Commit Graph

2231 Commits

Author SHA1 Message Date
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
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
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
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
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
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
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
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
Time-Green 24ed837a4a fixes abductors unable to get points (#76505)
fixes #76504

🆑
fix: abductors can get points again
/🆑

Not really sure what even happened here. istype(something) always
returns true for any instance, so this would always fail
EDIT: #76101 probably mixed up ishuman with istype
2023-07-04 15:12:51 -06:00
Cheshify 982c4bcad4 Frontier Militia ERT Fix [NO GBP] (#76454)
## About The Pull Request
Makes sure only ONE LEADER SPAWNS instead of like 3
Also they have headsets
And I removed their energy pistols
Renames the ERT roles to shorten the names, I totally didn't get how
that worked
## Why It's Good For The Game
TOO MANY LEADERS WERE SPAWNING
Headsets good
The energy pistols detracted from the musket, which is what makes em
unique and fun.
The ERT names were too direct a reference.
## Changelog
🆑
fix: Frontier Militia only have one general now, and have headsets.
balance: Frontier Militia no longer have energy pistols.
/🆑
2023-07-02 13:41:04 -07:00
Vekter 39b0f61bc6 Buffs blob laser resistance to account for the lasers buff (#76458)
## About The Pull Request
Goof said he was going to do this and then just didn't.

Regular blob tiles take half as much damage from lasers, all others take
25% less. They already have a lot of health and I think anything more
than that makes it feel like a slog to kill.

## Why It's Good For The Game
Blobs feel like Swiss cheese right now if you have a laser. Enough
lasers makes it completely trivial, so this should help level the
playing field a little. This should _only_ impact lasers, so emitters
will also get hit but other sources of heat will not.

## Changelog
🆑 Vekter
balance: Increased blob tiles' resistance to lasers to compensate for
the recent buff to laser damage.
/🆑
2023-07-01 20:48:40 -07:00
MrMelbert 80c954c6a0 Adds a new passive changeling ability - the Defibrillator Grasp. Adds support for 0 cost changeling abilities. (#76301)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/51863163/190d0dda-6899-468d-9a3e-5df05d7b1414)

- Adds a new PASSIVE changeling ability, totally not stolen from The
Thing, called Defibrillator Grasp. If someone attempts to defibrillate
your body while you are in stasis or dead, you will instantly be revived
at full strength. Additionally, the person doing the defibbing will have
both of their arms removed (or if they're a cyborg they'll just be
stunned).

- Adds support for 0 cost changeling abilities. DNA sting is now 0 cost
/ optionally learned.

## Why It's Good For The Game

The intent of this ability to add a new avenue for stealthier
changelings to spring upon their victims - faking their death only to
get brought to medical, then springing up like a bat out of hell and
pouncing upon a now vulnerable medical doctor.

Or maybe pretending to be another type of criminal to get brought to the
brig medbay and revived, then suddenly jumping up and striking out.

As for the DNA sting change - Ling gets a ton of buttons to start and
people don't often use a lot of them. DNA sting is a prime example. By
moving some to just "zero cost, optional", trims down on some action
ability bloat.

## Changelog

🆑 Melbert
add: Added a new 0 cost passive changeling ability, the Defibrillator
Grasp.
add: DNA sing is now no longer innate, but 0 cost, allowing changelings
to not take it if they don't plan on using it.
/🆑
2023-07-02 03:44:19 +01:00
MrMelbert 7f3d763285 Adds Roach Infusion to the DNA infuser (#76393)
## About The Pull Request

- Adds Roach Infusion to the DNA infuser. 
   - Bonuses include:
- All infused organs are 2x as healthy, notably your heart: Meaning
getting revived after being dead a while is easier
- When being attacked from behind or while lying down, take 50% less
damage from brute attacks
      - Lose disgust 32x faster, making it a non-issue
      - Higher toxin purge threshold (5 units, up from 3)
      - Virus resistance (same as spaceacillin)
      - 100 innate bomb armor, preventing explosions from gibbing you
      - 90 innate bio armor
- Immunity to appendicitis, radiation, and to being gibbed by nuclear
bombs
   - Downsides include:
      - Knockdowns are 3x as long
      - get 3x as hungry
      - Ingest reagents to your stomach 1.5x slower
      - Take 2x as much damage from toxins
- Toxins over the purge threshold deal 4x more liver damage (effectively
2x, as the liver has 2x health)
      - Becoming a bug
      - Roaches are gross

- Adds a way to kill roaches without having them splat. If they are
sprayed with bug spray, they will simply fall over, and can be scooped
up.


https://github.com/tgstation/tgstation/assets/51863163/5078c493-9e28-42cb-ae51-45fa25b67a34

## Why It's Good For The Game

More content for the DNA infuser, which benefits greatly from variety. 

