Commit Graph

649 Commits

Author SHA1 Message Date
Mothblocks
404d2cb36c Optimize find_potential_targets self cost (#80602)
![image](https://github.com/tgstation/tgstation/assets/35135081/84ae20b6-5f44-4a69-bda3-0df1435dea5c)

`find_potential_targets/perform` currently has a pretty bad self cost in
part due to it running a second "loop over everything in range" check to
find turrets and mechs. This doesn't drop it down by as much as I'd like
because it still needs `hearers`, it still shows up pretty high, but
this at least cuts out some unnecessary work.

Best case is likely to minimize work AIs need to do when there are no
players on their z-level, as there are a lot of calls from Lavaland.
2023-12-28 14:14:49 +01:00
SyncIt21
d36a5af64f Removes material breakdown flags, traits & miscellaneous fixes. (#80389)
## About The Pull Request
1. Removes material breakdown flags i.e. all flags with the format
`BREAKDOWN_XXX`. These flags do nothing, there are no special checks to
transform materials based on these flags, they are passed around just
because certain procs require them for syntax purposes only.

Apparently there were plans to make these flags do something special
from the comment

302247c0d1/code/__DEFINES/construction/material.dm (L43)
But nobody got any ideas for years now. The only special thing we can do
with them now is remove them and reduce code clutter, so let's do that
    
The only flag that ever did something was the
`BREAKDOWN_INCLUDE_ALCHEMY` flag. This only worked when coupled together
with `TRAIT_MAT_TRANSMUTED` trait(which is only used by the reagent
metalgen) and when both this trait & flag are combined together... they
still do nothing

302247c0d1/code/game/atom/atom_materials.dm (L41-L42)
Yup they cancel out each other to prevent returning an empty list, the
traits only job was to prevent materials from being recycled (like why?
what's the benefit of that? nothing) and the flag was meant to bypass
this restriction so both the trait & the flag cancel out each other
therefore doing nothing meaningful. Best remove them both and call it a
day.

2. Fixes an error in displaying number of sheets inserted into a mat
container when that sheet is made up of alloy materials. it would count
as 2 or more because it would take the sum of total material amount
inserted and not the actual sheets. That's fixed now.

3. Remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag

4. Adds helper proc to insert materials via the remote material
component with proper context

## Changelog
🆑
fix: mat container displays correct number of sheets inserted for alloy
materials.
fix: remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag.
code: removes material breakdown flags and related traits.
code: adds helper proc to insert materials via the remote material
component with proper context.
/🆑
2023-12-25 02:29:26 +01:00
Rex9001
d063d5c124 Allows ai's to eject from mech domination (#80357)
## About The Pull Request
Lets ais eject from dominated mechs

If this is too strong at 30 I'd be happy to bump it or apply some other
restrictions
## Why It's Good For The Game
They have a big eject button which is essentially bait at the moment, it
does nothing.

I think its fine to let combat upgraded ai's and malfunctional ai's to
use this mech domination ability more freely, because how it usually
goes is malf ai dominates mech, everyone sees occupants of mech get
tossed out and the ai is promptly killed. I don't think this is fun or
healthy for an ability which is pretty expensive and the only other way
I see it used is an ai just trying to live for a few moments more by
shunting into a cargo mech, from which they can't do a whole lot and
simply exist until the crew figure them out.

TLDR: For a very expensive ability it does not provide a lot of benefit
and is easily dispatched by the crew.
## Changelog
🆑
balance: Ai's using the mech domination ability can now eject from the
mech
/🆑

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-12-23 16:21:38 -05:00
Diamond_
7010cb13bf Mecha cell, Medipen & related reagent holder refactors (#80401)
## About The Pull Request

Changed the reagent volume check to a total reagent volume check as
sometimes the total volume can be set to 0 and can pass through the
check if it was only looking for the sum total of all the reagents'
volume. Additionally added a check to mechs for if it's cell has a max
charge of 0 so that it won't divide by zero. Refactoring hyposprays to
utilize a new var to check if they're fully used up rather than
forcefully setting the total volume to 0 should prevent any potential
future errors.
## Why It's Good For The Game

Removes division by zero runtimes and doesn't force total volume to
equal 0.

## Changelog
🆑
fix: Injecting yourself twice with a luxury medipen in pressure doesn't
runtime and mechs with a cell with no max charge won't runtime.
refactor: Gives hyposprays a var to check if they're fully used up
rather than setting total_volume to 0.
/🆑

## Runtime Logs
To show that they exist and were ignored because they're extremely
specific weird ones.


![image](https://github.com/tgstation/tgstation/assets/26240645/c38c04f0-3e39-41b3-94e4-433eda4f2930)

Mech runtime from somehow having a cell with no charge. No idea how they
managed to do that at all.

<img width="967" alt="image"
src="https://github.com/tgstation/tgstation/assets/26240645/a66401a7-e52b-42f9-85c8-b5715c45848b">

Using the luxury medipen twice causes a runtime by somehow causing the
total_volume to believe it's 0.

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2023-12-23 11:30:51 +01:00
IndieanaJones
8ef81f2694 Fixes Runtime When Thanking Non-Existent Clown (#80337)
## About The Pull Request

Currently, attempting to thank the driver of a clown car when none
exists causes a runtime. This is because while there is logic to ensure
we don't attempt to thank a driver if there is none, said logic only
checks the result of a pick() called on the list of drivers, which will
runtime if the list is empty. This PR fixes the error by checking if the
the driver list is empty first, then using pick() solely for choosing a
driver to thank.

## Why It's Good For The Game

While this isn't a very common runtime in normal gameplay, it is a bug
and should be fixed regardless.

## Changelog

🆑
fix: Fixed runtime regarding thanking non-existent clown car drivers
/🆑
2023-12-17 01:12:52 +01:00
lizardqueenlexi
edd0b68a54 Motorized Wheelchair improvements (#80045)
## About The Pull Request

This PR improves motorized wheelchairs in the following ways:
- On initialize, motorized wheelchairs will have the most basic possible
stock parts inserted. This resolves a bug where motorized wheelchairs
spawned by admins or other means (mail, mapping) were completely
worthless, as they had no stock parts in them and you could not insert
better ones. When crafted, these basic parts are deleted and replaced
with the correct ones.
- Power cells are now part of the motorized wheelchair recipe, instead
of being inserted after.
- When deconstructed or destroyed, motorized wheelchairs now drop their
power cell on the floor with everything else instead of deleting it from
existence.
- Miscellaneous old code has been tidied up, removing one-letter var
names, pointless code duplication, and the like.
## Why It's Good For The Game

I've been talking to Dalm about this, and wheelchairs are in dire need
of some improvements. Tidying up the mess that is the motorized
wheelchair seemed like a good place to start.

Firstly, it's good for motorized wheelchairs to function as expected
when not specifically crafted by hand. This is helpful to admins,
mappers, and anyone else who might have reason to make one of these
appear. It's also good that all the parts in the wheelchair drop on the
ground when destroyed, as there's no particular reason power cells
should be lost.

As for power cells being included in the recipe - it's not obvious at a
glance that you _need_ to insert a power cell after crafting, until you
try to drive your new wheelchair around. This extra step of annoyance is
now avoided by making it required to stick one in when you build the
thing.
## Changelog
🆑
fix: Motorized wheelchairs will no longer spawn in a bugged state where
they have no parts and can't be upgraded.
fix: Motorized wheelchairs will drop their power cell when destroyed or
deconstructed.
qol: Power cells are now inserted into motorized wheelchairs as part of
the crafting recipe, instead of as an extra step afterwards.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-12-16 14:02:48 +01:00
zxaber
bb4f09cd92 Replaces the Exosuit Materials 2 experiment with one about equipping mechs rather than destroying them. (#80267)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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request process. -->

## About The Pull Request
Replaces "Exosuit Materials 2: Excessive Damage Test" with "Exosuit
Materials 2: Load Strain Test". Rather than building and then destroying
two exosuits, you now equip them with any two (compatible) main
equipment pieces. Once the experiment is done, you'll have two exosuits
still, so consider making exosuits that you can donate to other crew
afterwards.

Note that the exosuit *has* to be built by the crew. Round-start
exosuits (or those obtained through other means like the nuke ops'
uplink) will not work.
<!-- 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
The idea of creating and destroying a few rounds of mechs sounds like a
neat concept. But in practice, it burns through station resources for no
real good reason, and is somewhat antithetical to the idea of robotics
making mechs for other departments. With this change, you're still
required to make the two mechs if you want the discount, but now they'll
be available afterwards. If someone has requested a mech for their
department, for example, you can now accomplish that and part of this
experiment simultaneously.


