirk and we DON'T have an
alcoholic quirk?
What a travesty! Time to fix that.

This quirk is essentially equivalent to smoker, but instead of a
favorite brand you get a favorite *brandy* (as in, favorite type of
booze).

![image](https://github.com/tgstation/tgstation/assets/82850673/f3883f76-414a-48a8-8f69-76f1bc01d020)

## Why It's Good For The Game

More quirk variety with decent roleplay value.
What will we do with a drunken sailor?

## Changelog

🆑
add: Added Alcoholic as a negative quirk.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-06 11:47:39 -06:00
ChungusGamer666 4f2227baf3 Implements a macro for checking mind traits (#76548)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/82850673/f85d0556-1806-40bf-92b8-597e46ccb4af)
Seeing this pattern repeated over various sections of code was starting
to piss me off

## Why It's Good For The Game

Lessens chance to cause errors with mind traits, ensures consistent
behavior, makes it easier to change how mind traits work if necessary.

## Changelog

hopefully not player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-06 11:45:46 -06:00
LemonInTheDark 0762422106 Fixes multiz gas not displaying properly (#76572)
## About The Pull Request

Broken by 51f02b5acc I introduced logic
that would use SET_PLANE_EXPLICIT's context arg's PLANE (if it had no
turf) as a source.
Since we use SET_PLANE_IMPLICIT in atom Initialize, if we set a plane
before Init, it'll end up double offsetting. This was effecting gas.

Solution, because this case is so rare, is just to set the plane on init
and store the offset on the object until then.

## Why It's Good For The Game

Closes #75709 
Closes #73642
## Changelog
🆑
fix: Gas, like plasma, will now properly display on multiz stations
/🆑
2023-07-06 11:39:01 -06:00
Jacquerel 9904335a37 Mobs can die loudly again (#76580)
## About The Pull Request

Mobs would never emote or make sounds upon death because they set
themselves to "dead" before trying to run the emote and the emote can't
run while you are dead.

Also basic mobs didn't have the "it's dead" examine text, and should. 

## Why It's Good For The Game

It's good for mobs to tell you when they have died.
Multiple basic mobs were implemented with this feature and apparently
never tested? Maybe we just broke it recently.

## Changelog

🆑
fix: Mobs can once again emote (with sound) when they die.
fix: Basic mobs will tell you whether they are alive if you examine
them.
/🆑
2023-07-06 11:27:14 -06:00
MrMelbert 5123e52589 Fixes some observer shenanigans (#76603)
## About The Pull Request

Fixes #76553

Sleeping inputs my beloved

Observetarget was overridden and thus we couldn't remove the original
target, so got to keep their stuff rather than removing it

## Why It's Good For The Game

Exploity

## Changelog

🆑 Melbert
fix: Fixed an exploit involving observers
/🆑
2023-07-06 11:23:19 -06:00
YehnBeep 6422181690 Engineering protolathe can print normal T-Ray scanners (#76569)
## About The Pull Request

Engineers start with a portable T-Ray scanner but scan normally only
print the eyewear version, for some reason, despite it being flagged as
an engineering tool. This makes them protolathe printable, and available
to science too as they might be conceivably useful on occasion there.

As moved a portion of the cost to glass (same overall material cost)
because it just seems to make intuitive sense that a scanner would have
a screen and would use some.

## Why It's Good For The Game

I couldn't really think of a reason that they wouldn't be printable like
other basic tools. They're also dirt cheap (less than the lathe tax,
where applicable) from public vending machines, so it doesn't seem like
they're particularly intended to be very restricted. So, seems like just
an oversight.

## Changelog

🆑
fix: Engineers can now print the non-eyewear T-Ray scanner from their
department lathe.
qol: Scientists can also print this scanner.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-05 22:23:00 -06:00