While initially it may seem like a lot of bonuses, a lot of them are
very niche, with the exception being the brute resilience which is the
big "actually useful" bonus you gain.

The infusion is intended to be given to Engineers, offering innate
Radiation immunity to allow them to work on the Supermatter without
needing a rad suit. Likewise, if the work goes south and the Supermatter
goes boom, their body will more than likely survive the blast.

## Changelog

🆑 Melbert
add: Adds the Roach infusion to the DNA infuser. Do you want to survive
a nuclear apocalypse? Visit genetics today.
add: Adds a way to kill Roaches without splatting them. Visit botany for
a spray bottle of pestkiller.
qol: Infuser book is more book-like
fix: DNA infuser correctly gives on-success feedback messages
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-02 03:44:03 +01:00
LemonInTheDark 8c2c72b0ed Duiffel Spotfix (#76442)
## About The Pull Request

Gives duffelbags their proper slot count
They inherited this from backpacks, but I sorta just forgot about that

[Creates "levels" of locked objects, uses that to make locked duffels
work](https://github.com/tgstation/tgstation/pull/76442/commits/c613c00f62fa3ff03bb33737d24da9acbf2050e3)

[c613c00](https://github.com/tgstation/tgstation/pull/76442/commits/c613c00f62fa3ff03bb33737d24da9acbf2050e3)

Turns locked into something that holds defines, this makes life a lot
easier.
Requires a lot of boilerplate because of how many uses of these procs
there are and all the passthrough and shit.

Adds a few outfit subtypes to avoid this class of failure in future.

Renames the args in a few but not all touched procs, one thing at a time

Closes #76407
Closes #76430 Had the lock check in the wrong place
Closes #76441 GOD I HATE TK SO MUCH

Wrote half the pr without glasses so if it's weird gimme some grace
yeah?

## Changelog
🆑
fix: Fixes some fuck with duffelbags, them not holding enough + issues
with spawning gear in them (job shit and all)
/🆑
2023-07-01 15:36:26 +01:00
Lufferly 6f595003d4 Fixes cult communication not working while buckled or cuffed (#76326)
## About The Pull Request

Fixes #73701
Lets cult communion and assert leadership (lol) be usable while your
hands are blocked or you are immobile.

## Why It's Good For The Game

Fixes a bug, and these are supposed to be whispers or whatever so it
does not make much sense that being cuffed would stop that. Plus the
ability makes you whisper, so its not without risks if you do call for
help while cuffed in brig.
Also assert leadership makes sense I guess?

## Changelog

🆑 Seven
fix: Cult communion and assert leadership can be used while your hands
are blocked or you are immobile
/🆑
2023-06-30 21:57:22 -06:00
MrMelbert 0ef23e9701 Fixes another traitor objective hard delete (#76417)
## About The Pull Request

Fixes another hard delete related to traitor objective equipment


![image](https://github.com/tgstation/tgstation/assets/51863163/cdb706ed-5807-4398-a071-4198149d5386)
2023-06-30 20:51:50 -07:00
Cheshify b9fa1bc8f4 The Laser Musket (2023) (Settlement Helper Edition) (#76231)
## About The Pull Request
This adds a craftable laser musket to the game. It's slow and unwieldy,
but consistent! I'd be happy to tweak the numbers if it's too good/bad.

This PR also adds an independent militia ERT, who travels the spinward
sector to help defend stations!

TO DO LIST:

- [x] Finish worn sprites
- [x] Add a crafting recipe on par with the pipegun
- [x] Add bayonets
- [x] Separate charging into two stages and REDO THE AUDIO AAAA
- [x] Clean up code (Needs review, totally)

Scrapped:

- Possibly add overcharge mechanic (This is just beyond my skill level
for now)
- Find a unique sound for the weapon firing (We have a unique
projectile, and I can't a sound that fits more than the laser gun one)


![image](https://github.com/tgstation/tgstation/assets/73589390/40ee8f1d-5c1f-4638-af70-ff1215b85c9e)

![1211
(1)](https://github.com/tgstation/tgstation/assets/73589390/1a4b9856-a878-4500-96ce-4fd83587fa81)

![musket (2) (2)
(2)](https://github.com/tgstation/tgstation/assets/73589390/2ebdc2ed-6f78-4761-9deb-a1b2d337a02d)

![aaaa1
(1)](https://github.com/tgstation/tgstation/assets/73589390/6076edd3-97c9-41ec-a67a-90717f97eab0)


![image](https://github.com/tgstation/tgstation/assets/73589390/c47e44bd-3f4b-44b3-aaa5-9b1c25a72cad)

Inhands by RedSentry27
Suit sprite by Kinnebian
Prime Laser Musket sprites by RedSentry27

Balance Considerations (ew):
25 damage (30 on prime)
Normal wound
40 Stamina damage (45 on prime)
Weak to armour (prime not weak to armor)
2 second charge time, needs to be charged twice
No overcharge
Requires two hands to hold (like a chainsaw)