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## Changelog

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🆑
add: Adds a new discount experiment for unlocking the combat exosuit
nodes - complete it by scanning two exosuits with equipment in the left
and right hand slots. This replaces the prior discount experiment about
destroying exosuits.
/🆑

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2023-12-14 19:29:53 +01:00
IndieanaJones
42d91d0715 Clown Car Steals Accesses Again (#80288)
## About The Pull Request

So, some time ago we fiddled around with vehicles to make them work
better, and we accidentally lost what was supposed to be an intentional
gimmick of the clown car. Clown cars used to obtain the accesses of
victims that got kidnapped into the car, but this hasn't worked for a
while now (supposedly around 15 months). This PR re-adds that behavior.

## Why It's Good For The Game

Access snatching is a fun gimmick, and it should strike fear into
everyone's hearts when the clown car finally catches the captain or a
station engineer.

## Changelog

🆑
fix: The clown car once again obtains the accesses of kidnapped crew
within the car. Supermatter crystals beware!
/🆑
2023-12-14 17:10:47 +01:00
LemonInTheDark
f03084c1ca FOV is Dead (Long Live FOV) (#80062)
## About The Pull Request

FOV as it is currently implemented is incompatible* with wallening.
I'm doin wallening, so we gotta redo things here.

The issue is the masking of mobs. Wallening relies on sidemap (layering
based off physical position), which only works on things on the same
plane (because planes are basically sheets we render down onto)
So rather then masking mobs, let's reuse the masking idea from old fov,
and use it to cut out a bit of the game render plane, and
blur/over-saturate the bit that's masked out.

My hope is this makes things visible in light, but not as much in
darkness, alongside making more vivid shit more easily seen (just like
real life)

Here's some videos, what follows after is the commits I care about
(since I had to rip a bunch of planes to nothing, so the files changed
tab might be a bit of a mess)

Oh also I had to remove the darkness pref since the darkness is doing a
lot of the heavy lifting now. I'm sorry.

Edit:
NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a
better future.


https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609


https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8

## Commits I Care About

[Implements something like fov, but without the planes as layers
hell](a604c7b1c8)

Rather then masking out mobs standing behind us, we use a combo color
matrix and blur filter to make the stuff covered by fov harder to see.

We achive this by splitting the game plane into two, masking both by fov
(one normally and one inversely), and then applying effects to one of
the two.

I want to make the fov fullscreens more gradient, but as an effect this
is a good start

[Removes WALL_PLANE_UPPER by adding a WALL_PLANE overlay to material
walls (init cost comes
here)](2548933739)

@Mothblocks see this. comment in commit explains further but uh, we need
to draw material walls to the light mask plane so things actually can be
seen on them, but we can't do that and also have them be big, so they
get an overlay. Sorry, slight init time bump, about 0.5 seconds. I can
kill it with wallening.

[Moves SEETHROUGH_PLANE above
ABOVE_GAME_PLANE](beec4c00e0)

I don't think it actually wants to draw here
@Time-Green I think this was you so pinging for opinion

[Resprites FOV masks to be clean (and more
consistent)](f02ad13696)

[f02ad13](f02ad13696)

This is 100% donglesplonge's work, he's spent a week or so going back
and forth with me sharpening these to a mirror shine, real chill

## Why It's Good For The Game

Walls are closing in

## Changelog
🆑 LemonInTheDark, Donglesplonge
image: Redoes fov "mask" sprites. They're clean, have a very pleasant
dithering effect, and look real fuckin good!
del: Changed FOV, it no longer hides mobs, instead it blurs the hidden
area, and makes it a bit darker/oversaturated
/🆑

###### * It's technically possible if we start using render targets to
create 2 sets of sources but that's insane and we aren't doing it
2023-12-13 15:52:24 +01:00
san7890
7c9f127340 Records Blackbox Feedback on Items used to Suicide (#80258)
## About The Pull Request

On the tin, we just record the `type` of the item that the human may be
holding while they try and commit suicide with it. Useful for knowing
what people are:

A) killing themselves with
B) trying to kill themselves with

i just think it's neat data

## Changelog

doesn't matter
2023-12-12 20:18:31 -08:00
YesterdaysPromise
71a1fee2f1 Explodes device.dmi (#80025)
## About The Pull Request

I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.


## Why It's Good For The Game

The device.dmi was kind of a mess.

## Changelog

🆑
/🆑
2023-12-09 13:31:50 +01:00
SyncIt21
ed17dde468 General maintenance for canisters (#80145)
## About The Pull Request
1. Fixes #80139
The greyscale config was not applied correctly and run timing halfway
causing the appearance of the canister to be broken. That's fixed now.

2. Removes prototype canisters. They are not available in game and even
as an admin tool their only function is to open the valve after an
elapsed time interval. Even this was broken cause the UI for adjusting
the timer was never added and the params had to be manually var edited
all for a pretty pointless function.
A better solution would be to allow players to attach signallers to
canisters to control the delay but that could be a future PR

4. Other smaller optimizations include
- converted vars like `can_min_release_pressure` and
`can_max_release_pressure` & `temperature_resistance` into defines. Vars
take up memory but not defines and so we saved some memory from this
    - removed var `starter_temp` cause its unused
    - removed var `protected_contents` cause it did nothing
- moved the global canister list to its appropriate
`code/define/globalvars/lists` folder where it belongs
    - Auto doc some vars & procs

5. Converted UI to typescript

## Changelog
🆑
fix: canisters don't disappear when their colours are changed
code: changed some vars into defines to save memory, removed
unused/useless vars & added auto docs
code: converted UI to typescript. moved global canister list to its
appropriate folder
refactor: removed prototype canisters and optimized canisters as a
whole.
/🆑
2023-12-08 18:13:36 +01:00
distributivgesetz
f7cb0f8018 Rename notify_ghost_cloning to notify_revival (#80096)
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## About The Pull Request

Renames 
- `/mob/proc/notify_ghost_cloning` to `/mob/proc/notify_revival`
- `/mob/dead/observer/proc/notify_cloning` to
`/mob/dead/observer/proc/send_revival_notification`
- `/atom/movable/screen/alert/notify_cloning` to
`/atom/movable/screen/alert/revival`.

I could have found a way to merge both procs together but default
parameters keep me up at night.

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## Why It's Good For The Game

Conciseness, code that is named after a removed feature is silly.

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## Changelog

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nothing playerfacing

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2023-12-05 02:24:18 -05:00
distributivgesetz
274eb2a52e Removes Clone Damage (#80109)
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## About The Pull Request

Does what it says on the tin. We don't have any "special" sources of
clone damage left in the game, most of them are rather trivial so I
bunched them together into this PR.

Notable things removed:
- Clonexadone, because its entire thing was centered around clone damage
- Decloner gun, it's also centered around cloning damage, I couldn't
think of a replacement mechanic and nobody uses it anyways
- Everything else already dealt clone damage as a side (rainbow knife
deals a random damage type for example), so these sources were removed

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
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## Why It's Good For The Game

Consider the four sources of normal damage that you can get: Brute,
Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very
well put together and it's no surprise that they are in the game, as you
can fit any way of damaging a mob into them. Getting beaten to death by
a security officer? Brute damage. Running around on fire? Burn damage.
Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn
and oxygen damage. Technically there's also stamina damage but that's
its own ballpark and it also makes sense why we have a damage number for
it.

Picture this now: We have this cool mechanic called "clone pods" where
you can magically revive dead people with absolute ease. We don't want
it to be for free though, it comes at a cost. This cost is clone damage,
and it serves to restrain people from abusing cloning.

Fast forward time a bit and cloning is now removed from the game. What
stays with us is a damage number that is intrinsically tied to the
context of a removed feature. It was a good idea that we had it for that
feature at the time, but now it just sits there. It's the odd one out
from all the other damage types. You can easily explain why your blade
dealt brute damage, but how are you going to fit clone damage into any
context without also becoming extremely specific?

My point is: **clone damage is conceptually a flawed mechanic because it
is too specific**. That is the major issue why no one uses it, and why
that makes it unworthy of being a damage stat.
Don't take my word for it though, because a while ago we only had a
handful of sources for this damage type in the game. And in most of the
rounds where you saw this damage, it came from only one department. It's
not worthwhile to keep it around as a damage number. People also didn't
know what to do with this damage type, so we currently have two ways of
healing clone damage: Cryotubes as a roundstart way of healing clone
damage and Rezadone, which instantly sets your clone damage to 0 on the
first tick. As a medical doctor, when was the last time you saw someone
come in with clone damage and thought to yourself, "Oh, this person has
clone damage, I cannot wait to heal them!" ?