Crafting Recipe:
One rifle stock
Fifteen Cable Coils
Four Iron Rods
One micro laser
One capacitor
One pair of prescription glasses
One drinking glass
Craft for 10 seconds with a wirecutter and screwdriver

Prime crafting recipe: (REQUIRES READING MAINTENANCE LOOT: "journal of a
space ranger")
One laser musket
Fifteen cable coils
Five silver
One water recycler
Fifteen units of nuka cola
Craft for 30 seconds with a screwdriver while wearing cowboy boots and a
cowboy hat
## Why It's Good For The Game
The idea of assistants and revs forming firing lines in the halls to
shoot eachother sounds hilarious. Besides, we need a parallel to the
pipegun, and this is the funniest way to do so.
## Changelog
🆑 Cheshify, Kinnebian, and RedSentry27
add: Maintenance engineers have sent out blueprints across the sector
for a new laser musket.
admin: A new energy-gun toting ERT is available to send to the crew.

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-06-30 19:54:33 +00:00
necromanceranne 2600f23ebb Coroner Update: Pickle-Eating Morbid Weirdo Obsessed with Death and Perfectionism (#76318)
This PR introduces a whole bunch of Coroner and Morbid related content.

Firstly, Morbid is now a mind trait, and specifically, coroners start
with it.

Coroners also have a liver trait that allows them to heal toxins (very
slowly) from eating pickles and drinking pickle juice. They also
can...drink formaldehyde. I guess. Dissections is thirsty work.

Coroners gain a whole set of special tools specifically for use in any
surgeries marked as interests of the Morbid. This is determined by the
``surgery_flag`` called ``SURGERY_MORBID_CURIOSITY``. Currently, these
surgeries are included;

dissections, autospies, revival surgery, plastic surgery, organ/feature
manipulations, amputations

To fit the theme, TRAIT_MORBID also applies the reduction to eye
snatchers.

While using their special tools, and the surgery is a morbid curiosity,
the coroner/anyone who is morbid gains a 30% speed boost! This stacks
with the dissection speed boost. Otherwise, the tools are just regular
tools with a special name (though the scalpel is better at killing
undead, because, you know, you're watching over the dead).

The coroner's special medkit, which is the only one you can get in a
round, can fit their autopsy scanners and tools. Anything that comes
standard with their kit can go back into it.

Anyone who is morbid can safely retrieve the secrets of the elephant
graveyard. The serrated shovel, notably, is a much better tool and
notably better at killing organics, but not inorganics (like the dead).

(Gives roboticists secure morgue access during skeleton crew pop totals)
2023-06-30 12:55:14 +00:00
Charlotte 9eddec4bd1 HMS, once again. (#75654)
## About The Pull Request

Bug reports seem to come in after the last fix gets merged. It makes me
sad.

## Why It's Good For The Game

The EHMS injector no longer continues to inject no matter what.

Fixes #75776

## Changelog
🆑 Chadley
fix: fixes the EHMS injector's do_after()
code: Improves the code for the disease scan proc (thank you fikou)
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-06-30 00:06:33 +00:00
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
ChungusGamer666 614fab11b2 SPECIES NUKING 2023: Head flags 2: Electric Boogaloo (#76298)
## About The Pull Request

Continues the work I started on
https://github.com/tgstation/tgstation/pull/76074
Fixes https://github.com/tgstation/tgstation/issues/73782

Implements a bunch of wrapper procs for hair style, facial hair style,
etc etc the whole nine yards.
Fixes many issues, especially with gradients because I did sloppy tired
code that didn't work there.
Makes head/get_limb_icon() not a disgusting mess (well, at least makes
it less of a disgusting mess).

## Why It's Good For The Game

Actually makes hair and lips depend entirely on the bodypart.

## Changelog

🆑
refactor: Head rendering code has been updated significantly... Again.
Please report any issues with hair, facial hair, lipstick and such.
/🆑
2023-06-29 13:53:31 +00:00
ChungusGamer666 316767fc07 SPECIES NUKING 2023: Nukes species_traits, good night sweet prince (#76297)
## About The Pull Request

IT'S OVER.

## Why It's Good For The Game

Species traits are a relic of a time before the trait system was added
to generalize this kind of behavior.
They are clunky and overall less useful than inherent_traits -
Converting these makes it easier to make these behaviors modular and
usable not only by species.

## Changelog

🆑
refactor: A significant species refactor happened, report any issues on
the github.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-06-29 08:28:17 +02:00
Ghom 596ca8b6d4 Fixes and includes clothing_under_armor_subtype_check.dm in the unit tests. (#76351)
## About The Pull Request
See #76345 (which said:

Unit test clothing_under_armor_subtype_check is unticked in _unit_test.dm and also would fail if it was ticked

It's not included, it doesn't run

Even if it would run, it's currently doing an istype when it should be doing an ispath, so it'd fail)

## Why It's Good For The Game
This will fix #76345.

## Changelog
N/A
2023-06-28 20:45:23 -06:00
Singul0 d396c3b36f Ex-Interdyne Pirates wouldn't have pirate names, they now have regular human first names (#76363)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
it's kinda weird having ex-doctors names be "Laserbildge" or "Cometflag"
innit
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
muh immersion
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

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🆑
fix: Names for Interdyne pirates are now less bizzare
/🆑

<!-- 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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2023-06-28 19:15:46 -06:00
Jacquerel 973a76b29a Makes hoods into a component (#75977)
## About The Pull Request

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

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

## Why It's Good For The Game

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

## Changelog

Not player facing, hopefully. As long as I did this all right.
2023-06-28 18:58:30 -06:00
Lufferly 683450f4ee Changeling headslug fixes (#76365)
## About The Pull Request

Fixes changelings not actually being put into their headslug
Fixes headslugs not putting their eggs into dead bodies
lowers the time that the headslug actually spawns to a second after a
changeling's body explodes

## Why It's Good For The Game

Bug fixes are good (I died and am mad), last resort is one of the
changeling's cooler abilities
Also the headslug spawning 3 seconds after the changeling exploded
looked terrible, if this was high for a reason let me know and I can
change it back

## Changelog

🆑 Seven
fix: Fixes changelings not being put into their headslug when using last
resort
fix: Fixes changeling headslugs not putting their eggs into dead bodies
/🆑
2023-06-28 18:54:54 -06:00
Rhials 1388003d0b Gives abductors three new equipment shop purchase options, splits up abductor_gear.dm (#76101)
## About The Pull Request

Three new items have been added to the abductor credit store. One
carries concrete utility, with the other two being useful for
pranking/mind games.

The first is an alien hypertool with toolsets for either hacking or
surgery equipment. Toggle by right-clicking the item in your hand!

![product
demonstration](https://github.com/tgstation/tgstation/assets/28870487/344772e9-7932-412c-bf56-b501d0793de7)

This can be an equipment upgrade, or replacement, for either member of
the team. It costs 2 research credits to purchase.

Also on the list of new stuff to buy (and stuff shown in the gif above)
-- You can spend extra points on abductorized versions of existing
posters. They can be used as decoration, or to troll and assert
dominance over the crew.

You can also buy a cow. It comes with some wheat.

Now, let's talk about all of the impulsive code changes I made while
making this PR:
- abduction_gear.dm has been split up into abductor_clothing.dm,
abductor_items.dm, and abductor_structures.dm because the file was
getting huge and I didn't want to make it bigger.
- There is now a runtime prevention check for trying to probe
non-humanoid subjects (like a cow).
- The abductor shop now uses defines for its categories, and uses lists
for build paths similarly to cargo crates.

Lastly, to facilitate the hanging of posters on the abductor ship,
posters can now be placed on indestructible walls. The code associated
with hanging posters (/turf/closed/wall/proc/place_poster) has been
moved to the /turf/closed level.

The scope of this PR kind of spiraled out of control with the file
splitting and the change to indestructible walls, I'm hoping it isn't
too much.

As for the spritework, most of it was done through the cannibalization
and recycling of other, existing sprites. Things may not look good (I'm
a coder not a spriter!) and I am open to interjections on what can be
improved.
## Why It's Good For The Game

The hypertool allows for both the scientist and agent to replace their
lost tools (with the same toolspeed), as well as upgrade their current
toolset if they have the spare points. Many use cases, all for the same
2 credit package.

The posters, while providing no mechanical advantage, are a nice
decoration (for an otherwise cramped, totally undecoratable ship) or way
of rubbing your success in the noses of the crew.

The cow is a dual-purpose psychological support/hindrance tool. He can
keep you from getting lonely on the mothership, or be beamed down to the
crew to annoy them.

Each of these are luxury items that give thriving abductor teams
something to spend their excess credits on.
## Changelog
🆑
add: The abductor equipment vendor now offers a hacking/medical
hypertool, at a price of 2 research points.
add: The abductor equipment vendor now sells decorative abductor
posters, at a price of 1 research point.
add: The abductor equipment vendor now sells a cow, at the price of 1
research point.
fix: Fixes a runtime when trying to probe non-human mobs.
image: Some abductorized versions of existing wall posters and an alien
hypertool.
code: The abductor shop listings now use lists of items, rather than
single build paths.
code: The abductor_gear.dm file has been split up into a few different
files.
code: Posters can now be hung on indestructible walls.
/🆑
2023-06-27 20:54:59 -06:00
Jolly 6890411214 Changeling hallucination sting now mentions it costs 10 chemicals (#76354)
## About The Pull Request
Title.