Now we have replacements for these clone damage sources. Slimes? Slime
status effect that deals brute instead of clone. Cosmic heretics? Random
organ damage, because their mechanics are already pretty fleshed out.
Decloning virus? The virus operated as a "ticking timebomb" which used
cloning damage as the timer, so it has been reworked to not use clone
damage. What remains after all this is now a basically unused damage
type. Every specific situation that used clone damage is now relying on
another damage type. Now it's time to put clone damage to rest once and
for all.

Sure, you can technically add some form of cellular degradation in the
future, but it shouldn't be a damage number. The idea of your cells
being degraded is a cool concept, don't get me wrong, but make it a
status effect or maybe even a wound for that matter.

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## Changelog

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🆑
del: Removed clone damage.
del: Removed the decloner gun.
del: Removed clonexadone.
/🆑

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2023-12-04 14:42:43 -08:00
distributivgesetz
f8b41f9442 Changes occurrences of recieve in code to receive (#80065)
## About The Pull Request

I've stumbled across this enough to finally go through the entire
codebase and fix it. I left out changelogs simply because rewriting
history logs is bad.
## Why It's Good For The Game

I find it pretty annoying because I stumble across words that are
misspelled for a few seconds, and I'm likely not the only one who feels
like this. Less spelling mistakes in code are better.
## Changelog
🆑
spellcheck: Occurrences of "recieve" has been changed to "receive".
/🆑
2023-12-02 14:50:57 -07:00
san7890
7f7688b60a Demotes the "electrical conductivity" flag from flags_1 to obj_flags (#80033)
## About The Pull Request

Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game

Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.

I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
2023-12-01 21:43:46 -05:00
YesterdaysPromise
f4535255c0 Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792)
## About The Pull Request

Third /icon/ cleansing splinter 1. Comments on commits say all it does
pretty much.


![image](https://github.com/tgstation/tgstation/assets/122572637/6540e588-bed8-4e98-81f5-2a6f449c53c3)


## Why It's Good For The Game

Inhand for walkietalkie was requested in the project, gets rid of some
usecases of old 'gangtool', headset splitoff requested by Fazzie.
Inhands reflecting the items they are supposed to represent is nice.

## Changelog

🆑
image: Following now have unique item sprites: syndicate war declaration
radio, curator and chief beacon's, chaplain beacon.
image: Following now have unique inhand sprites: radio, export scanner,
walkie-talkie, syndicate war declaration radio, curator and chief
beacon's, chaplain beacon.
/🆑
2023-11-20 14:22:07 +01:00
Jeremiah
7a1b1fa9ad Splits placeontop proc (#79702)
## About The Pull Request
I find the proc hard to read honestly. There's no reason we can't split
this into two functions - the secondary functionality is used only once,
in reader.dmm.
## Why It's Good For The Game
Code improvement
Glorious snake case
## Changelog
N/A nothing player facing

---------

Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>
2023-11-19 04:58:31 +01:00
SapphicOverload
21f2ec1de6 Fixes Mech Strafing (#79749)
## About The Pull Request

Holding alt to turn while strafing in a mech actually works now.

Closes #54727 

## Why It's Good For The Game
Fixes a thing that was broken

## Changelog
🆑
fix: You can once again use alt to turn while strafing in a mech
/🆑
2023-11-17 19:42:29 -07:00
Fikou
66b8b1d866 Revert "if you die in a mech you are ejected" (#79768)
Reverts tgstation/tgstation#79380
this is literally what the mech removal tool is for. gameplay reasons
for that tool missing do not mean that we need to remove its use - if
you want a better solution then let people purchase it... or just smash
the mech- you saving their life and them being sad about their mech is
really funny
the original pr being marked as qol when that was a specific balance
change is very stupid

## Changelog
🆑
del: if you die in a mech you again don't automatically eject
/🆑
2023-11-17 10:33:05 +13:00
SyncIt21
130b3dfa64 Code compression for reagent holder. Lowers plumbing reaction chamber tick usage (#79686)
## About The Pull Request
More code improvements for reagent holder. As you can see it removes a
lot more code than it adds so code savings are significant. This does
not touch on any floating point arithmetic, all that is behind us, this
focuses on removing redundant procs and merging existing procs to
achieve the same functionality so if you do see any changes in reagent
related behaviour it's not intentional and should be reported as a bug
here.

The following code changes can be summarized into points.

**1. Removes procs `get_master_reagent_id()` &
`get_master_reagent_name()`**
Both of these procs have the exact same functionality as
`get_master_reagent()` with the only exception of returning a different
value. Instead we can just call `get_master_reagent()` directly and
infer the name & type of it ourselves rather than creating a wrapper
proc to do it for us, therefore reducing overall code

**2. Removes & Merges `remove_all_type()` proc into `remove_reagent()`**
The proc `remove_all_type()` is highly inefficient, it first uses a for
loop to look for the reagent to remove & then it again calls
`remove_reagent()` on the reagent once it has found it. We can just
embed this functionality directly into `remove_reagent()` by simply
adding an additional parameter `include_subtypes`. This way the
operation is faster, and we reduce the code to get the job done. Also
now `remove_reagent()` will return the total volume of reagents removed
rather that a simple TRUE/FALSE

**3. Removes & Merges `trans_id_to()` proc into `trans_to()`**
Both these procs have the same job of transferring either a single
reagent or all reagents. `trans_id_to()` is a scaled down version of
`trans_to()` because
- It does not have any `method` var. This means if you want to transfer
a single reagent to a mob/organ or any other object it does not have the
functionality to expose the target to that transferred reagent.
- It does not have a `multiplier` var to scale reagent volumes
- It does not have code to deal with organs or stop reactions i.e. it
does not have the `no_react` var.

We can overcome all these short comings by simply adding an extra var
`target_id` to specify what specific reagent to transfer therefore
attaining the same functionality while keeping the benefits of
`trans_to()` proc therefore reducing overall code

**4. Lowers plumbing reaction chamber tick usage for balancing ph.**
Rather than invoking a while loop to balance ph it's much easier for the
player to simply make the reaction chamber wait for e.g. add a reagent
that will never come. This will make the chamber wait therefore giving
the reaction chamber ample time to correctly balance the ph and then
remove that reagent from the list therefore getting correct ph levels.
No need to create code hacks when the player can do it themselves  so
the while loop has been removed

## Changelog
🆑
code: removed redundant procs `get_master_reagent_id()` &
`get_master_reagent_name()`
code: merged `remove_all_type()` proc with `remove_reagent()` now this
proc can perform both functions. `remove_reagent()` now returns the
total volume of reagents removed rather than a simple TRUE/FALSE.
code: merged `trans_id_to()` proc with `trans_to()` now this proc can
perform both functions
refactor: plumbing reaction chamber will now use only a single tick to
balance ph of a solution making it less efficient but more faster. Just
make the reaction chamber wait for longer periods of time to accurately
balance ph
refactor: reagent holder code has been condensed. Report any bugs on
GitHub
/🆑
2023-11-16 21:44:48 +01:00
jimmyl
e06a17e3f3 if you die in a mech you are ejected (#79380)
## About The Pull Request



https://github.com/tgstation/tgstation/assets/70376633/8bef6da9-bfd0-4c57-9614-b3c92514cbba



## Why It's Good For The Game

the sole two normally accessible ways to get dead people out of mechs is
the mech removal tool (which probably got destroyed by a traitor or just
whoever is rescuing you doesnt have access to), or break the mech (which
will piss off whoever made the mech)

making dead people fall out of mechs should be a good way to not get
entombed in a mass of steel

## Changelog
🆑
qol: if you die in a mech you automatically eject
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-11-16 02:35:19 +01:00
John Willard
5175ae0637 TGUI Destructive Analyzer (#79572)
## About The Pull Request

I made this to help me move more towards my goals [laid out
here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) which currently doesn't
have much interest.

This makes the Destructive Analyzer use a little neat TGUI menu instead
of its old HTML one. I also touch a lot of science stuff and a little
experimentor stuff, so let me explain a bit:
Old iterations of Science had different items that you can use to boost
nodes through deconstruction. This has been removed, and its only
feature is the auto-unlocking of nodes (that is; making them visible to
the R&D console). I thought that instead of keeping this deprecated code
around, I would rework it a little to make it clear what we actually use
it for (unhiding nodes).
All vars and procs that mentioned this have been renamed or reworked to
make more sense now.

Experimentor stuff shares a lot with the destructive analyzer, so I had
to mess with that a bit to keep its decayed corpse of deprecated code,
functional.

I also added context tips to the destructive analyzer, and added the
ability to AltClick to remove the inserted item. Removing items now also
plays a little sound because it was kinda lame.
Also, balloon alerts.