## Why It's Good For The Game
Informing players that an ability has some sort of "power consumption"
in a description would be very nice to know!

Also for the description text in code, I just did whatever its called to
make it slightly more legible, as it was just a long line that got
slightly cut off.

## Changelog

🆑 Jolly
spellcheck: Changeling hallucination sting will now tell you it costs 10
chemicals. It always did, but now its there. Cheers?
/🆑
2023-06-27 20:53:54 -06:00
Youtubeboy139 16ac04b486 Yar Har Fiddle Di Dee! (#76311)
## About The Pull Request

The space pirates have long since needed some love for their old,
weathered sprites so I took it upon myself to give them some proper
drip. I also fluffed the cutlass so it's not a banana with a hilt and
gave the sailor uniform some love as well since it was similar in design
to the pirate uniform just blue with brown pants.

Note the `hgpirate` sprites haven't been touched yet, I'm still trying
to get information on them.

EDIT: Blue bandana alt was removed do to `Init` errors

EDIT: `hgpirate` got a quick pass over with some minor sprite changes
and a new item for the `hgpiratecap`

## Proof of Testing

<details>
<summary>Screenshots</summary>
  
Bandanas in a Test Session
![Screenshot 2023-06-24
224722](https://github.com/tgstation/tgstation/assets/609886/d033e87e-306d-439a-8fd3-b46af8aefb9c)

Full Pirate Drip in a Test Session
![Screenshot 2023-06-24
224731](https://github.com/tgstation/tgstation/assets/609886/67af2bf6-a2ea-4031-8c6f-5e64ec7527ab)

Energy Cutlass in a Test Session
![Screenshot 2023-06-24
224830](https://github.com/tgstation/tgstation/assets/609886/0cbef500-79c0-4e73-a61f-057940ab4183)

Normal Cutlass in a Test Session
![Screenshot 2023-06-24
224933](https://github.com/tgstation/tgstation/assets/609886/f525ed23-5139-42a8-b2ae-6a6900690b26)

Pirate EVA suit in a Test Session
![Screenshot 2023-06-24
225121](https://github.com/tgstation/tgstation/assets/609886/6b687c26-ccb0-493b-8875-28174105bd0e)

Pirate EVA drip 1
![Screenshot 2023-06-24
012314](https://github.com/tgstation/tgstation/assets/609886/eb1de642-1af4-4056-9aa3-fbd9462fa216)

Pirate EVA drip 2
![Screenshot 2023-06-24
181951](https://github.com/tgstation/tgstation/assets/609886/3bd7e3d7-b2b8-43be-bb6a-87898f7dfa4f)

</details>

## Why It's Good For The Game

The sprites that the pirates use are old - these sprites are better than
what the pirates currently have.

https://www.youtube.com/watch?v=i8ju_10NkGY
## Changelog
🆑
add: Added new Pirate Boots
image: Added new Pirate Bandana sprites
image: Added new Pirate Hat sprites
image: Added new Pirate Uniform sprites
image: Added new Sailor Uniform sprites
image: Added new Pirate Coat sprites
image: Added new Pirate EVA gear sprites
image: Added new Cutlass sprites
image: Added new Energy Cutlass sprites
image: Added new `hgpirate` suit and hat sprites
/🆑
2023-06-26 21:14:11 -07:00
MrMelbert 6b3e8f4564 Buffs Wizarditis (#76156)
## About The Pull Request

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

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

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

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

## Why It's Good For The Game

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

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

Because it's funny. 

## Changelog

🆑 Melbert
add: Wizarditis Improved. Those infected will now randomly cast one of
the following (weakened) spells at max stage: Teleport, Disable Tech,
Mutate, Knock, Forcewall, Blink, Smoke, Spacetime Distortion, Timestop,
Repulse, Blind, Lightning Bolt, or Swap
add: A source of antimagic will prevent Wizarditis's ill effects, but
won't cure you.
/🆑
2023-06-24 21:03:53 +02:00
GuillaumePrata 867c217c57 New Wizard spell "branch": Vendormancy (#75679)
## About The Pull Request
New item for wizards, ~~the Staff~~ Scepter of Runic Vendormancy.

With it, you can summon Runic Vending machines to block your enemies,
push them 2 tiles back around the summoning tile, throw the vendors 4
tiles away to squash them or simple detonate the vendors for direct
damage against enemies within a 2 tile range.

The scepter has 3 charges that can be recharged after a "long" channel
so while powerful, it is a tactical weapon and wizards can't directly
steamroll the crew with endless vendors. (Unless they buy multiple
scepters, but that is just funny.)

Also, there is a bug with the throw... I copied how baseball bats deal
with knockback, but they consistently don't push the vendors back, just
spin them on the same tile... I appreciate if anyone has any idea on how
to fix or change that to a better system.

## New changes I made
The vendor has a random set of REAL wizard robes and hat, sandals and a
foam vendor scepter as products to sell now.
This gives the crew some real armor, and if it is considered too much, I
can swap it for the fake versions.
IMO the real clothes work as the perfect bait for the crew to approach
the vendors and get exploded in the process, and while a random
assistant might get real wizard armor to go valid hunt the wizard, the
crew might just mistake them for the real wizard and beat them to death,
which is too funny.
## Why It's Good For The Game

![vendormancerPR](https://github.com/tgstation/tgstation/assets/55374212/f9d98f3e-5916-4a17-987e-249f4cdb7185)

About a year ago I played Stoneshard, and it has such an amazing
Geomancy Wizard that I wanted to port some of its gameplay to SS13 as
our wizards, while funny and destructive, are kinda simple to play...

Summoning and blowing up rocks was nice, but I randomly had the idea of
summoning Vendors while at work and vendors squashing people has become
such an iconic SS13 thing to me that I had to stop being lazy and start
working on this.

Something, something, enviromental combat wizard.
## Changelog
Gonna polish the changelog later too...
🆑 Guillaume Prata
add: New Wizard spell branch: Vendormacy! Summon runic vending machines
with your Vending Scepter, force push them on your enemies to squish
them or blow them up while they are busy buying from the machines.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-06-23 08:56:18 +00:00
ChungusGamer666 f030b3b5aa SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart (#76074)
## About The Pull Request

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

## Why It's Good For The Game

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

## Changelog

Should not be player facing, unless I fucked up.

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2023-06-22 10:23:19 +02:00
carlarctg b7ac832cd2 Adds wound armor to ALL jumpsuits that were missing it (#75956)
## About The Pull Request

Adds wound armor to ALL jumpsuits that were missing it.

Every jumpsuit, by default, has 5 wound armor. However, because for some
godforsaken reason armor datums don't use subtypes (seriously, the
fuck?), the vast majority of jumpsuits weren't updated to have anything
in case they overrode the base armor.

This includes critical oversights such as any nonstandard jumpsuit meant
to be armored (Tracksuits, turtlenecks, admin suit, tgmc suit). This is
especially critical a problem on nuclear operatives, who face a lot of
combat every round and need that wound armor.

Any nonstandard jumpsuit that also protects from departmental hazards
doesn't recieve the wound armor, this is seemingly reasonable with, say,
medical jumpsuits, but starts to get weird when it includes engineering,
botany, the RD, CMO, and CE..

Plasmaman envirosuits also don't by default. This may or may not be on
purpose but I added it on them just in case.

Armored jumpsuits that didn't have the wound resistance now have 10,
instead of the base 5, since they're meant to be, well, armored. This
might also make durathread useful for something (lol, as if)

## Why It's Good For The Game

Consistency. It's very inconsistent that 'wound' armor randomly pops in
and out of places ingame. It requires you to think like a space whale to
figure out what's the Best Combat Uniform rather than picking what
SHOULD be the right choices.

## Changelog

🆑
fix: Adds wound armor to ALL jumpsuits that were missing it
/🆑
2023-06-20 22:01:46 -04:00
carlarctg 3dac29f828 Fixes and adds an element for TC reimbursement. (#75816)
## About The Pull Request

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

Turned TC reimbursement into a bespoke element.

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

## Why It's Good For The Game

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

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

> Turned TC reimbursement into a bespoke element.

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

## Changelog

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

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

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

## Why It's Good For The Game

Code organization good
2023-06-20 06:08:29 +00:00
Couls c0e46fabf7 Standardize Welder Fuel Usage (#76021)
Remove welder fuel usage from all actions except attacking and leaving
it on
most welder tasks require a minimum of 1u of fuel, some longer tasks
require a minimum of 2 or 3u welders now drain 1u every 5 seconds
they're active
## About The Pull Request
Prior to this PR welder fuel usage was random, a lot of tasks didn't use
any welder fuel and welders were basically near infinite so long as you
didn't use them for combat, it took 26 seconds of activity to drain 1u
of fuel, that means an emergency welder alone could run for 5 minutes
straight before needing a refuel

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

resolves #55018
## Why It's Good For The Game
Actually makes fuel tanks useful and relevant without making it
obnoxious to do repetitive quick tasks like turn rods into plates,
there's actually a reason to upgrade off the emergency welder now since
it lasts 50 seconds rather than 5 minutes
## Changelog
🆑
qol: Welders now have a more consistent fuel usage
/🆑
2023-06-19 23:01:10 -07:00
DaydreamIQ 43405ce46f Makes abductor organ surgery consistent with other surgeries (#76124)
## About The Pull Request
Just swaps the Hemo and Retractor steps to make it more in line with
other surgeries
## Why It's Good For The Game
This might just be me but I always forget that the order is different
and it throws off my muscle memory
## Changelog
🆑
qol: Abductor organ surgery steps shifted around to match other
surgeries
/🆑
2023-06-18 18:38:17 -06:00
MrMelbert a5a32ce012 Fix traitor trapper tool hard delete (#76098)
## About The Pull Request