## Why It's Good For The Game

Moves a shitty machine to TGUI so it is slightly less shitty, now it's
more direct and compact with more player-feedback.
Helps me with a personal project and yea

### Video demonstration

I show off connecting the machine to R&D Servers, but I haven't changed
the behavior of that and the roundstart analyzers are connected to
servers by default.


https://github.com/tgstation/tgstation/assets/53777086/65295600-4fae-42d1-9bae-eccefe337a2b

## Changelog

🆑
refactor: Destructive Analyzers now have a TGUI menu.
/🆑
2023-11-14 14:17:41 +01:00
Andrew
999a3aa5dc Slight overclock nerf [NO GBP] (#79625)
## About The Pull Request

Thanks to @moocowswag 's gimmick I learned that overclock can be set to
cycle without overheating when you use an assembly with timer. So
essentially it's a free movespeed buff with no downsides.

Now the mech gains additional heat depending on it's movedelay, the
faster - the shorter the overclock duration. And the gain is no longer
equal the cooling speed, so you can't set it to cycle and forget.

## Why It's Good For The Game

It was an oversight, Ripley and Clarke too strong, while being low tier
mechs.

## Changelog

🆑
balance: Mech overclock coefficient is down to 1.25 from the default 1.5
for Ripley and Clarke.
balance: Mech overclock heating now scales with movespeed, higher speed
- faster overheat.
/🆑
2023-11-13 00:55:50 +01:00
Bloop
e1b958c41f Removes final remnants of 'targetted' (#79626)
## About The Pull Request

Finishing what https://github.com/tgstation/tgstation/pull/79513/
started, removes 'targetted' typo from code. Also updates the basic mob
guide with the new updated var names.

## Why It's Good For The Game

Typos bad. Accurate guides good.

## Changelog

🆑
code: gets rid of the rest of the instances of 'targetted' typo from
code
/🆑
2023-11-11 07:46:02 -05:00
John Willard
b52ce868bc Cuts down on unnecessary non-TGUI stuff (#79590)
## About The Pull Request

Removes INTERACT_MACHINE_SET_MACHINE on machines that don't use a
non-TGUI UI.
Removes set_machine from TGUI things that forgot to remove them
previously.
Decouples advanced camera consoles from UI procs since it doesn't
actually use one.

## Why It's Good For The Game

TGUI machines don't need to be using these procs and vars, and this
makes it more clear what does and doesn't use a TGUI menu from a glance.
I explain it a bit better
[here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) if you're interested.

## Changelog

No player-facing changes.
2023-11-09 15:13:09 -08:00
LemonInTheDark
9696dd1a1d Targeting Datums Renamed (and global) (#79513)
## About The Pull Request

[Implements the backend required to make targeting datums
global](6901ead12e)

It's inconsistent with the rest of basic ai for these to have a high
degree of state, plus like, such a waste yaknow?

[Implements
GET_TARGETING_STRATEGY](d79c29134d)

Regexes used:
new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1)

Renamed all instances of targetting to targeting (also targetting datum
-> targeting strategy)

I've used GET_TARGETING_STRATEGY at the source where the keys are
actually used, rather then in the listing. This works out just fine.

## Why It's Good For The Game

Not a misspelled name through the whole codebase, very slightly less
memory load for basically no downside (slight cpu cost maybe but not a
significant one.

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-11-09 14:44:24 +00:00
zxaber
91af16bcbf Adds Paddy, the Security Mech (#79376)
## About The Pull Request
- Adds a new combat mech, Paddy. Paddy is a modified Ripley MK-I,
intended for use by the station's security force. Like the MK-I, the
Paddy features an open-air cockpit design (and thus does not protect
from ranged weapons), but maintains the speed of the base unit.
Constructing a Paddy is similar to constructing a MK-II, though the kit
requires combat-mech level research. Sprites by
[DrDiasyl](https://github.com/DrDiasyl)
-- The paddy has an internal cargo bay capable of holding up to four
individuals (loaded with a hydraulic claw). If the pilot exits the
Paddy, any loaded individuals are likewise ejected. Individuals can
attempt to resist their way out of the mech, but it requires the mech to
be stationary for 45 seconds. If they do this, all individuals in the
holding cell are ejected.

- Adds a new mech equipment piece, the hydraulic claw. Similar to a
clamp, this Paddy-exclusive item can load mobs into the Paddy's cargo
bay. Humanoid mobs are handcuffed upon loading. The hydraulic claw is
unlocked on the same tech node as the Paddy.

- Adds a round-start Paddy, carrying one peacekeeper disabler and one
hydraulic claw, to each security area on all maps. Round-start Paddys
are also pre-locked with security access. Security now has access to a
mech charger, and a small bay for it all. Map edits were done by
[Maurukas](https://github.com/Maurukas).

- Also did some minor cleanup of various mech-related code. Ripley mech
cargo is no longer stored in the mech, but within the "ejector" object.
This doesn't have any player-facing changes, but it is easier to
organize behind the scenes. additionally, if Ripleys are destroyed now,
they drop their stored objects rather than deleting them.

## Why It's Good For The Game
Playing lone security is probably one of the least fun aspects of the
game. Arresting any assistant is inevitably setting yourself up against
the tide as a whole; You try to stun any one person and they crawl out
of the woodworks to get in your way, drag off the arrestee, and probably
try to steal your gear.

The Paddy is set up to be functional against low-threat targets, but not
particularly good against anything with purpose. The round-start Paddy
carries the disabler equipment, as well as the law claw, to detain
individuals in a *somewhat* safe manner. Being that you're inside an
exosuit, you're immune to shovespam that plagues the halls, and you
don't risk dropping important gear quite as easily.

However, The open canopy gives you no protection at all from ranged
attacks, nor from atmos hazards. Being that you're in an exosuit, you
cannot use other items or equipment. The AI will have trouble finding
you to open a door, due to your name not jumping their camera to your
location.
## Changelog
🆑 Zxaber, DrDiasyl, Maurukas
add: A new security-focused combat mech, the Paddy, has been added,
intended to be particularly helpful for lone sec officers. You will find
one in the Security main office, and a replacement can be built with
late-game mech research.
fix: Ripley MK-I and MK-II mechs no longer qdel their stored items when
destroyed.
/🆑

![image](https://github.com/tgstation/tgstation/assets/37497534/72e6890d-82be-44dd-9b09-e4c75a9bfd4a)

---------

Co-authored-by: Vire <66576896+Maurukas@users.noreply.github.com>
2023-11-09 00:45:10 +00:00
Zephyr
9ebf319e6a fixes signal circuit not working | refactors name of timer cooldown macros to be inherent, also docs them (#79367)
## About The Pull Request

Title
## Why It's Good For The Game

Less headache in the future for a macro thats not really obvious in what
it does
## Changelog
🆑
fix: signals in circuits now actually function
/🆑
2023-10-31 10:58:48 +00:00
GPeckman
db4d70c0ef Mech Diagnostic Hud Fix (#79281)
## About The Pull Request

The big mech rework PR caused the diagnostic hud display for mechs to be
a little bit buggy, not updating the health bar when it should've. I
just added some more logic to it to make sure that the health and charge
bars update when they should. Closes #79273.
## Why It's Good For The Game

Bugs are bad.
## Changelog
🆑
fix: The health bar on the mech diagnostic hud display should update
consistently now.
/🆑
2023-10-27 15:05:42 -06:00
DrTuxedo
28559aa7fc New Muzzle Flash + Temperature gun Baking beam change (#79212)
## About The Pull Request
Now there are new muzzle flash sprites for the guns. There are 3 types:

**BALLISTICS**


https://github.com/tgstation/tgstation/assets/42353186/82d7b285-fcf0-4780-8479-143691641e0a

**BLUE**


https://github.com/tgstation/tgstation/assets/42353186/331c926d-8556-4715-ab61-9a4998dd93d2

**RED**


https://github.com/tgstation/tgstation/assets/42353186/c814646d-6d56-4426-bde7-b7a7a06caa39

Also, now temperature gun "BAKE" mode beams have different sprites from
the "FREEZE" beams:


https://github.com/tgstation/tgstation/assets/42353186/c78363ac-ad04-4534-9323-dc13ba017823
## Why It's Good For The Game

Muzzle flashes were one of the most oldest effect sprites in the base,
and are rather bad and bland looking.
This makes them more good-looking. Also gives variety, previously there
only been Ballistic and Energy one, and they weren't even different.

Temperature gun "BAKE" mode beam having a different colour will help
distinguish what the hell you're being shot with.
## Changelog
🆑
image: Muzzle flashes got a new sprite, each direction included!
image: Temperature Gun "BAKE" beams are now lava colored
/🆑
2023-10-24 13:05:34 -04:00
Andrew
7e1f5e609e Overclock safety setting for Gygax (#79101)
![SVYgXCYIFN](https://github.com/tgstation/tgstation/assets/3625094/fffe3763-fae5-4449-a47e-7fc564e96853)

## About The Pull Request

Since people started using OC on all mechs by attaching a signaller to
the wire, I figured that Gygax should have at least something special,
except the 2x overclock modifier for dark gygax and the UI button for
overclock.

Now Gygax type mechs have an option to automatically disable overclock
when the mech is overheated. As Gygax was designed to use overclock,
other mechs lack this component and there is no wire for this.

## Why It's Good For The Game

Special overclock behavior for Gygax.

## Changelog

🆑
add: Gygax type mechs now have an option to disable overclock when
overheated.
fix: Fixed overclocking having no effect on Ripley.
/🆑
2023-10-21 13:38:29 -04:00
MrMelbert
93ec5a72f7 A comprehensive refactor / cleanup of bullet_hit and on_hit to cut out a single bad species / mob proc (#79024)
## About The Pull Request

- Refactored `bullet_act`. Adds `should_call_parent` and refactors
associated children to support that.
   - Fixes silicons sparking off when hit by disabler fire. 
- Desnowflakes firing range target integrity and cleans up its
bullet-hole code a bit.
- Cleans up changeling tentacle code a fair bit and fixes it not taking
off throw mode if you fail to catch something.
   - The Sleeping Carp deflection is now signalized 
- Nightmare projectile dodging is now signalized and sourced from the
Nightmare's brain rather than species
- Refactored how cardboard cutouts get knocked over to be less
snowflaked / use integrity
- Also adds projectile `on_hit` `should_call_parent` and cleans up a bit
of that, particularly their arguments.
- On hit arguments were passed wrong this entire time, it's a good thing
nothing relied on that.

## Why It's Good For The Game

This is cringe. 


1863eb2cd8/code/modules/mob/living/carbon/human/_species.dm (L1430-L1442)

Bullets should overall act more consistent across mob types and objects.

## Changelog

🆑 Melbert
fix: Silicons don't spark when shot by disablers
fix: Changelings who fail to catch something with a tencacle will have
throw mode disabled automatically
fix: Fixes occasions where you can reflect with Sleeping Carp when you
shouldn't be able to
fix: Fixes some projectiles causing like 20x less eye blur than they
should be
refactor: Refactored bullet-mob interactions
refactor: Nightmare "shadow dodge" projectile ability is now sourced
from their brain
/🆑
2023-10-18 23:08:13 -06:00
Emmett Gaines
96d7e9c690 Invisibility refactor (#78908)
This adds a tracker for sources of invisibility and a priority system. I
needed this for another thing so I'm doing this first since it touches a
lot of code. As for the bugs fixed in the changelog, it's only what I
noticed while going through everything and there's likely a few more
things fixed with this. This should be testmerged for a while, I'll
bring this out of draft when it feels safe.

🆑
admin: Invisimin can now be used on mobs that are already invisible,
whether through temporary or permanent effects.
fix: Monkeyize/Humanize mob transformations no longer permanently reveal
invisible mobs if they had effects making them invisible otherwise.
fix: Objects with the undertile element that have been made invisible
through other means are no longer revealed by being uncovered.
/🆑
2023-10-17 13:07:31 -06:00
Tim
d6f79f4427 Refactor gib code to use bitflags and have documentation (#78754)
## About The Pull Request
This takes all the gib related procs:
- `gib()`
- `spawn_gibs()` 
- `spill_organs()`
- `spread_bodyparts()`

And adds heavy documentation that communicates what the procs are used
for and how the different bitflags affect them. The difference is
noticeable:

`gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)`

The code is now much more legible which is important considering it's
used in a lot of places!

Another robust change, is that we had several places in the code where
there were double negatives like so:

```
/mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts)
	if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!?
		// do stuff here
```

This is a mindfuck to untangle. I inverted a lot of these parts so we
don't lose our sanity.

Last thing that was changed was a big `if()` loop in the `spill_organ()`
proc. This was refactored to just be a simple `for` loop with `continue`
statements where we needed to skip enabled bitflags. It's now shorter
and cleaner than before.

The only slight gameplay change this affects is that gibbing a mob now
guarantees to drop all items unless the `DROP_ITEMS` bitflag is
deliberately omitted. Some places like admin gib self, we don't want
this to happen.

## Why It's Good For The Game
Gib code is very old. (~15 years) People kept adding more arguments to
the procs when it should have been a bitflag initially. By doing it this
way, there is more flexibility and readability when it comes to adding
new code in the future.

## Changelog
🆑
refactor: Refactor gib code to be more robust.
qol: Gibbing a mob will result in all items being dropped instead of
getting deleted. There are a few exceptions (like admin gib self) where
this will not take place.
/🆑
2023-10-06 13:12:22 +01:00
MrMelbert
336ff506e7 Makes some better use of passtable_on / off (#78487)
## About The Pull Request

Flicking the passtable flag has a helper to avoid accidentally
overriding passtable from another source. A few places don't use it,
which makes it plausible you're removing the flag when you shouldn't be.

So I just went through a few places I noticed setting it directly and
made it use the helper.

## Changelog

🆑 Melbert
fix: Maybe fixes some weird occurrences where you lose the ability to
pass over tables when you shouldn't, and visa versa
/🆑
2023-09-22 19:10:50 -06:00
nikothedude
009af8c2ce [TEST-MERGE FIRST] Wound refactor number two: Full synthetic support (#78124)
## About The Pull Request

Heavily refactors wounds AGAIN.

The primary thing this PR does is completely change how wounds are
generated and added - while the normal "hit a guy til they bleed" stuff
works about the same, asking for a specific type of wound, say, like how
vending machines try to apply a compound fracture sometimes, isnt going
to work if we ever get any non-organic wounds, which the previous
refactor allowed.

With this PR, however...
* You can now ask for a specific type of wound via
get_corresponding_wound_type(), which takes wound types, a limb, wound
series, etc. and will try to give you a wound fitting those
specifications - but also, a wound that can be applied to a limb.
* This will allow for a vending machine to apply a compound fracture to
a human, but a collapsed superstructure (assuming my synth wounds go in)
to a robot

There are now new "series types" and "wound specific types" that allow
us to designate what series are "mainline" and randomly generatable, and
what are "alternate types" and must be generated manually - you can see
the documentation in wounds.dm.

The behavior of limping and interaction delays has been abstracted to
datum/wound from bone wounds to allow just, general ease of development

Pregen data now allows for series-specific wound penalties. Example: You
could set a burn wound's series wound penalty to 40, which would make
wound progression in the burn category easier - but it would not make it
any easier to get a slashing wound. As it stands wound penalties are for
wounds globally

Scar files are now picked in a "priority" list, where the wound checks
to see if the limb has a biostate before moving down in said list.
Example: Wounds will check for flesh first, if it finds it - it will use
the flesh scar list. Failing that, they then check bone - if it uses
that, it will use the bone scar list. This allows for significantly more
modular scars that dont even need much proc editing when a new wound
type is added

Misc changes: most initial() usage has been replaced by singleton
datums, wound_type is now wound_types and thus wounds can accept
multiple wound types, wounds can now accept multiple tool behaviors for
treatment, wounds now have a picking weight so we can make certain
wounds rarer flatly,

This PR also allows for wounds to override lower severity wounds on
generation, allowing eswords to jump to avulsions - but in spirit of
refactoring, this has been disabled by default (see pregen data's
competition_mode var).
## Why It's Good For The Game

Code quality is good!

Also, all the changes above allow wounds to be a MUCH more modular
system, which is one of its biggest problems right now - everything is
kinda hardcoded and static, making creative work within wounds harder to
do.

## Changelog
🆑
refactor: Refactored wounds yet again
fix: Wounds are now picked from the most severe down again, meaning
eswords can jump to avulsions
fix: Scar descs are now properly applied
/🆑
2023-09-09 19:20:21 -04:00
John Willard
aa820c08fe Oldstation now has their own RND (#78132)
## About The Pull Request

This PR does many things and I expect to be asked to atomize some stuff.