There's no need to hold an unmanaged reference to something just to
check if it's been created or not

If the intent was to be "let the traitor re-summon it if it gets deleted
somehow", this should be using a weakref and resolving it, but I'm not
sure if that was the intention so I'm changing it to a bool

## Why It's Good For The Game

Hard deletes bad

## Changelog

🆑 Melbert
fix: Fix hard delete in traitor trap tool objective
/🆑
2023-06-18 16:10:41 +08:00
ChungusGamer666 f07b74ea90 Moves species brutemod and burnmod to be handled by bodyparts (#76060)
## About The Pull Request

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

## Why It's Good For The Game

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

## Changelog

🆑
refactor: Species brute and burn damage modifiers are now handled by
bodyparts, instead of being universal. Go ham at the surgical bay.
/🆑
2023-06-17 18:46:27 +02:00
Rhials 803658dc30 Deadchat Announcement Variety Pack 2 and also some fixes to other popups (#76053)
## About The Pull Request

This adds ghost orbit popups for the following: 
- Macrobombs (or stacked microbombs) being triggered.
- HFR Meltdowns.
- Living players about to be gored by an emagged organ harvester.
- Nuclear devices being armed.
- Doomsday devices.
- Blob hosts bursting.

This also modifies the following ghost orbit popups:
- Toy hot potatoes will no longer cause a popup when armed.
- Normal spider eggs will not flash the byond window, only special egg
types.
## Why It's Good For The Game

Gives more gathering spots/information to deadchat. Let no entertaining
moment in this game go unobserved.

Spider eggs flashing your window for every single egg produced makes
alt-tabbing suck. I saw some guy on the forums complaining about it and
thought "huh yeah I guess he's got a point that pisses me off too" so
here we are.
## Changelog
🆑 Rhials
qol: Basic spider eggs no longer flash the byond window when ready to
hatch.
qol: Toy hot potatoes no longer give a ghost notification.
qol: Deadchat will be notified in the event of an imminent macrobomb
detonation, HFR meltdown, organ harvesting,
qol: Deadchat will be notified when a nuclear/doomsday device is
activated, as well as when a blob-infection bursts.
/🆑
2023-06-17 17:20:49 +02:00
MrMelbert 43f1a52223 Removes some boilerplate from transforming component (#75998)
## About The Pull Request

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

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

## Why It's Good For The Game

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

## Changelog

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

---------

Co-authored-by: san7890 <the@san7890.com>
2023-06-16 14:47:50 -06:00
MrMelbert 22799fcb89 Refactors the worst list ever, Stun Absorptions, into status effects + makes status flags more accurate (making certain mobs more vulnerable to incapacitations?) (#76000)
## About The Pull Request

- Refactors the stun absorption list into a status effect

- Does a fair bit of cleanup around stun code

Weird thing involved in this.
Check out this define. 
`IS_STUN_IMMUNE(source, ignore_canstun) ((source.status_flags & GODMODE)
|| (!ignore_canstun && (!(source.status_flags & CANKNOCKDOWN) ||
HAS_TRAIT(source, TRAIT_STUNIMMUNE))))`
Notice anything odd about it?
It only checks for `CANKNOCKDOWN`. 
What does this mean?
Well, *every single* one of the stun procs used this macro for checking
stun immunity. Which means every method of stun checked the
`CANKNOCKDOWN`.
This means that, say you have a mob which has `CANSTUN` but not
`CANKNOCKDOWN`.
Intuitively this means that the mob cannot be knocked down, but can be
stunned.
But instead, this means the mob can't be stunned either. 
This doesn't affect humans, they have all the status flags, but it does
affect some other mobs.
Alien adults (not queens) have `CANUNCONSCIOUS|CANPUSH`. Before, they
didn't have `CANKNOCKDOWN`, so they were fully immune to stuns and
sleeps. But now, they can be knocked unconscious.
However, overall it doesn't change much, as most mobs that flipped off
`CANKNOCKDOWN` flipped off the others too.
For consistency though it makes sense for these flags to work as they
imply.

- `incapacitate` didn't have a signal, now it does

## Why It's Good For The Game

More consistent, better code? I may use this in the future.

## Changelog

🆑 Melbert
refactor: Refactored Stun Absorptions (Bastard Sword, His Grace)
refactor: Refactored Stun Immunity. Note this means that some mobs
which, prior, were immune to all forms of incapacitation are now
vulnerable to some. Notably, adult non-queen xenomorphs are now
vulnerable to falling unconscious.
/🆑
2023-06-16 14:44:25 -06:00
Rhials abc0820466 Gives Fugitive Hunters credible IDs, access restricts the hunter shuttles, minor hunter shuttle improvements (#75913)
## About The Pull Request

This standardizes fugitive hunter IDs, making all hunter packs use the
same subtype and giving them to hunters who would spawn with no ID at
all.