### Oldstation Additions

Oldstation now has their own research server, generating their own
points. To help alleviate major concerns, they have a few stuff to help
with this:
- They now have a pre-built operating computer
- They now have an Autopsy scanner
- They now have access to Experimental Dissection

Experimental Dissection is the old dissection, giving research points in
the form of paper notes on completion. They must be turned in to the RND
server (only works on the Oldstation one, so you can't abuse this) for
points. This was an idea I've had for some time, as Oldstation is used
somewhat as a representation of how ss13 used to be (through its use of
directional windows (before they got removed, but I'd like to bring them
back), old IDs, RTGs, and old engines before they got removed from the
game fully)

Considering there are 11 alien mobs in Oldstation, there is 27.5k
research points to get from alien corpses, enough to bring them up to
speed with whatever they wish to do. This is their 'alternative' for
experiments (which they can still do if they want, but it is very hard
to do, outside of dissection which is needed for the node).

This surgery isn't repeatable, isn't upgradable, and isn't removed by
being healed. It is not mutually exclusive with autopsy (so you can't
ruin yourself doing the wrong surgery).

### Other stuff

- Ninjas now drain RND points from the server they drain from, rather
than always hitting science
- Syncing machines to research roundstart is now a macro, and now
immediately syncs to a server on your Z-level. Machines will
automatically connect to the Science servers if none else are available.

### non-player facing

- Science, Admin, and Oldstation techwebs are now no longer vars on
research, but stored in research's list of techwebs.
- ``get_available_servers`` and ``find_valid_servers`` are now procs on
the research subsystem, rather than the experisci component.
- Oldstation code has been split into separate files.

## Why It's Good For The Game

Oldstation is one of my favorite ruins, but it is also one of the
largest complaints for RND (along with Golems) because they use the
station's Science nodes & points (I recently tried de-hardcoding Science
stuff to help prepare for this, but I didn't get everything in advance).

The complaint stems from these ghost roles, who are meant to be a fun
activity to do while waiting for the next round, using the station's
research points for their own stuff, completely untrackable unless
someone goes out of their way to grief a ghost spawn just for using
points to get things they need. These roles make their own servers to
drain the station, and I find that unfun and quite boring for everyone-
it's also not very flavorful, why would Charliestation know of the
station's RND to take advantage of it?

This hopes to fix those issues, make Charliestation more worthwhile, and
more flavorful.

## Changelog

🆑
fix: Getting a node researched now properly makes it no longer hidden.
fix: Ninjas draining RD servers now drains it from the connected
techweb, rather than sniping Science.
balance: Machines will first try to connect to a techweb with servers on
their z-level, with the Science techweb remaining as fallback.
add: Oldstation RND, comes with their own Techweb and special surgery to
gain research points through dissecting Xenomorphs.
/🆑
2023-09-07 17:59:17 +01:00
Bloop
69f51c6c65 Fixes typo 'transfered', olive oil reaction repath (#78064)
## About The Pull Request

Transferred.

## Why It's Good For The Game

How did this get to be in 71 files?! This bothers me.

Also changes 'quality_oil' typepath in the reactions to 'olive_oil' to
match its rename post-foodening.

## Changelog
N/A
2023-09-02 18:23:18 +01:00
nikothedude
554edc60e9 [TEST-MERGE FIRST] Allows all limbs to be dismembered and significantly refactors wounds (#77813)
## About The Pull Request
**_THIS PR UPDATES THE SCAR VERSION - ALL EXISTING SCARS WILL BE
WIPED_**

Expands the wound system functionality to support any type of limb at
all.

To do this, wounds have been significantly refactored. For starters,
wounds now use limb biotype instead of wound type for determining what
they can be applied to. They also use singleton instances for most "can
we apply this" checks instead if copy pasted initial().

Wounds now use a "wound series" instead of wound_type for determining
the, well, series. Previously, all WOUND_BLUNT wounds were considered
bone wounds, making it impossible to have multiple WOUND_BLUNT wounds at
once. Now, its based on wound series - bone wounds are of the blunt bone
wound series, and use the typical logic.
One change that results from this is the ability for everything with a
jointed limb to get a dislocation. Yes, this includes things like
prosthetics.

On the note of external and internal biotypes: Exterior are bones,
Interior is flesh. Interior protects exterior from slash until its
mangled, at which point it either exposes exterior to slash or allows
dismemberment if theres no exterior.
Basically - it acts the exact same way, except its not hardcoded, and
its more modular.

A lot, lot more changes were made - I cant name them all, but if youre
interested, you can read up. Wounds have more procs, more
modularization, and less hardcoding.

Sadly, scars have been updated in such a way so that the wound version
must be updated. Scars will be deleted.

## Why It's Good For The Game

As it stands, half the limbs in the game can't be dismembered. This
changes that, allowing every single limb to be dismembered.

The two dismemberment critera are now:

1. If able to get mangled flesh or bone, it can be dismembered once it
gets mangled flesh and bone (or JUST flesh if it only has a internal
biostate, vice vers afor bone if external only)
2. If it cant be dismembered by the above, it will have a chance to
dismember when at or above 80% of its total max damage

Finally, code being better is usually a good thing.

## Changelog
🆑
balance: Prosthetics and slimepeople can now have limbs dismembered
balance: Slimepeople can now receive slash wounds, but cannot bleed
balance: Most limbs can now be dislocated
refactor: Scar backend reworked, scars will be wiped as they update to
the new format
/🆑
2023-08-29 21:00:36 -04:00
Andrew
b57c120d41 Fixed phazon construction typo [NO GBP] (#77890)
## About The Pull Request

Phazon was saying that it needs capacitor when it actually needs a
micro-servo.

## Why It's Good For The Game

Typo fix.

## Changelog

🆑
fix: Fixed Phazon construction message typo
/🆑
2023-08-27 02:12:14 +02:00
SyncIt21
9aed3b6a8f General code maintenance for Mat container related stuff (#77671)
1. Removes `/obj/machinery/ore_silo/proc/remote_attackby()`. This proc
calls `datum/component/material_container/user_insert()` anyway which
performs all the checks necessary for inserting stuff into the ore silo
and `/obj/machinery/ore_silo/proc/remote_attackby()` was just repeating
its code & checks. So now inserting into the ore silo is directly
handled by the mat container without this proxy proc making the
operation slightly faster
2. Removed silo `attackby` code. Same operations can be done via
`screwdriver_act` & `crowbar_act` procs much cleaner
3. The ore silo now hooks onto signals
`COMSIG_MATCONTAINER_ITEM_CONSUMED` and
`COMSIG_MATCONTAINER_SHEETS_RETRIVED` and logs into silo when they are
triggered. This means when you insert/eject sheets from the silo the
connected machine performing the operation no longer has to do the
logging manually thus the proc `silo_log` has been removed from a lot of
places ,reducing overall code size
4. A lot of stuff that use materials from the ore silo follow this
pattern.

i.e. They first use the materials from the silo and then log it via
`silo_log` proc. This code pattern is repeated in a lot of places so
let's just merge these 2 lines with some extra sanity checks into a
single proc inside `remote_materials` itself. That's what was done and
the number of places where you log manually into the silo has been
removed further reducing code size everywhere.
5. Added auto doc & cleaned up some procs

Since logging is now done by the ore silo directly, we need a way to
pass the machine that is inserting items into the silo to the signal
handlers of the ore silo [via the `context` var]. So other code changes
elsewhere is because of this var
2023-08-21 22:23:01 +00:00
jimmyl
9b230358cc fixes some grammar and missing servo from the ripley MK2 upgrade (#77699)
## About The Pull Request

MK2 upgrade now transfers servo
"intalled" -> "installed"

## Why It's Good For The Game

fixes #77677

## Changelog
🆑
fix: ripley MK2 upgrade now properly transfers servos
spellcheck: inserting parts into mechas now properly says "installed"
instead of "intalled"
/🆑
2023-08-19 15:59:00 +02:00
jimmyl
6fd015eb3a fixes repair droids and plasma engines for mechas (#77697)
## About The Pull Request

the ui code for mechs is still awful

## Why It's Good For The Game

fixes #77663

## Changelog
🆑
fix: you can now toggle repair droids and plasma engines on mechas again
/🆑
2023-08-19 01:03:29 +02:00
Jacquerel
32b554a180 The speedwagon is now a car (#77672)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/71300

Repaths the speedwagon to be a `/obj/vehicle/sealed/car` instead of
`/obj/vehicle/ridden`.
The chief result of this is that now 4 people can ride it, as
advertised.
You still can't see the 4 people in the car because fuck if I am putting
in that much effort for an admin meme item.

Added the capability to not show 0 time do_afters on sealed vehicles
which allow instant entry or exit.
Made it so we don't give out the "eject key" action on vehicles which do
not have keys.
Also I made it so that the car doesn't ram itself in "ram everything"
mode.
I think it also makes a car noise now as a side effect of being a car,
idk i didnt test with my speakers on.

## Why It's Good For The Game

Now when an admin says "get in loser" you can actually do it.

![image](https://github.com/tgstation/tgstation/assets/7483112/d92aa3ad-917d-4581-923a-afbe573f60a4)

## Changelog

🆑
admin: Four players can ride the speedwagon
/🆑
2023-08-17 15:17:12 -06:00
Jacquerel
72174845f5 Basic Watchers & Basilisks (#77630)
## About The Pull Request

This one is a double feature because Watchers and Basilisks share the
same typepath. You might see a couple more of those.
As is tradition I decided to fuck with them rather than just port them.
Here's what's up.

**Basilisks**

![image](https://github.com/tgstation/tgstation/assets/7483112/9e4b0115-65dd-4df7-b62a-21c7be8549bf)

![image](https://github.com/tgstation/tgstation/assets/7483112/59162e68-7d73-4659-9531-5078ff751228)

- Have a new soulless sprite which looks less like a living blue hedge.
- Walk at you and shoot you while you are not in range (just like
before).
- Become supercharged if they become "heated" by lava, lasers, or
temperature weapons. This was a feature they also previously had but
they would never encounter lava, so now it also works if you use the
wrong gun on them.
- Lose their supercharge if you cool them down.
- Otherwise pretty normal mobs.

**Watchers**

https://www.youtube.com/watch?v=kOq_Bf78k5A
Here's a traditional video of me intentionally getting hit by mechanics
(trust me its definitely on purpose)

- They glow emmissively a little bit so you can see them from further
away.
- Their eyes light up about 0.5 seconds before they are able to shoot at
you.
- No longer melee attack, instead try to stay out of melee.
- Will occasionally put you into "Overwatch", meaning they will shoot
you rapidly if you move or act while they're staring at you for a brief
time period (after which you become immune for 12 seconds, and during
which other watchers will play fair and stop shooting at you).
- If they start taking damage they will also start using their "Gaze"
attack, look away or suffer some kind of negative effect!
- - Normal watcher gaze flashes and confuses you.
- - Magmawing watcher gaze obviously burns (and briefly stuns) you.
- - Icewing watcher gaze freezes you and throws you backwards.
- Magnetically attract and eat diamonds. They also used to do this, but
just if they happened to coincidentally walk past some.

**Other accompanying changes**

All basic mobs will now adopt the "stop gliding" trait if they get
slowed down too much.
I moved behaviour for "fire a projectile from this atom" into a helper
proc because I was using it in three places and I will probably use it
in more places. There are probably other places in the existing code
which could be using this.
I think I made the basic mob melee attack forecast default a little more
forgiving, they were fucking me up too much and I am the playtester.

## Why It's Good For The Game

Another one off the list.
New tricks for old dogs.
Framework for making mobs with ranged attacks "fairer" (you can see when
they are ready to shoot you).
More (hopefully) versatile AI behaviours which we will reuse later (I
hope I'm not duplicating one someone already made).
If our players "enjoy" them enough we can give more mobs "don't look at
me" mechanics.
Removes some soul sprites.

## Changelog

🆑
refactor: Basilisks and Watchers now use the basic mob framework. Please
bug report any unusual behaviour.
sprite: Basilisks have new sprites.
add: Basilisks will go into a frenzy if heated by energy weapons or
temperature beams as well as by lava.
add: Watcher eyes will be illuminated briefly when they are ready to
fire at you.
add: Watchers can now briefly put you into "Overwatch" and penalise you
for moving while they can see you.
add: Wounded watchers will occasionally punish players who look at them.
balance: Unusual watcher variants are more likely to appear.
/🆑
2023-08-16 13:04:41 -06:00
Andrew
2d34c7433a New Mech UI and equipment refactor (#77221)
![bWJlVIDO53](https://github.com/tgstation/tgstation/assets/3625094/d75030b5-59e9-43f6-96b4-1b7564caceef)

## About The Pull Request

Made a new UI and refactored some mech code in the process.

Fixes #66048
Fixes #77051
Fixes #65958 ??? if it was broken
Fixes #73051 - see details below
Fixes other undocumented things, see changelog.

## Why It's Good For The Game

The UI was too bulky and Mechs were too complex for no reason. 
Now they follow some general rules shared between other SS13 machinery,
and there is less magic happening under the hood.

## Detailed Changes

### New Mech UI, Air Tank and Radio as separate modules

Previous UI for comparison:

<img alt="9SScrXAOjy"
src="https://github.com/tgstation/tgstation/assets/3625094/904e3d07-e7d7-4d3a-a062-93e0e35b4b66">

Previously mechs came with radio pre-installed and air canisters
magically pre-filled with air even when you build one in fab.
Radio and Air Tanks are now both utility modules that are optional to
install. Gas RCS thrusters still require Air Tank module to operate.

This made the Mechs more barebones when built, giving you only the basic
functionality.

<img alt="5SDMlXTJxv"
src="https://github.com/tgstation/tgstation/assets/3625094/b9364230-49ac-416b-aa70-e851fbf2050e">

To compensate this change, all mechs got two extra utility module slots.

All other modules got new UI. And ore box now shows the list of ores
inside.

<img alt="SRX5FjvsHA"
src="https://github.com/tgstation/tgstation/assets/3625094/cbe2e98d-1cd4-4667-8dae-2f9227b4b265">

### Mounted Radio

Works as a normal radio, but with subspace transmission. Available from
the basic mech research node and can be printed in fab.

### Cabin Sealing

To compensate for the lack of air tank by default, mechs with enclosed
cabin (e.g. all except Ripley) got an ability to toggle cabin exposure
to the outside air. Exiting the mech makes cabin air automatically
exposed.

When you seal the cabin, it traps some of the outside air inside the
cabin and you can breathe with this air to perform a short space trips.
But the oxygen will run out quickly and CO2 will build up.

Sealing the cabin in space will make the cabin filled with vacuum, and
it will stay there until you return to air environment and unseal the
cabin, letting the breathable air to enter. There are temperature and
pressure sensors that turn yellow/red when the corresponding warning
thresholds are reached.

You could also use personal internals in combination with cabin sealing
for long space travels, so Air Tank is completely optional now and
mostly needed when you need RCS thruster.

### RCS thrusters

They are now available earlier in tech tree and consume reasonable
amount of air (5 times more than human jetpacks), and they don't work
without Mounted Air Tank, unless it's an Ion thruster variant.

### Mounted Air Tank

Available from the basic mech research node and can be printed in fab.
Built model comes empty, and syndicate mechs come with one full of
oxygen.

<img alt="GrFDrH5Hwe"
src="https://github.com/tgstation/tgstation/assets/3625094/b677b705-bda0-4c8c-96c7-d32bf7bf9f28">

Can be switched to pressurize or not pressurize the cabin. Releases gas
only when the cabin is sealed shut. Starts releasing automatically, but
can be toggled to not release if you want to use it just as a portable
canister.

Cabin pressure can now be configured in the module UI instead of
Maintenance UI.

Can be attached to a pipe network when the mech is parked above a
connection port.

Comes with a pump that works similarly to the portable pump. It lets you
vent the air tank contents outside, or suck air from the room to fill
the air tank. Intended to provide an ability to fill the air tank
without the need to bother with pipes.

Also has gas sensors that display gas mix data of the tank and the cabin
(when sealed).

### Stock part changes

All mechs now require a servo motor and they reduce mech movement power
consumption instead of scanning module.

Scanning modules are optional for mech operation (still required to
build) and the lack of one disables the following UI elements:

- Display of mech integrity (you can still see the alerts or examine the
mech to get rough idea)
- Display of mech status on internal damage (and you can't repair what
you can't diagnose)

The rating of scanning module doesn't have any effect as of now.

Cargo mech comes without it roundstart.

<img alt="2vDtt99oqb"
src="https://github.com/tgstation/tgstation/assets/3625094/147144ca-824e-4501-acf5-6ee104f309e7">

Capacitors now also reduce light power usage and raise the overclocking
temperature thresholds (see below).

### Maintenance

Maintenance UI removed, and its logic migrated to other places.

Access modification now managed inside the mech, and anyone who can
control the mech, can adjust the access in the same way as they can set
DNA key.

To open the maintenance panel you just need a screwdriver. It is instant
when the mech is empty and it has a 5 second delay when there is an
occupant to avoid in-combat hacking and part removal. It will alert the
occupant that someone is trying to tinker with their mech.