The badass flaming ID color that the OG Bounty Hunter team got are now
the standard for fugitive hunter IDs. Additionally, these IDs now come
with a radical skull trim.

(Spacepol Officers don't get the badass flaming skull ID, and instead
get a more modest Police Officer ID).

**These IDs come with access, too. Airlocks, bolt buttons, shuttle
controls, and shutters on all of the hunter shuttles now require a
hunter's ID to operate.**

While I was in the area doing mapping stuff to get the accesses in
place, I made a few other very minor changes to the shuttles. These
include:

- The Bounty Hunter shuttle now has an oxygen dispenser. Two walls have
been moved to make space.
- The Russian Hunter shuttle now gets enough oxygen tanks to share with
everyone.
- The Psyker Hunter spawners now have proper spawner menu text. This was
due to duplicate-but-not-really subtypes existing, and me mistakenly
putting the wrong ones there in a previous PR.
- The cut ai wire helpers from the Russian/Psyker shuttles have been
extended to the Bounty/Spacepol shuttles.
- Every hunter shuttle now has a shuttle pinpointer on it somewhere, and
is no longer exclusive to a single Bounty Hunter's loadout.
## Why It's Good For The Game

Some of the hunter IDs would spawn without trims or coloration, and some
hunters wouldn't spawn with IDs at all. Now, everyone gets a credible,
cool-looking ID that lets everyone know what you're here to do at a
glance.

One of these is a crazed larper with an unregistered firearm, the other
is a certified bounty hunter.

As for the hunter access, it's pretty nonsensical that anyone can just
walk into the hunter ship and set up shop. At least the pirates get
turrets! Not to mention, it's hard to balance or give hunters new
equipment in good conscience when their entire domain is public-access
and anything they can't carry is considered forfeit to the crew. Now it
can be used as a base of operations, storage area, etc. more securely.

Locking down the shuttle with accesses isn't going to stop a determined
gamer with a toolset, but it'll at least make it more interesting and an
actual risk. If the fugitives want to try and loot/hijack the shuttle,
it will require the effort of taking down one of their hunters first.

While hunters stand out for the differences/imbalances between each
group, I don't see the shuttle pinpointer as something that contributes
positively to the OG bounty hunter's uniqueness. There's no reason why
the other hunters shouldn't also be able to track their ship.
2023-06-15 22:27:19 -05:00
A miscellaneous Fern 7eed7de897 Head Revolutionary promotions now exclude Monkeys unless absolutely necessary... again. (#75995)
## About The Pull Request

Makes #40938 work again.
Eventually, monkeys became a human subtype too, which broke the code
that used to make them only be promoted to rev heads if there were no
human candidates available. The other fixes of #40938 seem to have
already been accounted for at some point or another.

Updates the comments and var names as well to make it clear that it is
meant to exclude monkeys and not non-human races (lizards, moths, etc.).
## Why It's Good For The Game

A fix of a fix. How meta is that?
## Changelog
🆑
fix: Monkey revolutionaries will not be considered for a promotion into
Head Revolutionaries unless they're the only candidates... again.
/🆑
2023-06-15 19:57:02 -06:00
carlarctg 8dc89dcacf Heretic runes are easier to click through and have a windup for clearing them (#75868)
Heretic runes no longer have every single transparent pixel set to 1
alpha, to make it easier to click on objects.

Clearing heretic runes with mansus grasp takes 0.4 seconds of standing
still, to prevent you from accidentally clearing it in combat.

Added code for effect remover element to use a windup if set.
2023-06-15 03:56:30 +00:00
MrMelbert bc38acb206 Adds some parenthesis to some bitwise operations (#76002)
## About The Pull Request

A set of parenthesis a day keeps weird order of operations away

## Why It's Good For The Game

Might be causing bugs?

## Changelog

🆑 Melbert
fix: Maybe fixes minor bugs in disease cure, revolution, hooded suit
code
/🆑
2023-06-14 00:09:32 -06:00
Hoolny 37ca0d8dd5 Gray Tider pirates Quick fix on spelling (No GBP) (#76023) 2023-06-13 02:34:56 +00:00
Hoolny 299fa32f05 Piracy Inc. Space Extension Interdyne and Ghetto Edition: Adds two new pirate gangs Ex-interdyne Pharmacists and The Grey Tide (#75802) 2023-06-12 18:52:30 -07:00
Zephyr b4e48aa9d7 Nuke Detonation now handles off-station detonation correctly. Now nukes the syndie base if detonated on the syndiebase. (#75967) 2023-06-12 09:02:44 +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