![image](https://github.com/tgstation/tgstation/assets/3625094/1abfca3c-8ba9-44b0-913c-c209564b91fd)

Once the panel is open, you can see the part ratings:


![image](https://github.com/tgstation/tgstation/assets/3625094/404f95bb-9f74-4e5b-a975-5ab6f74bdfa9)

With open panel you can hack the mech wires (roboticists can now see
them):

<img alt="mj205G2qDa"
src="https://github.com/tgstation/tgstation/assets/3625094/44cea0d1-44b4-4b50-b1d3-a97c0056bab3">

There are wires for:
- Enabling/Disabling ID and DNA locks
- Toggling mech lights
- Toggling mech circuits malfunction (battery drain, sparks) 
- Toggling mech equipment malfunction (to repair after EMP or cause
EMP-like effect, disarming mech)
- 3 dud wires that do nothing

The hacker may be shocked if the mech power cell allows.

When the panel is open and the user has access to the mech, they can
remove parts with a crowbar:

<img alt="jR40gyTWtJ"
src="https://github.com/tgstation/tgstation/assets/3625094/b573f5b9-b8ea-412e-b3e0-c872e01e0c23">

Hitting the mech with an ID from outside now toggles the ID Lock on/off
if the ID has sufficient access.

### Power consumption and overclocking

Rebalanced mech power consumption. T4 parts were not working in
Syndicate Mechs, as their effect was not calculated until you manipulate
parts manually. Constructed mechs with t1 parts even had their energy
drain reduced with upgrade to t1.

Now all mechs apply their base step power usage correctly don't ignore
the stock parts.

Servo tier now reduces base power consumption by 0% at t1, 50% at t2,
33% at t3 and 25% at t4
Capacitor tier now reduces base power consumption of mele attacks,
phasing and light by the same amounts.

Gygax leg actuators overload replaced with mech overclocking. Any mech
can be overclocked by hacking wires, but only Gygax has a button for
toggling it from the Cabin.

Now there is an overclock coefficient. 1.5 for Gygax and other mechs, 2
for Dark Gygax.

When overclocked, mechs moves N times faster, but consumes N times more
power.


![image](https://github.com/tgstation/tgstation/assets/3625094/01e285fd-6fd6-4558-8277-2ed3abf474d8)

While overclocked, mech heats up every second, regardless of movement,
and starts receiving internal and integrity damage after a certain
temperature threshold. The chance is 0% at the threshold, and 100% at
thresholds * 2. The roll happens every tick. Capacitor upgrades this
threshold, letting you overclock safely for longer periods.


![image](https://github.com/tgstation/tgstation/assets/3625094/80d90cea-0d20-4054-9369-a47deb6f52f2)

When you stop overclock, the temperature goes back down.

### Other changes and fixes

Concealed weapon bay now doesn't show up when you examine the mech, so
it's actually concealed now.

New radio module can properly change its frequency, as it didn't work
for previous radio.

Launcher type weapons were ignoring cooldowns and power usage, so you
could spam explosive banana peals, while they should have a 2 second
cooldown:
<img alt="q5GjUsHwGr"
src="https://github.com/tgstation/tgstation/assets/3625094/d102725d-e9e1-4588-9d6c-b9e38b7a6535">

Now this is fixed and all launcher type weapons properly use power and
have their cooldowns working.
And now they have the kickback effect working (when it pushes you in the
opposite direction in zero gravity on throw).

Thermoregulator now heats/cools considering heat capacity instead of
adding/reducing flat 10 degrees. So you can heat up cabin air quicker if
the pressure is low.

There were some other sloppy mistakes in mech code, like some functions
returning too early, blocking other functionality unintentionally. Fixed
these and made some other minor changes and improvements.

## Changelog

🆑
refactor: Refactored Mech UI
refactor: Refactored mech radio into a utility module, adding extra slot
to all mechs
refactor: Refactored mech air tank into a utility module with an air
pump, adding extra slot to all mechs
refactor: Refactored mech cabin air - there is now a button to seal or
unseal cabin to make it airtight or exchanging gases with the
environment
refactor: Removed mech maintenance UI Access is set in mech UI, and
parts are ejected with a crowbar
add: Mech now has wires and can be hacked
qol: Roboticists now can see MOD suit and mech wires
add: Mechs now require servo motor stock part and it affects movement
power usage instead of scanning module
add: Scanning module absence doesnt block mech movement and hides some
UI data instead. Big Bess starts without one.
qol: Hitting mech with ID card now toggles ID lock on/off if the card
has required access
fix: Fixed concealed weapon bay not being concealed on mech examine
fix: Fixed mech radio not changing frequency
fix: Fixed mech launcher type weapons ignoring specified cooldown
fix: Fixed mech launcher type weapons not using specified power amount
fix: Fixed mech temperature regulator ignoring gas heat capacity
fix: Fixed mech stopping processing other things while not heating
internal air
fix: Fixed mech being able to leave transit tube in transit
fix: Fixed mech internal damage flags working incorrectly
fix: Fixed Gygax leg overloading being useless
fix: Fixed mechs ignoring their stock parts on creation. Syndicate mechs
now stronger against lasers and consume less energy on move. Upgrading
from tier 1 to tier 2 doesn't make mech consume MORE energy than before
the upgrade.
balance: Rebalanced mech energy drain with part upgrades. Base energy
drain reduced by 50%, 33%, 25% with upgrades and applies to movement
(Servo rating), phasing, punching, light (Capacitor rating).
balance: Hydraulic clamp now can force open airlocks
balance: Made mech RCS pack consume reasonable amount of gas
code: Fixed some other minor bugs and made some minor changes in the
mech code
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-15 18:02:28 +01:00
Ghom
194dd20109 [NO GBP] Fixes wheelchairs being silent (#77524)
## About The Pull Request
They didn't produce any rolling noise while moving because the element
was being added in `generate_actions` rather than `Initialize`. A month
old mistake.

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

## Changelog

🆑
fix: Fixed wheelchairs being silent.
/🆑
2023-08-12 22:15:53 +02:00
MrMelbert
234ba2d0de Allows for some locs to have spells cast while inside, such as PAI cards (for PAIs), AI cards (for AIs), and mechas (#77418)
## About The Pull Request

Spiritual successor to #76716

- Some spells can now be cast while the mob is within the contents of
certain atoms.
  - PAIs can now cast if within a PAI card
  - AIs can now cast if within an AI card
  - People within vehicles (mechas and cars) can now cast their spells

- Repulse and Knock now have unique interactions for being cast within a
locker

## Why It's Good For The Game

Carlac's PR gave me an idea for how to tackle this in a relatively clean
way so I went ahead and adapted the suggestion to something that works
for the cast chain.

This isn't perfect, some spells will need to be updated, but they can be
done piecemeal.

This is something that, IN THEORY, should have already been wholesale
supported by the spell refactor - any atom you pass into the cast chain
should "just work ™️ ", either rejecting if it fails the valid target
check or doing the spell effects as if the atom passed was the caster.

## Changelog

🆑 Melbert
add: PAIs can now cast wizard spells should they have any. 
add: AIs located in intellicards can now cast wizard spells should they
have any.
add: Some spells, such as AoE or conjure spells, are now castable from
within Mechas or Clown Cars. To varying degrees of success.
add: Knock will now unlock and open closets you are hiding within. 
add: Repulse will now throw open closets you are hiding within.
/🆑
2023-08-08 12:26:06 +01:00
necromanceranne
a18872b6ee Restores some mechs being able to pivot step (move and turn in the same keypress) and diagonal movement (#77345)
<!-- 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

Most mechs couldn't move diagonally. This restores that for all but the
Clarke (which is a vehicle on treads)

The Clarke and Odysseus once again have pivot step, lost during the
refactor for unknown reasons. It was literally just right there, it was
an easy fix. Clarkes once again move like a tank!

## Why It's Good For The Game

So the way that mech movement works, by blocking diagonal movement, what
instead happens is that the mech eats the move command and goes on
movement cooldown. By pressing two buttons rather than one, you come to
a full stop and no longer can move. I cannot think of a more hostile
player-facing feature than this. It utterly gutted the usability of
mechs for no real apparent benefit. As such, I'm just removing it on all
but the most relevant mech, the Clarke. This should make it much more
approachable to pilot mechs and not feel like the game is malfunctioning
half the time.

Clarkes and Odysseus mechs had a really cool feature. They turned and
moved in the same button press. This made them very nimble mechs and fun
to utilize. They lost this feature in the refactor for, once again, not
much apparent reason since this was literally a line change to restore.

## Changelog

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🆑
fix: Restores a lost feature, Clarkes and Odysseus mechs once again can
pivot on a dime and step in the same button press.
qol: Mechs universally have diagonal movement as to avoid unresponsive
movement, as block diagonal movement was having unintended side effects
and was actually intended for pivot step mechs.
/🆑

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2023-08-05 14:41:44 +02:00